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Found 16 results

  1. 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
  2. View File KotORBlender KotORBlender 1.01 for Blender Submitter Purifier Submitted 07/04/2016 Category Modding Tools  
  3. Normally i use Blender converting SWTOR models into Jedi Academy, But when i saw a blender video about destroyer, i have been inspired ^^
  4. Spark of Hope 90% done Only a few characters and some script left Then our series will begin ❤️
  5. 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
  6. Thrawn's Trilogy - First Book - Episode 1 (I dont think i will do other episodes)
  7. 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!
  8. Version 1.01

    2,266 downloads

    KotORBlender 1.01 for Blender
  9. 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.