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Found 2 results

  1. View File KotorBlender (for Blender 2.8) This add-on is a fork of KotorBlender, upgraded to support Blender 2.8+. KotorBlender is in turn based on NeverBlender, forked from version 1.23a. Find the latest version on GitHub. ## Features - Import & export ASCII MDL models: geometry, materials, animations, walkmeshes and TXI files - Import & export LYT files - Import & export ASCII PTH files ## Installation 1. Clone this repository or donwload a ZIP release 2. Copy or unpack the **kotorblender** folder into Blender addons directory, e.g. "C:/Users/USERNAME/AppData/Roaming/Blender Foundation/Blender/BLENDER_VERSION/scripts/addons" 3. Enable the add-on in Blender Preferences via Edit → Preferences → Add-ons ## Usage ### Modelling 1. Extract MDL, MDX, WOK, and, optionally, TPC and LYT files to a single directory (Kotor Tool, reone-tools, etc.) 2. Convert TPC files to TGA/TXI (reone-tools) 3. Convert binary MDL to ASCII MDL using MDLops or MDLedit 4. Import ASCII MDL into Blender via File → Import → KotOR Model (.mdl) 5. Create/modify models 6. Select an MDL root object to be exported 7. Export ASCII MDL via File → Export → KotOR Model (.mdl) 8. Convert ASCII MDL to binary MDL using MDLops or MDLedit ### Baking Lightmaps 1. Select lightmapped objects and enter Edit mode 2. UV Unwrap Faces via UV → Lightmap Pack (increase Margin to avoid overlapping faces) 3. For each lightmapped object: 1. Select lightmap UV Map in Object Data Properties 2. Select lightmap texture node in material node tree 3. Remove a link between Multiply node and Base Color slot of Principled BSDF node 4. In Render Properties 1. Set Render Engine to Cycles 2. Set Device to GPU Compute, if available 3. Set Margin to a lower number, e.g. 1 4. Press the Bake button Fine-tuning: 1. Disable rendering of walkmeshes in Outliner 2. Set Render samples to a higher number, e.g. 1024, to reduce noise 3. Enable Ambient Occlusion in World Properties and tweak Factor to improve contrast 4. Tweak light radius and color (try copying color from vanilla lightmaps) ### Editing Paths 1. Extract PTH file from the module's RIM file, e.g. "modules/danm13_s.rim" (Kotor Tool, reone-tools, etc.) 2. Convert binary PTH to ASCII PTH using reone-tools: `reone-tools --to-ascii m13aa.pth` 3. Import ASCII PTH into Blender via File → Import → KotOR Path (.pth) 4. Create/move path points, or modify path connections via Object Properties 5. Export ASCII PTH via File → Export → KotOR Path (.pth) 6. Convert ASCII PTH to binary PTH using reone-tools: `reone-tools --to-pth m13aa-ascii.pth` ### Connecting Room Walkmeshes 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 ## Trivia - Check "Image search" when importing to recursively search for textures in subdirectories ## Compatibility - Blender 2.8+ - MDLops 1.0.2 - MDLedit 1.0.3 ### Known Issues - You cannot have neverblender and kotorblender *enabled* at the same time - MDLedit has problems reading `color` and `selfillumcolor` controllers from ASCII MDL Submitter seedhartha Submitted 03/18/2021 Category Modding Tools  
  2. Version 2.1.0

    210 downloads

    This add-on is a fork of KotorBlender, upgraded to support Blender 2.8+. KotorBlender is in turn based on NeverBlender, forked from version 1.23a. Find the latest version on GitHub. ## Features - Import & export ASCII MDL models: geometry, materials, animations, walkmeshes and TXI files - Import & export LYT files - Import & export ASCII PTH files ## Installation 1. Clone this repository or donwload a ZIP release 2. Copy or unpack the **kotorblender** folder into Blender addons directory, e.g. "C:/Users/USERNAME/AppData/Roaming/Blender Foundation/Blender/BLENDER_VERSION/scripts/addons" 3. Enable the add-on in Blender Preferences via Edit → Preferences → Add-ons ## Usage ### Modelling 1. Extract MDL, MDX, WOK, and, optionally, TPC and LYT files to a single directory (Kotor Tool, reone-tools, etc.) 2. Convert TPC files to TGA/TXI (reone-tools) 3. Convert binary MDL to ASCII MDL using MDLops or MDLedit 4. Import ASCII MDL into Blender via File → Import → KotOR Model (.mdl) 5. Create/modify models 6. Select an MDL root object to be exported 7. Export ASCII MDL via File → Export → KotOR Model (.mdl) 8. Convert ASCII MDL to binary MDL using MDLops or MDLedit ### Baking Lightmaps 1. Select lightmapped objects and enter Edit mode 2. UV Unwrap Faces via UV → Lightmap Pack (increase Margin to avoid overlapping faces) 3. For each lightmapped object: 1. Select lightmap UV Map in Object Data Properties 2. Select lightmap texture node in material node tree 3. Remove a link between Multiply node and Base Color slot of Principled BSDF node 4. In Render Properties 1. Set Render Engine to Cycles 2. Set Device to GPU Compute, if available 3. Set Margin to a lower number, e.g. 1 4. Press the Bake button Fine-tuning: 1. Disable rendering of walkmeshes in Outliner 2. Set Render samples to a higher number, e.g. 1024, to reduce noise 3. Enable Ambient Occlusion in World Properties and tweak Factor to improve contrast 4. Tweak light radius and color (try copying color from vanilla lightmaps) ### Editing Paths 1. Extract PTH file from the module's RIM file, e.g. "modules/danm13_s.rim" (Kotor Tool, reone-tools, etc.) 2. Convert binary PTH to ASCII PTH using reone-tools: `reone-tools --to-ascii m13aa.pth` 3. Import ASCII PTH into Blender via File → Import → KotOR Path (.pth) 4. Create/move path points, or modify path connections via Object Properties 5. Export ASCII PTH via File → Export → KotOR Path (.pth) 6. Convert ASCII PTH to binary PTH using reone-tools: `reone-tools --to-pth m13aa-ascii.pth` ### Connecting Room Walkmeshes 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 ## Trivia - Check "Image search" when importing to recursively search for textures in subdirectories ## Compatibility - Blender 2.8+ - MDLops 1.0.2 - MDLedit 1.0.3 ### Known Issues - You cannot have neverblender and kotorblender *enabled* at the same time - MDLedit has problems reading `color` and `selfillumcolor` controllers from ASCII MDL