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Applying animations to NPC creatures can get difficult at times: many species of creatures share common animation files with simplistic directory names such as "cat" or "dog", or the name of one of several species compatible with it, such as "rancor".
As there is no correspondence data among the .xml
files we can find through a simple desktop search, we need to use Jedipedia's File Reader to locate it inside SWTOR's hierarchical node structure.
Let's try the case of a K'lor Slug:
We look at the NPC node, npc.location.korriban.mob.klorslug.klorslug_broodling
, where we can see the char spec is set to klorslug
(we could also look at the NPP node, npp.creature.klorslug.larva) or chrSpecPrototype
but that shouldn't be necessary).
Once we know the character's spec, we open /resources/art/dynamic/spec/klorslug.dat
and then look inside AnimBodyType
or AnimNetworkFolder
. The former simply tells us the name of the animation category, while the latter gives us its directory path relative to the resources
folder.
We look for the crystal name in swtor.jedipedia.net's search form: clicking on the result, we look for the FQN in the entry's Metadata panel.
Through Jedipedia's File Reader, in the Nodes tab, we navigate to that FQN subtree (or just paste it in the tab's search field to isolate it) and click on the node. Inside it there is a itmDyeSlotId
field, listing a number.
We can search for that number inside the itmAppearanceColorsPrototype
node. This node is directly at the root of the nodetree (somewhere below all the folders listed in the Nodes tab). Each color definition comes preceded by the number, and holds RGBA values (only showing the ones different to zero) in the 0-1 range.
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- Home.
- State of Play December 2024
- Getting Help:
IMPORTING SWTOR MODELS INTO BLENDER: A BRIEF OVERVIEW.
Check this intro first. Afterwards, you can jump directly to the guides on extracting PCs, NPCs and others.
No need to read this section right now: each extracting/assembling guide explains its required tools anyway.
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Slicers GUI (Windows app).
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Blender 3D (multiplatform app):
Which version. How to learn. Installing our Add-ons. -
SWTOR .gr2 Objects Importer Add-on.
Required by all the other add-ons. -
SWTOR Character Assembler Add-on.
(In maintenance. Use the ZG SWTOR Tools' version for now) -
SWTOR Area Assembler Add-on.
(In maintenance. Use the ZG SWTOR Tools' version for now) -
ZeroGravitas' ZG SWTOR Tools Add-on.
Includes the Character and Area Assemblers plus other diverse tools.
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Jedipedia.net:
- SWTOR Database.
- File Reader.
- World Viewer.
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TORCommunity.com:
- SWTOR Database.
- Character Designer.
- NPC viewer's Exporter.
- EasyMYP (Windows app).
- Noesis (Windows app).
READ THE BROAD STROKES FIRST: YOU'LL SEE IT'S EASIER THAN YOU THINK!
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The steps:
- Installing Slicers GUI and extracting SWTOR's game assets.
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Using TORCommunity's Character Designer to export Player Characters.
- IF ARMOR SELECTION SEARCH IS DOWN: workaround to manually specify Armor Sets.
- Using TORCommunity's NPCs Database to export Non Playable Characters.
- Using our Blender add-ons to auto-assemble the model.
- Rigging the character for posing and animation
- Applying SWTOR animations to the character.
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Extra steps that require manual work and some knowledge of SWTOR's assets:
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Making capes and hair work, manually and through Cloth Simulation.
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Attaching weapons and other objects to a character with a SWTOR rig.
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Attaching weapons and other objects to a character with a custom rig.
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Baking the models' textures and exporting to other apps:
- Baking with Legacy SWTOR materials and modern ones.
- Baking the multiple materials of an object into a single one.
- Exporting to VRChat.
- Exporting to Star Wars Battlefront II.
- Exporting to Unreal Engine.
- Exporting to Garry's Mod.
- Exporting to Tabletop Simulator.
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3D Printing:
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- Locating armor parts' assets
- Locating weapons' assets.
- Assigning materials and textures to environmental and architectural elements, furniture, props, ships, vehicles and weapons.
- Assembling multi-part assets (Decorations, Rooms, etc).
- Generic guide to importing objects and assigning materials (Legacy Add-on-based. Needs updating).
- Snippets.
- Improving and customizing our SWTOR models and materials.
- Other Extracting Strategies (needs updating).
- SWTOR Materials recipes:
Modding isn't working at the moment due to SWTOR's change to a 64bit codebase. It's going to take a while 🙁.
- Overview.
- Tools.
- Other techniques:
- Modding SWTOR textures with Special K (CAUTION).
- Overview.
- Tools.
- File Formats (32-bit. Needs updating to 64-bit):
- A look at SWTOR's Materials and Texture Files.