Fred Tetra Posted March 24, 2005 Share Posted March 24, 2005 I decided to take a look at the BWM (Bioware Walk Mesh?) format used in the .WOK, .DWK, and .PWK files used in KotOR I & II. I have discovered a number of things so far and I'm getting closer to figuring out how it works. I recently figured out the part of the data structure that tells the game engine what sort of surface you're on. If you place this file in your KotOR I override folder, then load up the game, go to the Taris apartments where the hideout it (or warp to tar_m02aa), and visit the room where the Ithorian is, notice what happens as you walk across the floor. Must be a leak in the pipes! If I keep making progress at the current rate, I might be able to write an import/export tool so we can work with these files in 3ds Max. Link to comment Share on other sites More sharing options...
tk102 Posted March 24, 2005 Share Posted March 24, 2005 We're all rooting for you Fred! Link to comment Share on other sites More sharing options...
Darkkender Posted March 24, 2005 Share Posted March 24, 2005 Must try to resist outburst. Oh who am I kidding.YES!!! Fred this is so awesome I couldn't begin to think of what else to say. Now if only Cchargin can decipher more of the model and model animation formats we could be able to open up even larger fields of greatness. Thank you for your hard work. Link to comment Share on other sites More sharing options...
T7nowhere Posted March 24, 2005 Share Posted March 24, 2005 That would be great Fred, you certainly have my support. I guess I'll have to start learning how to work with those in max. it will be one step closer to being able to build new area maps. Link to comment Share on other sites More sharing options...
svösh Posted March 24, 2005 Share Posted March 24, 2005 Awesome Fred !!!! Link to comment Share on other sites More sharing options...
shosey Posted March 24, 2005 Share Posted March 24, 2005 very very cool Fred! Link to comment Share on other sites More sharing options...
RedHawke Posted March 24, 2005 Share Posted March 24, 2005 Most excellent Fred! Originally posted by Fred Tetra Must be a leak in the pipes! I wonder if Plumbers are as expensive in Star Wars. Link to comment Share on other sites More sharing options...
Hive Posted March 24, 2005 Share Posted March 24, 2005 Awesome. Now if only I knew how to use gmax... Link to comment Share on other sites More sharing options...
90SK Posted March 24, 2005 Share Posted March 24, 2005 This is...wow... I never thought new modules could ever be a possibility, but it looks more and more like that reality may come to pass sooner than I thought! Great going Fred! Link to comment Share on other sites More sharing options...
stingerhs Posted March 24, 2005 Share Posted March 24, 2005 good work Fred!! now i just need to shell out the money for Max... Link to comment Share on other sites More sharing options...
Bob Lion54 Posted March 24, 2005 Share Posted March 24, 2005 WOW, is there anything you can't do? Link to comment Share on other sites More sharing options...
Fred Tetra Posted March 24, 2005 Author Share Posted March 24, 2005 Originally posted by Lion54 WOW, is there anything you can't do? I'm terrible about not taking the time to write documentation Link to comment Share on other sites More sharing options...
Bob Lion54 Posted March 24, 2005 Share Posted March 24, 2005 Fred Tetra : I'm terrible about not taking the time to write documentation HAHAHAHA, Ofcourse, you COULD if you wanted to. So, I guess there really isn't anything you can't do Link to comment Share on other sites More sharing options...
Darkkender Posted March 24, 2005 Share Posted March 24, 2005 Originally posted by Fred Tetra I'm terrible about not taking the time to write documentation you and me both Fred. Link to comment Share on other sites More sharing options...
svösh Posted March 25, 2005 Share Posted March 25, 2005 Fred I thought this might help, if not oh well couldn’t hurt http://ccg.dladventures.com/index.php/Tilesets svösh Link to comment Share on other sites More sharing options...
Fred Tetra Posted March 25, 2005 Author Share Posted March 25, 2005 Originally posted by svösh Fred I thought this might help, if not oh well couldn’t hurt http://ccg.dladventures.com/index.php/Tilesets svösh All offers of help are always accepted graciously! Thanks! Link to comment Share on other sites More sharing options...
x8c4 Posted March 25, 2005 Share Posted March 25, 2005 Hello everyone I don’t know if this will help, but there is a .wok files reader for Never Winter Nights. It doesn’t open kotor .wok files because it needs ascii files. I was wondering if it was possible to transform kotor .wok files in .wok ascii files (like for 3d models that are turned into mdl ascii files in order to be opened by nwmax plug-in). You can find the .wok files reader at this address: http://nwvault.ign.com/Files/other/...757900354.shtml And the documentation associated here: http://nwvault.ign.com/Files/other/data/1076068410000.shtml Link to comment Share on other sites More sharing options...
Fred Tetra Posted March 29, 2005 Author Share Posted March 29, 2005 Well folks, I've looked into the MDL file format now, and I've determined that the nodes with the type '545' (as seen in the MDLOps data viewer) are indeed the AABB/walkmesh nodes I've been looking for. An AABB is an Axis Aligned Bounding Box; for more info look here. Here's what an AABB node looks like in the ASCII version of a MDL file: node aabb walkmesh parent M01ab_09b position -0.948535025119781 -0.00639647990465164 0 orientation 0 0 0 0 alpha 1 selfillumcolor 0 0 0 diffuse 0.800000011920929 0.800000011920929 0.800000011920929 ambient 0.200000002980232 0.200000002980232 0.200000002980232 render 1 shadow 0 wirecolor 1 1 1 specular 0.000000 0.000000 0.000000 shininess 0.000000 bitmap NULL verts 4 -1.87669003009796 1.69570994377136 6.1035200360493e-007 -1.87668001651764 -1.70325994491577 7.62939009746333e-007 1.87217998504639 -1.70325994491577 7.62939009746333e-007 1.87216997146606 1.69570994377136 6.1035200360493e-007 faces 2 0 1 2 1 0 1 2 10 2 3 0 1 2 3 0 10 tverts 4 0.0354645997285843 0.475322008132935 0.0 0.5 0.475320994853973 0.0 0.5 0.475320994853973 0.0 0.0354645997285843 0.475322008132935 0.0 aabb -1.87 -1.7 0 1.87 1.695 9.9e-007 -1 -1.87 -1.7 0 1.87 1.695 9.9e-007 1 -1.87 -1.7 0 1.87 1.695 9.9e-007 0 endnode I've added support for them to MDLOps so that it can at least partially export them so that they show up in 3DS Max when imported with NWMax. Right now, the mesh can be displayed, and the surface properties (metal, carpet, non-walkable, usw.) can be adjusted easily in Max. What cannot be done it to import the actual AABB data into Max. Those are the rows of 7 values you see in the "aabb" section of the node above. These represent the nodes of an AABB tree. It looks like there was some intention to support these in NWMax, but what code there is, is commented out. I still have some work to do with the BWM files, which need to be co-created when you export a model from Max. Also, I'll have to see about adding the AABB data export to MDLOps, or see if Chuck will be able to do it. (Which may be faster, given my relatively novice Perl skills!) Meanwhile, you can look at this screenshot, which shows both the m02aa_01 (Taris south apartments) room and it's walkmesh side-by-side (for clarity). The violet areas are non-walkable, the yellow is "carpet" and the green "grass". Link to comment Share on other sites More sharing options...
Bimmerman Posted March 29, 2005 Share Posted March 29, 2005 Great work! I've been wondering if it was possible to make new modules/areas, and now it looks like we will be able to soon enough. Keep it up! Link to comment Share on other sites More sharing options...
T7nowhere Posted March 29, 2005 Share Posted March 29, 2005 Some of that went over my head, but it sounds like we are one step closer to new areas. So as it is now how far do you think this will reach. Do you see this as only being able to edit the walkmesh For a game model or would we actually be able to build a new model and walkmesh? Link to comment Share on other sites More sharing options...
Hive Posted March 29, 2005 Share Posted March 29, 2005 Impressive. Keep up the good work. Link to comment Share on other sites More sharing options...
svösh Posted March 30, 2005 Share Posted March 30, 2005 Looking good Fred * attention chuck your help is needed in the walk mesh aisle * svösh Link to comment Share on other sites More sharing options...
Darkkender Posted March 30, 2005 Share Posted March 30, 2005 *GASP, GASP* I think I'm having a heartattack. This further development and discovery is causing shortness of breath for me. Link to comment Share on other sites More sharing options...
Jackel Posted March 30, 2005 Share Posted March 30, 2005 You completely lost be at that AABB thing I will just guess this is good news and go away and look at other aspects of modding. Link to comment Share on other sites More sharing options...
Fred Tetra Posted March 30, 2005 Author Share Posted March 30, 2005 Originally posted by T7nowhere Do you see this as only being able to edit the walkmesh For a game model or would we actually be able to build a new model and walkmesh? You see, once we know how the walkmesh is set up (which I think I do, mostly), you can create a new model with the walkmesh in it, along with the .WOK file (a BWM-format file, which I have also mostly figured out). I see only two other problems. One is the creation of the .LYT file (which I can't remember much of how it works). The second is that the only tool we have for placing elements within a module is the Module editor in Kotor Tool. The problem with this is that it does not work in 3D like the NWN toolset. Rather, it uses a 2D map background generated from the module's MAX model as a reference for element placement. This means that after you create a new model, a map background for it would have to be created and coded for in Kotor Tool. I had re-written a portion of the Module editor so that this sort of thing would be easier if it ever happened (like it looks it now might!), but it's not 100% done yet, either. Link to comment Share on other sites More sharing options...
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