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Found 13 results

  1. View File KotorBlender (for Blender 2.93+) 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 Clone GitHub repository or download the latest release Copy **kotorblender** folder into Blender addons directory, e.g. "C:/Users/USERNAME/AppData/Roaming/Blender Foundation/Blender/BLENDER_VERSION/scripts/addons" Enable add-on "Import-Export: KotorBlender" in Blender Preferences via Edit → Preferences → Add-ons ## Usage ### Modelling Extract MDL, MDX and, optionally, TPC, WOK, PWK, DWK, and LYT files (Kotor Tool, reone-tools, etc.) Convert TPC files to TGA/TXI (reone-tools) Import MDL into Blender via File → Import → KotOR Model (.mdl) Edit model Select a MDL root object to be exported Export MDL via File → Export → KotOR Model (.mdl) ### Lightmapping Most of the time, it will not be possible to use vanilla lighting and UV maps to recreate lightmaps. Depending on the scene, it might be necessary to tweak or replace both. UV mapping: Select objects having the same lightmap texture and enter Edit mode Unwrap faces via UV → Lightmap Pack (increase Margin to avoid overlapping faces) Baking lightmaps: Select objects to bake lightmaps for If no object is selected, all objects from active collection will be used In Render Properties Set Render Engine to Cycles Set Device to GPU Compute, if available In Render Properties → KotOR Lightmaps Tweak number of Samples (higher numbers increase quality, but also increase render time) Tweak Margin Press the Bake button Fine-tuning: In Outliner disable rendering of obstructing geometry, e.g. skyboxes Enable Ambient Occlusion in World Properties and tweak Factor to increase contrast ### Connecting Room Walkmeshes Select a room walkmesh Enter Edit mode and select two vertices adjacent to another room Determine 0-based index of the other room into the LYT file Enter Vertex Paint mode and set brush color to (0.0, G, 0.0), where G = (200 + room index) / 255 Ensure that brush blending mode is set to Mix, and brush strength is set to 1.0 Paint over the selected vertices ### Editing Paths Extract PTH file from the module's RIM file, e.g. "modules/danm13_s.rim" (Kotor Tool, reone-tools, etc.) Import PTH into Blender via File → Import → KotOR Path (.pth) Create/move path points, or modify path connections via Object Properties Export PTH via File → Export → KotOR Path (.pth) ## Compatibility Known to work with Blender 2.93 and 3.2. ## License GPL 3.0 or later Submitter seedhartha Submitted 03/18/2021 Category Modding Tools  
  2. Version 3.5.2

    1,034 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 Clone GitHub repository or download the latest release Copy **kotorblender** folder into Blender addons directory, e.g. "C:/Users/USERNAME/AppData/Roaming/Blender Foundation/Blender/BLENDER_VERSION/scripts/addons" Enable add-on "Import-Export: KotorBlender" in Blender Preferences via Edit → Preferences → Add-ons ## Usage ### Modelling Extract MDL, MDX and, optionally, TPC, WOK, PWK, DWK, and LYT files (Kotor Tool, reone-tools, etc.) Convert TPC files to TGA/TXI (reone-tools) Import MDL into Blender via File → Import → KotOR Model (.mdl) Edit model Select a MDL root object to be exported Export MDL via File → Export → KotOR Model (.mdl) ### Lightmapping Most of the time, it will not be possible to use vanilla lighting and UV maps to recreate lightmaps. Depending on the scene, it might be necessary to tweak or replace both. UV mapping: Select objects having the same lightmap texture and enter Edit mode Unwrap faces via UV → Lightmap Pack (increase Margin to avoid overlapping faces) Baking lightmaps: Select objects to bake lightmaps for If no object is selected, all objects from active collection will be used In Render Properties Set Render Engine to Cycles Set Device to GPU Compute, if available In Render Properties → KotOR Lightmaps Tweak number of Samples (higher numbers increase quality, but also increase render time) Tweak Margin Press the Bake button Fine-tuning: In Outliner disable rendering of obstructing geometry, e.g. skyboxes Enable Ambient Occlusion in World Properties and tweak Factor to increase contrast ### Connecting Room Walkmeshes Select a room walkmesh Enter Edit mode and select two vertices adjacent to another room Determine 0-based index of the other room into the LYT file Enter Vertex Paint mode and set brush color to (0.0, G, 0.0), where G = (200 + room index) / 255 Ensure that brush blending mode is set to Mix, and brush strength is set to 1.0 Paint over the selected vertices ### Editing Paths Extract PTH file from the module's RIM file, e.g. "modules/danm13_s.rim" (Kotor Tool, reone-tools, etc.) Import PTH into Blender via File → Import → KotOR Path (.pth) Create/move path points, or modify path connections via Object Properties Export PTH via File → Export → KotOR Path (.pth) ## Compatibility Known to work with Blender 2.93 and 3.2. ## License GPL 3.0 or later
  3. Hi all, Ive been trying to troubleshoot modelling a lightsaber in kotor for a fair while now and I cant get the blade to be visible when in game. I have the model linked to all its parents and children in the correct order and the lightsaber itself appears in game, but the blade is invisible. I have tried linking and exporting with both the kotormax interface and the inbuilt 3dsmax interface to no avail. Needless to say im stumped. Ive attatched a screenshot of a standard lightsaber and my design (with blade problem & no texture) in-game. Thanks in advance. Using: 3dsmax 2019, kotormax v0.4.1, kotortool (most recent), MDLOps 1.0.0, kotor steam version
  4. Hi everyone, hope were all having a good day I'm super new to modding and modeling in kotor, let alone any game and im trying to make and import a custom lightsaber model into kotor 1. Ive followed a number of youtube tutorials but come up stuck. Ive made my model and saved it as an mdl file, put into kotor etc, then when I whip out the lightsaber it is invisible in game. Im using 3ds max to create a model and kotor tool + mdlops to convert it all to something kotor can read. The main info im going off is in (https://www.youtube.com/watch?v=DPeUit0j5yY&ab_channel=TutorialTim). Please forgive me if im doing something blindly wrong, I have essentially no idea what i'm doing, Any help would be greatly appreciated.
  5. Normally i use Blender converting SWTOR models into Jedi Academy, But when i saw a blender video about destroyer, i have been inspired ^^
  6. Spark of Hope 90% done Only a few characters and some script left Then our series will begin ❤️
  7. 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
  8. Version 1.0.3

    270 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?)
  9. 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
  10. 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.
  11. 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