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LoneWanderer last won the day on August 9 2023
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103 Jedi Grand MasterAbout LoneWanderer
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Please drop any Lightsaber hilt mods you have created here
LoneWanderer replied to Untold Prophecy's topic in Mod Requests
Sure. Done. -
I was already suggested this on Discord, but I completely forgot to check it out. Thanks for reminding me! I think if we manually edit the flag in Notepad, MDLEdit will compile the model without any issues. After all, both KotORMax and MDLEdit import and export models from Blender with 'bumpmappable' flag intact. On inner level they understand that 'bumpmappable' is a property of the mesh. It's just that for some reason in their GUI, the 'bumpmappable' flag is bound to the texture. As for .pwk: All I have to do is import the model (.mdl.ascii + .pwk.ascii) and then export it (I usually export through 'Odyssey Base Params' section on the right, but also tested exporting once via the 'MDL Exporting' section on the left). Then compile the model using MDLEdit. Even without edting anything in KMax, .pwk becomes non-solid. When creating new .pwk in Max my steps are: 1.Create a shape from lines. 2.Select "Turn to Mesh" Modifier. 3.Add "OdysseyWalkmesh" Modifier. 4.Make it a child of OdysseyBase. 5.Select "Placeable (pwk)" in Walkmesh Type field. Edit: I think I'm using the updated odyssey_fn_import.ms script from DarthParametric post above because I found my old Discord post where I wrote about the error 'Odyssey Importer ScriptError when reading pwk file' and was linked to his post. Since I no longer have this error, I most likely installed the script.
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There is a small bug or oversight with the 'bumpmappable' flag in KOTORmax: if multiple meshes share a texture, and we enable/disable the 'bumpmappable' flag for one mesh, it is automatically enabled/disabled for others with the same texture. This becomes a problem when working with models that have meshes with alpha < 1 and use the same texture for all meshes, since mesh transparency does not work with the normal map. In MDLEdit, the 'bumpmappable' flag is also tied to the texture, rather than to individual meshes (as can be seen in the Textures menu). The 'tangent space (bumpmappable)' mesh flag in Blender works correctly and can be set individually for each mesh, even if they share the same material/texture. If we use MDLEdit to convert a Blender .mdl model to .ascii and then load it into KOTORmax, the flags set for each mesh will persist until we interact with them. Unrelated issue: When exporting a model with .pwk from KOTORmax, .pwk becomes non-solid (player can walk through placeable object). Import the same model into Blender, don't change anything, export, and the .pwk will magically become solid (impassable) again. Tested on many models. Here is custom g_wing model (from 501ond in TSL) with a non-solid .pwk. g_wing_custom.zip
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View File Airtaxi speeders placeables Modder's Resource Description: This modder's resource contains 6 air taxi speeders (5 from Star Wars: The Old Republic and 1 created by Viktor Trisjin), each with diffuse and normal map textures. It also contains an AI-voiced protocol taxi droid with a simple custom texture (taxi logo added) and an example dialogue file for him. If you want to use Airtaxi_lp model in your mod, then you must mention that the model was created by Viktor Trisjin and is licensed under Creative Commons Attribution. Acknowledgments: Thanks to DarthParametric for his help and advices. Airtaxi_lp model was created by Viktor Trisjin (https://skfb.ly/ozoLM) and is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). Disclaimer THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter LoneWanderer Submitted 09/30/2024 Category Modder's Resources
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LoneWanderer started following Airtaxi speeders placeables Modder's Resource
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Version 1.0.0
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Description: This modder's resource contains 6 air taxi speeders (5 from Star Wars: The Old Republic and 1 created by Viktor Trisjin), each with diffuse and normal map textures. It also contains an AI-voiced protocol taxi droid with a simple custom texture (taxi logo added) and an example dialogue file for him. If you want to use Airtaxi_lp model in your mod, then you must mention that the model was created by Viktor Trisjin and is licensed under Creative Commons Attribution. Acknowledgments: Thanks to DarthParametric for his help and advices. Airtaxi_lp model was created by Viktor Trisjin (https://skfb.ly/ozoLM) and is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). Disclaimer THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
Yes, but as far as I know they are only used in 952cor ("Enclave sublevel" clone) and 954cor (landing pad) modules. I think 953cor (which loads rooms from 950cor) uses vanilla textures. Anyway, I've edited my post, hopefully it will answer Kaidon Jorn's question.
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What textures? Most textures that 950cor uses have the prefixes dro_ , mal_, per_, nar_ and are located in swpc_tex_tpa. Seemingly the only specific 950cor ones are lightmaps such as 950cord_lm0, which are stored in BIFs/Lightmaps/PC textures/. Edit: If you can't find a specific file, use the search bar in Holocron Toolset.
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Editing an existing lightsaber mod
LoneWanderer replied to Noxxarian's topic in General Kotor/TSL Modding
@NoxxarianFirst check if the lightsaber you want to edit has a blade with dynamic ambient light (like in this mod) or standard non-glowing blade. if you want to edit the blade of a standard non-glowing purple lightsaber, you will need to edit w_lsabrepurp01.tga texture. If some mode has already edited it, you'll see the file (with .tga or .tpc extension) in your Override folder. Otherwise you will have to extract the file yourself from game resources (ERFs/Texture Packs/swpc_tex_tpa) using Kotor Tool or HolocronToolset. Perhaps, this tool (https://deadlystream.com/files/file/1997-sabermaker-for-kotor-and-tsl/) will make color adjustment process easier for you. If you've been following KOTOR Mod Build, then most likely you have lightsabers with glowing blades installed. In this case, the process is more complicated. For purple blade you will need to manually edit the texture of core (w lsabcrpurp01.tga), Glow texture (w lsabglpurp01.tga) and the texture of Blade (w lsabblpurp01.tga). Additionally, you can adjust Ambient Light RGB Value, but this will require you to edit the lightsaber hilt file using notepad++ or similar text editor (pdf file with the instruction is in the archive with this mod). For your purposes, it may be sufficient to change just one or two of these textures without editing the lightsaber hilt. -
Calm down, you don't need to worry about lightmaps unless you're creating entirely new area models. I don't remember, but I think .lyt and .wok files should be present in the same folder as the room models when you decompile/recompile them in MDLEdit (or maybe you only need them when importing models into KMax/KBlender?). But you don't need to edit .lyt or .wok files to retexture a module. The .are files were needed so that you could find out the names of the room models. You don't need them or the .git files for anything else here. Yes. If you adamant about not using Blender/3ds max/GMax, I suggest you start by downloading Simple Model Viewer (link: https://neverwintervault.org/project/nwn2/other/tool/simple-model-viewer-64-bit-patch). Choose one room model, paint all its textures in different colors and load the model into Viewer. Even the base game modules share elements and textures, so you likely don't need to replace ALL the model's textures (depends on what you have in mind).
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953COR is a special case: deathdisco basically copied 950COR module files (The Jedi Council Chambers) and packed them into 953COR.mod. If you open 953COR.mod (with any GFF editor), you'll see file 950cor.are. 'Rooms' structure in it contains the names of the module’s rooms. It links to 950cora, 950corb .mdl and etc. So, you need to decompile 950cor, 952cor and 954cor .mdl room models for Jedi Temple Mod. If you don't use Blender, but still have GMax (or have access to 3ds max), you can work with KMax instead. Edit: If you decide to download Blender, stick to version 3.6.x as Kblender does not work with version 4.0 and later. There may be easier and faster ways to find correlated textures with modern tools, maybe using HolocronToolset or Kotor Level Editor, but I haven't worked with them.
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Coruscant from the deathdisco mod uses a combination of Dantooine, Malachor, Nar-Shaddaa and specially created Coruscant textures. I think deathdisco put all of his newly created Coruscant textures in the Override folder. To find out the names of the textures used in the module, you need 1.Extract the .lyt, .vis and all room models (.mdl + .mdx + .wok) files of the module and place them all in one folder. To load models into KMax, you need to decompile them to ascii. I think KBlender can load models without decompiling them. 2.Extract all textures from ERFs/Texture Packs/swpc_tex_tpa and place them and Coruscant textures (from Override) in the folder with room models. With Kblender it is possible to specify the path to textures in the Settings, so it is not necessary to keep them in the same folder as the models. 3. Import the layout file (.lyt) into KMax/KBlender. Before importing, be sure to check the “With VIS file” and “With models” checkboxes. After this, you can view the module in KMax/KBlender and see what textures are used where. Alternatively, you can load the .mdl of the room into MDLEdit and open the Textures menu. You will see a list of textures used in that particular model. When I wanted to use the Dantooine sublevel model with fixed walls in Coruscant, I loaded the model and renamed the 610Dan_something texture to 952cor_something inside MDLEdit without the need for KMax. But it was possible because I more or less knew which textures I needed to rename. You can probably load the room model into the Simple Model Viewer (found on the Neverwinter Nights 2 modding site) after changing the textures in MDLEdit to check where in the room model it was used.
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@NecabantWithout details and screenshots, it's not clear at what stage your problem is. Unlike modern games, Odyssey engine only supports Blinn-Phong textures and not PBR. 1 mesh can only have 1 diffuse texture (and I think you need to put your material in slot 1 in Shader Editor in blender). The transparency/shiness of the model is controlled by the alpha channel of the diffuse texture. The texture name is specified in Object/Kotor Model Node/Main Texture menu. Odyssey also understands normal map textures, but its implementation is wonky and barely noticeable, so it's best to not bother with them. If you import KOTOR model with textures into Blender (they must be in the same folder as the model, or you can specify the default texture folder in KOTORBlender settings) you'll see this bulky construction in Shader Editor: but you can just attach diffuse texture node to BSDF and then to Material Output and it will work. The texture must be in .tga or .tpc format for the game to load it.
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Please drop any Lightsaber hilt mods you have created here
LoneWanderer replied to Untold Prophecy's topic in Mod Requests
Sure. Sent the mod to you. -
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