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Showing results for tags 'blender'.
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You will need the KOTOR Blender plugin. I used the 3.3 LTS version of blender but it looks like it has now been updated to newer versions. I still recommend using a LTS version. First you need to switch to the lightmap UV. If you don't, the lightmap will be baked on top of the diffuse texture. You can find this under UV Maps in each meshes Object Data Properties. Select each mesh and click UVMap_lm. Yes, it is tedious but it's required. To bake the lightmaps with the plugin, click the KotOR menu -> Lightmaps -> Bake(Auto). You should click an empty space, first, to make sure no meshes are selected. If meshes are selected it will only bake for what is selected. At this point you may notice the lighting looks bad. The UVs need to be unwrapped and some lightmaps will need to be resized to a higher resolution. This is optional but it helps me keep it organized. Look through the list of meshes and see which ones have lightmaps. I then rename the meshes to start with the lightmap name (lm0_Object19,lm1_Box01, lm9_mesh456,...). When unwrapping the UVs this makes it easy to select all meshes that share a lightmap, which you may be doing multiple times. There's 3 ways to unwrap the lightmap UVs. Each has different advantages and disadvantages. The best to use will depend on each group of meshes, sharing a lightmap. 1) Lightmap Pack (Most efficient) - This one will work for most but sometimes the triangles of a face get separated, creating an ugly seam. 2) Unwrap (Medium efficient) - Keeps the basic shape of faces the same bust doesn't pack as efficiently. This one requires you to select all(a key) UVs first or nothing happens. 3) Smart UV Project (Least efficient) - This one maintains the shape of faces perfectly but each UV takes up a lot of space. May require you to increase the lightmap resolution really high to look good (1024x1024 or more). While in the layout workspace, select all meshes that share a lightmap. Then switch to the UV Editing workspace. All meshes need to be selected in the 3D view, for the UVs to show in the UV editor. Then select one of the unwrap types in UV -> Unwrap. Remember, if doing regular unwrap, selecting all UVs is first required. Now, go back to the Layout workspace and bake the lightmaps. Some lightmaps may have weird artifacts or look low res. You can compensate for that by resizing the lightmap texture. Go to the UV Editing workspace and select the lightmap to edit. Then Image -> Resize. I try not to resize higher than 512x512 and I keep less detailed meshes between 16 and 128. The larger the texture size, the more memory it takes in game and the longer it takes to bake. Then go back to Layout workspace and bake again. To save the lightmap texture, go to UV Editing layout then Image -> Save As. You will need to do this for each lightmap once and make sure you choose TGA when saving. After, you can use Save All Images. I haven't even touched on lighting but here's a few tips: - Under World Properties, the surface color will affect your lighting a lot. I prefer to just remove the surface(or make it darker) and it gives me more control over the lighting. - Point lights fill the room with a lot of ambient light. If you want more control over the shadows use spot lights. - The game engine will add even more lighting on top of the scene. You can control this in the light's Object Properties -> KotOR Model Node -> Light
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blender KOTOR Ship and Fighter models
DarthValeria posted a blog entry in Starıka's Jedi Academy Machinimas
I always wanted to import KOTOR ships like Leviathan, Endar Spider, Ebon Hawk or other fighter into Blender and I found a way I found a page in moddb which contains those ships. Those were .max files but I converted them into .fbx format and managed to import them into blender I also used Holocron Toolset to extract ebon hawk or other ships to use them in Blender as well. With space backgrounds I managed to render some good images with those ships- 1 comment
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- endar spire
- harbinger
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View File KotORBlender KotORBlender 1.01 for Blender Submitter Purifier Submitted 07/04/2016 Category Modding Tools
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blender Star Destroyer Design in Blender
DarthValeria posted a blog entry in Starıka's Jedi Academy Machinimas
Normally i use Blender converting SWTOR models into Jedi Academy, But when i saw a blender video about destroyer, i have been inspired ^^-
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- jedi academy
- star wars
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Sequel of Fall of Lotus: A Star Wars Story as 4 season series
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- force awakens
- the rise of skywalker
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blender Heartfire Family - Blender Work - Part 2
DarthValeria posted a blog entry in Starıka's Jedi Academy Machinimas
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- swtor models
- jedi academy
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blender Heartfire Family - Blender Work - Part 1
DarthValeria posted a blog entry in Starıka's Jedi Academy Machinimas
Spark of Hope 90% done Only a few characters and some script left Then our series will begin ❤️-
- swtor models
- jedi academy
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SWTOR - Blender Work - Linken's Model
DarthValeria posted a blog entry in Starıka's Jedi Academy Machinimas
Linken is a Jedi Academy Mod Leader KOTF 2.1 Mod and he asked me to work on his swtor model in Blender to play it in Jedi Academy-
- jedi academy
- modelling
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machinima Heir to the Empire (Jedi Academy Machinima)
DarthValeria posted a blog entry in Starıka's Jedi Academy Machinimas
Thrawn's Trilogy - First Book - Episode 1 (I dont think i will do other episodes) -
machinima Order 66: Jedi Academy Machinima
DarthValeria posted a blog entry in Starıka's Jedi Academy Machinimas
My first Jedi Academy Machinima-
- old republic
- jedi academy
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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!
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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
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- model
- extraction
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