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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
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      Dojo Rules & Guidelines   09/29/16

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Bleeiz

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

49 posts in this topic

17 hours ago, jaehyungk9 said:

use Umodel on the upk? idk

that would be great if i could make it work

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@Bleeiz im curious, is there a way to merge existing model into one model ? XD
like 1 Hat and 1 glasses, into 1 upk ? XD 

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Before I attempt to go further, is it possible to "restore" the missing texture on a rendered model? While playing around texture/skeletons using the UPKmanager and Umodel, I noticed that certain textures still exist even though a hole appears in the rendered model in-game.

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On 4/22/2017 at 0:52 PM, Askerith said:

@Bleeiz im curious, is there a way to merge existing model into one model ? XD
like 1 Hat and 1 glasses, into 1 upk ? XD 

Bleeiz has done it, but as I understand theres currently no way to inject the meshes into an upk.

 

On 4/23/2017 at 8:36 AM, Glemt said:

Before I attempt to go further, is it possible to "restore" the missing texture on a rendered model? While playing around texture/skeletons using the UPKmanager and Umodel, I noticed that certain textures still exist even though a hole appears in the rendered model in-game.

 

If I get this right,you removed a part of clothing(made it invisible) and under it there was nothing hence a hole appears, in that case you need to 'repaint' those missing fragments yourself, either with the colour of the clothing or if its skin you can just take the texture from the base texture upk. If thats not the case, there might be an alpha channel(red colour) painted over that part. If thats not the case then its a bug.

Edited by gandyddd
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Hello,
Could somebody help me with this issue:
if i trying to export models with umodel, i allways get an error:
Thank you so much!
 

error.jpg

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18 hours ago, tsiga001 said:

Hello,
Could somebody help me with this issue:
if i trying to export models with umodel, i allways get an error:
Thank you so much!

 

Sure, you need to select overwrite profile to unreal 3 in left drop menu and then select blade & soul in the second.

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Hey!
Thank you, its working!
but - what about the skeletal meshes? still unexportable...

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17 minutes ago, tsiga001 said:

Hey!
Thank you, its working!
but - what about the skeletal meshes? still unexportable...

solved...
it isn't working, if i have any mods...

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On 20.04.2017 at 7:51 PM, jaehyungk9 said:

use Umodel on the upk? idk

You can get editable skeleton meshes and textures from it by doing export. If you install Umodel right then it should import all the bns files into it after a while. This is the only way to get desired models and work on them in 3D software

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On 2.05.2017 at 9:17 PM, tsiga001 said:

solved...
it isn't working, if i have any mods...

what do you mean ? Models can only be obtained from Umodel for overall preview. You can't export them back into the game. I use them to see which part of texture i'm working on. You can see why it will never be done in my FAQ in this thread

Edited by Bleeiz
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On 22.04.2017 at 0:52 PM, Askerith said:

@Bleeiz im curious, is there a way to merge existing model into one model ? XD
like 1 Hat and 1 glasses, into 1 upk ? XD 

Hey. As I said in the tutorial it can be done but it will crush the game after like 2 min because of  the wrong UDK collision log output

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On 23.04.2017 at 8:36 AM, Glemt said:

Before I attempt to go further, is it possible to "restore" the missing texture on a rendered model? While playing around texture/skeletons using the UPKmanager and Umodel, I noticed that certain textures still exist even though a hole appears in the rendered model in-game.

The textures are always there. Remoded textures are created in the "mod" folders in your game files by upk manager. They are never overwritten for good so dont worry. You can also delete files in the mod folders to restore chosen items to their original look.

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On 20.04.2017 at 3:53 PM, gandyddd said:

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.

 

 

 

Hey. Yes. Modifing texture is enough to delete this purple hue. Diffuse map is enough to make it work. I don't think it's possible to look at the models after changing the textures. All modding tools use prepared models with textures for simple showcase. The only way would be to use Unreal Development Kit but for me it was a pure hell to open anything without errors.

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On 29.04.2017 at 10:53 PM, gandyddd said:

Bleeiz has done it, but as I understand theres currently no way to inject the meshes into an upk.

 

 

If I get this right,you removed a part of clothing(made it invisible) and under it there was nothing hence a hole appears, in that case you need to 'repaint' those missing fragments yourself, either with the colour of the clothing or if its skin you can just take the texture from the base texture upk. If thats not the case, there might be an alpha channel(red colour) painted over that part. If thats not the case then its a bug.

Yes and by removing I mean making certain parts as "alfa color". Model is not changed at all. Holes apper when you work on "layer 1" which is skin texture with some clothing. I usually don't touch it. "Layer 2" are polygons which you can paint as alfa without worrying that  someone will see the "interior" of your character. alfa channel is not red color. red color is only for specular maps to set the brightness which is based on your ingame characters's skin color. I think the best way to describe the process of creating BnS models is to say that you have a huge rock with certain shape. You need to see which rock is good for the shapes you want to sculpt in this rock. You can't add more mass into it so you need to imagine how is it going to look like after removing polygons from it. The best example I can give is this one:

LichKingShowcase.png

Edited by Bleeiz
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On 2017. 05. 04. at 0:08 AM, Bleeiz said:

what do you mean ? Models can only be obtained from Umodel for overall preview. You can't export them back into the game. I use them to see which part of texture i'm working on. You can see why it will never be done in my FAQ in this thread

If i have any "mod" called folder inside the game folders, the umodel crashes anyways...

And an other question:
Where can i find the meshes of the character heads? i would like to append a full character in 3dsmax
ty!

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8 hours ago, tsiga001 said:

If i have any "mod" called folder inside the game folders, the umodel crashes anyways...

And an other question:
Where can i find the meshes of the character heads? i would like to append a full character in 3dsmax
ty!

I would ask people in the umodel related topics on the forum because I'm mot the programmer of this software. They will know better. All the helms are made as separate models. You can find them the same way as the armors. Just import 2 skeletal meshes into one 3ds max file. They are usually scaled and located right so you can work on them. If by "head you mean "faces" then you should look for face texture in UPK Manager and the model should have the upk. number  +3/-3 close to texture number.

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how can you control the gloss on skin texture? I have been trying to work on the _s map but if i use alpha channel on it the skin part will dull down to 0 glossiness; without alpha channel, the glossiness automatically goes to max. How do you make it so the skin glossiness adaptive to the Character creator?

 

Also i have tried using just alpha mask, but the skin will loss glossiness when zoom out, might be a likely mipmap problem but i have checked my mipmap and they dont seem to have a problem at all

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22 hours ago, mktsang2 said:

how can you control the gloss on skin texture? I have been trying to work on the _s map but if i use alpha channel on it the skin part will dull down to 0 glossiness; without alpha channel, the glossiness automatically goes to max. How do you make it so the skin glossiness adaptive to the Character creator?

 

Also i have tried using just alpha mask, but the skin will loss glossiness when zoom out, might be a likely mipmap problem but i have checked my mipmap and they dont seem to have a problem at all

All reflective textures operate with few colors - green, blue, white for strongest reflections. alfa, black - no reflection. dark blue, dark green - low reflection. The easiest way which I use for almost all the skins is to "colorize" the diffuse texture as green and adjust some contrast into it, then just save it as specular map. Reflections are blending nicely this way. I would say the "alfa chanel" is only useful on diffuse map and emission map. It's important to know how much impact other textures have on your skin f.e normal map. To adjust the glossiness of the skin to ingame character you need to paint specular map as pure red on the skin. You can see it on the image in the tutorial "UV mapping".

Edited by Bleeiz
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Hi Bleeiz, thanks for this tutorial. I want to make my own costume mods, but I'm quite the novice, so I have questions. 

 

To practice modding, I just want to remove a part of an outfit. I'm not interested texture modding yet. I made these steps:

Get official .upk file --> extract .psk (skeletalMesh) with Umodel --> make edits to skeletalMesh with Blender

 

1. How do I export my edited skeletalMesh .psk from Blender? 

2. How do I convert the .psk back to a .upk file? It seems UPK Manager is just for texture modding? 

 

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On 17.05.2017 at 11:31 AM, k550373 said:

Hi Bleeiz, thanks for this tutorial. I want to make my own costume mods, but I'm quite the novice, so I have questions. 

 

To practice modding, I just want to remove a part of an outfit. I'm not interested texture modding yet. I made these steps:

Get official .upk file --> extract .psk (skeletalMesh) with Umodel --> make edits to skeletalMesh with Blender

 

1. How do I export my edited skeletalMesh .psk from Blender? 

2. How do I convert the .psk back to a .upk file? It seems UPK Manager is just for texture modding? 

 

If you want to remove part of the outfit you just need to make those part of the textures alfa/transparent. That's it. Read the last point of my tutorial to see why it's impossible to export back skeletal meshes. I use them only for one reason - to see how the texture will look on the model with possibly greatest precision. Editing textures blindly didn't get me anywhere and I lost too much time making bad skins.

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Ah, that's a good tip. I can make basic outfit changes now, thank you

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Hi. As the guy on previous post, i wanna start with just editing existing costume before goin full custom mod (starting with a knowledge close to zero lol) so i followed some steps of your tutorial, very good one thx. But, of course there's a but, i have a problem on my first attempt :

i'm tryin to remove the belt and golden chain from this costume http://hpics.li/a120f56 , so i used umodel/blender and in it it's perfect as i wanted, but when i have to  export it, in .tga, then convert in .dds and umodel to repack all, i have this bug : http://hpics.li/09afdb2 like there's a ghost of the chain's borders, on bracelet also. I tried to edit the diffuse map with gimp but i cant get rid of those. I tried to add specular and emission map but it didnt change anything so i kept the original ones, i tried to make normal map with an online editor but the result was awful skin texture looked like she aged 50 years with the mod lol, so same, i kept the original, only changed one is the diffuse one. 
So my question is : where do i search ? in diffuse map something is wrong ? or i must change other ones ? pls help :D

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First of all thanks a lot for this really good tutorial on modding!!

 

This is my first time trying to mod, and luckily I found ur Thread!

But despite doing everything like in the tutorial, my mod is somewhat incomplete and buggy.. q_q

This is what it looks like atm..: fail.PNG.04f3209674ba52200f13ca26a6b7b54e.PNG

 

And this is what I want the mod to look like q_q: BambinaMod.PNG.34b78f0c3a3a1d37d536a25bdd38a5d2.PNG

 

Can you tell me where I made a mistake and what I need to do to get rid of that X-Mas costume fur & the glow in the costume?

 

I really appreciate any help q_q

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