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Animations cracked!


cchargin

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Which model? What did you modify? Which version of Kotor? Did you use the MDLOps 0.6 alpha?

I want to change the model of darth sion in mainmenu, its mainmenu01.mdl , *.mdx. yes i used that alpha

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  • 1 month later...
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Can somebody send me that patch to Please do not post your email address or say where can I download it! Please! Please! Please! All my KOTOR-modding life I dreamed about thng that will be able to export animations and sounds!

 

Lit Ridl, posting your email address here is a no-no, please read our Forum Rules. Thanks. -RH

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  • 1 month later...

Hi,

I was trying to change one animation from the S_Male02 file from kotor 1, I've managed to get the animations in Max, then I exported the model+animation, but when I used Mdlops (the 0.6alpha4 version) to compile to .mdl and .mdx files I get an error. Even when there is no change in the file, I just import and export it.

 

mdlops01iy4.th.jpg

 

Any suggestion??

Thanks

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Hello,

 

I just tried the following with s_male01:

 

-convert s_male01.mdl and s_male01.mdx to ascii.mdl => ok

-convert ascii.mdl from above to binary.mdl => ok

 

-convert s_male01.mdl and s_male01.mdx to ascii.mdl => ok

-import into nwmax => ok

-export from nwmax => ok

-convert asci.mdl to binary.mdl => failed

This failed because nwmax (and this makes me so mad!) will overwrite the binary s_male01.mdl with an ascii file of the exact same name! You see MDLOps is trying to open the original binary .mdl and .mdx to get some info to properly compile the model. Of course since nwmax overwrote the binary.mdl with an ascii.mdl bad things happen! ARGH! Overwrite a file without asking?!?!?! STUPID SOFTWARE!

 

When I repeated the above test making sure that the s_male01.mdl did not get overwritten, everything worked fine.

 

However, I did not get the same error you got. So I am not sure this is what is happening to you.

 

Just to be on the safe side, before you compile from ascii to binary make sure that the s_male01.mdl that is in the same directory as your ascii.mdl is in fact binary. Just open it in notepad and you should see text not gibberish.

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Hi Cchargin,

 

I think it is not the same problem, because I've made this mistake many times and now as soon as I import something in Gmax I change the folder it will export. Here what I did:

 

1. get s_male01.mdl (318 kb) and s_male01.mdx (42kb) from Kotor 1 (v1.03.51.4077 Eng) with KT (v1.0.2210.16738) and copy to "anim" folder;

 

2. using MDLOps (0.6alpha4) I select s_male01.mdl, "Kotor 1" and "extract animations" checked and "convert skin to trimesh" unchecked, then I press "Read and write" button. Now I have s_male01-ascii.mdl (912kb) in the "anim" folder;

 

3. open Gmax (1.2) with NWmax icon (v0.8) and import the ascii file with "Import Geom+Anim" checked. It loads the file and the animations are there, so I select the Aurora base, change the export folder (gmaxexport), then press "Export model+anim". Now I have a s_male01.mdl (640 kb) file in my "gmaxexport" folder, I remane it to s_male01-new-ascii.mdl and copy it to my "anim" folder. ( I've opened it in notepad and it is not a binary file).

 

4. I call MDLOps again (0.6alpha4) select the s_male01-new-ascii.mdl, with "Kotor 1" and "extract animations" checked, and "convert to trimesh" unchecked and it gives the error.

mdlops02hr6.th.jpg

 

It creates the s_male01-new-ascii-k1-bin.mdx (42kb) and s_male01-new-ascii-k1-bin.mdl (3kb, when the original is 318kb).

 

Thanks,

Kha

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Hello,

 

Hmmm. By the way in my previous post I put s_male01 when all the time I meant to put s_male02. It was a long day at work...

 

Perhaps you should send me your s_male01-new-ascii.mdl so I can take a look at it. You can get my e-mail address from the MDLOps readme.

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Hello,

 

Perhaps you should send me your s_male01-new-ascii.mdl so I can take a look at it. You can get my e-mail address from the MDLOps readme.

OK, I took a look at your file and I noticed that NWMax 0.8 incorrectly exports animations!

 

All nodes in an animation should be the "dummy" type. NWMax is putting the actual mesh type where it should be the "dummy" type! This is what is confusing MDLOps. I tweaked MDLOps to ignore this. I sent you a copy, let me know how it goes. If it works for you I will make it avaialable to all.

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I sent you a copy, let me know how it goes. If it works for you I will make it avaialable to all.

 

Hi,

 

I've remade all the steps of my previous post, now mdlops (0.6alpha5 you have sent me) compiles without any error and creates the s_male01-new-ascii-k1-bin.mdl (325kb) and s_male01-new-ascii-k1-bin.mdx (42 kb), but when I copy it to override folder and rename them to s_male01.mdl and s_male01.mdx the game crashes. I've tried many times with the s_male01 and s_female01 files but noone worked, and if I delete the files from the override folder the game works fine.

 

Thanks,

Kha

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  • 1 month later...

Hello,

 

I've been working with MDLOps to try to create custom animations for S_Male02 in KotOR II. Using NWMax, (in 3DSMax) I exported model+anim to include my animation, which I named custom1p. After doing all the nessesary converting in MDLOps to not get errors, I renamed the files to the original names and put them in the Override folder. I then altered the animations.2da to replace the pause1 animation to preview my animation in-game and put it in the Override folder as well. When I did this however, the characters defaulted to the static spreadeagle position when idle, as if they had no animation to refer to. I then tried a different method of just deleting the pause1 animation in Max and renaming mine to pause1. When I put the .mdl and .mdx file into Override and test it in-game, it just runs the normal pause1.

The game is not recognizing my animations at all, so there must be a problem when exporting from Max. What am I doing wrong?

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  • 8 months later...

I've been making some changes to mdlops (mostly porting code over from Torlack's NWN model de/compiler) so we could add some custom animations for our project. I'm uneasy about posting changes to someone else's code without permission but cchargin hasn't responded to my email yet, and I'm about to get too busy to work on this for a while. (The program is GPL so technically it's okay to post changes but if you think this is inappropriate please let me know and I'll remove it).

 

We've successfully imported animations on s_male02 and hk47. I haven't had time to do much testing outside of what we needed.

 

If you want to try this, you'll need perl installed, plus a couple of optional packages (instructions in the zip, "installing perl.txt".)

 

You can download the modified mdlops perl scripts HERE.

 

The usual caveats/issues:

 

- imported models may crash your game

- if you move skin mesh nodes the model in-game gets all weird and elongated and messed up, like something from Silent Hill

- we've only tried this with character models, and only a couple of those at that

- There's a bug somewhere in conversion to ascii that sometimes makes the last frame of an animation messed up. An example is in p_mira_bb at the end of CUT027. I think it's continuing a motion that should have been stopped... and if it's the last animation and you want to add a new one after, the motion keeps going into the beginning of the new one! I'm hopeful someone who knows more about animations will be able to tell why this is happening...

[edit:] - If you converted from binary to ascii with a previous version of mdlops, I'd re-convert. If you have an animation you want to save you can copy and paste it into the newly converted ascii model.

 

When testing, it's nice to name your animation pause1. That way you can see it as soon as you load the game.

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I've been making some changes to mdlops so we could add some custom animations for our project... We've successfully imported animations on s_male02 and hk47...

:Open2:

What a nice surprise! Thank you JDNoa!

 

Since cchargin did cite the GPL license agreement, there's no reason to take this down and I think if we did, there'd be a good chance of starting a riot. :p

 

When testing, it's nice to name your animation pause1. That way you can see it as soon as you load the game.

 

Good to note that. :)

 

If you want to try this, you'll need perl installed, plus a couple of optional packages (instructions in the zip, "installing perl.txt".)
If you like I could help package this into an EXE...?

 

 

Edit: what is the mdlops.tws?

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If you like I could help package this into an EXE...?

 

Edit: what is the mdlops.tws?

 

That'd be awesome, thanks. All the perl-to-exe programs I found were commercial. :)

 

Uh... oh, oops. mdlops.tws would be a textpad configuration file. That doesn't need to be in there. :)

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Here is the executable version: MDLOps 0.6alpha1

 

Pardon the icon, I don't know what font cchargin used. :p (Actually I have a sneaky suspicion Master svösh had a hand in making it...)

 

I *think* cchargin used PAR to wrap his previous versions of MDLOps. I use PerlApp from Activestate.

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  • 4 weeks later...

OH!!! Thank you very very very... very much for this release JdNoa and tk102!! :D

 

I've managed to change the pause1 animation from the s_male2 file, it compiles without errors and worked into the game! :cowdance

 

But now since I'm completely new at modding I have a few questions:

 

When I make a new animations in the s_male2 file, what else do I need to change to allow me import those animation into the game? Just adding a new line in the animation.2da file and call it using a script works?

 

And can I use any one of the animations file or just s_male2 file?

 

Thanks very much!!

Kha

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I believe (and someone correct me if I'm wrong - which is likely, given I have zero direct experience with this) this will not allow you to "create" animations. By "create" I mean actually add animations to the model. You have to replace existing ones. Then you can save the model off with a different name and specify the model to use in the utc (or ut*).

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