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Found 3 results

  1. Hello everyone reading, I need help with playing as Lord Vivec made by a modder: https://www.moddb.com/games/morrowind/addons/vivec-god-replacer I converted the .nif file to .obj then to .3ds, imported the model into gmax, merged it into a lite commoner model, weighted the skin to the commoner bones, linked the skin to the OdysseyBase, added the OdysseyTrimesh modifier for every skin, and because the meshes were flipped and see through I selected every face and flipped it back so it was a whole solid model again. I also edited the appearance.2da by copying the lite commoner row and pasting it at the end and changing the name, race, and race texture to Lord Vivec's files. I also edit the portraits.2da to let me play as him as the main character. Yet when I do all of this the model is still invisible in-game though the animations are all there. And when I view the model with this: https://neverwintervault.org/project/nwn2/other/tool/simple-model-viewer-64-bit-patch I can see the model and texture perfectly. Can someone help me with this and help figure out why the skin is invisible still? Edit: Me and another discord user were trying to figure why he is invisible and we've figured out that when removing the skin modifiers (the envelopes and skinning of the meshes to the bones) that Vivec appears in the game in the un-animated pose with the bones having animations which he is obviously not connected to. So we decided to try doing PMBHL the armor model instead in which I attached a lite commoner bone to the head hook of PMBHL but alas it still didn't work and Vivec was still invisible when connected to a KotOR character rig. If anyone can figure why this is I would greatly appreciate it. Just post any ideas or feedback you might have to solve this problem. Edit: I figured it out with the help of some people. I just had to add the UVW map modifier to the model and put a default.tga in the Override folder. There was basically no textures on the model despite having a diffuse color.
  2. Greetings, fellow modders! As I sit at my computer editing various textures in Photoshop, I often discover some interesting techniques for upscaling the KotOR games' low resolution/compressed images, and I hope to share some of my experience here. Some of these techniques might also be accomplished using GIMP or any other image-editing software. Optionally, you may wish to extract the relevant model into a 3D package to preview your various changes. We will begin on T3-M4 to demonstrate the two most useful techniques: edge-redrawing and edge-smearing. Extraction/Setup Edge-Drawing Edge-Smearing Part II has been posted.