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Showing content with the highest reputation on 08/12/2021 in Posts

  1. 1 point
    I'll add a few notes to DP's already fairly comprehensive answer. Apart from the 3d model itself, you're going to need a texture, but just one. Modern game assets use a variety of texture images, all serving a different purpose: diffuse, ambient occlusion, normal maps, roughness map, metalness map, etc. For good ol' KoTOR, you'll only be interested in the diffuse map (also often called "albedo" or "base color"). KoTOR does support normal maps/bump maps, but honestly I've never been able to see the difference in-game, so don't bother with those. While there's a lot of cool stuff that has been done in their respective modding communities, remember to ask for permission to the mods' original authors before starting to port stuff. Otherwise, you won't be allowed to post your port mod here, nor to ask for assistance in the process should you need it. In my experience, provided the authors haven't gone AWOL, they'll generally agree to it as long you as you give them proper credit for the assets. Just want to add that, once you've done all the prep work in your 3D software, you'll want to use MDLEdit to convert the .ascii files (created by KOTORMax/KOTORBlender) into KoTOR's preferred file format (.mdl/.mdx). Yep! I remembered a couple of old tutorials on Youtube showing how to import new weapons in Kotor. They both use NWMax and MDLOps, so remember to use KOTORMax/KOTORBlender and MDLEdit instead. Custom Models in Star Wars: KOTOR 1 & 2 KotOR1 Modding Tut Part 1 Part 2 Part 3 These should help you kickstart your project.
  2. 1 point
    Static objects like weapons should be pretty straightforward even if you have little/no experience. Animated objects (like bodies - armour/robes/clothes) are possible but require a fairly reasonable degree of experience to convert. You have two main options for software. The first is 3DS Max (which you can get via an educational license if you are a school/university student) or the cut down crippleware (and thus free) version of it, GMax. Alternatively there is Blender. Both have import/export scripts for KOTOR models, KOTORMax in the case of the former and KOTORBlender in the case of the latter. How you get the source model into your program of choice depends on what format it is in. As mentioned, GMax is crippleware, so it's the most limited. You can get an OBJ import script for it, so that route is feasible. For Max and Blender, there are various native and 3rd party import scripts around for different game model formats. In regards to some of those you mentioned, STL is a 3D printing format and should never be used for game meshes. TGA is a texture format, not a model. I have no idea what an ODF is (unless it's the open source Word DOC equivalent - maybe it's a readme). MSH is pretty generic and could literally be any of a number of different game-specific formats. OBJ is a static model format that is widely used and typically natively supported by almost any 3D program. Although not mentioned, FBX is another format you'll see commonly which both Max and Blender will accept (but not GMax). If you are sourcing models intended for direct use in another game then you'll almost certainly need to deal with whatever native format they are in. Possibly conversion via a separate tool may be necessary (as with some Source engine games, for example) or you may need to find a specific 3rd party import script that will handle that format. Blender typically has more support for that sort of thing. You can try searching the Xentax and ZenHax (a Xentax splinter group) forums for those. There is also Noesis, a free program that supports a lot of different game formats natively, and which has additional format support via scripts from Xentax/ZenHax. Noesis will allow you to export models in a wide variety of common formats like OBJ or FBX, so it can be handy for conversions. Regarding mesh density/poly count, if it is already a game mesh then it's unlikely to be a problem. Even models intended for current AAA first person shooters wouldn't really be an issue in pure poly count terms, although it would be a complete waste in KOTOR. The main issue with poly count is shadow casting. The engine will crash if a shadow casting mesh is over about 3-3.5K triangles. But that has an easy solution, you just make a dummy shadowcasting mesh that is low poly and don't enable its render flag. As far as other limitations go, a big one is that Odyssey (KOTOR's engine) doesn't support emissive textures. It does, however, support emissive meshes, which it calls self-illumination. This means if you have any glowy bits on your model, they'll need to be split out to their own separate mesh so that the self-illum flag can be enabled on them. Alternatively, it may be easier to create new overlay meshes to sit on top of the original, especially if they are simple shapes like buttons and so forth. Beyond that I can't think of anything too significant.
  3. 1 point
    Assuming that the playable Bastila mods had worked -- did you rename Fens' texture correctly to be compatible with the said mod?
  4. 1 point
    If you can figure out which Override folder is the right one, install the attached file to it. k_pkor_las36!plt.ncs