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Found 10 results

  1. I have made requests similar to this in the past. My recruit mod, "Recruit Sarna", which provides a soldier to replace Bastila after her capture, is near complete, I believe, and there are many I will give credit to for assistance. Sith Holocron, SithSpecter, Qui-Gon Glenn, TamerBill, Thor110, LoneWanderer, AmanoJyaku, Effix, N-DReW 25. Sarna, at Level 1, has high dexterity, decent intelligence, wisdom 14. She carries a Mandalorian Blaster and has the feat "Dueling" to allow her to use pistols, swords, and blades. With all the help, I will release my mod for anyone to use freely. I need assistance with new textures, possibly a slightly modified model, to create the armor I wanted to give Sarna, though I have a .uti file ready, and I hoped to make my mod a voiced mod. I have some voice files for Sarna that fit the limited dialogue she has, but these work only for two or three lines. If anyone could help with these things, voicing lines or creating new textures, contact me for more detail.
  2. Okay so, I'm really in need of some help. I've been trying my hardest to create a custom color lightsaber for my game, to be used in a content pack that I'm currently working on. The problem is that I cannot for the life if we figure out how to extract models, open them, edit them, and repack them. I've been trying for the better part of the past 2 days to try to get that to work, I can't get 3DS Max or blender to work on my computer, because of the computer's age, blender just absolutely doesn't want to load at all it crashes as soon as it opens. Since I obviously am not going to be making much progress on my own I decided I'd reach out in the community and see if anybody with more skill and more experience in the matter can help me create the model that I need. I'm basically attempting to make a teal color lightsaber.
  3. I would like to request combat animations for the TSL Space suit. It can't hold items, but it displays pistol, sword, idle, and unarmed animation. I thought perhaps recompiling the Wookiee or Trandoshan animations into the space suit to get the desired effect. Also, clipping isn't my concern, moreover a functioning one could have clipping and still be good. Thanks for reading, hopefully it's possible to do, would be amazing for heavy armors to have that thing. Edit: I would like to add an addendum to this request: If you can contribute advice, ideas, or leads on further work, that is also desired here.
  4. 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
  5. Hi, i was playing with KOTORmax and danglymeshes lately. They seems to work perfectly on head meshes, or items that have them in vanilla, but when i was trying to add athem to another model, they dont move at all. For example, Effixian's Dancer's Outfit: It has mdl file with dangly mesh, everything seems to be correct, but in game it doesnt work. Can you advise ? Thank you.
  6. First things first: yes, this is star map related. 😉 I created new arms I'd like to try out but have no idea how to get those into the current star map model. (plc_starmap.mdl) I created them separately. So question would be, how do I replace what's in the old model with what I have created, and then how do I retain the animations?
  7. So, I decided to try re-working a Darth Sion wearable robes mod I started a while back. Originally, I'd gone into GIMP and combined PMBAM and N_SionA textures so that the model could have one unique texture. I'd been borrowing bare male chest textures from this mod for testing purposes. This mod was never released because I have no artistic ability of my own and didn't intend on stealing the author's work. I thought that maybe it would be better in the meantime to have the model use the pre-existing textures. In order to do this, I used KOTORmax to split the torso into two separate meshes. I linked the new mesh (lower torso) to the OdysseyBase and to the best of my ability added bones and removed unnecessary bones from the upper torso mesh. When I exported a model that was successfully able to be converted back to binary (via MDLedit), this was the result, both the upper and lower torso meshes appearing invisible: The meshes are set to render and I checked to make sure no normals were inverted, so I'm not sure where I went wrong. There's nothing wrong with the shadows' animations so I assume it's not a bone thing. I found this topic where someone who had a similar invisibility issue, but that was for an area model and had to do with lightmapping. The ascii model I imported into gmax was exported out of Blender so I don't know if that had anything to do with it either.
  8. So I started working on a Visas Marr outfit. The idea is a very elegant, assassin. An arbiter of the lord of hunger. So I liked the Gold Motiff on her hood and wanted to expand it. So, working from a base mesh I did back in 2015 I was able to work down to about 1k triangles for the body. I'll probably modify that later and see how close we can get to 500. I still need to tweak the shoulders and get that padded shoulder look. Though I think that at rest, it will look better. This is the right height and centering for Visas approximately. She is UV'd, but that should make it easier for me as I move forward. I need to see the textures to know where I can get away with less polys. Clearly right now the curviest areas are the thighs, hips, butt and shoulders so taking out some density there would help. So this is just preliminary texturing. Just laying out the basic forms. When I export the texture maps to photoshop I like to go over these patterns in illustrator and make sure they're really clean before putting them into photoshop for additional texturing. So here's the process I'm working on: Finish preliminary texturing Illustrator Pattern Cleanup Photoshop aa and smoothing Substance painter shading and light baking Reworking triangles in Maya Additional texture cleanup Final tweaks Rigging and weighting. Now, I'm not sure, I could be totally wrong, but this is doable with the game, right? Otherwise, I'll just do this as a high poly art piece. In hindsight I should have asked first. :| http://jeromyperez.imgur.com/all/ Additionally check out my imgur for all the other textures I'm working on as I've got a hi resolution B4D4, Ithorians and FX that I've got anywhere from 100% to 50% done.
  9. This thread is for discussing and retaining technical details of the Kotor MDL/MDX binary formats, with the goal of cracking the meaning of some of the remaining unknowns. In implementing a substantially improved MDLOps, I have been extensively leaning on the technical work of cchargin (original author of MDLOps) and MagnusII (original author of KAurora?), who are serious heroes. State of Knowledge and Tools: Many people point to the kotor/mdl_info document of cchargin as a source of reference. We need to produce something better than this. It has certain information which is completely vital that I have found nowhere else, but we really need to produce a redone version, maybe distributed as a PDF modding resource or something, that incorporates MagnusII's info from the KAurora source. All I was able to find (thanks DarthSapiens for code post in a forum article on bump mapping) of the KAurora source so far is the trimesh header structure from the bump mapping thread, and it is much more nuanced and correct than the original cchargin info. Differentiation between signed and unsigned can actually matter, especially in the byte & short types. My MDLOps is using the improved data layout (for the mesh header) and accuracy has gone up. Background, relation to NWN: Currently, the way I understand modeling to work is like this: Kotor modelers basically rely on tools developed for working with NWN. NWN modelers have life fairly easy, because they can actually work with text/ascii models and the game will compile them on the fly to its own binary format. So, in essence, Kotor models get decompiled/recompiled in order to be compatible with NWN text-based modeling tools. There are a couple important/interesting points to note here. 1) There is no 'official' text format for Kotor models. Such a thing never existed, and has only been agreed upon by the modding community. 2) The binary formats and capabilities of NWN and Kotor are substantially different. They are far from directly compatible. What this also means is that a lot of things the NWN tools put into ascii models just don't exist in Kotor, and a lot of things that Kotor can do are totally unknown to NWN toolsets. Kotor Model Unknowns: Big Caveat: I won't know the full extent of what is still unknown until I can access KAurora's source, if someone can get me that, this list will improve a lot. I have some suspicions though, based on extensive reading online. I am starting the list with the question marks that I can tell remain in MagnusII's work. I want to expand it to an exhaustive list once I actually get a handle on the full scope from KAurora... Small Caveat: It is important to realize that some of these 'unknown's may turn out to be just useless padding. Padding is regularly used in binary formats for various reasons. (Animation) Controller 240 Common Mesh header unknowns: an array of 3 signed integers [ -1, -1, 0 ], an unknown 'Rotation' (4 floats?), an unknown uint16 (probably a flag of some kind), an unknown UInt32 = 0, and 2 unknown UInt32's specific to Kotor2:TSL. Unknown Struct in MDX: there is an undeciphered structure in the MDX files pointed to in the common mesh header. TO BE CONTINUED... Methodology: I have been developing a number of personal use dev tools for following in the footsteps of cchargin and MagnusII. One of the main necessities for reverse-engineering this stuff is being able to easily compare and analyze across the entire corpus of models present in both games. To this end, I have made a couple interesting things that I am happy to use to generate reports for people in the process of tracking down the meaning of some of these things... My core goal is to make it so that decompiling with MDLOps and recompiling will produce byte-for-byte identical results, or as close as reasonably possible. To this end, I have a test script that operates on all models, decompiling them, recompiling them, and then doing a byte-wise comparison of the resulting MDL and MDX files, measuring the error/difference (in actual bytes as well as as a ratio against the total bytes). So, when I casually said earlier that 'accuracy is up' in my MDLOps, it's actually verifiably true. Of course, that being said ... I have only *just* fixed MDLOps enough to be able to decompile/recompile every model without going into infinite recursion or loops on a few problem children, so I don't have a *lot* of accuracy data yet. In case you're wondering, the numbers are approximate and the verification takes hours. The best I could come up with for purely accurate verification would take weeks to run, the approximation is fine though because it is mainly being compared with itself as a means of knowing whether I'm moving in the right direction or not. I can use these tools on small numbers of models basically instantaneously, which I also do. I have another tool that generates some statistics and compares (currently only) 2 model features. This is in my effort to understand Animation Controller 240. For instance, I can tell you that whatever 240 does, everywhere it appears as an animation controller, birthrate is also being animated. There is a comment in MDLOps.pm mentioning that the author thought it might be life expectancy, but now thinks lifeExp is 120. Whatever it is, it is related. I can also produce a text file with the controller 240 values (and their key animation values) for every model in the game, with comparison to the birthrate numbers. (Produce as in, I have this file already). So, my medium term agenda here is to produce a 'debug mode' for MDLOps. What it is going to do is put *all* of the non-derived values into your ascii decompiled files, and then make sure that everything it puts into ascii files gets back into (debug mode) compiled files. This will make it a lot easier I think for people to certain modifications on large numbers of models, making it more likely that they can maybe figure out what these things are doing. Up to now I've just been making MDLOps able to handle all the things that are actually known (haslightmap aka lightmapping, shininess, sparkle). A slight time-sink issue is that I am also modifying NWN toolset components to not mess up all the things I am adding, and that is more of a challenge. So yeah, I hope that we can engage in a productive technically focused discussion here and maybe eventually shed some new light on aspects of the model format that have gone dark in recent years. I know some of you guys know a *lot* on this topic with your hex editing mad(awesome)ness, and also I know that some of you have KAurora source access and I hope that you'll pass that along via PM so I can flesh this out (I'm not about posting it ... or even working on it (probably), but I would love to save the knowledge represented therein).