Search the Community

Showing results for tags 'blender-2.8'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Kotor Modding
    • Mod Releases
    • General Kotor/TSL Modding
    • Modding Tools
    • Work In Progress
    • Tutorials
    • Game Saves
  • Mod Projects
    • TSLRCM
    • VarsityPuppet's Mods
    • M4-78 Enhancement Project
    • KotOR1 Restoration (K1R)
    • Revenge of Revan
    • KotOR Toolset
  • Jedi Knight Series
    • General Discussion
    • Mod Releases
  • Other Games
    • Other Games
    • Dantooine Theater Company
  • General
    • News
    • Knights of the Old Republic General
    • Star Wars
    • The Old Republic
    • Site Feedback
    • General Discussion

Blogs

There are no results to display.

There are no results to display.

Categories

  • Knights of The Old Republic
    • Media
    • Mods
    • Skins
    • Modder's Resources
  • The Sith Lords
    • Media
    • Mods
    • Skins
    • Modder's Resources
  • Jedi Knight Series
    • Maps
    • Mods
    • Skins
    • Other
  • Game Saves
  • Other Games
  • Modding Tools

Product Groups

  • Premium Membership
  • Modders Account

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 2 results

  1. View File KotorBlender (for Blender 2.93) # KotorBlender 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 GitHub repository or download the latest release 2. Copy kotorblender folder into Blender addons directory, e.g. "C:/Users/USERNAME/AppData/Roaming/Blender Foundation/Blender/BLENDER_VERSION/scripts/addons" 3. Enable add-on "Import-Export: KotorBlender" in Blender Preferences via Edit → Preferences → Add-ons ## Usage ### Modelling 1. Extract MDL, MDX and, optionally, TPC, WOK, PWK, DWK, and LYT files (Kotor Tool, reone-tools, etc.) 2. Convert TPC files to TGA/TXI (reone-tools) 3. Import MDL into Blender via File → Import → KotOR Model (.mdl) 4. Edit model 5. Select a MDL root object to be exported 6. Export MDL via File → Export → KotOR Model (.mdl) ### 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. 2 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 radii 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. 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) ### 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 "Recursive Texture Search" when importing to recursively search for textures in subdirectories ## Compatibility - Blender 2.93 Submitter seedhartha Submitted 03/18/2021 Category Modding Tools  
  2. Version 3.4.2

    472 downloads

    # KotorBlender 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 GitHub repository or download the latest release 2. Copy kotorblender folder into Blender addons directory, e.g. "C:/Users/USERNAME/AppData/Roaming/Blender Foundation/Blender/BLENDER_VERSION/scripts/addons" 3. Enable add-on "Import-Export: KotorBlender" in Blender Preferences via Edit → Preferences → Add-ons ## Usage ### Modelling 1. Extract MDL, MDX and, optionally, TPC, WOK, PWK, DWK, and LYT files (Kotor Tool, reone-tools, etc.) 2. Convert TPC files to TGA/TXI (reone-tools) 3. Import MDL into Blender via File → Import → KotOR Model (.mdl) 4. Edit model 5. Select a MDL root object to be exported 6. Export MDL via File → Export → KotOR Model (.mdl) ### 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. 2 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 radii 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. 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) ### 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 "Recursive Texture Search" when importing to recursively search for textures in subdirectories ## Compatibility - Blender 2.93