seedhartha

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Files posted by seedhartha

  1. KotorBlender (for Blender 3.3+)

    This add-on is a fork of KotorBlender, upgraded to support newer versions of Blender. KotorBlender is in turn based on NeverBlender, forked from version 1.23a.
    ## Features
    - Import & export MDL models, including walkmeshes
    - Import & export LYT files
    - Import & export PTH files
    ## Installation
    1. Clone this repository or download the latest release of KotorBlender from Deadly Stream
    2. If you have cloned the repository, create a ZIP archive containing the **io_scene_kotor** directory
    3. From Edit → Preferences → Add-ons in Blender, install the add-on from the ZIP archive and enable it by ticking a box next to "Import-Export: KotorBlender"
    4. Alternatively, if you want to contribute to KotorBlender, you may want to create a symbolic link to the local repository in the Blender add-ons directory, typically located at `C:/Users/{user}/AppData/Roaming/Blender Foundation/Blender/{version}/scripts/addons`.
      1. `mklink /D io_scene_kotor {repo}/io_scene_kotor`
     
    ## Usage
    ### Data Preparation
    Extract models, textures, walkmeshes, LYT and PTH files into a working directory, using a tool of your choice, e.g. reone toolkit. Recommended directory structure:
    - *data* — extract all BIF archives here without subdirectories
    - *texturepacks*
      - *swpc_tex_tpa* — extract swpc_tex_tpa ERF archive here
    If you plan to edit textures, batch-convert TPC to TGA / TXI files using **reone toolkit**, although TPC textures are also supported by KotorBlender.
    ### Model Import and Export
    1. Import via File → Import → KotOR Model (.mdl)
    2. Select top-level MDL root object to be exported
    3. Export via File → Export → KotOR Model (.mdl)
    ### Editing Animations
    To edit list of model animations and corresponding events, select MDL root object and navigate to Object → KotOR Animations. KotorBlender supports both object and armature-based edits. To create an armature from objects, navigate to KotOR Animations → Armature and press Rebuild Armature and Apply Object Keyframes. Before exporting a model, make sure to copy armature keyframes back to objects by pressing Unapply Object Keyframes.
    ### Lightmapping
    1. Select objects for which you want lightmaps to be recreated, or unselect all objects to recreate all lightmaps
    2. Press KotOR → Lightmaps → Bake (auto)
    UV mapping:
    1. Select objects having the same lightmap texture and enter Edit mode
    2. For every object, ensure that `UVMap_lm` UV layer is active
    3. Select all faces and unwrap UVs via UV → Lightmap Pack, increase Margin to avoid face overlapping
    Fine-tuning:
    1. Increase lightmap image size via UV Editing → Image → Resize
    2. Tweak ambient color via Scene → World → Surface → Color
    3. Manually toggle rendering of objects in Outliner and press KotOR → Lightmaps → Bake (manual)
    4. In Scene → Render, set Device to GPU Compute to improve performance, set Render Engine to Cycles if not already
    5. In Scene → Render → Sampling → Render increase Max Samples to improve quality

    ### Minimap Rendering
    1. Press KotOR → Minimap → Render (auto)
    2. Open "Render Result" image in Image Editor and save it as "lbl_map{modulename}.tga"
    3. Open "MinimapCoords" text in Text Editor and copy-paste generated properties into module .ARE file using any GFF editor
    Fine-tuning:
    1. Tweak background color via Scene → World → Surface → Color
    2. Manually toggle rendering of objects in Outliner and press KotOR → Minimap → Render (manual)
    ### Connecting Rooms
    1. Select a room walkmesh
    2. Enter Edit mode and select two vertices adjacent to another room
    3. Determine 0-based index of the other room into the LYT file
    4. Enter Vertex Paint mode and set brush color to (0.0, G, 0.0), where G = (200 + room index) / 255
    5. Ensure that brush blending mode is set to Mix, and brush strength is set to 1.0
    6. Paint over the selected vertices
    ### Editing Paths
    1. Extract PTH file from the module's RIM file, e.g. "modules/danm13_s.rim" (Kotor Tool, reone toolkit, etc.)
    2. Import PTH into Blender via File → Import → KotOR Path (.pth)
    3. Create/move path points, or modify path connections via Object Properties
    4. Export PTH via File → Export → KotOR Path (.pth)
    ## Compatibility
    Known to work with Blender versions ranging from 3.3 to 4.0.
    ## License
    GPL 3.0 or later

    2,469 downloads

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  2. reone toolkit

    toolkit is a GUI application that can be used to preview, extract, edit and create KotOR and TSL resources. Part of reone engine project.
    ## Features
    Extract BIF, RIM and ERF archives Create RIM, ERF or MOD archive from directory Preview and export almost every resource type, including 3D models, images and audio files Export TPC as TGA / TXI Export encoded WAV as regular WAV / MP3 Visually edit 2DA, GFF, TLK, LIP, SSF, NCS and plaintext files Decompile NCS to NSS-like pseudocode Compose LIP files from text and audio files https://github.com/seedhartha/reone/wiki/Tooling

    437 downloads

       (2 reviews)

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    Updated