Knight Online uses an internal file format called “N3PMesh” to store a lot of the game’s item meshes along with other various game meshes. A lot of these files are located in the “Item” folder found within the game’s install directory. You can think of every object in the game has having its own 3D mesh. In order for a object to appear in game we need to first know all the vertex information in order to draw the object using a 3D rendering library (in KO’s case it would be the DirectX library). A lot of the details aren’t necessarily important for this article but sometimes players would like to modify the 3D meshes in order to change how the objects look in game. I’m going to show you how to do this using the N3PMeshConverter.
Using the converter it is possible to convert .n3pmesh files into .obj files (allowing you to modify the appearance of the game’s weapons) and it can convert .obj files (along with other various formats) into .n3pmesh files. All this allows for you to export objects from the game, modify those objects, and import the modified objects back into the game.
In order to export an object you first must convert the .dxt item texture to a .bmp/.png image file using the N3TexViewer. Next run the following command using the command prompt (Windows Start Menu -> Search Bar -> Type “cmd” -> Press Enter).
N3PMeshConverter -export obj 1_6011_00_0.n3pmesh item_co_bow.bmp
This command will convert the .n3pmesh for the basic bow into a .obj file. Using the .obj and image file you can easily load the KO mesh into a 3D mesh editor like Blender.

In order to import the .obj file back into KO’s .n3pmesh format (presumably after you have made your modifications) use the following command (again via the command prompt).
N3PMeshConverter -import 1_6011_00_0.obj
Simply paste the new .n3pmesh into the KO content folder and the newly modified weapons mesh will appear in game!