cchargin Posted August 7, 2004 Author Share Posted August 7, 2004 Hello all, t 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. I have looked into walk meshes a little. From what I can see nwmax tools will export walk meshes then they have to be compiled. Of course mdlops does not understand walk meshes right now. There are other things that I want to fix first. Link to comment Share on other sites More sharing options...
svösh Posted August 7, 2004 Share Posted August 7, 2004 Hey people some good info on nwnmax tool set The site is undergoing some remodeling I believe so not all things are there but it’s very helpful for those taking the plunge in to modeling kotOr http://ccg.dladventures.com/index.php/Main_Page http://ccg.dladventures.com/index.php/TileSets look at the walk mesh section http://nwmax.dladventures.com/documentation/index.html documentation on the tools I hope this helps svösh Link to comment Share on other sites More sharing options...
x8c4 Posted August 7, 2004 Share Posted August 7, 2004 Hello to you, cchargin Thank you for your mdlops I have discovered a gmax mdl importer exporter (in neverwinternights vault), it manages to import the model-ascii.mdl that can be done with the mdlops. I tried to export but it shows me an error. You can find it here http://nwvault.ign.com/Files/other/...721132840.shtml Tell me if I am dreaming, but with this tool, if someone manages to make the export working, would we be able to : - take the mdl and mdx files from kotor archives (already possible with the kotor tool) - transform it into a mdl-ascii file importable for gmax (possible with the mdlops) - work on the file into gmax - export it into a mdl-ascii file (not yet possible) - transform the mdl-ascii file into a mdl and a mdx files understandable by kotor (is it just the contrary of the first transformation ?) - finally have a custom model in the game Thanks Link to comment Share on other sites More sharing options...
svösh Posted August 7, 2004 Share Posted August 7, 2004 hey x8c4 the links dead what's the name of this app anyways ? I beleve it 's "This is a GMax-compatible Maxscript which will import and export (via the listener) ASCII mdl files." made by Wayland If so it's older then nwnmax and nwnmax's functunality works for all aspects of nwn models and most kotor models as well it's just biowares changed mesh types on us so it's not as cut and dry I have imported area models, characters, sabers with some animations all with nwnmax version .6 and .7 and all of cchargins Awesome tools BTW take a look at this look at this , Custom models in game I'm not the first..... this done was with cchargin's import 00 and nwnwmax in gmax. http://svoshsphotos.fotopic.net/p5084287.html this was done with mdlops nwnwmax in gmax http://svoshsphotos.fotopic.net/p5817320.html ..texture is beta here is poor Bastila my first skin mesh test and this was done with mdlops 2 nwnwmax in gmax http://svoshsphotos.fotopic.net/p5817321.html and this was done with mdlops2 nwnwmax in gmax http://svoshsphotos.fotopic.net/p6511745.html ..texture has got some glitches svösh Link to comment Share on other sites More sharing options...
x8c4 Posted August 8, 2004 Share Posted August 8, 2004 Hello Svöch, You're right, it is the Gmax script made by Wayland, and here is its location http://nwvault.ign.com/Files/other/data/1029721132840.shtml If the link is dead Go to http://nwvault.ign.com and type in search the words gmax and mdl, you will find in the category other at the third position the Wayland's script. Thanks Link to comment Share on other sites More sharing options...
Joco Posted September 28, 2004 Share Posted September 28, 2004 Wayland's script is getting pretty obsolete in NWN terms and for that matter I would suggest KotoR terms. Cheers, Joco. ----------------------- NWmax author. Link to comment Share on other sites More sharing options...
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