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New model tool


cchargin

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Hello everyone,

 

Well, it has been a while since I have released anything.

 

Introducing mdlops v0.1, this script incorporates the functions of my extract and import scripts into 1 script.

 

New stuff:

-Import and export functions in 1 place!

-Limited skin mesh capability (yes, this means new armors) READ THE README FILE!

-Dangly mesh capability (could mean flowing capes?)

-Shadows (no, not the ones from Za'HaDum)

-Auto detects if source file is binary or ascii

-Data viewer, lets you view the raw data of a binary model. For everyone but me this will be boring. ;)

 

Stuff that still does not work:

-Animations

-Emitters

-Placeables

-Lightsabers

 

I highly recommend that you get the newest NWMax 0.7, it has MUCH faster skin mesh importing.

 

There is MUCH important information in the readme and the tutorial that comes with mdlops. Please read BOTH completely before trying it out. Then you can tell me what I forgot to put in the readme and tutorial. :)

 

oh yeah, the link:

http://home.comcast.net/~cchargin/kotor/index.html

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Originally posted by cchargin

-Dangly mesh capability (could mean flowing capes?)

 

Could the day be upon us? Revans Cape unstarched! :eek:

 

Originally posted by cchargin

-Shadows (no, not the ones from Za'HaDum)

 

Damn! :D

 

And Cchargin all I have to say is :drop2:

 

I mean... WOW!!! :D

 

[Vader] Impressive... Most Impressive![/Vader]

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Originally posted by svösh

Cchargin You freek’n rock man :guitar2

 

3 cheers for cchargin :band1:guitar1 cant wait to try it out

 

I’m just knocking the dust off my modeling skills, time to try my hand at some Dangly mesh :thmbup1:

 

svösh

 

I second that. great work cchargin, Now I'll have to double My modeling efforts.

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ALL HAIL cchargin

 

all I can say is that thanks to you pretty soon we will see many great new mods.

 

I’m just knocking the dust off my modeling skills, time to try my hand at some Dangly mesh

 

I can't wait to see what you come up with svösh

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Originally posted by svösh

Cchargin You freek’n rock man :guitar2

 

3 cheers for cchargin :band1:guitar1 cant wait to try it out

 

I’m just knocking the dust off my modeling skills, time to try my hand at some Dangly mesh :thmbup1:

 

svösh

 

Originally posted by T7Nowhere

I second that. great work cchargin, Now I'll have to double My modeling efforts.

Motion carried :D Wish I had more time to learn and try all this new stuff!

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Hello all,

 

I have added a "hosting and copying" section to the mdlops readme. Basically, it allows anyone who downloads mdlops to host it from their website or submit it to public download sites. There are some restrictions, so read the readme.

 

There is no version change since no code was changed. Download mdlops from the link at the top of this thread to get the version with the new readme.

 

I did this 'cuz I have seen some threads about mod creators dissappearing and no one can ask them about redistributing their mods.

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hello all,

 

quick question.... using this, could i extract a model like bastila, edit it's apperance in 3ds max, and get the edited version back in the game working?

Quick answer, yes.

 

But of course this really requires a longer answer which is:

 

Yes, BUT you can only edit bodies right now. Since bodies have no animations (they inherit animations from some parent models) they should work. Heads have animations (darn it!), so they can't be imported yet.

 

You should be able to modify underwear models, armor models, robe models, etc.. for the party characters.

 

The quick way to check if a model has animations is to convert it to ascii with mdlops then open the ascii model file with notepad and search for:

 

newanim

 

If you find it then importing back into kotor won't work.

 

I just wanted to say again that I was not able to really test the skin mesh stuff since I don't have any 3D modelling skills. But I was able to take a body convert it to ascii then back into binary and load it into kotor.

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  • 2 weeks later...

Hello all,

 

mdlops version 0.2 is available at:

http://home.comcast.net/~cchargin/kotor/index.html

 

New feature: now calculates vertex normals.

 

This was not as hard as I was expecting! Most of the work was done when I calculated the face normals. For the vertex normals you pretty much just add the face normals together then normalize. Man, this should have been in the first release!

 

So, jrc24 let me know how it works! ;)

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Hello,

 

what exatly are vertex normals and what do they do?

 

Think of a field of grass. As the wind blows you see patterns and waves as the blades of grass move. But you know that the ground beneath the grass is not moving.

 

Vertex normals are the blades of grass at the vertices (i.e. corners) of a triangle in a 3D model. Even though the triangle and the vertices don't move, you can adjust the vertex normals to make it look like they are moving.

 

Vertex normals are important for making smooth looking curves in a 3D model. They are also important for vertex shaders like shiny metal or reflective glass.

 

With clever use of vertex normals you can make a completely flat surface look bumpy without actually modelling the bumps!

 

Each triangle in a mesh has a "face normal" this is calculated from the 3 points of the triangle. It tells you which way the triangle is facing. Take a pencil and stand it on end in the exact middle of a flat surface, that is your face normal.

 

A vertex normal is calculated from the face normals of the triangles it is a part of. Take some pencils stand them on end on the corners of a flat surface. Now bend that surface. The pencils represent the vertex normals.

 

For some pictures, and too much math:

http://www.prism.gatech.edu/~gte133q/cs4451/xc/TutorialExamples.html

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hey cchargin, another question, will this fix the little problem svösh and I had? (you know, the bastilla looks all F@cked up thing)

 

 

edit: never mind, i dl it and checked for myself, and to answer my question.....................no it doesnt, the model still deforms in-game, which is odd because i didnt edit anything.

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Hello all,

 

the model still deforms in-game, which is odd because i didnt edit anything.

Hey, I did not know about this! Bastilla is not one of my test models, but she will be from now on.

 

Ya, I am having a heck of a time trying to figure out what is going on here. It looks like the "bones" are getting swapped around, but I can't figure out how. To check it out load the ascii mdl of bastilla into gmax and select the torso mesh. Then go through the envelopes and you will see that the left foot affects the right leg! And of course the right foot affects the left leg!

 

This, is really weird.

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  • 3 weeks later...

Can you do this Cchargin, like somebody requested in another thread about MDLOPS?

Originally posted by x8c4

Hello everyone

 

I have discovered a .wok editor at this address

http://nwvault.ign.com/Files/other/data/1048757900354.shtml

 

But, when I open a kotor .wok file, the program says that it is not an ascii file.

Would it be possible to make a converter like the mdlops for transforming the wok files into wok-ascii files and conversely.

 

It would really help, because if we can modify the .wok files, we will be able to compose a new level by assembling existing 3D models, and we will be able to walk on them.

 

New areas are not so far !!!

Maybe you could implement that in version 0.3

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