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simple model imported


cchargin

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Posted

Hello all,

 

Hey, is that Mission holding a G11? Why, I do believe it is!

 

http://home.comcast.net/~cchargin/kotor/mission-g11.jpg

 

Ok, folks, I have written a script that will import SIMPLE models into kotor. What are simple models? They are models with no animations, dangly mesh, or skin mesh. For example:

- blasters (pistols, rifles, carbines, etc..)

- swords (normal and vibro)

- grenades

- masks

 

No, light sabers are NOT supported (yet).

 

Please note that the release number for import is 0.0! This means there is a chance that a model can CRASH kotor. Yes, anyone using this script is an alpha tester. If you run into any problems please let me know so I can fix them.

 

Also PLEASE read the tutorial included with import or you will go nuts trying to figure out what's wrong.

 

On a side note I wanted to mention that when you import models with animations into gmax you can remove some of the glitches by pressing the "reset controllers" button on the utils rollout.

 

OK, here are the files:

 

extract0-5:

http://home.comcast.net/~cchargin/kotor/extract0-5.zip

 

import0.0:

http://home.comcast.net/~cchargin/kotor/import0-0.zip

 

Have fun!

Posted

Astonishing Progress cchargin, we are one step closer to that Count Dooku curved lightsaber hilt.....*drools*

 

Excellent Progress

Posted

YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEES WAAAAAAAAAAAAHOOOOOOOOOOOOOOOOOOOOOOOO YEYEYEYYEYEYEYEYEYEYEYEYEYEYEYEYE

 

sorry im happy, so does this reconvert the .mdl-out file back into the original mdl?

Posted

ok im stuck, i cant find some things in gmax

 

 

in the model tutorial file you mention alot of things like we should have them, and i dont :(, so where can i get:

 

nwmax: you keep saying to use it but i cant see it anywhere.

nwsnoop

Posted

ah yes...

 

it is finally possible, you really can make a "mask" that looks lika boba fett's or darth vader's helmet...

 

i can't wait to see what the real pro modelers could do...

Posted

Hello all,

 

Yes, I should have mentioned the tools you will need. Here is the list:

 

You need 5 things to mess with kotor models:

 

1) Kotor tool to extract the .mdl, .mdx and textures

2) extract0-5 to turn the binary .mdl and .mdx into an ascii .mdl file

3) gmax or 3d studio max (gmax is free)

4) nwmax to import the ascii .mdl into gmax or 3d studio max

5) import0-0 to import simple models back into kotor

 

kotor tool:

http://kotortool.home.comcast.net/index.html

 

extract0-5:

http://home.comcast.net/~cchargin/kotor/extract0-5.zip

 

gmax:

http://www.discreet.com/products/gmax/

 

nwmax:

http://nwmax.dladventures.com/

 

import0-0:

http://home.comcast.net/~cchargin/kotor/import0-0.zip

 

Nwmax is an add in for gmax. It has a program called nwmax.exe that lets you export models from gmax into neverwinter nights format. Normally you can't export from gmax. When you install nwmax and run nwmax.exe you can export. Find the nwmax.exe in gmax\scripts\nwmax\

Posted

oh my, its so amazingly lovely i think i might cry,

thank you svosh, i'd kiss your foot but i dont know where you live.

 

and if i did know where you lived you probably wouldnt be living there anymore.

Posted

i cant import the .mdl file into gmax

 

i set the environ thing then i went

 

file>import>desktop>my icons>model tests>w_hvyblstr_001>w_hvyblstr_001-out.mdl and it said

no appropriate import module found

then

improper file format

 

 

 

*edit* what do you meen by ascii .mdl

Posted
Originally posted by ReLoaD2K

YAHOOOOOOOO!!!!

I cant wait to see what will be able to do next!!

Congratz cchargin!

Keep up with the VERY VERY VERY VERY NICE WORK!!

 

i second that ReLoaD2K!!

 

well done bud!

 

MattCole

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