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model partially extracted!


cchargin

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when working in the front ,top, and left, view port use the x/y axis when in the perspective view port use the y/z

 

I know in 3ds max if I right click the tool bar at the top I have options to show tabs :) this is all the tool sets lights modifiers render modeling ect… and Axis it’s just little tool box that you can change on the fly by using the move tool in max when you mouse over. Simply move the mouse over the axis you want and click and drag the mouse you should move it now if by accident you hit the space bar then you may have locked your scene just hit the space bar again and try it now ;)

 

svösh

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I just want to let everyone know that v2 import works well with 3ds max and it imports with all the dummy objects as well but select by name *_g and hide will take care of that.

 

I’m using a hex edited model and my own skin and it looks good

 

:bounce1::drop2::guitar1 svösh

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Originally posted by Darth_ToMeR

I did new model for HK (Just push his head to his legs:) ) and when i openned the game, HK wasn't there. When i tried to talk or select the control on him, the game crashed... Why?

 

because you put a non kotor model int he game using a kotor model name and the game doesnt like it ?

 

we cant yet put the models back in to the gam , see tk102's post up further in this thread

 

this is just for viewing the models right now , not for changing and replacing them

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I just wanted to tell everyone I got a working uvw map out of 3ds max using the unwrap uvw modifier this is Excellent news for us skinners :)

 

You must create a copy of the entire model then join all the copies pieces together well except for heads as they are using separate skins . Convert the model to editable mesh then Attach each piece one at a time then go to the modifiers list and apply the unwrap uvw modifier on the right hand side in the uv unwrap tool box hit edit. Hit print screen load up in your paint program. Paste the image in a new document crop on the dark blue border of he image. Open up the corresponding default skin and grab the new uv map and drop the layer over the skin. Now we have a better idea of where things start and an other part ends. Last thing set the uv layer to overlay or screen and put a 20 to 40 % opacity on it and lock it so you don't paint on it.

 

enjoy svösh

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i just figured out animations :) abd got my pod racer to kind of fly.

 

anyway, i have an odd problem

 

on the animation bar omn some models it is divided into 100 and in others 60. I would like all my models to have the animation bar divided into 100, how do i do change the amount of entrys aloud onto the animations bar?

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Originally posted by Doom_Dealer

i just figured out animations :) abd got my pod racer to kind of fly.

 

anyway, i have an odd problem

 

on the animation bar omn some models it is divided into 100 and in others 60. I would like all my models to have the animation bar divided into 100, how do i do change the amount of entrys aloud onto the animations bar?

 

Next to the [key filters] button at the bottom right side there is a button called [key mode toggle] mouse over the title it should show. It looks like two black arrows going in opposite directions. Right click it and then you can change all the properties of the animation the FPS . The length speed ect...

 

hope this helps :) svösh

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This is great work so far! I extracted Juhani(of course), the body came out ok I guess(did the hands always look so bad?), but the head is compleatly butchered(I'm using 3DS MAX 6). I guess I could remake the head but I'd rather I had the original. As I understand it we cant yet import character models into the game(correct me if I'm wrong). Also is anyone even trying to get the animations out of KOTOR? I don't animate yet but this would a good opportunity to learn while getting rid of that awful power attack animation...

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One thing I've noticed is its the animated parts of the mesh that get butchered the most...

 

For the npc's I think there not getting imported or extracted properly. to quote svösh

 

The bones and mesh are separate but joined. What I mean is the bones float in the middle of the mesh. The skin or mesh surrounding it then is linked to them through a process called weighing. You have to select groups of vertexes (using the falloff feature comes in handy here) around an area and assigning it to the bones so when you move the bones the mesh moves also

 

I have noticed with many of the other npc's(accept human) that when imported the bones are unseen and all you see is the mesh and thus you can add animations to them quite easily.

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Weiser_Cain

 

One thing I've noticed is its the animated parts of the mesh that get butchered the most...”

 

 

I found v1 did not import dangly mesh well at all. v2 import works well with 3ds max 6 and it imports with all the dummy objects as well but select by name *_g and hide will take care of the dummy’s and then you have your model looking the way it should. If your talking about when unwrapping I found some of the mesh was left out of revan but not to worry I made sure that none was important to the skinning it was mostly areas of two sided material and underside face that never need paint, the underside of his hood that’s welded to his shoulders so whatever colour used on the hood will be painted on the left out faces as well.

 

So far I haven’t come across bones and we need them to be imported with the models some how? We can make them but we need to know the higher archy the way BIO rigged them or we wont be getting any new animations or model in the game well except for building and static objects. I was reading a tutorial on making a new tree for nwn and you must build a base on the model. That option is available for our importing function I made a base by clicking a button and my newly imported model had one. Maybe we can start getting rooms and areas in there. I would love to see what we could do to the secret level on taris. The pazac player at the end of the bar LOL :)

svösh

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Guest bneezy21

Do I need to have Neverwinter Nights installed to use the nwnmdlcomp? Can someone give me a link to download mdl2ascii.exe?

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Here is the script (compiled version courtesy tk102)

http://home.comcast.net/~cchargin/kotor/extract0-1.zip

 

OK, so extract0-2.zip is available.

 

http://home.comcast.net/~cchargin/kotor/extract0-2.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

 

stick this in the >scripts >startup folder of gmax or 3ds max

 

 

this was all on the first page of the post :|

 

svösh

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Did i read correct...

 

With this gmax i can edit texture skins for armor or later characters on the exsisting models?

 

At the moment i do it (play with it) in Photoshop but its bit "tough" as ex.: to get a line u must draw a curve or the other way... and Kotor always crashes when my Pshop is running thats annoying too to close always the PShop, start kotor,..close kotor start pshop..

 

Dont want to change models..but VYSIWYG Editor for Texture Skin would be great on a model and much easier.

 

Lets say the Casus Fetts Armor i can load into this gmax and VYSIWYG Edit the Texture ?

 

OR i need still a Paintprogramm to 2d Edit the armorskin.tga File ?

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No you still must make all the changes for the skin in Photoshop or what ever paint program your using. You can out put a flattened version of the model. Using unwrap uvw, using Bio's texture coordinates and over lay it over the default skin. Now you have a better idea of texture placement I for one think these skins are messy and maybe they did it on purpose knowing someone may start moding the game.. shhhh ;)

 

For those people not familiar with advanced techniques of mapping in a 3d app then unfortunately you will get a lot of undesirable results many maps are flipped on he model two side materials where used and some things have been split all over the skin for no reason except what I suspect about protecting the files.

 

svösh

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Well the "wire frame" i have extruded by trail and error myself with few hoursediting the .tga file. example PFBH01.tga) and when i fill up the areas which i named and sorted (made in photoshop layer packages for eg. hands , upper leg, lower leg, feet and so...have around 37 layers(in some Packages) now for just "simple armor on a soldier girl..."

 

 

I know which areas are fixed on the model, but like i said it "sucks" a bit example i want that the model has an simple "I" on the Back, i know everything is mirrored left/right so i draw a Line top/down but instead of an "I" i get an extreme shaped ")" .

 

Hope i get out this wire mesh u spoke from that would help that i see how the texture is transformed :confused:

 

So now i hope i find out why it not want to show me a skinned model (im 100%sure that the correct texture.tga is in same folder as the mdl file) and for what those files called g_(name) are :)

 

At least i hope i can use gmax as previewer for my skins without starting the Game next some hours :)

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