Raven2001 Posted May 6, 2005 Share Posted May 6, 2005 Some questions about implementing models in-game: 1. Most of my models aren't triangulized, is there a tool in 3dsmax that lets me do it??? 2. What must I do to put a 3d model in game?? Link to comment Share on other sites More sharing options...
T7nowhere Posted May 6, 2005 Share Posted May 6, 2005 http://www.lucasforums.com/forumdisplay.php?s=&forumid=595 More specifically Link to comment Share on other sites More sharing options...
General Kenobi Posted May 6, 2005 Share Posted May 6, 2005 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 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 thanks DM Link to comment Share on other sites More sharing options...
Darkkender Posted May 7, 2005 Share Posted May 7, 2005 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 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 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. Link to comment Share on other sites More sharing options...
T7nowhere Posted May 7, 2005 Share Posted May 7, 2005 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. Link to comment Share on other sites More sharing options...
General Kenobi Posted May 7, 2005 Share Posted May 7, 2005 @T7 & Darkkender, Thanks for the help. I myself like to play around with gmax and I do have that neverwinter nights plugin applet installed so I should be good to go. Again Thanks for the heads up Link to comment Share on other sites More sharing options...
Raven2001 Posted May 7, 2005 Author Share Posted May 7, 2005 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... Link to comment Share on other sites More sharing options...
Raven2001 Posted May 7, 2005 Author Share Posted May 7, 2005 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??? Link to comment Share on other sites More sharing options...
T7nowhere Posted May 7, 2005 Share Posted May 7, 2005 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. Link to comment Share on other sites More sharing options...
cate_kroft Posted May 10, 2005 Share Posted May 10, 2005 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! Link to comment Share on other sites More sharing options...
Achilles Posted May 10, 2005 Share Posted May 10, 2005 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. Link to comment Share on other sites More sharing options...
Raven2001 Posted May 20, 2005 Author Share Posted May 20, 2005 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??? Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted May 20, 2005 Share Posted May 20, 2005 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)... Link to comment Share on other sites More sharing options...
Raven2001 Posted May 20, 2005 Author Share Posted May 20, 2005 Yeah, that was the problem... I used Savegame Editor to respawn the items and it turned out fine There is a way to respawn the items in the middle of the game via cheatcode?? How?? Link to comment Share on other sites More sharing options...
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