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Using TORCommunity NPCs Database
Our Player Characters aside, TORCommunity.com can provide us with Non Playable Characters (NPC) data that can be used in this auto-assembling workflow, too. Let's see how.
In the website's top menu bar we have the Database
dropdown menu, and among its options there is a NPCs
one.
So, we click on it to produce a NPCs search form. To keep things simple, we fully or partially type the name of the NPC (a character, a creature, etc.) and click submit
. Let's try that with Lana Beniko.
Upon submitting, the form will produce a list of entries for the character. There are so many because they represent all the different conditions in which the game's database presents her in terms of dialogue, specs, etc. All that interests us is her looks, though, which leads us to a fairly important action to do: sort the entries by Min Level, that is, by the minimum player level in which each configuration of the character appears to us during playing.
Why? Because there are several NPCs in the game whose appearance varies depending on when we meet them in the story. For example, Darth Malgus has different armor before and after falling from grace, and Satele Shan shows her age after KotFE/KotET. Sorting by level is a kind of chronological ordering, after which the other columns (Category and Subcategory) help narrow down things.
Still, a way not to have to do much guessing is just MMB-clicking on a few entries around the levels and categories that look interesting to open them in multiple web browser tabs and go through them until we find what we want.
Let's see one of the results: depending on the type of entry, there will be several panels and tabs, but the one we are interested in is the 3D Viewer common to them all.
We click on its central button and the page will load a 3D model of the character that we can gyrate and zoom to study. The important bit is the bottom diskette icon in the top right column.
This button produces a .zip file export. This .zip file contains exactly the same kind of files and folders structure that the Character Designer does, and, once decompressed anywhere we want in our SSD or hard disk, it can be fed to our Character Assembler tools.
Just as in the case of the PC Character Designer, what we get from a export is what the 3D Viewer shows us. We've seen entries in which the database shows some generic NPC instead of the one we were looking for (possibly because the latter is mentioned somewhere in the data without being the main element). Rely on your eyes.
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.
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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.
-
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.