KotorBlender (for Blender 3.3+) 3.10.3

   (3 reviews)

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About This File

This add-on is a fork of KotorBlender, upgraded to support newer versions of Blender. KotorBlender is in turn based on NeverBlender, forked from version 1.23a.

## Features

- Import & export MDL models, including walkmeshes
- Import & export LYT files
- Import & export PTH files

## Installation

1. Clone this repository or download the latest release of KotorBlender from Deadly Stream
2. If you have cloned the repository, create a ZIP archive containing the **io_scene_kotor** directory
3. From Edit → Preferences → Add-ons in Blender, install the add-on from the ZIP archive and enable it by ticking a box next to "Import-Export: KotorBlender"
4. Alternatively, if you want to contribute to KotorBlender, you may want to create a symbolic link to the local repository in the Blender add-ons directory, typically located at `C:/Users/{user}/AppData/Roaming/Blender Foundation/Blender/{version}/scripts/addons`.
  1. `mklink /D io_scene_kotor {repo}/io_scene_kotor`
 

## Usage

### Data Preparation

Extract models, textures, walkmeshes, LYT and PTH files into a working directory, using a tool of your choice, e.g. reone toolkit. Recommended directory structure:

- *data* — extract all BIF archives here without subdirectories
- *texturepacks*
  - *swpc_tex_tpa* — extract swpc_tex_tpa ERF archive here

If you plan to edit textures, batch-convert TPC to TGA / TXI files using **reone toolkit**, although TPC textures are also supported by KotorBlender.

### Model Import and Export

1. Import via File → Import → KotOR Model (.mdl)
2. Select top-level MDL root object to be exported
3. Export via File → Export → KotOR Model (.mdl)

### Editing Animations

To edit list of model animations and corresponding events, select MDL root object and navigate to Object → KotOR Animations. KotorBlender supports both object and armature-based edits. To create an armature from objects, navigate to KotOR Animations → Armature and press Rebuild Armature and Apply Object Keyframes. Before exporting a model, make sure to copy armature keyframes back to objects by pressing Unapply Object Keyframes.

### Lightmapping

1. Select objects for which you want lightmaps to be recreated, or unselect all objects to recreate all lightmaps
2. Press KotOR → Lightmaps → Bake (auto)

UV mapping:

1. Select objects having the same lightmap texture and enter Edit mode
2. For every object, ensure that `UVMap_lm` UV layer is active
3. Select all faces and unwrap UVs via UV → Lightmap Pack, increase Margin to avoid face overlapping

Fine-tuning:

1. Increase lightmap image size via UV Editing → Image → Resize
2. Tweak ambient color via Scene → World → Surface → Color
3. Manually toggle rendering of objects in Outliner and press KotOR → Lightmaps → Bake (manual)
4. In Scene → Render, set Device to GPU Compute to improve performance, set Render Engine to Cycles if not already
5. In Scene → Render → Sampling → Render increase Max Samples to improve quality

### Minimap Rendering

1. Press KotOR → Minimap → Render (auto)
2. Open "Render Result" image in Image Editor and save it as "lbl_map{modulename}.tga"
3. Open "MinimapCoords" text in Text Editor and copy-paste generated properties into module .ARE file using any GFF editor

Fine-tuning:

1. Tweak background color via Scene → World → Surface → Color
2. Manually toggle rendering of objects in Outliner and press KotOR → Minimap → Render (manual)

### Connecting Rooms

1. Select a room walkmesh
2. Enter Edit mode and select two vertices adjacent to another room
3. Determine 0-based index of the other room into the LYT file
4. Enter Vertex Paint mode and set brush color to (0.0, G, 0.0), where G = (200 + room index) / 255
5. Ensure that brush blending mode is set to Mix, and brush strength is set to 1.0
6. Paint over the selected vertices

### Editing Paths

1. Extract PTH file from the module's RIM file, e.g. "modules/danm13_s.rim" (Kotor Tool, reone toolkit, etc.)
2. Import PTH into Blender via File → Import → KotOR Path (.pth)
3. Create/move path points, or modify path connections via Object Properties
4. Export PTH via File → Export → KotOR Path (.pth)

## Compatibility

Known to work with Blender versions ranging from 3.3 to 4.0.

## License

GPL 3.0 or later


What's New in Version 3.10.3

Released

  • Fix automatic node number assignment
    • Default node number to -1
    • Fix out of bounds access when no node numbers are defined in a model
  • Like 6
  • Thanks 2
  • Light Side Points 6



User Feedback

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mcleanmercury

· Edited by mcleanmercury

   1 of 1 member found this review helpful 1 / 1 member

This file was so incredibly helpful. However, I did run into a few problems. I can import mdl files, but I can't export them. The option is there, but when I go to the exported location, it's empty. I'm using Blender 3.6. Also, I tried making edits to the KotOR PFBCM to practice my skills since I'm new. It imports just fine, but even if I do nothing, I can't export it because of duplicate nodes. Do you know why that is? If I delete all the blue and green boxes (marked locations for where animations go I think?) making it so you only see the base 3D model, the error goes away, but the mdl file still isn't exported. Any tips or tricks would be appreciated.

I also tried this in blender 4.1 and it didn't work so that's why I'm using 3.6

PS: Drakr62 is right, a tutorial would be super duper awesome. Thanks!

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Drakr62

  

I love it but I would like to know if there is a tutorial for the mod

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JediArchivist

   0 of 2 members found this review helpful 0 / 2 members

 

 

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