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model partially extracted!


cchargin

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Open up the corresponding default skin and grab the new uv map and drop the layer over the skin. 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. Now make as many layers as you want under The uv with your new skin. Turn on and off the uv as your skin progresses so you can see fine details in your art work. When its done turn off the uv layer copy the file so you can change anything you want later. Flatten the copy with the uv map OFF or you Will have the mesh overlayed on the final image then test it :)

 

Out of all the skins I have done and played with revan's is the most messed up that I have come across using lots of advanced techniques for the mapping so good luck

 

 

enjoy :) svösh

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Ok so i've extracted the .mdl files and opened them in GMax, and the models are all grey. I opened the .mdl file in wordpad and found the bitmap entry that says C_DrdAssassin01 now where do I actually find the C_DrdAssassin01 texture?

 

Trynii

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Hello all,

 

where do I actually find the C_DrdAssassin01 texture?

 

Fire up kotor tool and look for the entry ERFs.

 

Expand ERFs, then expand texture packs, then expand swpc_tex_tpa.erf, then expand the C entry.

 

Look for C_DrdAssassin01 and double click it. Then click the "write file" button and save the texture in the dir with your extracted .mdl file.

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Originally posted by =SP@CE=

hi!

Sorry, my English is not so good. Property there a problem, if I import the Ebon Hawk... develop always this in disorder (it is destroyed). Is there a possibility of this Model to import correctly?

Wow you weren't kidding about your english... The exporter isn't finished, they are still working on cracking the file format. Your best bet is to just watch this topic for updates to the script, like I am.
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Hello folks,

 

I just wanted to know if you guys want another realease of extract? I have only been able to make 2 changes since version 0.2 they are:

 

1) some previously mangled models now export (i.e. rancor)

2) attempt to export animation. Some of the animations don't extract properly (the rancor is especially messed up! that darn rancor!).

 

Please respond simply. No commentary on the state of model extraction please.

 

I should also note that I have found another importer for nwn models with max and gmax it is here:

http://nwmax.dladventures.com/

 

The nwmax importer works a little better than the previous import script.

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thanks for its answer! I use the extractor 2... the file only into a confusen was entitled myself imortieren am laest mgg_ebonhawk.mdl. it has the same result with 3dsmax4.2 and max5 tried gmax. however also again and again.

 

ps: does someone speak german?

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Originally posted by =SP@CE=

thanks for its answer! I use the extractor 2... the file only into a confusen was entitled myself imortieren am laest mgg_ebonhawk.mdl. it has the same result with 3dsmax4.2 and max5 tried gmax. however also again and again.

 

ps: does someone speak german?

 

Warum?

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this is starin to sound good... :cool: I don't know, but i might be able to offer some assistance. from what it sounds like, everyone is usin gmax, so i don't know if i can offer much (don't know how to use it). i'm assuming that the animations for each character are all gonna be one generic file since there is no difference between the animation between ie humans and rodians. The animations will be different for each creature, but i think most of us are just trying to create new animations for humanoids, not krayt dragons.:D

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  • 2 weeks later...

Hi all,

 

So does this mean that you guys can make new battle animations?

 

Nope. Importing animations is not supported yet. Some of the rotation animations are giving me a heck a of a time!

 

Most of the them are stored as quaternions. Then there are the ones that have just 2 values (and they are large numbers). I have not figured out what they are or how they work.

 

Anyone have any ideas?

 

I dont know how to extract the ships and vehicles

 

Well, you will most likely have to do what I do. I open kotor tool and chose models at random, or ones that have interesting names. Extract them and see what you get. That's how I eventually found a scene with the ebon hawk in it. Look at the models starting with m for scenes, and models starting with plc for placeable objects.

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Originally posted by svösh

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

 

Is that also possible with gmax (dont have 3ds max), thats the only point why i got this program but my bad connection and downloading 12MB tutrial files --> horror.

 

I don't find a button or menu entry which sounds like unwrapping a wire mesh of a model.

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