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Baking Normals
(by artteabee)
##Setup
Go into Shader Editor hit the button in the top right of the big green node then drag this
to here
then hit this to exit the group
then add a displacement node (shft+a vector -> displacement then connect them like this
Add Shift+A -> Texture -> image texture
Click +New Name it ex: “ChestBakeDisp” Make sure 32 Float is checked Change width & Height to 8192 Hit OK
Open UV editor Tab Browse to the ChestBakeDisp image you just created. Zoom out and you should see a black square, In the 3d viewport, click the chest piece so it is selected and hit tab to go into edit mode Now you should see the verticies appear in the black square
##Time to bake
Go to Properties Tab, then Render (Camera) Change Render Engine to Cycles Under Sampling, Render, change to 1
Under Performance, Tiles, Change Tiles X & Y both to 8192
Under Bake, Change Bake Type to Emit
Before hitting Bake, Make sure to Go into object mode, and select the piece we are ripping. Go into shader editer, Shift+Cntrol Click the Displacement node so the viewer pops us and is focused on the displacement node. Then select the image texture node we created. Should look like this
Open the UV Editor and zoom out, your black square should be Rainbow colored of just your uv map now, so the chest one looks like a tshirt
in the UV editor tab, click Image, Save As Change settlings to Open EXR, and Float Full. Hit Save
Before Subdividing! Make sure to go into edit mode, select all, then clean up, and merge by distance. Will Fill all the holes Subdivide can sometimes cause.
Add Subdivide Surface Catmull Clark Levels viewport & Render to prolly 4 or 5 Can up the quality to also 4 or 5 Change Boundary Smooth to Keep Corners
Add the displace Modifier
Click New Texture, Then click the 2 pills button on the right
Scroll down to where it says new or Open, Click open and selected that .exr we just created
Back to the main displace modifier tab Change Coordinates from Local to UV And change Strength to .0001, for bigger ridges can change to .0002. anything more looks horrible.
Fix any corners by going into edit mode. Selecting the edges then Shift+E and change the value from zero to 1. Or if you don’t want it to be as sharp an edge, any value between zero and 1.
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- Home.
- State of Play May 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.
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ExtracTOR (Windows app): extracts the game assets from SWTOR's files.
Download - Guides. -
Blender (Windows/macOS/Linux app): popular free, open source 3D app.
Download - Guides - Short videoguides -
.gr2 Import/Export Add-on for Blender: imports 3D models in SWTOR's .gr2 format.
Download .gr2 and ZG Add-ons - Guides. -
ZG SWTOR Tools Add-on for Blender: includes Character and Area Assemblers.
Download .gr2 and ZG Add-ons - Guides. -
SWTOR Terrain Extractor (Windows command line executable): pre-converts SWTOR's ground patches files to a format (.obj) readable by our tools:
Download - Guides.
(Older tools like Slicers GUI, Noesis, or EasyMYP, are no longer needed, supported, or compatible at all)
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TORCommunity.com:
(warning: it runs VERY slowly)- SWTOR Database (with NPC Exporters).
- Character Designer.
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:
- Baking:
- Exporting to other apps:
- 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 Player Characters' head assets through their Appearance Designer sliders data.
- 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:
We have resumed modding tool development. Stay tuned for tools and tutorials.
- 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.