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Question: remodelling a head


LSaberDuelist

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Hi,

 

I am a 3D modelling beginner and I try to remodel a head from Kotor2. In particular, I wanted to remodel PCMHC01.mdl which is the male exile you can see on the lucasarts website. I removed the goatee beard from this model by moving vertices and hence flatten the area in question. In the game the head is ok as long as the character does not get into his combat stance then the head would drop into the torso... When he goes back into his normal stance the head is alright again.

 

Here is what I did exactely:

-Convert binary mdl into ascii with mdlops

-Import the ascii-mdl into gmax via NWmax, I used the option import geom only like in the 'remodel an armor tutorial on this page' because this is a skin mesh

-Move a few vertices...

-Select Object PMHC01

- G0 T0 modify tab and hit export Geom only

-rename the exported file to PMHC01-ascii and put it into a folder together with the original PMHC01.mdl and PMHC01.mdx

-use mdlops 'Read and write model' with option 'convert to trimesh' turned off

 

What am I doing wrong ? I didn't do much to the model. thany you for the help

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Welcome to the forums BTW :thumbsup:

yeah thanks.

 

The mod you linked to displays what I wanted to do, but it is another model, this guy obviously knows how to reimport a modified head into kotor and well I got the head back into the game, but it does not work 100% correctly, so I m trying to figure out how it is done right. I am sure some of the guys here know how to do it.

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The trick with modifying models with animations (heads for instance) is that you can't delete vertices.. from what I recall. You can only move them.

 

Using Taina's Replacer Tool is also a must in order to preserve the animations within the model.

 

Taina's Replacer Tool:

http://www.pcgamemods.com/11335/

 

Related Threads:

http://www.lucasforums.com/showthread.php?t=147104

http://www.lucasforums.com/showthread.php?t=147701

 

:)

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Thank you ! It is working fine now :thmbup1: The replacer is a little confusing at first(I get an exception two times and then everything is fine), but it does the job very well.

Great! :thumbsup:

 

yah, from what I've read, the exceptions are normal and to be expected, so no need to worry over them :)

 

I have to say, you've raised our interest, do you plan on releasing it publicly (when everything is finished of course)...

 

Inquiring minds want to know .. hehehe

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I have to say, you've raised our interest, do you plan on releasing it publicly (when everything is finished of course)...

 

Inquiring minds want to know .. hehehe

 

At the moment I m still practising, but once I manage to make something that is good-looking and useful, yes then I will release it. :)

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  • 2 weeks later...

Hello there u all. Modeling heads was something i tried a long time ago modding Kotor 1. The attemps in those times were rather unsuccesfull duo to the way models were extracted. Im happy someone has figured how to do it.

 

For that matter is that a tutorial on how to do this nowadays?

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Welcome back Xavier :)

 

There's no tutorial per se for this. Making a new head model is still impossible but we have a new tool which allows you to make some modifications by moving vertices: Taina's Replacer Tool. Check ChAiNz' post above.

 

You may also want to get the latest versions of the modding tools from our website as a lot of improvements were made since your last visit: http://www.starwarsknights.com/tools.php

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