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Found 2 results

  1. Version 3.10.3

    2,066 downloads

    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. View File 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 Submitter seedhartha Submitted 03/18/2021 Category Modding Tools