cchargin Posted May 19, 2004 Share Posted May 19, 2004 Hello everyone! I doubt anyone will find this very interesting, but... I partially extracted a model from KOTOR! What do I mean by partially? Well, no animations or emitters or any cool stuff like that. I have written a script that can extract the mesh and the texture coordinates so you can view the model in a 3D program. This should be a BIG help to all you skinners out there! You can see how funky some of the uv maps are! Here is the script (compiled version courtesy tk102) http://home.comcast.net/~cchargin/kotor/extract0-1.zip The model is extracted into the NWN ascii .mdl format. If you 3dsmax or gmax you can get an ascii .mdl importer here: http://216.29.108.76/ nab the file named: nwn_mdl_v03b.zip Some models don't extract properly. For instance the single bladed light sabers won't extract the blade planes, but the short light saber does! I am working on this. If you get any really wierd results when using this script please post them here, or e-mail me (my e-mail is in the extract0-1.pl) Link to comment Share on other sites More sharing options...
tk102 Posted May 19, 2004 Share Posted May 19, 2004 Looking at Calo Nord right now. :guitar2 :lock: Link to comment Share on other sites More sharing options...
Jackel Posted May 19, 2004 Share Posted May 19, 2004 Originally posted by cchargin I doubt anyone will find this very interesting, but... i find it completely interesting! and would find it more so if i one had a modelling program and no knew how to model this is a great discovery , and the first step on being able to modify and create new models "one giant step for man , one small step for mankind' Link to comment Share on other sites More sharing options...
tk102 Posted May 19, 2004 Share Posted May 19, 2004 Go to that IP address mentioned above, Jackel-- it has a link to gmax (free). I don't know what I'm doing but there's Calo. Hello Calo. Link to comment Share on other sites More sharing options...
T7nowhere Posted May 19, 2004 Share Posted May 19, 2004 Congrats Dude!!! This is awesome work. I have noticed that not all the models will import properly. the geometry is all over the place. The area models won't work at all. This is fantastic work. And is gonna allow for some great new mods.I would say more but Im alittke awe struck. :| Link to comment Share on other sites More sharing options...
Mav Posted May 19, 2004 Share Posted May 19, 2004 I hope this allows for new mods ....although my Override folder is getting kinda full Link to comment Share on other sites More sharing options...
messkell Posted May 19, 2004 Share Posted May 19, 2004 Awesome progress....time to reinstall 3dsmax Link to comment Share on other sites More sharing options...
Darth333 Posted May 19, 2004 Share Posted May 19, 2004 Great work! Link to comment Share on other sites More sharing options...
tk102 Posted May 19, 2004 Share Posted May 19, 2004 cchargin, Although animations are certainly desired, I believe it would be even more advantageous if the ascii file generated from gmax for example could be repacked into KotOR's .mdl format. That would pave the way to actually create new models (albeit static models). Hope you agree. Link to comment Share on other sites More sharing options...
Doom_Dealer Posted May 19, 2004 Share Posted May 19, 2004 yay, ooo i c hk47, and he looks good. ive started learning gmax, so far ive only made a cup, a tray, a teapot, and a plate of sausages. But its a start :S Link to comment Share on other sites More sharing options...
Prime Posted May 19, 2004 Share Posted May 19, 2004 Maybe we could get a screenshot of a model in an modeling program. I'm interested to see how it looks... This is fantastic news though... Link to comment Share on other sites More sharing options...
Fred Tetra Posted May 19, 2004 Share Posted May 19, 2004 Originally posted by Doom_Dealer yay, ooo i c hk47, and he looks good. ive started learning gmax, so far ive only made a cup, a tray, a teapot, and a plate of sausages. But its a start :S You're supposed to do the teapot first It's a classic, sort of like 'Hello World'. Link to comment Share on other sites More sharing options...
T7nowhere Posted May 19, 2004 Share Posted May 19, 2004 here a few screenshots of the models in gmax Zaalbar Hk-47 Assindroid those ones look fairly normal but I haven't found a single head model that looks right they are in the shape of a head and everything is there accept the shapes are way to primative. Area models just turn into swirly masses of geometry. asside from those problems this is a great start. Link to comment Share on other sites More sharing options...
Doom_Dealer Posted May 19, 2004 Share Posted May 19, 2004 zaalbar and hk were the first i looked at. Its obvious the differant amount of effort that went into making both. how do you get those textures in?? when i extract them they are all grey, how to i make it so taht the texture is also on it, or i can select a texture to go on it. also - does anyone know of any good tutorials?? Link to comment Share on other sites More sharing options...
Darth333 Posted May 19, 2004 Share Posted May 19, 2004 There's a 14MB tutorial available for download here: http://www.discreet.com/products/gmax/gmaxconsumer/downloads_text.html Note: I didn't had a look at it yet. I'm in the office and just did a quick search on google. So don't blame the author of this post if it's not what you are looking for Link to comment Share on other sites More sharing options...
tk102 Posted May 19, 2004 Share Posted May 19, 2004 how do you get those textures in?? when i extract them they are all grey, how to i make it so taht the texture is also on it, or i can select a texture to go on it. Yeah, T7, I'm curious about that too... Link to comment Share on other sites More sharing options...
cchargin Posted May 19, 2004 Author Share Posted May 19, 2004 Hello all, ARGH! Yes, about the heads for characters. I just noticed that most of them are a different "node type" than the rest of the mesh. Of course extract0-1.pl just skips over those nodes! Thats why it is only version 0.1! OK, stay tuned for version 0.2, which I hope will extract the heads also. Please understand that I did most of my testing on objects (pistols, grenades, lightsabers), they have a much simpler structure. As for textures... Once you have extracted the acsii .mdl open it up with a text editor and search for "bitmap" (there will be several). Each bitmap entry tells you the name of the texture for that part. Go back to kotor tool find those textures and extract them into the directory with the ascii .mdl. And just to mention if you see a bitmap entry that has NULL, that means it has no texture for that part. BTW, has anyone found the Ebon Hawk? Link to comment Share on other sites More sharing options...
tk102 Posted May 19, 2004 Share Posted May 19, 2004 Go back to kotor tool find those textures and extract them into the directory with the ascii .mdl. And just to mention if you see a bitmap entry that has NULL, that means it has no texture for that part. Hmm -- that didn't work for Calo Nord last night... tried as .tpc, .tga, and even .bmp. Link to comment Share on other sites More sharing options...
svösh Posted May 19, 2004 Share Posted May 19, 2004 Awesome cchargin simply awesome I’m installing it to max now this is great I cant wait Are the models still weighed or will we have to do that . I want to make an animated cape for you know who. svösh Link to comment Share on other sites More sharing options...
T7nowhere Posted May 20, 2004 Share Posted May 20, 2004 Please understand that I did most of my testing on objects (pistols, grenades, lightsabers), they have a much simpler structure. That makes complete sense I noticed that all the item models that I looked at were perfect. Im looking forward to you next version cchargin. Hmm -- that didn't work for Calo Nord last night... tried as .tpc, .tga, and even .bmp. I know why It didn't work for Calo I think it's because the texture for him is defined in appearance.2da. The way i got the textures for hk and the assasin is the same way you were trying it tk102 just by placing the tga in the same folder as the models. One thing I did last night was to extract all the models into a single folder, a little chaotic by I can rearange it later, but I I also wanted to extract all the textures in there as well.( there is over 3000) So how can I get tpc2tga to convert all the textures at the same time? Link to comment Share on other sites More sharing options...
tk102 Posted May 20, 2004 Share Posted May 20, 2004 One thing I did last night was to extract all the models into a single folder, a little chaotic by I can rearange it later, but I I also wanted to extract all the textures in there as well.( there is over 3000) So how can I get tpc2tga to convert all the textures at the same time? Here is one way that you can do it. Put tpc2tga.exe in the same folder as your files. Create a new text document and rename it "t7.bat". Your files may or may not have the .tpc extension. If they do, add the following line to t7.bat: @for %%I in (*.tpc) do tpc2tga %%I %%I.tga If they have no extension (ERF Editor doesn't extract them with their extension) add this line instead: @for %%I in (*.) do tpc2tga %%I %%I.tga Save and close T7.bat file. Run it. Turn on some music and relax, it'll be a little while... If you'd rather do it without a .bat file you can just type the following at the command line in your directory: for %I in (*.) do tpc2tga %I %I.tga (same thing as above but with a single % and no @) Link to comment Share on other sites More sharing options...
cchargin Posted May 20, 2004 Author Share Posted May 20, 2004 Hello all, OK, so extract0-2.zip is available. http://home.comcast.net/~cchargin/kotor/extract0-2.zip This will extract some meshes that I forgot about. I tested it on: p_missionbb.mdl + p_missionbb.mdx p_missionh.mdl + p_missionh.mdx p_missionbb01.tga p_missionh01.tga p_missionbb has the body and p_missionh has the head After extracting and importing into gmax (and reposition missions head), I had a fully textured mission! I have to point out that I had to use the import script TWICE in gmax! I am trying to figure out if linked models are possible, but for now multipart models will require multiple imports to get them into your modelling program. p.s. anyone found any really cool models that didn't show up in the game? Link to comment Share on other sites More sharing options...
cchargin Posted May 20, 2004 Author Share Posted May 20, 2004 Hello all, I just tried extract0-2 with calo nord and it worked. files used: n_calonord.mdl n_calonord.mdx N_CaloNord01.tga N_CaloNordH01.tga ahhh, bug fixes. Link to comment Share on other sites More sharing options...
T7nowhere Posted May 20, 2004 Share Posted May 20, 2004 Ok. aah. What is going on in these shots http://images.fotopic.net/?id=4551697&outx=600&noresize=1&nostamp=1 http://images.fotopic.net/?id=4551698&outx=600&noresize=1&nostamp=1 thats not how they should be or is it just me. Link to comment Share on other sites More sharing options...
Seprithro Posted May 20, 2004 Share Posted May 20, 2004 i think that is right, those are probly the bones, but i havent used gmax in over a year i may be wrong Link to comment Share on other sites More sharing options...
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