-
Notifications
You must be signed in to change notification settings - Fork 0
CLO File Structure
CLO files contain two sets of bones: "cloth" bones and "reference" bones. Each bone has a match within a sibling GR2 file. Apparently, only cloth bones are used for cloth simulation.
- File Header
- Data Header
- 128-byte aligned array of 32-char bone names, length equals total number of bones
- Array of Bone Data 1 structs, length equals number of "cloth" bones
- Array of Bone Data 2 structs, length equals number of "cloth" bones
- Array of Bone Data 3 structs
- Array of Bone Data 4 structs
Total size: 16 bytes
Offset (h) | Type | Count | Description | Values |
---|---|---|---|---|
00 | char | 4 | Signature | OLCB |
04 | uint32 | 1 | Unknown | 1,2 |
08 | uint32 | 1 | Offset to data | 10h |
0c | uint32 | 1 | Size of data | Filesize - 16 |
Total size: 112 bytes
Offset (h) | Type | Count | Description | Values |
---|---|---|---|---|
00 | uint32 | 1 | Unknown | 0 |
04 | float | 1 | Unknown | -0.98, -2.5 |
08 | float | 3 | Unknown | 0.0 |
14 | float | 1 | Unknown | N/A |
18 | float | 4 | Unknown | -1.0 |
28 | uint32 | 1 | Total number of bones | N/A |
2c | uint32 | 1 | Offset to bone names - 10h | 70h |
30 | uint32 | 1 | Number of "cloth" bones | N/A |
34 | uint32 | 1 | Offset to Bone Data 1 - 10h | N/A |
38 | uint32 | 1 | Number of "cloth" bones | N/A |
3c | uint32 | 1 | Offset to Bone Data 2 - 10h | N/A |
40 | uint32 | 3 | Unknown | 0 |
4c | uint32 | 1 | Number of elements in Bone Data 3 | N/A |
50 | uint32 | 1 | Offset to Bone Data 3 - 10h | N/A |
54 | uint32 | 4 | Unknown | 0 |
64 | uint32 | 1 | Number of elements in Bone Data 4 | N/A |
68 | uint32 | 1 | Offset to Bone Data 4 - 10h | N/A |
6c | uint32 | 1 | Unknown | 0 |
Total size: 96 bytes
Offset (h) | Type | Count | Description | Values |
---|---|---|---|---|
00 | float | 4 | Constraints (max/min) | N/A |
10 | float | 6 | Constraints (max/min) | N/A |
28 | float | 6 | Constraints (max/min) | N/A |
40 | float | 4 | Unknown | N/A |
50 | int32 | 2 | Unknown indices | N/A |
54 | uint32 | 1 | Bone Index (Cloth) | 0 to total number of bones - 1 |
58 | uint32 | 1 | Parent Bone Index (Reference) | 0 to total number of bones - 1 |
Struct size is variable, but it always ends with FFFFFFFFh.
Offset (h) | Type | Count | Description | Values |
---|---|---|---|---|
00 | float | 2 | Unknown | N/A |
08 | uint32 | 1 | Unknown | N/A |
0c | float | 1 | Unknown | N/A |
10 | uint32 | 2 | Unknown | N/A |
18 | uint32 | 2 | Unknown | 0 |
Total size: 24 bytes
Offset (h) | Type | Count | Description | Values |
---|---|---|---|---|
00 | uint32 | 1 | Unknown index | N/A |
04 | uint32 | 1 | Unknown index | N/A |
08 | float | 3 | Unknown | N/A |
14 | uint32 | 1 | Unknown | N/A |
Total size: 16 bytes
Offset (h) | Type | Count | Description | Values |
---|---|---|---|---|
00 | uint32 | 4 | Unknown indices | N/A |
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 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):
-
(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.