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Showing content with the highest reputation on 01/09/2023 in all areas
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1 point
Version 3.10.3
2,474 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 -
1 point
Version 1.3.3
1,374 downloads
Ever want to have freecam in Kotor? Now you can. This program is a free and open-source OpenGL function call interceptor providing a replacement wrapper (opengl32.dll) that exports all OpenGL entry points. When an OpenGL call is made, the GLIntercept wrapper processes it before passing the call onto the real OpenGL system. In plain English this means that using this program you can enable free-cam and wire-frame in KOTOR or KOTOR 2. This upload includes several preset camera speeds for ease of installation. A full tutorial on how to use this program will be available at https://www.youtube.com/c/xuul =====Installation======= 1) Install GLIntercept via GLIntercept_1_3_3.exe 2) Go to the folder where GLIntercept is installed 3) Copy the OpenGL32.dll to the Kotor Directory 4) Copy gliConfig_FreeCam.ini to the Kotor Directory 5) Rename "gliConfig_FreeCam.ini" to "gliConfig.ini" 6) Open a Camera Speed Preset folder 7) Copy the config to "[install Directory]\GLIntercept_1_3_3\Plugins\GLFreeCam" =====Controls======= Press CTRL+SHIFT+C when in game to toggle freecam Press CTRL+SHIFT+W when in game to toggle wireframe O to reset Camera tilt P to reset Camera position If using a preset use the arrow keys to move the camera. =====Limitations======= You can only "see" areas that are in the frontward line of site of current PC character. =====Disclaimer======= Presets and instructions compiled by Xuul. www.youtube.com/c/Xuul GLIntercept from version 1.0+ uses the MIT License : Copyright © 2014 Damian Trebilco Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. -
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1 pointTo add to the above, my blogpost on lips contains some batch scripts that automate some of the process. Although that is also outdated because a license for the CSLU Toolkit is available once again from the above link and I also wrote that blogpost before I wrote SithCodec.
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1 pointLip sync is fairly trivial to generate once you know how to do it, it's just extremely laborious and clunky because of the archaic toolchain required. This tutorial should give you the gist of it. Although it's a bit outdated now. Grab this version of CSLU Toolkit from DS. There's also this alternative option, but I've never tried it myself.
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1 pointTry adding a file that ends with 3. So maybe you have po_pmalya for the default portrait, po_pmalya2 for the silhouette and then po_pmalya3. Btw the image's doesn't get shown at 100%, I don't remember the best fitting value (height 80%?). You can see the slight difference here:
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1 pointI had a quick play with using stencils in Blender. It's a bit fiddly due to the UV distortion, but with a bit of trial and error I think you could get it pretty close. It might be easier to do the arrow head and the line as two separate stencils. Here's a video that covers the basics of using stencils - https://www.youtube.com/watch?v=urUdMbO4E2c&t=155s Edit: OK, I played around with it some more. Try these on for size: Game-ready textures, source masks, and Blender file attached: Malak Airbender_Source.7z
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1 pointI want to report a bug: in the Sandral-Matale Feud quest, the final conversation in the yard breaks off prematurely because of missing dialogue nodes. If I uninstall the dialog.tlk from this mod, I can finish the quest normally. https://www.imagebam.com/view/MEHW45Q It happens after the phrase "Ahlan Matale: I don't want to hear any of your excuses! Now I will get revenge for your transgressions!" I'm using only the Community Patch and Green Grass for Dantooine mod in addition to widescreen fixes/remastered icons, but this glitch occurs even on an unmodded game. It's impossible to complete the Sandral-Matale quest with the current version of this mod (1.1).
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0 points
Version 3.1.0
1,667 downloads
This modding toolset is a work in progress and I carry no responsibility to any damage done to your game files or lost work that may occur. Some antiviruses will flag a false positive and prevent you from opening the application. If this happens you will need to configure your antivirus to allow the program to run. Holocron Toolset is a collection of modding tools packaged in a single application aimed at streamlining modding development for KotOR/TSL, drawing inspiration from Kotor Tool and the NWN Aurora Toolset. There are editors available for nearly every file type used by the game. Also included with it is a 3D module editor and a "Map Builder" which the user can use to create new maps by rearranging existing models already used in the game. Discord for suggestions + bug reports: https://discord.com/invite/3ME278a9tQ If you are running Windows 7 or 8 and get a missing DLL error when opening the program you will need to download the Visual C++ Redist from Microsoft. Toolset source File parsing source -
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0 pointscalm down its alright nobody hates you here, we're just trying to figure out what you want Do you just want the Sith Officers with the new uniforms in multiple colors? Or do you want every single Sith Officer to have the new uniforms but only in white? Or do you want every single Sith Officer to have the new uniforms but only in white and with Saul Karath's head (the officer in the screenshot) The screenshots he provided are the preview pics on the K1 NPC overhaul mod page, they're not his. That certainly did add to the confusion at first, I'll admit.
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0 pointsI think I know what he wants, but he's left out crucial details. The "Imperial Officers" he's referring to is the new body model shown in the screenshot, they're included in the NPC Overhaul mod: I suspect, based on his previous threads, that he wants to use both the K1 NPC Overhaul + K1 Community Patch but they're incompatible so he just wants to rip the Imperial Officer models/textures from the NPC Overhaul for independent use. This could be as easy as snatching the models/textures from the NPC Overhaul, all he'd need to know are the file names but if there's some additional setup like 2DA edits then I don't think we can do that without the mod author's permission. If 2DA edits are involved, it would still be possible to "get" the Imperial Officers and make them a separate mod but again we can't do that publicly without permission which means someone would have to leave instructions on how this user can do it themselves.
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0 pointsThere only one sith officer there I just want to replace all the low quality sith officer textures with the Imperial officer uniform