CollaTKane Basic Tutorial
CollaTKane Basic Tutorial
http://modsgarden.cc/tools-software/27/klub-related-tools-
software/1321/msg133717#msg133717
I'm not going to talk about hair yet since i am still unable to do everything correctly.
There's some very good video made by people way better than me to teach you everything.
2: Replace the Default Icon from the resource folder with the icon you want to use. ( Do not
rename this file ).
3: Edit the Setting file you are going to use to include the add-on name, the add-on description
and all the script needed by your add-on.
-- To edit the Setting file, just follow the instruction provided by Kane.
http://modsgarden.cc/tools-software/27/klub-related-tools-
software/1321/msg133717#msg133717
Made in Québec, CollaTKane is the most easy to use and powerful tool to create any type of
add-on.
ActiveMod folder
A folder named ActiveMod will appear after you’ve run CTK for the 1st time.
This folder will contain the information to add in the add-on script.
This folder will also contain the texture that you can use in the ActiveMod folder of the game.
Resources folder
Contain various file, see below for more detail
The icon that CollaTKane will use for your add-on is stored here. Modify the Default_Icon.png
before starting CollaTKane.
TXX folder
Your TXX will appear in this folder.
TKShellTools
http://modsgarden.cc/index.php?action=dlattach;topic=414.0;attach=191044
Notepad ++
https://notepad-plus-plus.org/repository/6.x/6.9.2/npp.6.9.2.Installer.exe
The main idea with CollaTKane is to create a toy / room / dress / hair, in the 3D software of your
choice, export this object in collada (.dae) and let CollaTKane create all the file needed by the
game.
It's still best to use Blender 2.78 to export the final object in .dae since not all version or
software got the same option when it's time to export.
Warning: CollaTKane will not replace any texture in the TXX and in the ActiveMod folder.
If you do any modification to your scene. Delete both TXX and ActiveMod folder to start from
fresh.
- Each add-on are made of 1 or more object.
- Object can use Vertex Color or 1 Texture but not both. Vertex Color will win the fight if you also
try to add a texture. Vertex color are not compatible with hook.
- Multiple texture and UvMap can be used but only under special case like for Lightmap.
- Multiple material is now possible to create some kind of super mesh. But you should use only 1
material for normal add-on. Only the game body use multiple material by default.
P.S. 100 small objects using the same texture drain more memory and CPU then 1 big object.
- For best result. Give the same name to your object in the Outliner, in the material tab and to
your texture.
- If it's not destroying your mesh, you can remove all double since CollaTKane fix the UvMap for
us.
- Object can be in Quad or in Tri. They will all be converted to Tri when you'll export in .dae
- Each texture resolution should use power number. 8, 16, 32, 64, 128, 256, 512, 1024, 2048,
4096. Square or rectangle.
- You can name your texture under image: ''Lounger_Stand'' in this example.
- Each of these type need to have Color selected under Influence. (Texture tab.)
-- To select AlphaBlend: Go in the material tab, select Transparency and set the Alpha to any
number between 0 AND 1
-- To select AlphaMask : Go in the material tab, select Transparency and set the Alpha to 0 OR 1
-- Go in Object Data tabs and select Double Sided to create a double sided texture in game.
1- Before exporting the add-on, you can apply all transform.
-- In Blender, while in Object mode, select all and do : ( Ctrl-A, L ) ( Ctrl-A, R) ( Ctrl-A, S ) Location,
Rotation and scale.
This will simplify the final scene file making it smaller and easier to read.
2- Export in collada using these setting. Create a pre-set of these setting with the '' + '' button.
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software/1321/msg133717#msg133717
Double click your .bat file when ready to generate your TXX
In your 3D scene, you need to create an empty object named tool_group and make it become
the parent of all the mesh of your scene.
- While in Object mode, select your toy, then select the empty while holding Shift and use Ctrl-P
and Object to set the parent.
- Create an empty and name it room_position_group
- Create another empty and place it where you want to add a position. It’s best if you use
the empty Arrows to be able to set the model orientation. The ‘’Y’’ axis on this empty
represent the back of your model. (Shift A, E, A)
- Name the empty that represent your position as you want.
- Make the empty room_position_group the parent of all the empty that are the position
in your room.
Important If you apply all transform (Ctrl-A, L) , (Ctrl-A, S) , (Ctrl-A, R) make sure you de-select all
empty !!!
- Hair and Dress require you to use the bones included in the resource folder.
- Then export.
All type of clothing need to respect the same rule for the Object and Texture as explain above.
1st Load your dress in Blender then load one of the body provided with CollaTKane.
Scale, sculpt and position your dress correctly over the body.
Select your dress, select the armature, and make the armature parent of the dress using the
option armature deform
Do the weight paint manually or copy the weight of another dress that is similar to your dress.
If the weight is well done, you should be able to move the bones of the armature and the dress
should react accordingly.
Just delete the body before exporting your dress, then Ctrl-Z to bring back the body or re-load
your last save.
When you are happy with everything, prepare the final Blender file like this.
1 - Create an empty and give it the name of your add-on and add a _group. Ex:
R9Panty005_group , R9Dress052_group
4 - Make the empty created in step 1 become the parent of your mesh.
5 - Add an armature modifier to your mesh and link it to the root_rotation_group (DO NOT
APPLY THE MODIFIER! )
When you export, you have to make sure that the option Sort by Object name is not selected.
Many option can be added to the script manually but these may be describe later.
Using more than 1 texture is possible but for special case only.
CollaTKane can add the normal and specular map for hook and create the _pass file for you.
Normal Map
Specular Map
If you want to use lightmap, use this setting.
Note that you can also use a different UVmap for your lightmap. But in this case, some minor
modification will need to be done to the scene file to tell the game which texture is using which
Uvmap.