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Found 11 results

  1. View File KotorBlender (for Blender 2.8) This add-on is a fork of KotorBlender, upgraded to support Blender 2.8+. KotorBlender is in turn based on NeverBlender, forked from version 1.23a. Find the latest version on GitHub. ## Features - Import & export ASCII MDL models: geometry, materials, animations, walkmeshes and TXI files - Import & export LYT files - Import & export ASCII PTH files ## Installation 1. Clone this repository or donwload a ZIP release 2. Copy or unpack the **kotorblender** folder into Blender addons directory, e.g. "C:/Users/USERNAME/AppData/Roaming/Blender Foundation/Blender/BLENDER_VERSION/scripts/addons" 3. Enable the add-on in Blender Preferences via Edit → Preferences → Add-ons ## Usage ### Modelling 1. Extract MDL, MDX, WOK, and, optionally, TPC and LYT files to a single directory (Kotor Tool, reone-tools, etc.) 2. Convert TPC files to TGA/TXI (reone-tools) 3. Convert binary MDL to ASCII MDL using MDLops or MDLedit 4. Import ASCII MDL into Blender via File → Import → KotOR Model (.mdl) 5. Create/modify models 6. Select an MDL root object to be exported 7. Export ASCII MDL via File → Export → KotOR Model (.mdl) 8. Convert ASCII MDL to binary MDL using MDLops or MDLedit ### 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. 1 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 radius 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. Convert binary PTH to ASCII PTH using reone-tools: `reone-tools --to-ascii m13aa.pth` 3. Import ASCII PTH into Blender via File → Import → KotOR Path (.pth) 4. Create/move path points, or modify path connections via Object Properties 5. Export ASCII PTH via File → Export → KotOR Path (.pth) 6. Convert ASCII PTH to binary PTH using reone-tools: `reone-tools --to-pth m13aa-ascii.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 "Image search" when importing to recursively search for textures in subdirectories ## Compatibility - Blender 2.8+ - MDLops 1.0.2 - MDLedit 1.0.3 ### Known Issues - You cannot have neverblender and kotorblender *enabled* at the same time - MDLedit has problems reading `color` and `selfillumcolor` controllers from ASCII MDL Submitter seedhartha Submitted 03/18/2021 Category Modding Tools  
  2. Version 2.1.0

    278 downloads

    This add-on is a fork of KotorBlender, upgraded to support Blender 2.8+. KotorBlender is in turn based on NeverBlender, forked from version 1.23a. Find the latest version on GitHub. ## Features - Import & export ASCII MDL models: geometry, materials, animations, walkmeshes and TXI files - Import & export LYT files - Import & export ASCII PTH files ## Installation 1. Clone this repository or donwload a ZIP release 2. Copy or unpack the **kotorblender** folder into Blender addons directory, e.g. "C:/Users/USERNAME/AppData/Roaming/Blender Foundation/Blender/BLENDER_VERSION/scripts/addons" 3. Enable the add-on in Blender Preferences via Edit → Preferences → Add-ons ## Usage ### Modelling 1. Extract MDL, MDX, WOK, and, optionally, TPC and LYT files to a single directory (Kotor Tool, reone-tools, etc.) 2. Convert TPC files to TGA/TXI (reone-tools) 3. Convert binary MDL to ASCII MDL using MDLops or MDLedit 4. Import ASCII MDL into Blender via File → Import → KotOR Model (.mdl) 5. Create/modify models 6. Select an MDL root object to be exported 7. Export ASCII MDL via File → Export → KotOR Model (.mdl) 8. Convert ASCII MDL to binary MDL using MDLops or MDLedit ### 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. 1 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 radius 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. Convert binary PTH to ASCII PTH using reone-tools: `reone-tools --to-ascii m13aa.pth` 3. Import ASCII PTH into Blender via File → Import → KotOR Path (.pth) 4. Create/move path points, or modify path connections via Object Properties 5. Export ASCII PTH via File → Export → KotOR Path (.pth) 6. Convert ASCII PTH to binary PTH using reone-tools: `reone-tools --to-pth m13aa-ascii.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 "Image search" when importing to recursively search for textures in subdirectories ## Compatibility - Blender 2.8+ - MDLops 1.0.2 - MDLedit 1.0.3 ### Known Issues - You cannot have neverblender and kotorblender *enabled* at the same time - MDLedit has problems reading `color` and `selfillumcolor` controllers from ASCII MDL
  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. Version 1.0.3

    263 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?)
  7. 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
  8. 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.
  9. 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