https://github.com/CrispyW0nton/Kotor-3D-Model-Converter/tree/qt-ghostrigger
Development Update: GhostRigger Has Taken a Big Step Forward
Hey everyone, I wanted to post an update on GhostRigger because the project has been moving fast lately.
The short version: GhostRigger is still very much a WIP, but it has grown from a basic model viewer / importer concept into a much more serious KotOR development toolkit. A lot of recent work has focused on making the tool feel less like a loose utility and more like professional game-dev software for working with Odyssey/Aurora assets.
Major Recent Progress
GhostRigger now has much stronger support for:
Loading and browsing KotOR 1 and KotOR 2 game assets directly from the game directory
Rendering MDL/MDX models in a modern Qt viewport
Texture handling improvements, including fixes for wrapping/clamping issues on module and character textures
Better module/area model categorization and labeling
Improved viewport controls, including transform/gizmo work
Measurement tools for inspecting models and scene scale
A new lighting system inspired by the Aurora/Odyssey render pipeline
Experimental lightmap baking tools
Better module rendering, including ongoing work around baked lightmaps
MCP tooling for automated inspection, validation, and asset transfer workflows
Continued work on the Character Builder pipeline
One big area of research recently has been KotOR’s “mesh objects as bones” system. KotOR does not use a modern armature system like Blender, Unity, or Unreal. Instead, the named MDL node hierarchy itself is the skeleton, and many _g meshes are both visible geometry and animation bones. That changes how the Character Builder needs to work. The “Build Skeleton” step is being reworked around this native KotOR logic instead of trying to force modern FBX armature assumptions onto the game.
Character Builder Direction
The Character Builder is being reshaped around a clearer workflow:
Choose a base KotOR model/skeleton
Load the custom mesh
Align the mesh to the KotOR skeleton
Assign/build the KotOR node hierarchy correctly
Assign or preview animations through the supermodel chain
Preview heads, weapons, equipment, and attachments
Export a game-ready MDL/MDX
There is still work to do here. I do not want to pretend this is launch-ready yet. The goal is not just “can it import a model,” but “can a KotOR modder actually use this smoothly to get a model in-game without fighting the tool.” That means the rigging, preview, animation assignment, texture handling, and export flow all need to feel reliable.
Huge Thanks to LordVader
I also want to give a major shoutout to LordVaderCW, who has been contributing a lot of important work through his fork.
Recent collaboration from LordVader has brought in substantial improvements, including:
A new Aurora-style lighting system
A new transform gizmo system
Measurement tooling
Experimental lightmap baker work
Lightmap/rendering patches
Fixes around rendering artifacts, including Windows-specific GPU issues
General cleanup and modernization across the Qt branch
This collaboration has been extremely helpful. A lot of the recent progress is coming from comparing approaches, merging work, testing real KotOR assets, and trying to make sure GhostRigger behaves like a proper KotOR tool rather than just a generic model viewer.
Current Focus
Right now the main priorities are:
Making module rendering more accurate
Improving lightmap and texture correctness
Continuing the Character Builder rework around native KotOR skeleton logic
Making the viewport/gizmo workflow smoother
Building a real animation and equipment preview system
Making sure exported assets are structurally valid for K1 and K2
The big question I keep coming back to is: would this actually help a KotOR modder get a custom model into the game faster and with fewer headaches?
That is the standard I am aiming for.
Thanks again to everyone who has been following the project, and especially to LordVader for the recent collaboration. There is still a lot to do, but GhostRigger is becoming much closer to the kind of full game-dev toolkit I originally wanted to build for KotOR.