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Showing content with the highest reputation on 01/13/2023 in Posts

  1. 1 point
    Obsidian added additional bones to the rigs for most of their new models, primarily the robes. Those obviously aren't going to work without TSL-specific supermodels and animations, which JC has ported to K1. The question is whether the internal supermodel node references remain consistent between the games in the binary model. Since KBlender compiles a binary blindly, any differences will cause that model to break in-game. Because MDLEdit and MDLOps work from ASCII models that don't contain any supermodel node references, they require the presence of the binary supermodel to compile against, determining the correct node values by reading that model during compile and matching by bone name. That allows the correct nodes to be used, as long as you compile against the correct supermodel. It's highly probable that JC's ported supermodels have differing node values from TSL for the added bones, thus causing KBlender-exported models to break. You should be able to manually edit this in KBlender by editing the node number value in the "KOTOR Model Node" properties panel per bone. You'd have to load up the supermodels first and note all their bone node numbers, then check that against your ported models and correct where appropriate. Note that every node number needs to be unique, so any non-bone objects/meshes may also need to be adjusted to avoid conflicts.
  2. 1 point
    https://www.nexusmods.com/kotor/mods/1532 https://www.nexusmods.com/kotor/mods/1433 https://www.nexusmods.com/kotor/mods/1427 https://www.nexusmods.com/kotor/mods/1436