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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

  • Rank
    Modder

Profile Information

Blade & Soul

  • In-Game Name
    Saber
  • Race
    Jin
  • Class
    Blade Master
  1. Rikimaru from Tenchu MOD

    Hey. I just made this character mod in the past few days. If you are into stealth games you may eventually like it. Download will be available later :P
  2. Looking for UPK. files

    Hey. I can't find upk. meshes, materials and textures of following items. I'm interested in Jin Male only. Thanks:
  3. 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.
  4. 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".
  5. Hey guys ! I just want to let you know I made some Warcraft character for Blade & Soul. For more information just click the video and read the describtion. Download will be available soon. Enjoy ! :)
  6. 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.
  7. 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:
  8. 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.
  9. 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.
  10. 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
  11. 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
  12. 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
  13. Need help with headgear mod

    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.
  14. Costume mods

    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.