-
Notifications
You must be signed in to change notification settings - Fork 0
ZG SWTOR Tools Add on
WARNING: for Blender 4.x compatibility, this Add-on depends on installing the latest, 4-compatible version of the .gr2 Importer Add-on.
Game Update 7.6 broke its Character Assembler. We have a solution in Beta.
Depending on which resources folder is selected in the add-on's Preferences (extracted before or after Game Update 7.6), the tool gets the correct classic or modernized results. Check the release's description for details.
The ZeroGravitas (ZG) SWTOR Tools Add-on provides with a miscellanea of tools to use on Star Wars: The Old Republic's game assets, including a game Area Assembler, Player Character and NPC Assembler, and a SWTOR Materials Processor. It grows in features as new ideas come up.
(Quality of code-wise, "this is not a place of honor": It Just (Kinda) Works™ 😓)
This Add-on relies on foundational efforts by fellow slicers, such as the .gr2 Importer Addon, which is invoked under the hood in places, and the ExtracTOR, Slicers GUI, and even ancient TorMYP/EasyMYP tools, which allow for extracting the game assets we play with in, to start with, plus game information exported by tools in Jedipedia.net and TORCommunity.com.
(WARNING: some of the images and information in this wiki might be slightly out of date, as the Add-on is in a state of constant upgrades and revisions)
Check the changelog at the bottom of this page for bug corrections and new features.
- Area Assembler.
- Enable/Disable Collections.
- Group Areas in SubCollections.
- Set Backface Culling On/Off.
- Process Named Materials.
- Customizable SWTOR Shaders tools.
- Deduplicate Scene's Materials and Nodegroups.
- Set all .dds to Non-Color.
- Interactions with the new .gr2 Importer Add-on.
- Quickscaler.
- Merge Double Vertices.
- Modifiers Tools.
- Set Objects' Custom Properties Manually.
- Armatures In Scene's Pose/Rest Position.
- Clear Bones' Translations.
- Mask Selected Vertices From Sculpting.
2024-07:
- Compatibility with Blender 4.0.x (depends on the .gr2 Importer Add-on's own compatibility).
- The Add-on interacts with the .gr2 Importer Add-on's new features, exposing some of them in the Status Panel. Several Objects Tools use them (see Object Tools page's prologue).
- Area Assembler:
- Corrects a bug in its instancer code (responsible for duplicating already imported objects to speed up assembling): now more objects ought to land in their correct places instead of ending up floating around at random.
- Terrains no longer show fissures thanks to an improved SWTOR Terrain Extractor. Please download it and regenerate your terrains with it.
- NEW: It assembles 64-bit SpeedTrees now, filling a Tython or a Dromund Kaas with trees.
- Makes sure whole imported areas are consistently placed relative to the scene's origin. In theory, merging partial Area Assemblies into a final scene wwith everything fitting correctly ought to be possible.
- Group Areas in Subcollections: works far better and easier now.
- Character Assembler (in combination with improvements in the .gr2 Importer Add-on):
- Solves an issue with NPCs' skin areas showing armor material instead of skin.
- NEW: it applies DirectionMaps to hair and fur.
- Corrects an issue with Twi'lek eyes' UVs that kept them from baking correctly.
- NEW: it can separate the eyes into a different object, which some third party rigging systems prefer.
- NEW: it can make each eye a separate object, adjusting their origins so that we can control them with both bones and conventional rotations at the same time.
- NEW: Merge Physics Bones' Vertex Groups: helps with Cloth Physics applications.
- NEW: Set Objects' Properties Manually: for management of .gr2 object properties (expected to be seldom used).
- NEW: Clear bone Translations: to solve imported animations and poses' distorted limbs.
- NEW: Correct Twi'lek eyes' UVs.: same as in the Character Assembler, but applicable to already imported models.
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 January 2025
- 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.
Downloadable Tools (All Links Page):
-
(NEW) ExtracTOR Windows app.
(Replaces the old Slicers GUI app) -
Blender 3D Windows/Mac/Linux app.
-
SWTOR .gr2 Objects Importer Blender Add-on.
Required by other add-ons. -
ZG SWTOR Tools Blender Add-on:
-
SWTOR Terrain Extractor Windows Command Line Tool.
-
TORCommunity.com:
(runs VERY slowly)- SWTOR Database (with NPC Exporters).
- Character Designer.
- EasyMYP Windows app.
- Noesis Windows app.
READ THE BROAD STROKES FIRST: YOU'LL SEE IT'S EASIER THAN YOU THINK!
-
The steps:
- Extracting SWTOR's game assets with ExtracTOR (WIP).
-
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.
-
Extra steps that require manual work and some knowledge of SWTOR's assets:
-
Making capes and hair work, manually and through Cloth Simulation.
-
Attaching weapons and other objects to a character with a SWTOR rig.
-
Attaching weapons and other objects to a character with a custom rig.
-
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.
-
3D Printing:
-
- 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 since SWTOR moved to 64-bit codebase. Unless a new coder takes charge, it'll stay so indefinitely.
- Alternative techniques:
- Modding SWTOR textures with Special K (USE CAUTION).
Basically, use Jedipedia.net's tools and check our Discord. We'll see about adding new material, but this is very involved stuff.
- File Formats:
(32-bit. Needs updating to 64-bit): - A look at SWTOR's Materials and Texture Files.