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      [Read Before Posting] Blade & Soul General FAQ

      Hello Blade & Soul fans, Welcome to the official Blade & Soul Dojo FAQ! This thread contains commonly asked questions about Blade & Soul's Western versions. Have a question? Check to see if it's posted here or use our forums search feature before creating a new thread. This thread will be updated at all times by any of the Dojo staff members. For additional information on Blade & Soul visit our wiki, or check out the official Blade & Soul West website. Table of Contents <a href="#1">What is Blade & Soul?</a> <a href="#2">Is there an official site for Blade & Soul's Western version?</a> <a href="#3">What is Blade & Soul's release date?</a> <a href="#4">Has Beta Testing started?</a> <a href="#5">What type of pay model will Blade & Soul use?</a> <a href="#6">Will the Western clients be censored?</a> <a href="#7">Where will the Western servers be located?</a> <a href="#8">Will there be Oceanic/SEA servers?</a> <a href="#9">Will my characters from the other regions be transferable to the Western versions?</a> <a href="#10">Will the Western version be region blocked?</a> <a href="#11">What are the playable races?</a> <a href="#12">Why did they change the name of the Kun race to Yun for the Western release?</a> <a href="#13">What are the playable classes?</a> <a href="#14">Are there race and class restrictions?</a> <a href="#15">What will be the Western versions initial level cap?</a> <a href="#16">Will there be a vigor/fatigue system the the Western versions?</a> <a href="#17">What systems will this game be released on?</a> <a href="#18">What are the required PC specs for Blade & Soul?</a> <a href="#19">I didn't catch one of Blade & Soul's Livestreams, what did I miss?</a> <a href="#20">Will there be founder packs for the Western versions?</a> <a href="#21">Will Blade & Soul be on Steam?</a> <a href="#22">Will Windows 10 be supported?</a> <a name="1">What is Blade & Soul?</a> Blade & Soul is a massively multiplayer online role-playing game (MMORPG) by Korean game development studio, Team Bloodlust and is published by NCSOFT. <a name="2">Is there an official site for Blade & Soul's Western version?</a> You can find the official Blade & Soul West site here. <a name="3">What is Blade & Soul's release date?</a> The North American and European versions are currently set to be released on January 19th, 2016. Head Start for founder's pack owners will begin at 10:00am PST on January 15th, 2016, and name reservations for Disciple and Master pack owners will begin on January 11th, 2016. The game has already been officially released in the following regions: Korea: June 30, 2012
      China: November 28, 2013
      Japan: May 20, 2014
      Taiwan: November 20, 2014
      <a name="4">Has Beta Testing started?</a> Yes. CBT 1: Oct 29, 10am PDT - Nov 2, 10pm PDT [NA server only]* CBT 2: Nov 13, 10am PDT - Nov 16, 10pm PDT [NA/EU]** CBT 3: Nov 24, 10am PDT - Nov 30, 10pm PDT [NA/EU]** CBT 4: Dec 11, 10am PDT - Dec 14, 10pm PDT (English/French/German)[NA/EU]** CBT 5: Dec 18, 10am PDT - Dec 21, 10pm PDT (English/French/German)[NA/EU]** *NA servers will only support English. **EU servers will support English, French, and German; except on CBTs 1, 2, & 3. <a name="5">What type of pay model will Blade & Soul use?</a> Blade & Soul has been announced as a F2P (free-to-play) title for the West and will have no content limitations. They have also stated that the game will not be "pay-to-win". <a name="6">Will the Western clients be censored?</a> No. <a name="7">Where will the Western servers be located?</a> Blade & Soul's Western servers will be housed in the following location: North America: Dallas, Texas US
      Europe: Frankfurt, Germany.
      <a name="8">Will there be Oceanic/SEA servers?</a> There are currently no plans to support Oceanic/SEA servers. However, NCSOFT has stated that if the community shows enough interest they will reconsider. A petition has been created for NCSOFT to reconsider. <a name="9">Will my characters from the other regions be transferable to the Western versions?</a> No. Transferring accounts is not possible, but transferring the physical appearance of your character from other versions is possible through the profile screenshot function in Character Creation. <a name="10">Will the Western version be region blocked?</a> There are currently no plans for region blocking. <a name="11">What are the playable races?</a> Jin, Gon, Yun, Lyn. Click here for more information. <a name="12">Why did they change the name of the Kun race to Yun for the Western release?</a> In North America, the word "Kun" closely resembles a derogatory racial slur. <a name="13">What are the playable classes?</a> There are currently six confirmed playable classes for the Western versions. The "Warlock" class can be found in the KR, CN, JP and TW clients but have yet to be confirmed for the North American and European release.
      Assassin
      Blade Dancer
      Blade Master
      Destroyer
      Force Master
      Kung-Fu Master
      Summoner
      <a name="14">Are there race and class restrictions?</a> Yes. The playable races in Blade & Soul are indeed restricted to a select few classes. Below you'll find what you can play each race as. Jin: Assassin, Blade Master and Kung Fu Master
      Gon: Destroyer, Force Master and Kung Fu Master
      Lyn: Blade Dancer, Force Master and Summoner
      Yun: Blade Master, Force Master and Kung Fu Master
      <a name="15">What will be the Western versions initial level cap?</a> The initial level cap on release will be 45. <a name="16">Will there be a vigor/fatigue system the the Western versions?</a> No. <a name="17">What systems will this game be released on?</a> Blade & Soul will be released for Windows PC. <a name="18">What are the required PC specs for Blade & Soul?</a> Below are the PC specs taken from Blade & Soul's Korean client. [Minimum Spec] CPU : Intel Dual core/AMD Athlon 64X2 or better RAM : 2G or better VGA : nVidia Geforce 8600GT/AMD Radeon HD4600 or better HDD : 15GB OS : Windows XP (Service pack 2), Vista, Win7 (32bit / 64bit) DirectX : 9.0c [Recommended] CPU : Intel Quad core/AMD Phenom II X4 or better RAM : 4G or better VGA : nVidia Geforce 8800GTX / AMD Radeon HD4850 or better HDD : 15GB OS : Windows XP (Service pack 2), Vista, Win7 (64bit) DirectX : 9.0c <a name="19">I didn't catch one of Blade & Soul's Livestreams, what did I miss?</a> You can view all past broadcasts here. <a name="20">Will there be founder packs for the Western versions?</a> Yes, you can view their packages here. <a name="21">Will Blade & Soul be on Steam?</a> This has not yet been confirmed. <a name="22">Will Windows 10 be supported?</a> Yes. Updated: December 25th, 2015
    • Urbancowgurl777

      Dojo Rules & Guidelines   09/29/16

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You will not need to use spoiler tags for off-topic posts, including borderline content, memes, macros, etc. Reputation System You will not use the reputation system in a way that shows bias towards specific members. Repeat Offenders We will no longer be using the warning point system. Instead, temporary bans will be issued to repeat offenders. The decision to ban and the length of the ban will be at the moderators’ discretion. Ban Appeals If you feel you were wrongly banned or that you have changed your ways, you can email me through the Dojo’s contact system (found on my profile underneath “Contact Information”). Your appeal will be discussed by the Dojo staff members before a decision is made. Please note, creating additional accounts (“sockpuppets”) to circumvent a Dojo ban will result in a longer ban of the original account and permanent bans of the additional accounts. Staff Contact Administrator @Urbancowgurl777 News & Translations @AquariusHaken Di'el Wiki Guardian @and_rea @Tei Moderators @Aari @BulletSin @Jem @Kycir @Lithia @Sekuiya @Shinaji Last updated: February 5th, 2016
Bleeiz

ADVANCED 3D MODELING AND MODDING TUTORIAL - from zero to fully customized, playable character

29 posts in this topic

          Hey guys ! For those who are interested in playing Blade and Soul as their favourite
character I prepared some detailed instructions with the easiest methods possible to achieve it. Don't
worry if you are not a pro designer. This tutorial will show you step by step how to paint a whole
new character with just few drags of a mouse ! Some corrections and few hours of time will be
needed of course to get the result close to the one shown below. Because of quite a big number of
requests I decided to upload my work process instead of creating a different character for everybody
(just like the one here...). It took ages to make so I hope it will help all the BnS mod community to
grow. [pdf. version of the tutorial - link soon ]

 

INTRO1small-min.thumb.jpg.8a078ab94f626da576a612355ef88a32.jpg

 

 

SaberGif.gif

 

PREPARATIONS:

 

DOWNLOAD AND INSTALL – BnS Mod Tool, Umodel, UPK Manager,
Hex Workshow, Blender or Maya + PSK. plugin, Gimp or Photoshop (google it and make it work)

 

1. SEARCHING FOR DESIRED CHARACTER


          If you already decided that you want to play Blade and Soul as your favourite character, then
you need to find some pictures from the internet with good quality and resolution. I reccomend to
get references which are neccesary to paint your character way faster. I always use 2 orthogonal
images of front and back side of the body. Pictures shown below can be easily painted on 3d model
with ortogonal view enabled. You will see very soon how fast and easy it is.

 

References-min.thumb.jpg.c88c781e0962c5fd31f41dd16dc70f9a.jpg

 

2. FINDING APPROPRIATE 3D MODEL

 

          Second step requires decent knowledge about the items from the game. We need to find an
outfit with the model similar to our character references. The best way to know which items to
choose is to open some upk. viewer like BnS Mod Tool by Jonathan. Just set the 'Race” and „Type
of item” in the program, then check all the available models and compare them with your character.
It's important to look for potencial cuts in the model. What I mean by that is to see how many
„layers” of polygons the model has. For example the one shown below which I used for the Saber
from Fate Zero is full of stripes and baggy parts of the outfit. Those elements are what I call „layer
2”. Layer 2 can be easily modified to create different shapes. Layer 1 is the main body. If you cut
layer 1 in 3D software, you will have a holes in your character. It's mainly the whole body skin and
some parts of the clothing. The model is like a blown easter egg. You don't want to see what's
inside. Only decoration matters. (Keep note: Outfits can't be combined with other outfits set as e.g
head item. The game will crush a lot.)
         

          If you intend to create realistic face, standard character customization fails no matter how
hard you try. For this issue the best way is to find face mask similar to the one is the pictures.
         

          The last thing is a weapon. Look for the icons with special effects to get nicer look. It's not
easy to find a model matching desired look but all the special effects kind of compensate it.

 

ChosenItems-min.thumb.jpg.28310d1d03ab97161cc8f9c341937952.jpg

 

3. GETTING EDITABLE FILES

 

          After chosing the items it's time to make them editable in 2D and 3D software. Copy the
numbers of every item you consider worth remaking from BnS Mod Tool or any other upk. viewer.
Use any text editor to save the upk. numbers and make some adnotations describing the items:
"skeleton": "00020504",
"texture": "00020502",
"material": "00020503",
"col1Material": "00020503",
"col": "col1",
"core": "040080_JinF",
"code": "040080",
"race": "JinF",
"pic": "Attach_040080_JinM_col1.png" Geisha Mask

 

          Open Umodel and wait for it to load all the upk. game files (3-10 min. of empty black
console sometimes...) Now when the files are loaded use the „filter” to find your files. You need
„skeleton” and „texture”. According to numbers typed here, the files for Geisha Mask we need are
00020504 and 00020502. Copy+Paste them in the filter. The file you need will pop up in the table.
Select it and click „export”. Now you will have the folder named „UmodelExport” with the files
you have just exported. It should be in the program folder or \BnS\contents\bns . The software
converted „texture” to tga. format and „skeleton” to psk. format from Unreal Development Kit
(upk., udk.) files. Now we can close Umodel but don't be hasty. Remember it takes ages to load it.
Make sure you have all the wanted files exported. Save the numbers obtained from BnS Mod tool.
We will need it later.

 

Umodel-min.jpg.b0b889fb974131808f7578c28bc868a4.jpg

 

4. IMPORTING AND EDITING

 

           This is easily the most time consuming and chalengable part of the tutorial. We will start
with opening 3D software with installed psk. plugin. In my case, it going to be free software called
Blender. I can't teach you how to use it at full scale with just one simple tutorial but I will use only
few simple techniques to create the whole character. Hopefully it's going to be easy for you to copy
all the steps without any knowledge about 3D design.
         

           I used very limited ammount of skills needed to learn. I followed my steps to check if I
didn't make any mistakes while writeing the instructions. Just follow the red circles and describtions
to learn everything you need to create good looking character.

 

Right Click to enlarge the pictures.

ModelingPart1-min.thumb.jpg.0f7421d2e32df04750d96289efaf2078.jpgModelingPart2-min.thumb.jpg.6763f77249f80bae57263f26909140bc.jpg

 

5. QUICK UV MAPPING

 

          Compared to previous part, this one is super fast. We just need to open our custom diffuse
texture and make few changes to create a set of textures interacting with the game's graphic engine.
There are 4 main types of textures:
- diffuse map (standard texture with painted details and colors)
- normal map (bump effect, faking 3D shapes by reflecting the lighting on certain parts of the
diffuse texture)
- specular map (also known as reflection map, bright parts of the texture reflect more lighting)
- emission map (texture create it's own light source, bright parts of the texture produce stronger
emission)
         

          There are other UV maps but those are used to create additional details. Specular maps have
usually green and blue colors used to define the power of reflection. However, many of them have
red parts used for character's skin to match the brightness and color of your BnS character. The only
part of the character's body which really have the skin color you have chosen in the starting
character customization is the face. For example, you can make an outfit with your specular map all
red and you will end up having super bright diffuse texture with a pale,white skin character and
super dark outfit with a dark skin character.
         

          In order to create full basic set of UV textures open your diffuse map with Gimp, Photoshop
or any other 2D software then do the following:
1) Diffuse map (D)
Your custom texture has a lot of bright green parts used to determine which polygons should be cut.
Now you just need to „select by color” to select all the parts with this color. Then just delete it to
make it transparent. Make sure to clean up the texture from the green egdes if something didn't
select properly. Export texture with File > Export as > choose folder and format (tga. or png.)
2) Specular map (S)
Keep the diffuse map open. Now colorize the whole texture to be all green or light blue. Adjust
some contrast to make dark parts less reflective and light parts more reflective. Look at the image
below. You can see that the neck of outfit's specular map is red. It means the brightness will scale on
this part depending on the skin color your character has. Export as png. or tga.
3) Emission map (E) – You can make weapon emit any color you want. I painted it as yellow/purple
4) Normal map (N) – Put your diffuse map to any online converter. Customize your settings. Save.

 

UVmapping1-min.thumb.jpg.3fd4f3ae5255cc4d5611e109eaa46426.jpg

 

6. EXPORTING TEXTURES INTO THE GAME

 

          The artistic part is finally over. It's time to rebuild the game files with our custom textures.
Open UPK manager. Let it load game files. Choose „Show files in type” > „Texture 2d”. Look for
the texture numbers in the filter on the lower window (from the text file you made based on BnS
Mod Tool ). Tick the upk. numbers and File > Export Selected Files. This process will create
custom folder for all your modded textures. You will see the files inside the folder with dds. format
(actual format of textures used in game). This folder can be saved anywhere on the disc.

 

          Open the folder with all customized UV textures and compare them with the UPK manager's
export folder. See if you have the same number and type of textures as the original files. If you see
some additional files then create some empty, transparent textures to prevent the effect of original
textures on custom ones. You can't just delete them from the folder. Blade and soul will crush this
way or it will try to rebuild missing files.

 

          Name your files the exact same way they are named in the UPK Manager's export folder
with dds. fomat.

 

          Upload all your custom UV textures in any DDS. online converter. Make sure to set the
convertion settings supporting alfa chanels (DXT4 or DXT5). Don't set it to R8G8B8 etc. You will
end up getting all the item's cut parts white or black instead of transparent.

 

          Copy your custom, converted dds. textures and paste them in the UPK Manager's export
folder. It will ask you if you want to replace few files. Make sure it's the number of textures inside
the folder you want to replace. Otherwise, you probably called them wrong or they aren't dds. files.

 

          The last step is to create a new upk. file in BnS\contents\bns\CookedPC\mod. UPK Manager
will do it automatically if you go to „Rebuild” tab>search for bns/CookedPC>tick the upk. numbers
with replaced textures>”Rebuild”(near Edit and Settings)>Rebuild Selected Exports
DONE ! Your custom character is already in the game ! Now it's only a matter of having replaced
items in the game or having any outfit, head and adorment to see if it worked as intended.

 

7. REPLACING CHOSEN ITEMS

 

          For the last step I don't reccomend using BnS Mod Tool. It's very good at replacing outfits
but the adorments and head items are bugged very often. With older versions of the program you
can't replace weapons. We will use Hex Workshop in order to do it.

 

          Go to ...\BnS\contents\bns\CookedPC and find the upk. files of original outfits you want to
replace with your custom textures. We already have them in the text file created at the beggining of
the tutorial. Copy upk. of „material” and „skeleton” to a new folder (call it HexEditMods or
something). Save this folder on the pulpit or other place. Use BnS Mod tool to search for numbers
of items you want to swap. For this tutorial we will use JIN FEMALE Training Weapon (lvl 1),
Stalker's Head and Stalker's Outfit (lvl.6, first boss, items drop easily from Wheel of Fate).
For my outfit the numbers are – 00008206.upk (skeleton) and 00008205.upk (material)
For my head the numbers are - 00020504.upk (skeleton) and 00020503.upk (material)

 

Rename the „skeleton” and „material” with the name of upk. files belonging to items you have
already in game. (in this case – Stalker's Head and Stalker's Outfit)
For Geisha Mask (and now our character's head) to replace Stalker's Head I renamed:
skeleton: 00020504.upk to 00012184.upk
material: 00020503.upk. to 00019135.upk
For baggy, dark blue outfit to replace Stalker's Outfit I renamed:
skeleton: 00008206.upk to 00012176.upk
material: 00008205.upk. to 00012175.upk

 

          Open copied skeleton upk. file from custom folder with RMB > „Hex edit with Hex Workshop”
Now do the following:

HexTut1-min.thumb.jpg.ed5615118e44fe84f584b0168d8f0cf2.jpg

 

          Repeat those steps for every item you want. It doesn't matter if it's a weapon, head, outfit or
adorment. Don't try to replace Jin Female's items with other races's items. It will end up crushing
the game. Sometimes replacing col.mat with other col.mat doesn't work. You can try mat. instead.
Now just put hex edited items in ...\BnS\contents\Local\NCWEST\ENGLISH\CookedPC\mod
If you don't have „mod” folder just create it manually in this directory.

 

DON'T PUT IT IN ...\BnS\contents\bns\CookedPC
You should also check if your programs created „mod” folder in the right direction. If not, cut them
and paste them here ...\BnS\contents\Local\NCWEST\ENGLISH\CookedPC\mod
You may eventually end up getting error this way - „Unautorized folder was found in the CookedPC
folder”. It will still work fine but it's quite annoying to click „Ok” for every mod you put into the
game and... I have plenty of them.

 

DONE ! The items are already in the game !

 

Note:

 

          I tried to merge 2 outfits to make cutom 3D model and replace one of them for adorment. The
second outfit just didn't show up in the game yet it was crushing every 2 minutes. The reason it
happend is because the physics node from Unreal Engine is trying to simulate 2 items with mesh
collision set to „block all”. 2 spawned outfits in the same place are glitching with each other making
unwanted log outputs.

 

8. PLAYING !

 

          Finally we ended the whole process of creating custom character. You can now launch Blade and
Soul and see if everything is working. It's also the best way to check if our character is made
properly. Sometimes there is too much bump, reflection, emission or the whole shaders are broken.
If you followed the tutorial without any mistakes it should look just fine. I gave you the exact files
used by my Saber from Fate Zero so you have a proof it can be done.

 

Have fun playing your custom characters ! :)

 

9. FAQ ABOUT MODDING

 

This topic will be extended based on players's questions:

 

TOP 1 question:  Can I import meshes, edit them, export them into the game ?

 

You can import meshes and edit them. You can edit bones for animations and open game animations in any 3d software with psk. plugin support. Exporting it back is possible but it won't work for more than 3s... First problem is very similar to merging 2 existing outfits with each other and replacing the second one with head or adorment. The items will glitch with each other and crash the game after 1-2 minutes. It's because the collision of the models is set to "block all" and Unreal Engine will end up with negative log outputs making the game crush.

I've tried merging my custom model with existing bones and make Weight Paint to make BnS animations natural (not to fly around the globe...) with my models. I couldn't export them back into upk. with any available modding software but I did it manually using Unreal Development Kit and exporting it as upk. It just crashes every time no matter the settings. The other problem is that one upk. file of skeletal mesh includes about 20-30 files of UDK physics related to each other. Character itself is not affected by basic physics but the outfits are. Let's say you somehow made the model to work with BnS. The character is still affected by physics and it has a lot of settings about: what to overlap, what to block, what's basic collision geometry for the model etc. If my game was able to handle it without crushing, my character would just fall into abyss through other meshes. The last thing I can think of is the number of polygons of your custom model. If it was too big the game would crush after few seconds.  I don't think anyone currently can handle this topic... But I don't really care anymore. I was able to create any character I wanted with my methods. The library of BnS is big enough to create any humanoid character if you just put your imagination into this.

 

Edited by Bleeiz
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You're a seviour man, This should be made sticky on the top of the page. Alot of good threads get lost in time.

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3 hours ago, gandyddd said:

You're a seviour man, This should be made sticky on the top of the page. Alot of good threads get lost in time.

Thank you man. I was thinking no one is actually interested in this topic. I put so much work to explain it as easy as possible. I basically did a full Blender tutorial here... I hope someone will stick it to the top page if possible. I'm not sure if I'm allowed to do it.

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44 minutes ago, Bleeiz said:

Thank you man. I was thinking no one is actually interested in this topic. I put so much work to explain it as easy as possible. I basically did a full Blender tutorial here... I hope someone will stick it to the top page if possible. I'm not sure if I'm allowed to do it.

You'll probably find that more people are interested than you realise, myself included!

 

I'm going to have to give this a try, maybe just to make a few small modifications to existing costumes rather than trying to franken-edit a new one. But a lot of pointers in the right direction.

 

Thanks a million for taking the time to write this up, i wish i could sticky it, but i'm no moderator :(

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16 hours ago, Bleeiz said:

Thank you man. I was thinking no one is actually interested in this topic. I put so much work to explain it as easy as possible. I basically did a full Blender tutorial here... I hope someone will stick it to the top page if possible. I'm not sure if I'm allowed to do it.

well it's an advance modding skill, so yeah u shouldnt have high hope 0_0 
and tbh, newbies these days, sadly, hex edit is already too hard for them  -_- 

 

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5 hours ago, Askerith said:

 

well it's an advance modding skill, so yeah u shouldnt have high hope 0_0 
and tbh, newbies these days, sadly, hex edit is already too hard for them  -_- 

 

I called it "advance" because it includes many details and answers about the possibilities of modding these days. Following the tutorial is kind of no brainer because of showing every little step needed to achieve the final result. It doesn't require from people to have any basics about 3D modeling or modding. It just requires some time to get through every point of the tutorial. I'm only hoping that people will have the will to try something a little bit harder.

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1 hour ago, Bleeiz said:

I called it "advance" because it includes many details and answers about the possibilities of modding these days. Following the tutorial is kind of no brainer because of showing every little step needed to achieve the final result. It doesn't require from people to have any basics about 3D modeling or modding. It just requires some time to get through every point of the tutorial. I'm only hoping that people will have the will to try something a little bit harder.

yeah i really hope so, im just disappointed to see the "modding request" topic is so crowded
they wait for hours, even for days, to get something they can learn how to do in 15 minutes :/ 

 

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5 hours ago, Askerith said:

yeah i really hope so, im just disappointed to see the "modding request" topic is so crowded
they wait for hours, even for days, to get something they can learn how to do in 15 minutes :/ 

 

My favourite part is 10000+ mods of recolors and cutting female's clothes :D

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On 3/30/2017 at 8:24 PM, Bleeiz said:

My favourite part is 10000+ mods of recolors and cutting female's clothes :D

 

Actually about recolors, I recolored a texture from a bright to a dark colour (brightines,contrast in ps) and in the game it loads the black recolor and after a second it goes back to the old color albeit more metalic. Any ideas why this is happening?

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2 hours ago, gandyddd said:

 

Actually about recolors, I recolored a texture from a bright to a dark colour (brightines,contrast in ps) and in the game it loads the black recolor and after a second it goes back to the old color albeit more metalic. Any ideas why this is happening?

The diffuse map is done right but you should make specular(reflection) map darker. If you made the main/diffuse texture just a bit darker than the original, the reflection map is still absorbing the same ammount of light and make your texture brighter in game. So it may seem like it gets back to the original values. After 1s reflection map in game is loaded, taking all the surrounding lighting and making it mettalic if the specular texture is very bright. Specular texture is named usually with _S or _M on the end of dds. file and it's full of green, red or blue colors.

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Hi Bleeiz

I'm having trouble with texture on 040286_GonM, It's a hat+hair but when i dump it theres only hair and no hat texture. Are there other places where textures are stored, any way to locate them?

 

Thanks!

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Hey. 040286_GonM  ? I don't even have this file in my game folder. I tried with all the programs I have. Is it some new item on chinese server ? About the hat+hair. Some of the textures have 2 separated textures (hair + hat) and some are just the hat. If you just get your "material" and "texture numbers" you won't be able to say which upk. is hair texture. Still it should't be too hard to find it with UPK Manager and typing in filter "hair". There is also a chance your hat uses hair form other race so check them all.

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I should have uploaded this http://imgur.com/a/h2cPe from the beginning, 040286_GonM is code from bladesoultool, weird you dont have it, its already availible in the na/eu client.

 

00013929.upk says bladesoultool but it looks like it dumps just the hair and the hat is somewhere else. I guess this is a database error in the bladesoultool

 

Are there any other tools that can show me the texture upks without me having to dump all 'hat' texture upks and going through them one by one?

 

EDIT well i dumped all 'hat' texture from UPKmanager and went through all of them, its not here.

Edited by gandyddd
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37 minutes ago, gandyddd said:

I should have uploaded this http://imgur.com/a/h2cPe from the beginning, 040286_GonM is code from bladesoultool, weird you dont have it, its already availible in the na/eu client.

 

00013929.upk says bladesoultool but it looks like it dumps just the hair and the hat is somewhere else. I guess this is a database error in the bladesoultool

 

Are there any other tools that can show me the texture upks without me having to dump all 'hat' texture upks and going through them one by one?

 

EDIT well i dumped all 'hat' texture from UPKmanager and went through all of them, its not here.

 Here you go. How I found it so quickly ? I just typed "skeleton" number in UPK Manager and then just lowered the numbers by 1-3 or made them higher by 1-3. No, there are no programs with good items display to find it faster.

 

screenbns.png

Edited by Bleeiz
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Thanks alot man. How can you view the texture? It doesnt display texture for me unless I dump it and I dont have those options 1-512x512 2-256x256 etc. at all.

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3 minutes ago, gandyddd said:

Thanks alot man. How can you view the texture? It doesnt display texture for me unless I dump it and I dont have those options 1-512x512 2-256x256 etc. at all.

In UPK Manager you sure have them. Go to File Tables > Export Table. There are 4 UV maps.

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any idea why the skin dont gloss like yours?

i try to copy paste everything flesh part in _D, _N, _M, _S and all it does is return a 0 gloss skin back 

 

I know i am suppose to color red on the flesh in _M map but it still doesnt work, what am i missing here?

copypastapurewhite.jpg

 

after abit of export and rebuild i found out the problem is the _S files, it seems that the culprit is the _S, what program do you use to edit textures?

 

after more testing it seems to require 256*128 instead of any other sizes 

Edited by mktsang2
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14 hours ago, mktsang2 said:

any idea why the skin dont gloss like yours?

i try to copy paste everything flesh part in _D, _N, _M, _S and all it does is return a 0 gloss skin back 

 

I know i am suppose to color red on the flesh in _M map but it still doesnt work, what am i missing here?

copypastapurewhite.jpg

 

after abit of export and rebuild i found out the problem is the _S files, it seems that the culprit is the _S, what program do you use to edit textures?

 

after more testing it seems to require 256*128 instead of any other sizes 


skin gloss can be edited by editing both N and S texture. And S is the most important.

The only solution i can suggest is to look at how NC paint it and mimic it. That's how i did my mods.

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Askerith is right. The best way to learn is to mimic the existing design. It's not like one method is always the best. Sometimes _S textures are not "Specular" the way we want. I see you just did the recolor of the outfit which means you didn't need to change the specular map at all. I can see some bump on the outfit. To be 100% sure that the skin color is as glossy as the original one I would just copy skin texture of every map and paste it on modded ones.  Besides, sometimes _M acts as reflection map. You can always put some screenshot of all textures here if it won't work so I will know what to do

 

Edited by Bleeiz
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Hi! quick question, do you know of any method to dump the mesh/texture of your exact character? Or to change the skin colour?(to a custom one)

Edited by gandyddd
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I'm sure than everything except face can be changed. The outfit is actually completely unrelated to original base skin color if it has not specular map with red painted parts. To change your face color you can edit the face texture and make it darker or brighter. That's all. You can't set a new value for only one character. Everyone will change in terms of skin color this way. As I said it's still possible to change outfit and face textures to look like different skin. It can be like dark violet or whatever. My Illidan skin few topics below is a good example of it.

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Have you tried playing with the clan uniform meshes? how would one go about adding texture to them?

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1 hour ago, gandyddd said:

Have you tried playing with the clan uniform meshes? how would one go about adding texture to them?

Exactly the same way as any other skins. There is no defference. I was even thinking of making 2 football teams which dont like each other and record some riot between them haha. I think It would be easy to do but I'm busy with some special bns cinematic right now.

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Hi Bleeiz, 

Is there any way to view modified textures(on a model) instead of running the client every single time?

 

I'm currently trying to remove that awfull purple hue of the skin. I hope modifying the texture is enough.

 

 

 

Edited by gandyddd
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