bneezy Posted November 18, 2004 Share Posted November 18, 2004 cchargin, you are the man! http://img.photobucket.com/albums/v427/bneezy21/dooku1.jpg http://img.photobucket.com/albums/v427/bneezy21/dooku2.jpg http://img.photobucket.com/albums/v427/bneezy21/windu1.jpg http://img.photobucket.com/albums/v427/bneezy21/windu2.jpg Count Dooku Lightsaber: Daniel Ortiz (Chrono) Mace Windu Lightsaber: BoL_Stryke Mace Windu Robe: Prime I want to see that Lightsaber, Achillies! Link to comment Share on other sites More sharing options...
Prime Posted November 18, 2004 Share Posted November 18, 2004 cchargin = The Man Link to comment Share on other sites More sharing options...
Seprithro Posted November 19, 2004 Share Posted November 19, 2004 cool, looks like I'll be able to use some of these things after all Link to comment Share on other sites More sharing options...
RedHawke Posted November 19, 2004 Share Posted November 19, 2004 Originally posted by bneezy cchargin, you are the man! http://img.photobucket.com/albums/v427/bneezy21/dooku1.jpg http://img.photobucket.com/albums/v427/bneezy21/dooku2.jpg http://img.photobucket.com/albums/v427/bneezy21/windu1.jpg http://img.photobucket.com/albums/v427/bneezy21/windu2.jpg Count Dooku Lightsaber: Daniel Ortiz (Chrono) Mace Windu Lightsaber: BoL_Stryke [Dominate Mind] Bneezy... you really... really want to polish those off, get the authors permissions, and release those sabers! Originally posted by Prime cchargin = The Man I completely agree! EDIT: Now I have no further excuses, I'm just going to have to DL GMAX and the plugins... I hope this time my meager efforts at modeling is much better than my previous Lightwave expirience. Link to comment Share on other sites More sharing options...
cchargin Posted November 19, 2004 Author Share Posted November 19, 2004 Hi all, There is ALWAYS 1 more bug. Ok, Svosh and T7nowhere found a bug that I introduced into MDLOps when I compiled it for final release. The bug fixed version 0.4.1 is now available at my website (the link is at the top of this thread). Link to comment Share on other sites More sharing options...
tk102 Posted November 20, 2004 Share Posted November 20, 2004 There is ALWAYS 1 more bug. Amen. I'm too far removed from modeling to be of much use, but I would be greatly interested if walkmeshes were effectively created using this latest version of MDLOps. Link to comment Share on other sites More sharing options...
bneezy Posted November 20, 2004 Share Posted November 20, 2004 [Dominate Mind] Bneezy... you really... really want to polish those off, get the authors permissions, and release those sabers! Although the site the screens are on is down, I don't think we'll need to thanks to svosh (from what I've been reading). I'm sure they are top quality. Of course, it is always nice to have new modders and modelers around. *cough* [sTGN]Locutus *cough*. Link to comment Share on other sites More sharing options...
BountyHUNTER12 Posted November 20, 2004 Share Posted November 20, 2004 So can I make an entirely new placeables or can I only re-make existing ones. If I can make entirely new placeables tell me how. Thx Link to comment Share on other sites More sharing options...
Achilles Posted November 20, 2004 Share Posted November 20, 2004 Originally posted by bneezy cchargin, you are the man! http://img.photobucket.com/albums/v427/bneezy21/dooku1.jpg http://img.photobucket.com/albums/v427/bneezy21/dooku2.jpg http://img.photobucket.com/albums/v427/bneezy21/windu1.jpg http://img.photobucket.com/albums/v427/bneezy21/windu2.jpg Count Dooku Lightsaber: Daniel Ortiz (Chrono) Mace Windu Lightsaber: BoL_Stryke Mace Windu Robe: Prime I want to see that Lightsaber, Achillies! Too late. T7 beat me to it...and did a much better job than I ever could've. This is all so exciting! Link to comment Share on other sites More sharing options...
cchargin Posted November 20, 2004 Author Share Posted November 20, 2004 hi, So can I make an entirely new placeables or can I only re-make existing ones. No, you can not make a new placeable. You can just replace the tri-mesh parts with new tri-meshes you create. So find a placeable that is closest to what you want to make then modify it. Link to comment Share on other sites More sharing options...
Mav Posted November 21, 2004 Share Posted November 21, 2004 thank you cchargin, you've done a more then commendable job Link to comment Share on other sites More sharing options...
TemporaryTomato Posted November 25, 2004 Share Posted November 25, 2004 HILTS! OMFG! I was without an internet connection, and look what I missed! *Prepares modelling tools of doom* Link to comment Share on other sites More sharing options...
cchargin Posted March 9, 2005 Author Share Posted March 9, 2005 Hello everyone, So here it is. MDLOps 0.5.0. Now get ready for the massive, gigantic, humongous whats new list: whats new: -now works with kotor 2 Are you still awake after all that reading? OK, here is the link. http://home.comcast.net/~cchargin/kotor/index.html I suspect most people won't even read passed the link, but here are some thing you should know about 0.5.0: It auto-detects what version a binary model is. But you will say "So what are the kotor1 and kotor2 buttons for?" Well those are for writing binary models from ascii source. Try as I might I could not find a Perl module that reads minds, so when compiling a model to binary you have to click a button to determine what version of kotor the binary should be for. When you compile a binary model you will see -k1- or -k2- in the model file name. I'll let you figure out what that means on your own. And of course BIG thanks to my testers: T7nowhere Svosh Seprithro ChAiNz.2da Link to comment Share on other sites More sharing options...
sketch42 Posted March 9, 2005 Share Posted March 9, 2005 Originally posted by cchargin Hello everyone, So here it is. MDLOps 0.5.0. Now get ready for the massive, gigantic, humongous whats new list: whats new: -now works with kotor 2 Are you still awake after all that reading? OK, here is the link. http://home.comcast.net/~cchargin/kotor/index.html I suspect most people won't even read passed the link, but here are some thing you should know about 0.5.0: It auto-detects what version a binary model is. But you will say "So what are the kotor1 and kotor2 buttons for?" Well those are for writing binary models from ascii source. Try as I might I could not find a Perl module that reads minds, so when compiling a model to binary you have to click a button to determine what version of kotor the binary should be for. When you compile a binary model you will see -k1- or -k2- in the model file name. I'll let you figure out what that means on your own. And of course BIG thanks to my testers: T7nowhere Svosh Seprithro ChAiNz.2da Holy Crap !!!! I love you... wooooooooo Bao Dur Robes!!! Link to comment Share on other sites More sharing options...
Fred Tetra Posted March 9, 2005 Share Posted March 9, 2005 Great job, Chuck! I was just telling someone about how quickly you'd figure out the model differences! BTW, for those curious individuals like me out there (I hope I'm not the only one geeky enough to want to know), what, technically, is the difference between the two binary formats? Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted March 9, 2005 Share Posted March 9, 2005 And now I can *breathe*.... Man! Holding on to this secret has been absolute torture! Once again cchargin, you have surpassed our wildest dreams. I can't wait to see what goodies are in store for the modding community in the next coming weeks Word to everyone... this version is SWEET! cchargin has outdone himself with this release! My hats off to you man, you deserve all the "atta-boys" and "way to go's" that I just know will be following! Link to comment Share on other sites More sharing options...
Seprithro Posted March 9, 2005 Share Posted March 9, 2005 well done, you did a great job, thank you very much for your work Link to comment Share on other sites More sharing options...
T7nowhere Posted March 9, 2005 Share Posted March 9, 2005 Fantastic man, KotOR modding would be much less without your hard work. We all truly owe you a debt of gratitude. Link to comment Share on other sites More sharing options...
TheProphet Posted March 9, 2005 Share Posted March 9, 2005 Hey can i use MDL Ops to convert a mask model from kotor 1 to kotor 2? Link to comment Share on other sites More sharing options...
svösh Posted March 9, 2005 Share Posted March 9, 2005 As always cchargin , Thank you for very much for your incredible application and your relentless efforts at cracking and coding mdlops , Chainz is absolutely correct. In one night 30 min after we discovered a bug there was already a new build and it worked great! You rock , and make moding a lot more fun for all of us !!! Well back to the saber i built and was testing in k2 all thanks to you svösh Link to comment Share on other sites More sharing options...
cchargin Posted March 9, 2005 Author Share Posted March 9, 2005 Hey can i use MDL Ops to convert a mask model from kotor 1 to kotor 2? First check out the forum rules, in particular #14: http://www.lucasforums.com/showthread.php?s=&threadid=127725 I just want to mention that for anyone who has made models for kotor 1 all you have to do to get the models you made into kotor 2 is compile a new kotor 2 binary model from your original ascii source models. BTW, for those curious individuals like me out there (I hope I'm not the only one geeky enough to want to know), what, technically, is the difference between the two binary formats? 8 bytes per mesh. That's it! They put 8 more bytes before the pointers to the MDX data and the vertex list. I don't know what those 8 bytes are for, but my testers and I have not had any troubles with any models so far. Oh and there was 1 other minor change. The binary models have some sort of function pointers in them that changed from kotor 1. I just made a list of the changed numbers and that was that. Link to comment Share on other sites More sharing options...
Darth333 Posted March 9, 2005 Share Posted March 9, 2005 Thanks alot for all your hard work! Link to comment Share on other sites More sharing options...
TheProphet Posted March 9, 2005 Share Posted March 9, 2005 So if I had a custom mask from my old mod in kotor one, i could put it in kotor 2?!? SWEET, you are a genious cchargin. Link to comment Share on other sites More sharing options...
SpaceAlex Posted March 9, 2005 Share Posted March 9, 2005 Great job, m8. We truly owe a lot to you. Without your program we might never see new models in this game. Link to comment Share on other sites More sharing options...
Mav Posted March 9, 2005 Share Posted March 9, 2005 Probably a dumb question, but does this mean we can put new saber models into TSL as well Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.