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Showing content with the highest reputation on 11/01/2025 in Posts

  1. 2 points
    I'm making an expansion for the first game, which starts right after beating Malak and uses Thor110's free roam. It will have 2 main stories, one for light side and one for dark side players. The idea is to add Quanon's unused Korriban modules to the game, and link the end of the game to the Revan novel for LS and SWTOR for DS. Which is why I'm saying I hope you can actually publish them at some point, so my new characters, especially Sith but Jedi too, can wear them. So yeah, great work and good luck for finishing !
  2. 1 point
    Another demo, this time showing off some of the Kotor 2 creature stats functions in Kotor 1. A few discoveries during this process: The various "BonusForcePoints" functions kotor 2 implements are going to be non-trivial to implement unfortunately, as Force point calculations are very hard-coded, and I'm not aware of any convenient ways to tip the scales there. `SetBonusForcePoints`, `AddBonusForcePoints`, and `GetBonusForcePoints` are still on the wishlist, they'll just take a bit longer as I patch the FP logic. `Modify<Reflex/Fort/Will>SavingThrowBase` functions are in a similar camp. Anytime the game calls `GetBaseWillSavingThrow` (or related), it live calculates the value based on class level and specific feats. Kotor 2 gets around this by adding an additional field to the creature stats structure that stores a modifier they use in this calculation. So again, these are still on the list, but will require a bit more love to get working than the commands I show off in the demo video All-in-all progress is going well. I'll be cutting another alpha release later, for anyone interested in experimenting. As always please share questions and comments on this effort!
  3. 1 point
    Hehe, Thanks It is good to be back xD Hey! I really appreciate this! I saw what you did, this is really a fantastic job! I am not sure if I use any of these symbols in the modification (the idea is that the Robe mode and Sith Uniform mod to be compatible with each other). I think I will not change the look of archeologists, though I definitely will change the Sith Students. I will check if I can add the Regiment Insignia on the Robes, maybe small one on the belt or collar. Or maybe even under the belt!
  4. 0 points
    A few additional notes based on my own experience: KOTORBlender can actually handle multiple models and model roots/OdysseyBases in a single scene. The key is that when you export the model, you must first select the OdysseyBase of the specific model you wish to export. Except for walkmeshes, KOTORBlender actually ignores the Blender material completely. All of the parameters that KOTORBlender cares about are set up as properties of the mesh under “KOTOR Model Node”, which can be edited independently of the material. I’ve had cases where I was lazy and edited the texture name in the model property but didn’t bother to update the Blender material to match, and it still exported fine. The lightmap UVs are saved under a second UV map called UVMap_lm, and the lightmap texture is set in the KOTOR Model Node properties of the mesh. Blender calls it the Parent Inverse, you can read more about it here: https://docs.blender.org/manual/en/latest/scene_layout/object/editing/parent.html. I’ve mainly had it come up as an issue when parenting objects. I recommend using the “Make Parent without Inverse (Keep Transform)” command to avoid offset issues like this. I also use this handy addon, which can zero out the Parent Inverse of a mesh after it was already parented while keeping its current position: https://github.com/drewcassidy/blender-apply-parent-inverse. Collisions for area models are set by creating non-walkable areas in the walkmesh, which is stored in the .wok file matching the model name. KOTORBlender will read and write .wok files as part of the import/export process if they are in the same location as the main MDL/MDX.
  5. 0 points
    More correctly, this is the OdysseyBase. Incorrect. Meshes can indeed be child objects of null/dummy/empty objects. Indeed, this is actually a requirement in some cases. Specifically, what is known as the "A node". This applies to level models where any animated mesh must be the child of a null/dummy that is named the same as the OdysseyBase with "a" appended to the end. Except in the case of walkmeshes, which use the walkmesh multi-material, not a usual texture reference. I'm not sure how Blender handles UV channels, but lightmapped level models absolutely require a second UV channel for the lightmap UVs. One thing you have missed is that each node requires a unique ID. This is important for character models because bone ID must match the equivalent ID in the supermodel hierarchy. The KMax/MDLEdit workflow gets around this by loading the target supermodel to map the nodes where needed, but KBlender compiles to a binary directly so requires they be set in the editor. I recall I was playing around with an automated mapping script at some point. I know I talked to seedhartha at some point about adding it. Not sure what became of that.
  6. 0 points
    Hey, Thank you! Tbh I'm not sure xD Making robes and adding them to the game shouldn't be very long, but to do a whole playtest thing, I'm sure when I will have time for this xD Which expansion do you mean?