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Custom Vibrosword


Sid E Berns

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Well, I've never heard of Z brush. It should be fine as long as it can handle .tga files.

 

When you extract the texture you want, its already in the right format. Change whatever you want, save, and drop into your override folder. That will change the texture for all vibroswords, though.

 

I believe these two post will answer your questions. (They should be a tutorial, IMO)

http://www.lucasforums.com/showpost.php?p=1893999&postcount=13

and

http://www.lucasforums.com/showpost.php?p=1894862&postcount=15

 

Original thread (It was about making head gear, but it will work the same for any item.)

http://www.lucasforums.com/showthread.php?t=153381

 

Hope that helps!

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Zbrush is a great tool, but the utilities to export and import to KOTOR type models have not been written for it. I think if you want to use Zbrush, you're going to have to go through some hoops to use it, since I'm assuming you want to edit both the model and the texture at the same time. But even if you just want to edit the texture, you'll need to import the model into ZBrush as well.

 

In order to import the model into Zbrush, first, you'll have to extract the .mdl file. Then you'll have to see if Zbrush will handle .mdl format files, which I doubt seriously if it will.

 

If not, you'll have to import it with Nwnmax plugins for Gmax or 3dsmax, then export from there to a format that Zbrush will handle, do your work in Zbrush.

 

If you've changed the model, then you'll need to export from Zbrush back to a format that 3dsmax or Gmax can handle, import that file into Gmax or 3dsmax, then use the NWNtools plugin to export the final .mdl.

 

If you haven't changed the model, then you can just take the .tga texture map that you've modified and use that to build your new object. Since you won't have changed the mesh at all, you should be able to follow the steps in the tutorial and use the new .tga file for the new texture.

 

Of course, you can always sit down and write the import and export .mdl format scripts for Zbrush yourself. Or you can use the tools suggested in the tutorials which have been written to work together.

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i customized the Ritual Brand the way i wanted but it keeps failing S-Checks when i try to export.It says i need to weld vertices but i selected all of them and pushed "weld selected".Any possible reasons?

 

Simply deactivate the sanity checks... and go back to a model with "unwelded" vertices or your texture will get messed up.

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Got it to export but cant get it into game.Do i have to make it unique?Rename it?I used the default tex. to make it.Since i cant figure out how to post a pic ill post a list of files.g_w_dblswrd002,w_dblswrd_002.tga,

w_dblswrd_002-k1-r-bin,w_dblswrd_002-k1-r-bin.mdx,w_dblswrd_002-textures,K1TemplateTags.bfd installed by KMM

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rename the mdl and mdx's by removing the -k1-r-bin those are tags appended by mdlops after recompiling so it does not overwrite the original so the mdx and mdl should be w_dblswrd_002.mdx and w_dblswrd_002.mdl if you don't the game won't see it.

 

Also that textures.txt and the bfd file are not needed for Kotor they are for Kotor Tools (bfd file) and the textures.txt just list the textures when you read the model in mdlops

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Its still not seeing it.Does it have anything to do with the Model Var. # in the uti?All i did to the model was extrude some o the blades faces and mapped them.But in the first place the enchani ritual brand i extracted didnt look like the one i had in the game.But according to kotor tool the model ect. i extracted was a e ritual brand

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