Search the Community
Showing results for tags 'model'.
-
Greetings, fellow Jedi! Hope y'all have a nice day. May someone confirm on their end that having a custom [placeables] model with custom name which injected to a module crashes the game only upon exiting the game? Looks fine when loading between saved game. Custom [placeables] model with vanilla name injected to the module didn't crashes the game at all though. Many thanks for considering this, and may the Force be with you all! Update: I can confirm on my end that this happens - I decided to move the crashed [placeables] model to Override and having the vanilla named custom area model which referenced the crashed [placeables] model injected to each modules [that shares the area model] The game doesn't crash [upon exit]. So indeed - on my end; having a [custom placeables] model with custom name on a MOD/module file, crashes the game
-
Hello! I had a problem and I was hoping someone here might be able to help me. As my first attempt at modding, I was working on a small model edit and things were going pretty smoothly. However, once I actually loaded the model in game, it's stuck with no animations. I used MDLops for converting the model and used Blender for the editing. I'm not entirely sure at which stage the problem is. I tried to be careful and only really touch what I was trying to change. I've tried looking for an answer but haven't had any luck. Any help would be much appreciated!
-
Greetings, fellow Jedi! Have a nice weekend y'all. I'd love for a mod/resource which makes the big-screen inside the Manaan SB Training Room [Model Name: M27aa_20a] to have its Object306\LSI_lite08 showing the screen individually. Originally they went like this - I'm thinking that they could show something like this after the change - I could need only the the mesh split individually to make it possible to achieve the example above, and I'd love to work on the texture after that. Many thanks for considering this, and may the Force be with you. Update: with @DarthParametric's assistance on Discord > r/kotor I finally be able to edit the model. As reiterated from DP - what you'd want to do is only to adjust the UVs, without splitting the mesh. As the UVs are currently set to tile the image 9 times, 3 rows of 3. To edit with ASCII - It only has 4 texture co-ords, one for each corner tverts 4 -1.005 2.005 -1.00499 -1.005 2.005 -1.005 2.00499 2.005 Change that to tverts 4 0.0 1.0 0.0 0.0 1.0 0.0 1.0 1.0 In GMax the way you would do it is to add an Unwrap UVW modifier above the Editable Mesh, click the Edit button, the in Vertex mode enable snapping, make sure you have the UVW Move tool selected, then snap each corner to the outline of the 0-1 space (the thick outlined black box in the middle). Then Collapse To on the Unwrap UVW modifier to bake the changes. Result: Attached the BETA: [K1]_m27aa_TR_BigScreen_[BETA].7z
-
- 5
-
-
- lsi_lite08
- module
-
(and 4 more)
Tagged with:
-
I always liked how Luke was dressed in Return of the Jedi, I think it might fit well for a Grey Jedi kind of playthrough. For those who played Jedi Knight : Jedi Academy, Toshi made a really nice model of that particular outfit. Here's the one I mean, as it is in EA's Battlefront 2. Someone else made a thread about it a while ago and had the original modder's approval. I figured with the new rules and modding tools, this might be a good time to make a new request for it.
-
So, I decided to try re-working a Darth Sion wearable robes mod I started a while back. Originally, I'd gone into GIMP and combined PMBAM and N_SionA textures so that the model could have one unique texture. I'd been borrowing bare male chest textures from this mod for testing purposes. This mod was never released because I have no artistic ability of my own and didn't intend on stealing the author's work. I thought that maybe it would be better in the meantime to have the model use the pre-existing textures. In order to do this, I used KOTORmax to split the torso into two separate meshes. I linked the new mesh (lower torso) to the OdysseyBase and to the best of my ability added bones and removed unnecessary bones from the upper torso mesh. When I exported a model that was successfully able to be converted back to binary (via MDLedit), this was the result, both the upper and lower torso meshes appearing invisible: The meshes are set to render and I checked to make sure no normals were inverted, so I'm not sure where I went wrong. There's nothing wrong with the shadows' animations so I assume it's not a bone thing. I found this topic where someone who had a similar invisibility issue, but that was for an area model and had to do with lightmapping. The ascii model I imported into gmax was exported out of Blender so I don't know if that had anything to do with it either.
-
Version 1.0.0
158 downloads
Per request, this is a modder's resource to fix unused models in TSL that had the "mouth cube" problem, AKA tongue tip dummies unintentionally set to render. I have also included a model for Jedi Malak with his "mouth cube" fixed. Not to be confused with my Malak Mouth Fix mod, the model in this download has no further changes. What's Included Jedi Malak (Full body): n_jedimalek.mdl/mdx Sith Governor/Apprentice (Head): sith_app.mdl/mdx Atris (Darth Traya variant) (Full body): n_darthtraya.mdl/mdx Credits Fred Tetra, Kotor Tool bead-v, MDLedit Disclaimer This modder's resource is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is intended to be used by other members of the KOTOR modding community & intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. Feel free to use these files however you want, this is a resource & no permissions are necessary. -
View File TSL Removed Mouth Cubes (Modder's Resource) Per request, this is a modder's resource to fix unused models in TSL that had the "mouth cube" problem, AKA tongue tip dummies unintentionally set to render. I have also included a model for Jedi Malak with his "mouth cube" fixed. Not to be confused with my Malak Mouth Fix mod, the model in this download has no further changes. What's Included Jedi Malak (Full body): n_jedimalek.mdl/mdx Sith Governor/Apprentice (Head): sith_app.mdl/mdx Atris (Darth Traya variant) (Full body): n_darthtraya.mdl/mdx Credits Fred Tetra, Kotor Tool bead-v, MDLedit Disclaimer This modder's resource is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is intended to be used by other members of the KOTOR modding community & intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. Feel free to use these files however you want, this is a resource & no permissions are necessary. Submitter Ashton Scorpius Submitted 02/22/2019 Category Modder's Resources
-
View File TSL Jedi Malak Mouth Fix This mod addresses several issues with Jedi Malak's mouth in KOTOR II. Fixes include getting rid of the white box in his mouth, correcting the texture used for his tongue, connecting gaps, enlarging upper/lower teeth, & adjusting the placement of all of the above. As pointed out by JCarter426, Jedi Malak's model also used the wrong supermodel, which I've fixed in this mod as well. All seriousness aside, my intention with this mod is to ensure that Malak's mouth is only a disaster post-contact with Revan's lightsaber. Installation & Uninstallation To install this mod, drag the files in "Override" to the override folder in your game's directory. To uninstall this mod, delete n_jedimalek.mdl & n_jedimalek.mdx from your game's override folder. Compatibility & Known Issues When entering the Korriban cave tomb, Malak's tongue will appear half white. This is due to the lighting where he's standing & most likely can't be fixed. Credits Fred Tetra, Kotor Tool bead-v, MDLedit & KOTORmax Symmetric, Purifier, & ndix UR; KotOR Blender Autodesk, 3ds Max Blender Foundation, Blender Thanks to JCarter426 for the help/troubleshooting & ebmar for the enthusiasm! Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Questions, etc.? Contact me on Deadly Stream or via the unofficial KOTOR Discord if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, you must receive my permission. This mod should only be found on Deadly Stream or Nexus Mods. No user may upload it to another modding site. Submitter Ashton Scorpius Submitted 02/12/2019 Category Mods TSLRCM Compatible Yes
- 5 replies
-
- model
- jedi malak
- (and 4 more)
-
Greetings, fellow Jedi! May the Force be with y'all. I am here to request for a mod that will fix the misnamed bone inside the "comm_a_m" model, appeared in the game as Asian commoners head- particularly this variant: We can see in the screenshot below that usually in any other head models [and its counterpart comm_a_m2], the bone are written as eyeRA and eyeLA respectively: I've tried to rename the bone myself, but in the end resulting in a new problem: Both are results of the compiled binary; either using MDLedit or MDLOps, they leave behind a mark to both side of mouth area. While the new problem is there, the renamed bone resulting in an appropriate eye movement. I believe I have ran out of options to perform the proper fix myself; hence asking the forum a request is the best option it is. I hope the information provided was enough for an attempt, and many thanks for considering this.
-
Greetings, fellow Jedi! Wish you all the best of time. I am here to ask; Is 'Rescale World Units' not available on gmax v1.2 [yes, the ancient ones]? Because the 'More...' button under the 'Utilities' tab is greyed out and inaccessible. If indeed it's not available, Is there any workaround? I am about to attempt on re-scaling a model/s using this post as a reference. Many thanks for considering this.
-
Greetings, fellow Jedi! May the Force be with you. I'm opening this thread awaiting further discussion of fixing collar for PFBF model variant in particular- which me and @DarthParametric previously discussed here. So, continuing from where things left off- Does fixing the collar had anything to do with moving the model's vertex? I'm looking to have practice on fixing the issue personally. and also- It seems the large model which is the PFBFL variant have a similar level of worse too; as seen here: Was so damned as two of my released mods were using PFBF_ variant, lol Many- many thanks for considering this.
-
Greetings, fellow Jedi! May the Force be with you. Along with the compiling-decompiling model attempt I have done recently, some discoveries were found regarding the end-result of using both MDLedit v1.0.3 and MDLOps v1.0.0. First, this comparison purpose is to give the potential user of both tools a preview of the compiled model using each of the tools mentioned. This also had no intention to show which tools are best and which are less; it's simply to share the discoveries been found. Here's a screenshot for details: Left image is TSL's n_quarren [Quarren's F model] model compiled using MDLedit v1.0.3 with tangentspace enabled by not ticking the bumpmap flag, but instead changing its value inside the ASCII file from 0 to 1 using a text editor. Right image is TSL's n_quarren [Quarren's F model] model compiled using MDLOps v1.0.0 with tangentspace enabled by changing its value inside the ASCII file from 0 to 1 using a text editor. As we can see there is a difference in the head part; which MDLOps version produce a noticeable line whilst MDLedit version isn't. This occurrence already emerging several times on my end; such with compiled TSL's n_commf model. I hope this discovery kind of helps with any future modding attempt, and gave an insight of what will and what won't regarding the implementation of the aforementioned method. Edit: Be advised that they had nothing to do with normal maps. It's a smoothing error, as informed by DarthParametric. The normal maps activation is just part of the compiling process.
-
Greetings, fellow Jedi! Hope y'all doing fine. I have noticed a disturbance in the Force with the Ivy meshes; particularly inside m13aa_01a model [Dantooine's docking area]. My query/request are: [Query] Is that intended? Because I have roamed around the Enclave and every Ivy that are attached; they align perfectly and the only instance of disturbance is on that one. [Request] If it is not; I am hoping for a fix to the mesh/model because as we can see it shown on an important cutscene as seen in the screenshot above. So, I believe a fix would be necessary. Many thanks for considering this!
-
Greetings, fellow Jedi! Hope you are doing fine. I am here to request for your help with inverting the panels particularly inside the m01aa_10 and m01aa_09 model: These panels noticeably looks inverted when using Dak Drexl's "Dak's Endar Spire Retexture". The inverted panels meshes is LHR_wall02. I believe they are still noticeable with the vanilla texture installed only by look at them closely, but by using Dak's texture the transition was quite significant. I have tried myself to "rotate" the panels but ends-up rotating the whole room. Many thanks for considering this, and may the Force be with you!
- 6 replies
-
- kotor
- endar spire
-
(and 4 more)
Tagged with:
-
Greetings, fellow Jedi! I am here to ask and to report; does bump-map breaks the animation of certain level geometry? It does occur with the m02ac_02b\Geometry\Box273 mesh on my end. Screenshot: Update: It does working now. I had just recompiled the m02ac_02b.mdl/mdx again and strangely enough it does working on another attempt. But still I don't know what's causing the animation to stop with the aforementioned screenshot. Screenshot of the working bump-map: List of tools which have been used on this attempt: bead-v's "KOTORmax" bead-v's "MDLedit" ndix UR's "tga2tpc" Fred Tetra's "KotOR Tool" Many thanks for considering this- and have a nice weekend y'all!
-
Greetings, fellow Jedi! I am here to report that there is a great disturbance in the Force inside one of the Endar Spire's hallway; particularly the m01aa_03a model. There are missing panels there, which I believe are not intended, as they look too ugly to be intended by the devs lol. Screenshot: Yes, the Endar Spire is under attack and will have its panels broken anywhere, but I believe these are not part of them. I hope someone could fix this as I believe these are significant panels, as they were included in one of the early-important cutscene. Many thanks for considering this, and may the Force be with you all!
- 8 replies
-
- endar spire
- kotor
-
(and 2 more)
Tagged with:
-
Greetings, fellow Jedi! Is there any tools to easily locate the name of the area we were at? For example; I would like to know exactly what's the name of the area model where I am at right now without having to poke through every Dantooine area models [m13aa_xx] inside the extracted models.bif. 😁 Screenshot: Many thanks for considering this!
-
The Blue Short Lightsaber's model in Qui Don Jorn's Sabers 4.0 Conversion Mod does not display the proper model. Instead, the default short lightsaber model is displayed with the colors and textures of the upgraded short lightsaber model. Interestingly, this glitch only occurs with the blue short sabers for some reason. Here is a list of mods that I am using with this one: 1. Balanced Pazaak: https://deadlystream.com/files/file/1270-balanced-pazaak/ 2. Bastila Robe Replacement: https://www.nexusmods.com/kotor/mods/999 3. Bastila's Extra Dialog on Tatooine: https://www.nexusmods.com/kotor/mods/639 4. Bendak Bounty Non-Dark Side: https://deadlystream.com/files/file/880-bendak-bounty-non-dark-side-option/ 5. Canderous' Mandalorian Items(and the alternate textures): https://deadlystream.com/files/file/769-alternate-textures-for-sithspecters-canderous-mandalorian-items/ 6. Cassus Fett's Armor: https://www.nexusmods.com/kotor/mods/310/ 7. Custom Class Clothing: https://deadlystream.com/files/file/190-custom-class-clothing/ 8. Darth Bandon Head Reskin: https://www.nexusmods.com/kotor/mods/770 9. Darth Revan Texture for Star Forge Robes: https://www.nexusmods.com/kotor/mods/1143/ 10. Davik's Upgradable Armor: https://deadlystream.com/files/file/890-daviks-upgradable-armor-mod/11 11. Deadeye Duncan on Manaan: https://www.moddb.com/mods/deadeye-duncan-on-manaan/downloads/deadeye-duncan-on-manaan 12. Diversified Jedi Captives on the Star Forge: https://deadlystream.com/files/file/1199-diversified-jedi-captives-on-the-star-forge/12 13. Diversified Wounded Republic Soldiers: https://deadlystream.com/files/file/1179-diversified-wounded-republic-soldiers-on-taris/ 14. Female Dark Jedi Restoration 1.1: https://deadlystream.com/files/file/1080-female-dark-jedi-restoration/ 15. Female Mandalorians: https://www.nexusmods.com/kotor/mods/140 16. High-Quality Skyboxes: https://deadlystream.com/files/file/723-high-quality-skyboxes/ 17. Green Grass for Dantooine: https://www.nexusmods.com/kotor/mods/906/ 18. Helena Shan Improvement: https://deadlystream.com/files/file/1218-helena-shan-improvement/ 19. High Quality Blasters 1.1: https://deadlystream.com/files/file/861-high-quality-blasters/ 20. High Quality Cockpit Skyboxes: https://deadlystream.com/files/file/938-high-quality-cockpit-skyboxes/ 22. High Quality Starfields and Nebulas: https://deadlystream.com/files/file/491-kotor-high-quality-starfields-and-nebulas/ 23. Higher Quality Bastila: https://deadlystream.com/files/file/826-higher-quality-bastila/ 24. Invisible Headgear: https://deadlystream.com/files/file/690-invisible-headgear/ 25. JC's Blaster Visual Effects for K1: https://deadlystream.com/files/file/1271-jcs-blaster-visual-effects-for-k1/ 26. JC's Dense Aliens for K1: https://deadlystream.com/files/file/1290-jcs-dense-aliens-for-k1/ 27. JC's Republic Soldier Fix for K1: https://deadlystream.com/files/file/1180-jcs-republic-soldier-fix-for-k1/2 28. JC's Slave Bastila for K1: https://deadlystream.com/files/file/1299-jcs-slave-bastila-for-k1/ 29. Jedi Robes Council Style: https://www.nexusmods.com/kotor/mods/1011/ 30. Jolee in Unique Outfit Introduction: https://deadlystream.com/files/file/1298-jolee-in-unique-outfit-introduction/ 31. Juhani Catlike Head: https://deadlystream.com/files/file/351-juhani-catlike-head-mod/ 32. Armor Skins from the K1 Enhancement Pack 33. Party Model Fixes and HD Bastila(anything involving Bastila I did not use): https://deadlystream.com/files/file/1273-party-model-fixes-and-hd-bastila/ 34.K1 Underwear Pack: https://www.nexusmods.com/kotor/mods/832/?tab=3&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fkotor%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D832%26gid%3D234 35. Kill Marlena: https://deadlystream.com/files/file/1056-kill-marlena/ 36. Korriban Academy Workbench: https://deadlystream.com/files/file/375-korriban-academy-workbench/ 37. Leviathan Differentiated Dialog: https://deadlystream.com/files/file/895-leviathan-differentiated-dialogue/ 38. Movie-Style Dark Side Transitions: https://deadlystream.com/files/file/680-movie-style-dark-side-transitions/?tab=comments 39. New Baca Blade and Wookiee Warblade: https://www.nexusmods.com/kotor/mods/185/ 40. No Cross-class Skills: https://www.nexusmods.com/kotor/mods/1213\ 41. NPC Overhaul: https://deadlystream.com/files/file/410-kotor-npc-overhaul-mod/ 42. Party Clothing: https://www.nexusmods.com/kotor/mods/392/ 43. Remove Force-Alignment Restriction: https://www.nexusmods.com/kotor/mods/1132 44. Remove Restrictions of Force Powers by Armor: https://deadlystream.com/files/file/9-remove-restrictions-for-force-powers-by-armors/ 45. Revan's Flowing Cape and Belt Fix: https://deadlystream.com/files/file/709-revans-flowing-cape-and-belt-fix/ 46. Revan's Hoodless, Maskless Robe for K1: https://deadlystream.com/files/file/1099-revans-hoodlessmaskless-flowing-robes-for-k1/ 47. Scoundrel Clothes with Scout Legs: https://deadlystream.com/files/file/962-scoundrel-clothes-with-scout-legs-for-k1/ 48. Selven "Legends": https://deadlystream.com/files/file/1308-k1-selven-legends/ 49. Shaleena Unique Apperance: https://www.nexusmods.com/kotor/mods/151/?tab=3&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fkotor%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D151%26gid%3D234 50. Sharina Fizark Restoration: https://www.nexusmods.com/kotor/mods/650 51. Shem's Character Reskin Pack: https://deadlystream.com/files/file/678-creature-reskin-pack/ 52. Sherruk Sabers: https://deadlystream.com/files/file/693-sherruk-attacks-with-lightsabers/ 53. Sith Soldier Texture Restoration: https://deadlystream.com/files/file/1289-sith-soldier-texture-restoration/ 54. Spectral Ajunta Pall Canon Appearance: https://deadlystream.com/files/file/1276-spectral-ajunta-pall-canonical-appearance/ 55. Taris Undercity and Gammorean Stronghold Restoration: https://www.nexusmods.com/kotor/mods/654 56. Weapon Base Stats Re-Balance for K1: https://deadlystream.com/files/file/1248-weapon-base-stats-re-balance-k1/ 57. Yuthura Sith Eyes: https://www.nexusmods.com/kotor/mods/52
-
View File Party Model fixes and HD Bastila The main purpose of this mod is to fix many of the party models that have uvw errors. Some of these errors may be too small to see in-game, but most become glaring when using some of the HD texture mods here on this site. The only HD texture that I have included here, is for Bastila Shan's head model (P_BastilaH04) which is now 2048x2048 pixels. I have tried to remain true to her original look. The models that I have fixed, and are included, are: default clothes models for Bastila Shan Canderous Ordo Carth Onasi Jolee Bindo Juhani Mission Vao HK-47's whole body model head models for Bastila and Carth HD head texture for Bastila head texture for Jolee (to fix the mustache) two additional clothes textures for Carth Each of these character's files can be used separately, so that the user has the option of mixing and matching with other mods. Many of the screenshots are animated with before/after scenes that flip every 7 seconds. There are included text files with much more detail as to what has been fixed in each. There are also a few files included that other modders can use for helping their own texture mods (some uvw maps and a few Photoshop psd files with multiple layers already separated). Submitter redrob41 Submitted 06/09/2018 Category Skins K1R Compatible Yes
-
View File HD Lightsabers Hello everyone! This mod replaces the existing (and hopelessly outdated) lightsaber models with better new versions. In addition, the blade textures are replaced with flickering textures that are more similar to the original trilogy. NOTE: The models were created by ROOXON for Jedi Academy. I converted them to work in Kotor 2. ROOXON has given me permission to convert the models. Submitter FF97 Submitted 04/23/2018 Category Mods TSLRCM Compatible
-
- lightsaber
- model
-
(and 2 more)
Tagged with:
-
990 downloads
Just a fix for the PMHC06 head model (Blond Guy with Bangs?). The model contained some bad node names/linkage which are corrected to match its supermodel, allowing this poor fool to now blink and move his eyes! Kind of a quick job, anyone that wants to do a better job is encouraged to do so, using my model as a starting point or not, as they prefer. Feel free to reuse, repackage, redistribute the contents of this package with or without attribution or notification. ************************************** Knights of the Old Republic II: TSL ************************************** TITLE: PMHC06 Fixed AUTHOR: ndix UR VERSION: 1.0 RELEASE DATE: 10/2017 FILENAME: pmhc06-fixed-tsl.7z A modification for Knights of the Old Republic II: The Sith Lords. -------------------------------------- INSTALLATION -------------------------------------- 1. Place ALL the files in the 'Override' folder of this package into your game's Override folder. -------------------------------------- DESCRIPTION -------------------------------------- This mod includes a new model for the Blond Guy with Bangs (PMHC06) model from TSL. It fixes the issues outlined in the following forum post: http://deadlystream.com/forum/topic/4610-renaming-bones-in-models The fixed model has eyes that move and can blink. Changes to the model: - Nodes renamed: eyelidL => eyeLlid eyelidL01 => eyeRlid eyeL => eyeLA eyeR => eyeRA teethUP => teethupper teethDWN => teethlower - Flipped normals on the right eyelid - Nudged the vertices under hair_front backwards a tiny bit Thanks to 1Leonard and DarthParametric for fleshing out the issues. Kudos to DP for the rerig attempt, but that is not the approach I followed. -------------------------------------- UNINSTALLATION -------------------------------------- Remove the added files from your Override folder. -------------------------------------- COMPATIBILITY -------------------------------------- This mod replaces the PMHC06.mdl and PMHC06.mdx files. It will not be compatible with other mods that do the same. -------------------------------------- BUGS -------------------------------------- Smoothing might not be perfect. -------------------------------------- LEGAL -------------------------------------- I place no additional restrictions on the use, distribution, etc. of this package and the files herein. THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & ? LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. -
This is in regards to Biths in Taris cantina. Yah know, these dudes: Say I wanted this same model, playing music just like he is, but located on like the Star Forge or something. So far I've located the texture, mdl, and utc, but I'm not even sure where to go from there honestly. Any advice you could throw my way would be very appreciated!
-
Okay, I've spent way too much time on this. All I'm trying to do is extract one god damn character model from KOTOR 2 and export it (the model *and* its textures) as a single .FBX file. To start off, I used the "KOTOR Tool" for extracting an .MDL, corresponding .MDX, and corresponding texture .TGA file from KOTOR 2. The files are p_hk47.mdl, p_hk47.mdx, and P_hk47_01.tga. I then used the "mdlops" tool to create an ascii .MDL file. Based on my experience, none of the available AutoDesk 3DS scripts (NWMax 0.8 or NWPlus) for ascii .MDL file importing are compatible with the currently available versions of AutoDesk 3DS Max (I've tried the earliest available, 2015, and the latest, 2018, version of 3DS Max; both student edition). The import scripts just give errors at startup and also when importing an ascii MDL file. So because 3DS Max didn't work, I moved to Blender version 2.69. I tried using the "Neverblender" addon to import the same ascii .MDL file as before. However, after I import the ascii .MDL file, the model isn't textured (though I can view this non-textured model once rendered). I then tried the "KOTORBlender" addon to import the same ascii .MDL file as before. However, after I import the ascii .MDL file, the model isn't textured, and the model is invisible upon rendering it. What am I doing wrong? This is insanely frustrating. I have zero background in 3D modeling.
- 4 replies
-
- model
- extraction
-
(and 3 more)
Tagged with:
-
File Name: PMHC06 Fixed for TSL File Submitter: ndix UR File Submitted: 19 Oct 2017 File Category: Mods TSLRCM Compatible: Yes Just a fix for the PMHC06 head model (Blond Guy with Bangs?). The model contained some bad node names/linkage which are corrected to match its supermodel, allowing this poor fool to now blink and move his eyes! Kind of a quick job, anyone that wants to do a better job is encouraged to do so, using my model as a starting point or not, as they prefer. Feel free to reuse, repackage, redistribute the contents of this package with or without attribution or notification. ************************************** Knights of the Old Republic II: TSL ************************************** TITLE: PMHC06 Fixed AUTHOR: ndix UR VERSION: 1.0 RELEASE DATE: 10/2017 FILENAME: pmhc06-fixed-tsl.7z A modification for Knights of the Old Republic II: The Sith Lords. -------------------------------------- INSTALLATION -------------------------------------- 1. Place ALL the files in the 'Override' folder of this package into your game's Override folder. -------------------------------------- DESCRIPTION -------------------------------------- This mod includes a new model for the Blond Guy with Bangs (PMHC06) model from TSL. It fixes the issues outlined in the following forum post: http://deadlystream.com/forum/topic/4610-renaming-bones-in-models The fixed model has eyes that move and can blink. Changes to the model: - Nodes renamed: eyelidL => eyeLlid eyelidL01 => eyeRlid eyeL => eyeLA eyeR => eyeRA teethUP => teethupper teethDWN => teethlower - Flipped normals on the right eyelid - Nudged the vertices under hair_front backwards a tiny bit Thanks to 1Leonard and DarthParametric for fleshing out the issues. Kudos to DP for the rerig attempt, but that is not the approach I followed. -------------------------------------- UNINSTALLATION -------------------------------------- Remove the added files from your Override folder. -------------------------------------- COMPATIBILITY -------------------------------------- This mod replaces the PMHC06.mdl and PMHC06.mdx files. It will not be compatible with other mods that do the same. -------------------------------------- BUGS -------------------------------------- Smoothing might not be perfect. -------------------------------------- LEGAL -------------------------------------- I place no additional restrictions on the use, distribution, etc. of this package and the files herein. THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & ? LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. Click here to download this file
-
File Name: Carth Onasi 2.0 File Submitter: corpsecotillion File Submitted: 13 Apr 2017 File Category: Mods K1R Compatible: Yes Carth and his weird head were due for an upgrade. Texture changes: -Higher resolution -New eyes -New eye color -New hair -New nose -New eyebrows -New and repositioned ears -Removal of forehead wrinkles -Overall adjustment of highlights and shadows Model changes: -Slimmed tip of the nose -Removal of double chin -Lip shape -Cheek shape -Chin shape -Jaw shape Drag and drop directly into override to install --corpsecotillion Click here to download this file