Search found 29 matches
- Fri Mar 01, 2019 1:42 am
- Forum: Modding
- Topic: Mirrored UV Problem with blender exporter
- Replies: 6
- Views: 4362
Re: Mirrored UV Problem with blender exporter
Thank you Sam for looking into it and also for the exporter update. You're the best! 
- Tue Feb 26, 2019 9:27 am
- Forum: Modding
- Topic: Mirrored UV Problem with blender exporter
- Replies: 6
- Views: 4362
Re: Mirrored UV Problem with blender exporter
Thank you for sharing the modified Blender exporter. It is a more elegant and simpler solution than having to manually inverting the green channel of normal map as I've proposed in this thread . Making a custom race based on vanilla body mesh should be more straightforward with your plugin. I wish t...
- Sat Feb 23, 2019 7:11 am
- Forum: Modding
- Topic: [devs] [Release] Custom new body masks ! We need you !
- Replies: 7
- Views: 6314
Re: [devs] Custom overlap
Not sure exactly what you mean exactly by custom overlap. What we do have is the ability to switch to a different mesh if some other specified armour is also equipped. The part hiding system can never be a map per armour due to how it gets applied. The newer system however allows specifying many mo...
- Mon Feb 18, 2019 7:28 pm
- Forum: Modding
- Topic: Problem with seams
- Replies: 27
- Views: 16823
Re: Problem with seams
Wow. Now I tried again in the same way and it refuses to work showing same seams. Sooo weird... Sigh. In my Steam guide page you said it's not working because you're using vanilla normal map. Why are you still using vanilla normal map and expecting it to just work? I already provided a viable solut...
- Mon Feb 18, 2019 9:27 am
- Forum: Modding
- Topic: Problem with seams
- Replies: 27
- Views: 16823
Re: Problem with seams
But if I will want to use do I have permission? Credits will be added of course if I do use those textures. I share the normal maps with hope that someone will make use of it in their mod. It includes normal map for one of the face variant and all three body types (regular, muscular and skinny). Fe...
- Sun Feb 17, 2019 7:58 pm
- Forum: Modding
- Topic: Problem with seams
- Replies: 27
- Views: 16823
Re: Problem with seams
I posted this link in my discussion with Selphadur in the comment section of my Mediocre Guide but I guess we both didn't read what was written in that page. It's very technical and I don't even understand what I'm looking at. I only realized just now that it literally says: 3D Software capable of d...
- Sun Feb 17, 2019 6:03 pm
- Forum: Modding
- Topic: Problem with seams
- Replies: 27
- Views: 16823
Re: Problem with seams
Here's the custom normal maps in case anyone else had the same issue and would like to give it a try: custom normals male.zip custom normals female.zip The neck seams are very visible, it's pretty bad. I could probably try fixing it but I don't want to spend too much time on it in case nobody's inte...
- Sun Feb 17, 2019 4:17 pm
- Forum: Modding
- Topic: Problem with seams
- Replies: 27
- Views: 16823
Re: Problem with seams
Inverting normal map channels of textures, which you don't even use is not long run option, as any other mod that overwrites vanilla body textures will again introduce this problem, unless you go through all the trouble inverting vanilla normal map channels and putting them into your mod, assigning...
- Sun Feb 17, 2019 12:12 pm
- Forum: Modding
- Topic: Problem with seams
- Replies: 27
- Views: 16823
Re: Problem with seams
Good news everyone. I think I've found a way to solve this issue. When I first saw the seams my first thought was that something seems flipped. The more I look at it the more I feel like something is off with the normal maps. So I did some experiment by inverting the channels of the normal maps and ...
- Sat Feb 16, 2019 8:35 am
- Forum: Modding
- Topic: Problem with seams
- Replies: 27
- Views: 16823
Re: Problem with seams
I've taken a look at the mod . The seams are even more obvious on female characters. If you choose the first female face option and choose bald head you can see all the seams. I wonder if this is an issue with the export plugin. Seems like the plugin didn't export the tangent and binormals data corr...
- Sat Feb 09, 2019 8:39 am
- Forum: Modding
- Topic: Need Help to Understand Normal Map For Human/Creatures
- Replies: 2
- Views: 1556
Re: Need Help to Understand Normal Map For Human/Creatures
I see. Thank you for responding, now I understand it better. 
- Fri Feb 08, 2019 6:41 am
- Forum: Modding
- Topic: Need Help to Understand Normal Map For Human/Creatures
- Replies: 2
- Views: 1556
Need Help to Understand Normal Map For Human/Creatures
For everything else, the RGB in texture file is for diffuse and Alpha is for gloss. RGB in normal map is for normals and Alpha is for alpha/emissive/foliage depending on materials type. However I'm having difficulty understanding how it is set up for human and creatures. I know the RGB in texture is...
- Tue Jan 29, 2019 10:44 pm
- Forum: Modding
- Topic: How difficult will it be to make a character model with a mechanical arm?
- Replies: 6
- Views: 2420
Re: How difficult will it be to make a character model with a mechanical arm?
What you're trying to do is definitely doable but I wouldn't recommend it for beginner to Blender and FCS in general. It requires a good understanding of mesh manipulation, UV unwrapping, texturing, rigging and weight painting. It's a bit advance for someone who's new to modding. As usual I always r...
- Mon Jan 21, 2019 2:31 am
- Forum: Modding
- Topic: Blender: Failing to convert XML to .mesh when exporting.
- Replies: 2
- Views: 1430
Re: Blender: Failing to convert XML to .mesh when exporting.
Sounds like UV map issue. I don't think you can export the mesh when it has more than one UV map assigned to the mesh. Make sure you only have one UV map for the mesh (delete the rest) and try re-export to see if that fixes it.
- Mon Jan 21, 2019 2:22 am
- Forum: Modding
- Topic: [devs] [Release] Custom new body masks ! We need you !
- Replies: 7
- Views: 6314
Re: [devs] Custom overlap
+1
Also if we can have better controls over the hide bodypart mask that would be great. My suggestion is instead of having one mask for each gender of each race, maybe make it so that it is possible to override the mask per armor. Not sure if it is possible but here's hoping it is. Cheers.
Also if we can have better controls over the hide bodypart mask that would be great. My suggestion is instead of having one mask for each gender of each race, maybe make it so that it is possible to override the mask per armor. Not sure if it is possible but here's hoping it is. Cheers.
- Tue Jan 08, 2019 9:10 am
- Forum: Modding
- Topic: Photoshop DDS save help
- Replies: 1
- Views: 984
Re: Photoshop DDS save help
If your texture have alpha, set it as DXT5. Kenshi uses the dds format for textures. I recommend photoshop or gimp, but any program that can export as dds will work. Make sure mipmaps are correctly generated as some image converters don't create them causing textures to appear black. If a texture us...
- Sun Dec 30, 2018 6:36 am
- Forum: Modding
- Topic: Question Regarding Steam Workshop Moderation
- Replies: 5
- Views: 1947
Re: Question Regarding Steam Workshop Moderation
Kruniac, I made my mods and publish them to the Workshop because I want to share it with everyone else. I'm well aware that it is being reuploaded outside the Workshop and there's nothing I can do about that. But should one day someone decided to reupload it on the Workshop, the same platform I chos...
- Sat Dec 29, 2018 9:01 pm
- Forum: Modding
- Topic: Question Regarding Steam Workshop Moderation
- Replies: 5
- Views: 1947
Re: Question Regarding Steam Workshop Moderation
If that is so, are the devs aware of this particular situation? I know it is years end and just after holiday, but the mod has been allowed to gain traction for almost a week without any action taken to assure any of us that the devs care about the community and that original author do have a say in...
- Sat Dec 29, 2018 1:06 pm
- Forum: Modding
- Topic: Question Regarding Steam Workshop Moderation
- Replies: 5
- Views: 1947
Question Regarding Steam Workshop Moderation
Not sure whether this is an appropriate place to post this but since it is regarding Kenshi modding, thought might as well ask my questions here. If this is not the right place, please move this to appropriate thread. I'm sure you guys are well aware of the ongoing situation in the Steam Workshop su...
- Thu Oct 04, 2018 8:19 pm
- Forum: Modding
- Topic: Kenshi Alpha Armor / Clothing
- Replies: 1
- Views: 1285
Re: Kenshi Alpha Armor / Clothing
If I'm not mistaken the mesh files for the old armor set is still there in the game folder. For the armor set in your picture, I think the captain coat, plated trousers and the boots can be found in "Kenshi\data\items\armour\meshes". It's just a matter of finding the corresponding texture ...