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Understanding In Game Head Slider Values
This Guide is still under development but is considered to be in a useable state.
Incomplete sections are marked with an exclamation mark (!) before their importance level. Some images are yet to be added.
This guide will provide a basic rundown on how to find the relevant gr2 objects and textures for your in-game character model.
- GR2/SWTOR Importer Plugin (Current or Legacy)
- Blender Software
- Access to Jedipedia's File Reader
- You're familar with SWTOR's body type names (BFN, BMS, etc).
- You're already familiar with importing GR2 files into Blender.
- You're capable of applying Shaders and Textures to objects in Blender.
- It is recommended to open a word processor to take notes as you go, as you will be copying and searching a lot throughout this guide. Excel, Wordpad or Notepad are all perfectly suitable. This guide also assumes you have a character customization already created from within SWTOR. For the duration of this guide, we will be using the example below, however you can use your own character.

You may also want to start your note taking by creating a layout similar to this table, with three columns for Field Name, Slider Value, and Index ID as headings. Head Index ID will be required regardless of class, gender or race so ensure that is your first row. The other rows will be created/filled in as you follow this section of the guide, as they may be different depending on your class, genders and races.
| Field Name | Slider Value | Index ID Value | Model ID Value | Material ID Value |
|---|---|---|---|---|
| Head Index ID | ||||
| Nothing yet... | ||||
| Nothing yet... |
- Navigate to Jedipedia's File Reader (the link is available at the top left corner of the World Viewer page, too) and click the
Add Assetsbutton, then navigate to your SWTOR game files'AssetsDirectory and select all the.torfiles within this folder, then open them. Loading can take between 10-60 seconds (there are progress indicators), so perfect time to check your phone.- Steam Install Location:
C:\Program Files (86)\Steam\steamapps\common\Star Wars – The Old Republic\Assets - SWTOR Launcher Install Location:
C:\Program Files (x86)\Electronic Arts\BioWare\Star Wars - The Old Republic\Assets
- Steam Install Location:

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Once all the `.tor` files have loaded into the File Reader, switch to the 'Nodes' tab on the top left, and then, in the input search box `psc.` and navigate to the correct class, gender and then select the race for your character. Please note it can take a few seconds for the node to fully load.
In this case, the character example is a Bounty Hunter, Female, Human. If you're familiar with the nodes you can also type the full node path into the search box, for example. `pcs.bounty_hunter.female.human`.

- When the psc node loads press
Ctrl + Fand do a search for your characters appropriate body type. For the example used in this guide we'll be searching forbfn. Two results will be found, you want to navigate to the section that has a number of entries below the body type ranging from 1 up and not the section that mentionsappPcsSkeletonDisplayList.
These are the Head IDs, and are critical for every step after this. Compare the In Game Head Slider value to the Field Name column in this table, and take note of the Value associated with it. For our example, the head Field name is 16 and the value (Head Index ID) is 1184. Write this down and clearly label it as Head Index ID: 1184 or whatever your ID may be.

- Using the
Head Index IDwe just found, perform another search until you come to the section that has Field Names ofappSlotAge,appSlotComplexion, etc. These are the other sliders that make up your characters unique look. Each category makes up one of the sliders, as different classes and races have slightly different sliders, we're not going to go through them all, but the principles are the same, and most names are self explanatory. Please note the one obvious exception to the 'names just make sense' rule is appSlotAge, which is actually the characters scars.
For every category under your Head Index ID (1184), go through and record the Field name, and the appropriate index value for each category. After you've gone through the list you should end up with notes or a table that looks like this:
| Field Name | Slider Value | Index ID Value | Model ID | Material Index |
|---|---|---|---|---|
| bfn (Head Index ID) | 16 | 1184 | ||
| appSlotAge | 12 | 1204 | ||
| appSlotComplexion | 12 | 1222 | ||
| appSlotEyeColor | 2 | 1070 | ||
| appSlotFacePaint | 7 | 1119 | ||
| appSlotHair | 67 | 5419 | ||
| appSlotHairColor | 16 | 5375 | ||
| appSlotSkinColor | 20 | 1108 |
- Congratulations, you now know all the Index IDs required for your character. The next section of the guide will explain how to locate them.
-
This section will involve a lot more searching, and copy-pasting in the
pscnode we've been exploring. To start we're going to locate the head Model and Material IDs To do this, pressCtrl + Fand search for theHead Index IDwe found earlier, for the character example of this guide it is1184. Record the values forappAppearanceSlotModelIDandappAppearanceSlotMaterialIndexin your notes,1000970and1583915respectively. -
You will need to repeat Step 1 of this section for every Index ID Value you've found for each respective category. Not every Index ID Value will have an associated
appAppearanceSlotMaterialIndex, in which case you can leave that blank in your notes. Some categories will have a field calledappAppearanceSlotTypewhich will give you an indication that you've found the right section, although not all do so use this as an aid not a requirement only. -
When you have completed finding all the required Model IDs and Material Index values, your notes should look like this:
| Field Name | Slider Value | Index ID Value | Model ID | Material Index |
|---|---|---|---|---|
| bfn (Head Index ID) | 16 | 1184 | 1000970 | 1583915 |
| appSlotAge | 12 | 1204 | 1003688 | |
| appSlotComplexion | 12 | 1222 | 1415003 | |
| appSlotEyeColor | 2 | 1070 | 1001083 | |
| appSlotFacePaint | 7 | 1119 | 1003494 | |
| appSlotHair | 67 | 5419 | 3053962 | 3053940 |
| appSlotHairColor | 16 | 5375 | 1721482 | |
| appSlotSkinColor | 20 | 1108 | 1001053 |
Each of the Categories/Field Names we found above will have an associated index.xml file. These .xml files are human readable instructions for the game which denote things such as .mat., .gr2 and color specific .xml files.
There is no right or wrong way to go about this section when it comes to taking notes vs finding the files immediately. This guide will assume you're noting down the files found throughout the various index.xml files and locating .gr2 and .mat files at the end. However if you would prefer to locate the files as you go, it is recommended to open up a second copy of the File Reader in a new Browser Window so you can move between them without closing your index.xml search that is covered in Step 1 of this section.
-
Back on Jedipedia's File Reader switch to the 'Files' tab on the top left, and then, in the input search box type
index.xml. Allow it a second to load, and then have a quick read through the various options below thedynamiccategory. To start, we'll find your characters head, so navigate toDynamic > Head > index.xmland select that file. Index files can be large, so allow them a few seconds to load. -
When the index file loads press
Ctrl + Fand do a search for your characters Head Model ID. For the example used in this guide we found the value of1000970so we'll look for that. The Model ID should appear only once in the correctindex.xmlfile, and in this case is associated with aBaseFileofhead_human_bfn_asian_a02.gr2. -
As this asset has multiple material options, we're going to refer to the
Material Indexvalue we found to find which.matfile is correct. The head used in this guide has aMaterial Indexof1583915, so if we look for that we'll find the correct.matfile ishead_human_asian_a02c01_f.mat
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- Home.
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- 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.
-
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. -
JC SWTOR Tools Add-on for Blender (3.6):
Character, Gear, Dye, and NPC importer that doesn't use TORCommunity.com data:
Download - User Guides
Requires installing matched .gr2 and ZG add-ons, too.
(Older tools like Slicers GUI, Noesis, or EasyMYP, are no longer needed, supported, or compatible at all)
-
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!
-
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:
- 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. Meanwhile, visit our Discord's Modding channel
- 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.