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  1. 1 point
    If anyone has any suggestions, please tag Masirimo when replying. Thanks.
  2. 1 point
    i have absolutley no idea why my method works but you can extract my rogue armour.rar into override and edit the appearance.2da how I describe it and it shoudl work- Open appearance.2da from your override folder using 2DA Editor. Make a backup copy of this in case anything goes wrong in your editing. Hit Edit → Filter (or CTRL + F on your keyboard) and type in P_FEM. For all of the visible rows, replace the contents in the modelb column with PFBBS. Replace all contents in the texb column with PFBBS Rogue armour.rar
  3. 1 point
    First off this is marvelous. I wanted this since first meeting Mandalore the Preserver in Kotor 2. I am really struggling, whether Canderous would paint the Mask or not. It was worn by Mandalore the First -> Mandalore the Indomitable -> Mandalore the Ultimate -> and finally Canderous Ordo, Mandalore the Preserver, after which it was not passed on. (Presumably the dark saber would soon replace the role of the mask.) (There is an obscure peace of information, that the Ultimate was not a true Mandalore, but was aided by the Sith and basically replaced an unidentified Mandalore. After the death of the Ultimate and after Revan had told Canderous the location of the Mask, Canderous met the unidentified Mandalore, who was dying and told Canderous to take his armour and gave Canderous his blessing to become the Preserver, who would now be the rightful next Mandalore.) Under those circumstances, would Canderous paint the Mask? Reasons for painting the mask a different colour People in-game don't seem to notice Mandalore himself walking past them. Canderous wants to change tradition for now. He is rebuilding the Clans. Only the next Generation will return to the way of the warriors. The Mask would be a target pinned to his face. It would be a symbol for the old ways of war. (The Mask seems to lose relevance in its' history at this point. Perhaps painting it is one of the causes? Grand Admiral Thrawn ends up having the Mask of Grievous, the Mask of a Jedi Temple Guard, the Helmet of Clone Commander Gree (who tried to kill Yoda), but even Thrawn does not end up getting the Mask of Mandalore; He only has holo-images of ancient paintings.) Reasons against painting the mask a different colour Mandalorians have a proud tradition, from which they do not seem to deviate, even if it would wipe them out. The Mask would be the icon and evidence of his rightful rule as the new Mandalore. He went through so much effort to find the mask. Would he now hide its' golden colour? Regardless of whether he paints it, the galaxy at large would not be pleased to learn about the Mandalorians trying to rebuild. Canderous would have many enemies either way and it was unlikely any of the would return to Dxun, where the Mandalorian Wars began.
  4. 0 points

    Version 3.10.3

    2,477 downloads

    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
  5. 0 points
    Hi everybody. Does anyone have any KOTOR 2 playthrough tips and/or ideas that they would like to share? I'll start the 'ball rolling' by mentioning that I resist the temptation to 'level up' any companions that I know I will later jedify. In this way, for example, I will have a companion that is Jedi Guardian level 20 instead of that same companion being Soldier level 10 and Jedi Guardian level 10 as he/she would otherwise be.