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Showing content with the highest reputation on 05/05/2024 in Posts

  1. 1 point
    Yes, replacing the exe with HoloPatcher will prevent the issue happening.
  2. 1 point
    Specifically, it nukes files that use certain characters in their filenames when it repacks the MOD for the Grove module, meaning that k_pdan_state1-.ncs and k_pdan_state1+.ncs get deleted. These scripts are the starting conditionals that check the value of the DAN_BOLOOK_STATE global, without which the DLG won't function correctly.
  3. 1 point
    Hi everyone I'm posting this update in part to show you guys some images and the Intro Movie/ crawler mockup. I'm posting the mockup video in hopes to find someone who can do the real intro movie for the mod. The mockup is done in Blender. The person could take this file and make it look better. At the end of the video you see part of the space station break off,. There would be an explosion there. If anyone is interested in doing the actual intro video, please contact me by DS message. Link to video: RoR intro movie mockup
  4. 1 point
    KotorBlender only officially supports MDL format. Technically speaking, material information (textures, colors and transparency) is stored in addon-specific data structures, and is only converted to Blender materials for preview purposes. GLB / GLTF exporters for sure don't have access to KotorBlender data structures, and how they interpret Blender materials is up to them.
  5. 1 point
    The KBlender thread isn't the place for general modelling questions. I''d suggest you search for existing threads for info or create a new thread asking about it. But to answer your specific question, the root (i.e. world zero) of the head model is attached at the headhook in the body model. Adjust your head mesh to match one of the vanilla heads (particularly note the bottom ring of polys/verts on the neck where it will mate with the body).
  6. 1 point
    Nice job on the document, very organized. One thing I noticed is that you don't have to touch Shader Editor at all, you can just press Rebuild All Materials on the root object or Rebuild Material on individual objects. So the root cause is not normalized bone weights, i.e. total sum of all bone weights per vertex exceeds 1.0 in your model. You can fix that by pressing Weights - Normalize All while in Weight Paint mode: However, that made exported model crash on load, so I had to fix it. Please download version 3.10.1 of KotorBlender from DeadlyStream. Here is your fixed model in-game:
  7. 1 point
    Whether or not you'd consider it a "tutorial", I think it would be useful for people to demonstrate certain things explicitly (meaning in a video most likely).
  8. 1 point
    I do see the value of good documentation / tutorials. I'm sceptical though if it will actually bring more people to use KotorBlender. So to anyone following this thread, do you think a tutorial is necessary here or just a nice-to-have? What topics would you like to have covered? In which format?
  9. 1 point
    Hey! I see your point. Some high-level instructions that are specific to KotorBlender can be found in the README: https://deadlystream.com/files/file/1853-kotorblender-for-blender-33/ As for the Blender itself, you are much better of learning from some respected YouTube channels, like this one: https://www.youtube.com/@blenderguru That said, if you have any issues or questions about the tool, you can ask them here or on Discord.
  10. 1 point
    More updates: Version 3.9.0 has added support for Bezier-type controllers, compressing quaternions on export and armature-based animations, i.e. it is now possible to animate a character using a Blender armature and then copy keyframes onto regular "bone" objects before exporting the model. More importantly, version 3.10.0 has implemented semi-automated minimap rendering. It works like this: Import a module layout via File → Import → KotOR Layout (*.lyt) Press KotOR → Minimap → Render (auto) Open "Render Result" image in Image Editor area and save it as "lbl_map{modulename}.tga" file Open "MinimapCoords" text in Text Editor area and copy-paste generated properties into module .ARE file using any GFF editor
  11. 0 points
    After spending 5 minutes on this issue (so take this with a grain of salt) I've determined there is no .MOD issue (at least with 702KOR). The issue you guys were experiencing is a bug in KOTOR Tool or ERFEdit or whatever tool you used to create the .mod. Using Holocron Toolset to create the .mod worked fine. I've tested the whole module with one of @Leilukin's light side saves, start->finish, no sequence breaks. Probably the same problem in 401DXN