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Raven2001

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Hey Big "T" :) How do you take a 3D Studio Max file already created and output it into mdl and mdx formats to implement into the game?

 

Say all you have is the 3ds file. Don't you have to have some type of plug in to convert the file or something :confused: like that NeverWinter converter or somthing?

 

I believe that you can specify the .tga file used for its graphics and the like as well can't you???

 

Just curious say it was a mask/circlet and a melee blade.

 

I have copied the .uti file from a similar item and it seems like it always worked for me to do that just changing the info.

 

Any help appreciated :D

 

thanks

DM

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Originally posted by Darth Melignous

Hey Big "T" :) How do you take a 3D Studio Max file already created and output it into mdl and mdx formats to implement into the game?

 

Say all you have is the 3ds file. Don't you have to have some type of plug in to convert the file or something :confused: like that NeverWinter converter or somthing?

 

I believe that you can specify the .tga file used for its graphics and the like as well can't you???

 

Just curious say it was a mask/circlet and a melee blade.

 

I have copied the .uti file from a similar item and it seems like it always worked for me to do that just changing the info.

 

Any help appreciated :D

 

thanks

DM

 

You would need to use the same process as you would for creating a new Lightsaber except with a placeable.

 

You would import a placeable into the scene and atach it to your new model in MAX.

 

The same goes with Swords & Masks.

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If your using gmax then you won't be able to import the 3ds into it unless you find a 3ds import plug-in for gmax. I know there is one, But I can't recall where i found it and I don't have it anymore.

 

Do a google search and I'm sure you'll find it.

 

 

Edit: Mdlops. COmes with all the tutorials you need to get a model in-game.

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Originally posted by T7nowhere

If your using gmax then you won't be able to import the 3ds into it unless you find a 3ds import plug-in for gmax. I know there is one, But I can't recall where i found it and I don't have it anymore.

 

Do a google search and I'm sure you'll find it.

 

 

Edit: Mdlops. COmes with all the tutorials you need to get a model in-game.

 

I got the latest version of Gmax (linked on those tutorials you posted), and it does import 3ds files...

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Yupi!!!! Got something in game, thanks for your help! :)

 

http://i5.photobucket.com/albums/y188/sb38R2/screen2.jpg

 

http://i5.photobucket.com/albums/y188/sb38R2/screen1.jpg

 

Don't mind the textures (if you can even call it that...)

 

Now, some more questions, in order to get this in-game I just replaced the i_mask10.mdl and .mdx files, so all the visors who used that model are replaced by this one...

is there a way to replace ONLY the sith mask (for example...) with this model??? Also, if I make a small icon, that will be used for the inventory icon, I can put it in-game too, right??

 

And last but not the least, to all 3dsmax/gmax experts, if I move some vertices around in my model, will that screw the UV mapping???

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Before Exporting your model Rename the base with a new model var so something like i_mask_025.

 

And to make it work with the sith mask all you have to do is extract the items uti and change the model var to your masks model var.

 

For the Icon just name it the same as the other mask icons except change the number to match your models number.

 

If you move vetices on the model the UV will be fine(doing this can cause the texture to stretch so you will want to adjust the UV as well), However if you delete vertices you will loose your UVmap.

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Originally posted by cate_kroft

I think this is on topic:

 

Does anyone know of a way to convert the .mdl files from the game into other formats like .obj and .3ds or something that my 3D programs will handle??

 

Thanks!

Have you come across/played around with nwnmax or mdlops yet? You should be able to find all kinds of info here if you haven't looked around already. Hope that helps.
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  • 2 weeks later...
Originally posted by T7nowhere

Before Exporting your model Rename the base with a new model var so something like i_mask_025.

 

And to make it work with the sith mask all you have to do is extract the items uti and change the model var to your masks model var.

 

For the Icon just name it the same as the other mask icons except change the number to match your models number.

 

If you move vetices on the model the UV will be fine(doing this can cause the texture to stretch so you will want to adjust the UV as well), However if you delete vertices you will loose your UVmap.

 

Well, I just did that... renamed the sith mask and daskar mask models to i_mask_020 and i_mask_021 respectively, edited and saved the uti files with that model variations, dumped all the files in the override folder, but the game is still using the olde model... for both masks...

 

Am I missing something???

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Originally posted by Raven2001

Well, I just did that... renamed the sith mask and daskar mask models to i_mask_020 and i_mask_021 respectively, edited and saved the uti files with that model variations, dumped all the files in the override folder, but the game is still using the olde model... for both masks...

 

Am I missing something???

Did you HEX edit (or use MDLOps' renamer) to change the first line in your model to reference your used number? That might help...

 

Also, be sure to re-spawn the items if you've previously attained them from a savegame (via cheat code or other means)...

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