vurt

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vurt last won the day on November 9

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About vurt

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  1. @Dark Hope Absolutely, go ahead!
  2. vurt

    Nature Redux

    I agree, it's the weak point of the games, how immensely dead and empty the areas are, but i do think TSL takes the cake. I am working on my game right now, but i will get back to modding when i'm sick of it lol
  3. vurt

    Nature Redux

    i do release here, like the Weequay player race. but if its something i feel is still very much WIP it's just time consuming to have to update both here and then on Nexus too.
  4. vurt

    Nature Redux

    0.2 is now released! Nature Redux at Star Wars Knights of the Old Republic 2 - Mods and community You are free to use the resources for your own mods btw. Just credit for the work, it goes for all my KOTOR mods btw, no need to ask for permission.
  5. what's wrong with importing it to blender and exporting it to either K1 or K2? takes around 2 seconds.
  6. import to blender, for TSL, tick the checkbox for TSL at export.
  7. i'll take a look at it. unfortunately these are some of the harder textures to make, i might do a pure upscale instead.
  8. These are all 3D models, 1000'ish trees has been placed on the various room meshes, though many of them are simplistic 2D plane trees in a "X" shape (to look like trees from all angles). the big pine-like(?) tree is a full 3D model though. I have like 6 full 3D trees, various plants and bushes which are also full 3D models, then i have these which i can use in the backgrounds, usually quite far away from the player so he can't get too close to them, often placed on top of hills and cliffs:
  9. Dxun and Dantooine with more flora/trees
  10. I am not using my own save file here (i downloaded saves from DS), so it could perhaps be something added via some mod and therefore its entirely untextured? Does anyone know, or is it some known issue for this particular mesh? I removed the override to make sure its not one of my own textures that messes it up somehow. I also added tslrcm2022 to see if it was something added via that, but no.
  11. This is an addon tool which resides in the side panel. Tested for Blender 4.2 and latest KotORBlender. I made this mainly for myself for working with the world mdl files to add and fix issues with foliage, but it can serve a purpose for just working with .mdl in general. I guess the image says what it does, but overall it will be good for newbies (such as myself) but maybe also to others. The "Pre-Flight" is handy if you used KBlender and you never got it to export anything (i saw some comments about that on the KBlender page). There are quite a few criterias that has to be met, and it fixes those. "Add unique node numbers" is also good, you can add 100's of objects and then just click it and it will add unique numbers, very boring to do manually. This is 100% AI written code. So errors, bugs, not doing something correctly or as expected, garbage coding, that can absolutely be a thing. If you want something added to it that you think would be convenient to have when you are working with the world files or mdl files in general, then let me know and i can try to add it. I tried adding a 1-click to do a walk mesh for an object, spent 2 full days on that, it just doesnt work. Same with doing Lightmaps, spent many days on that and got nowhere. But other than those two it seems to have gotten things right, as far as i can tell. If you are good at .py or prompting AI's for code, then get in touch and maybe you could help adding lightmap or walkmesh functions to it. VTools.py Edit Added the .py, just install it like you do for any add-on.
  12. ah right you said UV, no, the lightmap i tried giving another name. working on a script now, lets see how it works out.
  13. Tried that, if you just give it a name then it wont do the baking, it must have a name that already exists and you must click lightmapped. if you just give it a name you wont get any lightmap texture for that mesh, at least in my experience, i've looked in the image editor afterwards and its not listed. I've hade some luck using the same name, but the lightmap texture looks all wrong to me, with just a tiny strip in the middle, and the rest is just a pure black. I use Blender 4.2, maybe i should switch to an earlier version in case this is just completely bugged for 4.2
  14. yes i know they're textures, but i'm curious how it applies over the level mesh, especially when several are in use. yes, without turning on lightmapped it wont do anything if you click bake (auto). with duplicating UV, you mean just using the same name as some default UV lightmap? i do wonder if "shadow" is good to use or not too.. I'll give it some more shots though