Sid E Berns Posted February 19, 2006 Share Posted February 19, 2006 Im starting my first mod and need some pointers.I have Z Brush and Kotor Tool what else do i need?I want to make a custom Ritual Brand for starters. Link to comment Share on other sites More sharing options...
Bob Lion54 Posted February 19, 2006 Share Posted February 19, 2006 Welcome to the forums! Enjoy your stay! It depends on if you want to recolour an existing sword or if you want to make a new model. Either way, the tutorials can be found at the top of this forum. Heres the table of content- http://www.lucasforums.com/showthread.php?t=143427 Link to comment Share on other sites More sharing options...
Sid E Berns Posted February 19, 2006 Author Share Posted February 19, 2006 The tutorials only helped a little.Basically i want to make a new vibrosword.Can i just edit the VS texture or something for the apperance?How do i convert texture to image file to use in Z Brush then back again? Link to comment Share on other sites More sharing options...
Bob Lion54 Posted February 19, 2006 Share Posted February 19, 2006 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! Link to comment Share on other sites More sharing options...
FreddyFroglok Posted February 19, 2006 Share Posted February 19, 2006 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. Link to comment Share on other sites More sharing options...
Sid E Berns Posted February 19, 2006 Author Share Posted February 19, 2006 It helps in general info anbout model exporting.But what i really need to know is how to make models or skins in a 3d editor.Ive heard Gmax mentioned in a few tutorials.Where can i find Gmax at? Link to comment Share on other sites More sharing options...
Sid E Berns Posted February 19, 2006 Author Share Posted February 19, 2006 Z Brush can only impot image files i think so where can i find GMax? Link to comment Share on other sites More sharing options...
Bob Lion54 Posted February 19, 2006 Share Posted February 19, 2006 Gmax- http://www.turbosquid.com/gmax Sorry, I'm not a modeler. I can't help you with that. There is a tutorial download in the link, though. Link to comment Share on other sites More sharing options...
Sid E Berns Posted February 20, 2006 Author Share Posted February 20, 2006 I got Gmax and tutorials but im still not sure how to revamp a vibrosword.Do i edit the edidatable meshes or convert to editable polygon? Link to comment Share on other sites More sharing options...
T7nowhere Posted February 21, 2006 Share Posted February 21, 2006 You can select the "editmesh" on the object stack or you can convert it to "editpoly". with weapons it doesn't really matter. Link to comment Share on other sites More sharing options...
Sid E Berns Posted February 24, 2006 Author Share Posted February 24, 2006 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? Link to comment Share on other sites More sharing options...
Buzz1978 Posted February 27, 2006 Share Posted February 27, 2006 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. Link to comment Share on other sites More sharing options...
T7nowhere Posted February 27, 2006 Share Posted February 27, 2006 The weld vertices is the only sanity check that you should deactivate. and as buzz said is you do weild all vertices it will mess up you UVmap. Link to comment Share on other sites More sharing options...
Sid E Berns Posted February 28, 2006 Author Share Posted February 28, 2006 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 Link to comment Share on other sites More sharing options...
rgdelta Posted February 28, 2006 Share Posted February 28, 2006 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 Link to comment Share on other sites More sharing options...
Sid E Berns Posted February 28, 2006 Author Share Posted February 28, 2006 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 Link to comment Share on other sites More sharing options...
rgdelta Posted February 28, 2006 Share Posted February 28, 2006 the model Var # should be 2 in the uti Link to comment Share on other sites More sharing options...
Sid E Berns Posted February 28, 2006 Author Share Posted February 28, 2006 Yea i figured it out.Now that the apperance is done is there anyway to make it upgradeable? Link to comment Share on other sites More sharing options...
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