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GDC 2011 Cinematic Character Lighting in SWTOR
This is a Game Developers Conference 2011 presentation by BioWare's Ben Cloward (Senior Technical Artist) and Aaron Otstott (Senior Software Engineer), where they describe the concept art-like, "stylized realism" that was set as a goal for SWTOR's graphic style, opposite to the usual aim for photorealism, and how it was achieved. They discuss the implementation via shaders and other methods of techniques such as gradient lighting, rim lighting, depth of field, automatic camera and light positioning, etc., several of which are being or have been implemented by the SWTOR Slicers team in tools like TORCommunity.com's Character Designer, Unreal and Blender shaders, etc.
The videorecording of the presentation is 59 minutes-long (48 minutes of actual presentation plus Q&A).
The slides can be downloaded as a PDF (22 MB).
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- Home.
- State of Play February 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):
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(NEW) ExtracTOR Windows app.
(Replaces the old Slicers GUI app) -
Blender 3D Windows/Mac/Linux app.
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SWTOR .gr2 Objects Importer Blender Add-on.
Required by other add-ons. -
ZG SWTOR Tools Blender Add-on:
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SWTOR Terrain Extractor Windows Command Line Tool.
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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!
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The steps:
- Extracting SWTOR's game assets with ExtracTOR (WIP).
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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 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.