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Found 8 results

  1. Normally i use Blender converting SWTOR models into Jedi Academy, But when i saw a blender video about destroyer, i have been inspired ^^
  2. Spark of Hope 90% done Only a few characters and some script left Then our series will begin ❤️
  3. 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
  4. Version 1.0.3

    242 downloads

    INSTALLATION You must have .NET Framework 4.0 installed in order for this tool to work. Once/If you do, simply extract the contents into a folder and load up the file. It'll also be a good idea to have KAurora on hand for exporting walkmeshes and binary models. USE The purpose of this program is to add a walkmesh node into a binary .mdl's file. It "injects", so to speak, the .wok data into the model. By doing this, you will enable the camera to be blocked when panning into a wall. Just make sure that the walkmesh fits the area model you are using. This *should* work for both K1 and TSL, I haven't tested TSL yet though. INSTRUCTIONS 1. Load the .MDL file, it requires its .MDX counterpart 2. Load the .WOK file that is used in conjuction with the mdl, if there is a .WOK file with the same name as the .MDL it will automatically load up 3. Select the export directory OR leave it blank. Leaving it blank will export it to the same directory it is already in and add a "_new" suffix to the file name 4. Choose [Add New Child] if the .MDL file doesn't have a walkmesh node in it already, if it does, scroll down the drop down box and select that instead. The old walkmesh node will be replaced with the new one 5. The KotOR version is automatically determined from the file, check to see if is correct. 6. Press inject and retrieve your new files to the place you exported it to REPORTING ERRORS If the program popups up with an error, check to see if your model is legit. If it is, post the error on the forums. If your module crashes on loadup or the camera isn't being blocked, go to the forums and give specific information to what you did. (K1 or TSL? Replaced a node or added? Used a custom export directory?)
  5. Hello, fellow modders! I've started this thread to release my new tutorials. The main focus will be on creating new models for both Kotor games. Doing my best to create instructive videos, to show what is what, where to click and so on. Each time I'll create a few videos parts and also a written version. As sometimes it's easier to have text and pictures to guide you, while at other times a video might work better. I'm open to feedback to improve my tutorials, as I don't plan things out to much up front. You'll notice I start mumbling a bit as I think and figure things out on the spot. And, yeah, english isn't my main language, so there's an accent, pronunciation butchering... Grammar Nazis be prepared! ;-) I don't have any pro-skills or software for editing my recordings, so it's all very basic. Though I hope with doing more of these to at least get better results. So on wards to my first tutorial for this thread. Creating a sword model: Part I Part II Part III
  6. Hello, fellow modders! I've started this thread to release my new tutorials. The main focus will be on creating new models for both Kotor games. Doing my best to create instructive videos, to show what is what, where to click and so on. Each time I'll create a few videos parts and also a written version. As sometimes it's easier to have text and pictures to guide you, while at other times a video might work better. I'm open to feedback to improve my tutorials, as I don't plan things out to much up front. You'll notice I start mumbling a bit as I think and figure things out on the spot. And, yeah, english isn't my main language, so there's an accent, pronunciation butchering... Grammar Nazis be prepared! ;-) I don't have any pro-skills or software for editing my recordings, so it's all very basic. Though I hope with doing more of these to at least get better results. So on wards to my first tutorial for this thread. Creating a sword model: Part I Part II Part III Next release.
  7. View File Walkmesh Injector INSTALLATION You must have .NET Framework 4.0 installed in order for this tool to work. Once/If you do, simply extract the contents into a folder and load up the file. It'll also be a good idea to have KAurora on hand for exporting walkmeshes and binary models. USE The purpose of this program is to add a walkmesh node into a binary .mdl's file. It "injects", so to speak, the .wok data into the model. By doing this, you will enable the camera to be blocked when panning into a wall. Just make sure that the walkmesh fits the area model you are using. This *should* work for both K1 and TSL, I haven't tested TSL yet though. INSTRUCTIONS 1. Load the .MDL file, it requires its .MDX counterpart 2. Load the .WOK file that is used in conjuction with the mdl, if there is a .WOK file with the same name as the .MDL it will automatically load up 3. Select the export directory OR leave it blank. Leaving it blank will export it to the same directory it is already in and add a "_new" suffix to the file name 4. Choose [Add New Child] if the .MDL file doesn't have a walkmesh node in it already, if it does, scroll down the drop down box and select that instead. The old walkmesh node will be replaced with the new one 5. The KotOR version is automatically determined from the file, check to see if is correct. 6. Press inject and retrieve your new files to the place you exported it to REPORTING ERRORS If the program popups up with an error, check to see if your model is legit. If it is, post the error on the forums. If your module crashes on loadup or the camera isn't being blocked, go to the forums and give specific information to what you did. (K1 or TSL? Replaced a node or added? Used a custom export directory?) Submitter Dastardly Submitted 11/02/2015 Category Modding Tools