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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

Bleeiz

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About Bleeiz

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Blade & Soul

  • In-Game Name
    Saber
  • Race
    Jin
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    Blade Master
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  1. The problem with BnS tool is that it always says the "texture" is the whole thing but it's actually just the hair texture. To find the texture for your helm you need to use UPK Manager and type "skeleton" upk. number, then just search for numbers higher or lower by 1-3 to find the texture of your hat. When you edit meshes like this one in 3d software, there are 2 unreleated UV maps with different cords so you can't make one texture work well for head item like this. Impossible with one click tool. With Hex edit you can make this item work as something other than head by editing hair texture and hat texture.
  2. lol yes. it's possible to do that and have them looking the exact way as this image. You just need to find the undearwear costumes in BnS mod tool and edit the textures of JinF, GonF, Kun.
  3. 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.
  4. 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.
  5. 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 making them higher by 1-3.
  6. My favourite part is 10000+ mods of recolors and cutting female's clothes :D
  7. 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.
  8. animation

    This is quite interesting too
  9. 3 reasons I can think of : - outfit is not set correctly with the tool (which happened a lot with older versions of the tool) - your directory for exporting upk. files is not set to correct folder - you installed the program the wrong way (if you can't replace anything in the program) If it's just about this chosen model I reccomend to check my latest tutorial about modding and see point 7 for easy hex editing. it wont fail
  10. 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 ] 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. 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. 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. 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. 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. 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: 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.
  11. No. Even if you somehow export back skeletal meshes as upk. files it's far more complex. All you can do is - import meshes, bones, animations of any game character you want into 3D software, importing textures and exporting them back with upk manager. You can make them more shiny, bumpy or emissive (like eyes above) on any chosen part. I tried merging my custom model with existing bones and make Weight Paint to make BnS animations natural with my models. I couldn't export them back into upk. with any available modding software. The other problem is that one upk. file of skeletal mesh includes about 20-30 files of UDK physics related to each other. I don't think anyone currently can handle this one... As you can see in the picture, I "deleted polygons" by making diffuse textures transparent. They are still there but they are not visible so it's kind of reshaped in game.
  12. Hey guys ! First of all... All thanks to my buddy Demirg27 for being my "inspiration" to do it ! xD I also wanted to show people what you can do with some motivation and simple retexturing using upk manager, umodel and hex editor. Unfortunately, not a single model in BnS files matched iconic Warglavie of Azzinoth even a little bit, so ended up making Warlock with Shard of Azzinoth.:P Right Click to make it 4000x6500px
  13. Really ? Then I would love to see it. I feel like i'm the only person who wants to make some popular, favourite characters from games/movies. If you have some links I will be very thankful. Yup, probably gotta do it. Actually, the main problem with custom skins is that currently skeletal models cannot be changed so you need to overcome those imperfections with decent textures, normal maps and fake painted shadows to get some visual shape effect. I already had some requests with the same problem. It ended up looking like some random outfit without identity. Thanks for request and kind words !
  14. haha thanks. I was kinda thinking I'm going too far with it.