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New model tool


cchargin

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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.

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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

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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

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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 :D

 

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

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