-
Notifications
You must be signed in to change notification settings - Fork 0
Enhancing SWTOR texture maps with Cupscale
-
Cupscale: https://github.com/n00mkrad/cupscale
-
Python 3.9.7: https://www.python.org/downloads/release/python-397/
-
NVIDIA CUDA (if you have a NVIDIA GPU. Skip this step otherwise): https://developer.nvidia.com/cuda-downloads
-
NVIDIA Texture Tools Exporter to check your results: https://developer.nvidia.com/nvidia-texture-tools-exporter
-
Upscaling model from this list: https://upscale.wiki/wiki/Model_Database#Video_Game_Textures
-
Textures from swtor to be upscaled (.dds are fine, no need to convert them).
-
Blender (tested with 2.93.4).
-
Gr2 Blender addon for proper shading in Blender: https://github.com/SWTOR-Slicers/Granny2-Plug-In-Blender-2.8x
-
Install all the things according to this guide, step by step: https://upscale.wiki/wiki/ESRGAN_Installation_Guide_for_Windows
-
Download CUDA (if you have NVIDIA GPU) and install it.
-
Download Cupscale and unpack it.
-
Download Texture Tools Exporter and unpack it (step in not necessary, may skip it if you have another .dds viewer installed).
-
Download Upscaling model with 4x scaling from list above, I used the one named 4x-SkyrimTexV2.1 but you may try another model to obtain different result. Unpack it from the archive.
-
Run Cupscale, let it do own business and then press the settings button (top right) and use settings from the picture below. Your “Model Path” will be different, this is the folder where you unpacked your model or models from the previous step. The second important thing here is “Enable Alpha”. RTX and CUDA stuff are for NVIDIA cards so you may skip it if you don’t have this hardware.
- Pick the model from the list and check transparency flag in Cupscale to enable alpha.
- Drag and drop your textures to Cupscale, their names will appear in “batch upscale” tab.
- Go to lower left corner of Cupscale, check the settings. I suggest using .png or stay with .dds.
- Check the result with Texture Tools, most textures use alpha channel, see example below:
- Change files in Blender, my example is not perfect but details are more clear now:
(A/B slider view: https://www.instarestoration.com/slider/view/1d14fc20-0f64-4616-a6d9-2a71ccb5dbeb)
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.