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cchargin

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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!

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[Dominate Mind] Bneezy... you really... really want to polish those off, get the authors permissions, and release those sabers! :D

Originally posted by Prime

cchargin = The Man

I completely agree! :D

 

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. ;)

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[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*.
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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!
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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.

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  • 3 months later...

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

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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!!!

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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?

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And now I can *breathe*....

 

Man! Holding on to this secret has been absolute torture! :lol:

 

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! :thumbsup:

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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! :thumbsup:

 

You rock :guitar2, and make moding a lot more fun for all of us !!!

 

Well back to the saber i built and was testing in k2 :D all thanks to you

 

svösh

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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.

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