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Viewing and converting extracted assets with Noesis
We don't recommend Noesis as a SWTOR meshes conversion tool, as it destroys the models' Normals information and can only handle a single UV map. That said, it still has its uses.
For a very long while, Noesis, the popular game assets converter tool, was the only means many of us had for converting SWTOR's .gr2 3D models (a custom variation of the "granny" format) to more common ones such as .obj.
Nowadays, things have improved dramatically, to the point that we can completely disregard Noesis as a conversion tool. BUT!!! It can still be useful for a few purposes:
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To browse through our SWTOR assets extraction folders to preview 3D objects… in their fully textured glory (as long as they use non-recolorable materials such as Uber and Creature shaders-based ones)!
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To convert a SWTOR object's packed texture files (texture files that store in their RGBA channels disparate information such as opacity, glow, and normals for efficiency sake) to more conventional ones (separate opacity, glow and "blue" normal map texture files, etc.).
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And, finally, to batch-convert SWTOR's 3D objects to other formats, although, as said, that's not recommended because of some inherent problems (those could be solved by overhauling Noesis' SWTOR script, but it's doubtful it'll be done any soon).
Noesis is a tool created and supported by videogame programmer and designer Rich Whitehouse. It's meant to be a Swiss Army knife of videogame asset formats conversion and preview, covering images, 3D models, and even animations. It's extensible through both native extension modules and Python scripts.
And there exists a SWTOR models script for it.
The version of Noesis stored in its creator's website lacks the SWTOR script. We host in this Github a repository of Noesis that includes such script.
To download it, we go there, click on the green Code
button and choose the Download Zip
menu option.
Now, we open the downloaded <NOESIS-Master.zip> file: inside, there is a NOESIS-Master
folder. Don't drag'n'drop that to your Desktop yet! Open it instead and… inside you'll find the NOESIS folder that actually contains the app and its files 😛.
This is, by the way, the actual app: it doesn't require an installation step, so, we can drag this NOESIS folder wherever we want to.
We need now to let Noesis and its SWTOR script know where do we keep our stash of Slicers GUI or EasyMYP-extracted game assets, so that it can use the texture map files stored there when we look at the game's objects in its 3D viewer.
For that, we need to edit by hand the preference file for that SWTOR script. It's a file located inside NOESIS\plugins\python
, named swtor-config.xml
.
We can open it with any text editor, such as Notepad.
The bit we have to change is that default Z:\\2.8
, replacing it with the path to the folder inside of which the extracted game assets folder resides. If the extraction was done with the Slicers GUI app, the path is the one set as the Output Folder field in that app's window. For example, C:\Users\my_user_name\SWTOR Stuff
.
We do not condone the usage of our tools for malicious intent, including: exploits, harassment of others, or anything else that may violate EA/Bioware's EULA, TOS, DSA, Privacy Policy Copyrights, Trademarks, or anything else illegal. We will not be held accountable for your actions, and will act against you if nessesary.
- 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.