21-02-24, 13:31 | #71 |
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Joined: May 2011
Posts: 10,466
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It's a mod using a model from the old import yeah, do you mean just import the mod with the new one and export with the new?
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21-02-24, 13:45 | #72 |
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Joined: Jan 2018
Posts: 1,417
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Installing Blender Addons
In order to use addons they must be installed in Blender.
First get a zip file containing the addon. If you're using my GitHub version, download the one named like "io_tombraider123r_vX_X_X.zip" from the Assets of the latest release. Source code (zip) or (tar.gz) archives don't work directly. In Blender go Edit > Preferences... to open the preferences window. Click the Add-ons button on the left. Click the Install... button and find & select the zip file you saved. Now you need to find TRM Format (Tomb Raider I-III Remastered) in the addons list, type "tomb" in the search bar to filter them if you want. Press its little check box to activate. Press the menu button on the bottom left of window. If Auto-Save Preferences is not checked, manually press Save Preferences. Now close and go to your File > Import/Export menus and see if Tomb Raider items are added. You need to do this only once, they are now permanently added as import/export menu options. When a newer version is released updating will be done from this window as well. You first need to deactivate the installed version by unchecking the checkbox. Then you install the new version zip. Last edited by MuruCoder; 14-03-24 at 21:40. |
21-02-24, 13:47 | #73 |
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Joined: Jan 2018
Posts: 1,417
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21-02-24, 15:18 | #74 |
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Joined: Feb 2024
Posts: 30
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I can't seem to work out how to edit the textures in .dds without them turning completely black in-game? I'm using Paint.NET and sometimes they turn completely black and sometimes they come out a weird spectrum, depending on the type of DDS I save as, but I'm stumped as to how to get them to save properly. Any ideas? Sorry, I know this is quite off-topic but we don't have a dedicated TRI-III remastered mod thread set up yet, and I didn't think my post warranted its own topic...
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21-02-24, 15:25 | #75 | |
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Joined: Feb 2024
Posts: 8
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Quote:
thank you so much |
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21-02-24, 15:48 | #76 | |
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Joined: Feb 2024
Posts: 3
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Quote:
Sorry if I'm jumping onto this, but want to ask a question; so, does this mean I don't need to rig a new mesh and just export it via your TRM script? Or do I have to rig it before exporting? |
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21-02-24, 16:02 | #77 |
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Joined: Feb 2024
Posts: 30
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A mesh would still need to be rigged with bone weights before exporting, the script doesn't do that for you. You can try bone weight copying from a default mesh but for precise areas such as the shoulder joints you'll probably want to do those bits manually.
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21-02-24, 16:03 | #78 |
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Joined: Feb 2024
Posts: 3
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Ah, okay. Got it. Thanks for the response!
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21-02-24, 16:21 | #79 | ||
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Joined: Jan 2018
Posts: 1,417
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Quote:
You're welcome, happy modding Quote:
Code:
0 Hip 1 Thigh left 2 Calf left 3 Foot left 4 Thigh right 5 Calf right 6 Foot right 7 Torso 8 Arm right 9 Elbow right 10 Hand right 11 Arm left 12 Elbow left 13 Hand left 14 Head Last edited by MuruCoder; 21-02-24 at 16:25. |
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21-02-24, 16:35 | #80 | |
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Joined: Feb 2024
Posts: 30
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Quote:
I just want to say, your scripts are fantastic. I just made a braid mod for Lara, it took me all of ten minutes to completely replace and re-rig the new braid model and I've put it on Nexus Mods already. Your script worked perfectly, it's so fast to iterate and improve. Thank you for doing this!! |
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