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Showing content with the highest reputation on 11/05/2021 in Posts

  1. 1 point
    For those interested, version 3.0 of KotorBlender is out. ASCII MDL / PTH workflow has been dropped in favor of binary importer & exporter. Binary MDL support is mostly on par with MDLops/MDLedit, except it lacks smoothing groups and cannot export saber meshes. I will fix these as I go. Other plans include streamlining the editing process, e.g. one-click lightmap baking and working with multi-material objects, armature animation export, advanced shader node setups, etc. Also, an interesting discovery I made about the MDL format - both MDLops and MDLedit expect per-vertex "tangent space" data to have the following layout: Bx By Bz Tx Ty Tz Nx Ny Nz, where B is a bitangent, T is a tangent and N is a normal. However, my experiments show that "tangent space" is actually a transposed TBN matrix, which makes a lot more sense from the engine standpoint: Tx Bx Nx Ty By Ny Tz Bz Nz.
  2. 1 point
    Sure, this is pretty trivial. If you want to do it yourself then open baseitems.2da, go to row 102 ("Armor_Zeison_Sha") and change the value in the column "dex bonus" to -1. Row 102 is used for all armoured robes, and -1 here means 'not applicable'. Bung it in your Override and you're good.
  3. 1 point
    there should be a line within Baseitems that effect Jedi Armors like you are asking. The question is do you have Kotor tool?