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TSL Head Edit Help


KillerWave

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I followed taina replacer txt: extracted the file, converted to ascii mdl, opened with gmax, deleted everything else and edited the model.

I am no modeller, but I think I managed to get it as close as I could to what I wish.

Problem is that I cant seem to save it back into an mdl to use with the replacer. I saved the head in gmax format. What should I do now?

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<echo/> Anyone there? ....there? ....there? </echo>

 

I managed to get the face model out of gmax and into 3ds, a format gmax can import and merge back with the ascii-mdl model. Still I cant manage to export it. Damned gmax hate me!

 

I uploaded the face model and texture, id apreciate if someone could take the time to get it back in the game for me...anyone...please?

 

face.jpg

 

 

Model

Texture

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I got nwmax already, and I am doing as you said. Thing is it isnt exporting.

I remember having this problem some time ago when i wanted to get a couple of sabers ingame, but I discovered the problem was win98. I am using XP now.

I managed to import things into the game before. The thread with the saber pics ingame is buried somewhere in this forum.

Now I get nothing...ARGH! :firemad:

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I just updated to NWMax 0.8. Now it gives me a SanityCheck error. I think I ran into it before, but have no idea how it got dealt with...any ideas?

 

from P_DiscipleH_sanitycheck.txt:

 

"

Checking node P_DiscipleH

Checking node ignore_NGon01

Checking node cutscenedummy

Checking node rootdummy

Checking node torso_g

Checking node torsoUpr_g

Checking node head_Geo

###### Vertices in head_Geo need to be welded

Weld: Vert#:2 [-1.09375 11.6563 7.375] and Vert#:33 [-1.07813 11.6875 6.96875]

Weld: Vert#:2 [-1.09375 11.6563 7.375] and Vert#:150 [-1.09375 11.6563 7.375]

Weld: Vert#:3 [-0.234375 11.8438 7.375] and Vert#:5 [-0.234375 11.6094 7.26563]

Weld: Vert#:3 [-0.234375 11.8438 7.375] and Vert#:30 [-0.234375 11.9688 7.82813]

Weld: Vert#:3 [-0.234375 11.8438 7.375] and Vert#:31 [-0.234375 11.8438 7.375]

Weld: Vert#:3 [-0.234375 11.8438 7.375] and Vert#:34 [-0.234375 11.6094 7.26563]

Weld: Vert#:3 [-0.234375 11.8438 7.375] and Vert#:35 [-0.234375 11.7656 6.92188]

Weld: Vert#:5 [-0.234375 11.6094 7.26563] and Vert#:31 [-0.234375 11.8438 7.375]

Weld: Vert#:5 [-0.234375 11.6094 7.26563] and Vert#:34 [-0.234375 11.6094 7.26563]

Weld: Vert#:5 [-0.234375 11.6094 7.26563] and Vert#:35 [-0.234375 11.7656 6.92188]

..."

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V8 just gives that santity check error. After trying it, I went back to 7 to save myself the annoyance.

 

I really don't have the time, to be honest. I've been meaning to get back to Max, haven't really had it open for more than 10 minutes since August. Maybe someone else will be able to though.

 

Sorry. :(

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there's a check box that you can uncheck for the sanity error, so that it doesn't do the check...

 

 

Edit: @ Killerwave, PM with the link for the ASCII .mdl and I'll check it out for you when I get my computer back up and running tomorrow...

 

Edit x2: actually, send me all 3 files in a .zip, the original .mdl, .mdx and the ASCII .mdl files, k?

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I am going to reply to your questions here, since everytime I try to send a pm in the forum (since yesterday), internet explorer freezes. On both pcs I have! Is the forum having any problems?

Anyway:

 

1. No, its the unaltered ASCII .mdl. AFAIK nwmax saves as a binary mdl. When I try to get this into an ASCII. mdl, mdlops crashed, so I didnt kept thr binary mdl.

 

2. Im face.3ds I deleted everyting, safe for the head (head_geo). It can be merged back into the ASCII .mdl...I hope?

 

3. nwmax.exe

 

4. geom+anim

 

5. I managed to extract the head model and edit it to look like the pic of my face (this to the best of my non-existant modeling skills).

Now I load the ASCII .mdl, delete the original head_geo and import the .3ds. Link it like the original head was, and chose to export. Then I get an useless binary mdl. What I need is the head in a format that the game can already use, or one that I can import myself.

 

Thanks

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This is what I done:

 

Import the ascii. mdl

delete headgeo

import the 3ds face

link it to the aurora base

edit the material to use the same material the original head used

and export geom only

 

It saves in the binary mdl, but gives me the following error when I try to get it back to an ascii. mdl

 

error.jpg

 

What am I doing wrong? :(

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I was able to import the ASCII .mdl via the NWmax geom only and either use replace (which replaces geom only) or merge which can replace everything including geom., I tried both methods, but I did not do any editing once in Gmax, I went straight for the export, then used MDLops to convert it back and I didn't recieve any errors in the conversion...

 

however, like cchargin says, try using Taina's replacer, it can replace certain parts of a .mdl, including your new material, I think...

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GAH!!!

 

Correct me if I am wrong:

When I export from NWMax, it saves on the binary mdl, NOT in the ASCII. mdl, right?

I extracted the head model mdl and mdx from tsl again, just to make sure I wasnt using a corrupted file. Mdlops exported it fine to ASCII. mdl.

I opened it in NWMax, changed absolutely nothing, and exported.

Now if I use mdlops to convert the binary mdl again, I still get the negative length error.

 

GAH!!!

 

The million dollar question:

OssusKeeper, could you try the following? It woul take you only a minute or two...: import the head ASCII. mdl into NWMax, delete head_GEO, import the face.3ds model from the zip. Link it to the aurora base and then export. Then try to get the binary mdl and ASCII. mdl. If you succeed, and send it to me, I hope I can try the replacer.

Please?

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Hello,

 

When I export from NWMax, it saves on the binary mdl, NOT in the ASCII. mdl, right?
If you are getting a binary mdl from NWMax it is definately the wrong binary format. NWMax will give you a Neverwinter Nights binary model. I haven't played to much with 0.8 options but make sure you are exporting to ascii .mdl from NWMax! There must be a "compile model" option somewhere in NWMax that you can turn off.

 

Trying to get a NWN binary into MDLOps is one thing that will get you that error.

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The million dollar question:

OssusKeeper, could you try the following? It woul take you only a minute or two...: import the head ASCII. mdl into NWMax, delete head_GEO, import the face.3ds model from the zip. Link it to the aurora base and then export. Then try to get the binary mdl and ASCII. mdl. If you succeed, and send it to me, I hope I can try the replacer.

Please?

 

Done!

 

Do you have an email address I could send it to, PM me...

 

I didn't have any trouble with it, imported it, made the changes, exported it and converted it back to be used in the game with no problem... however I didn't put it the game to check it out, so how it works in the game is anybodies guess... but good luck with it...

 

PS. I put a readme file with it explaining a couple of things...

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Well, it got the head in the game, though with messed light and no animations. Should have something to do with it being converted to another format?

 

Anyway, I followed the instructions and started from scratch, more than once I must say, nwmax seems to be quite a bit moody!

I got the head in-game. There is a screenshot:

 

kjedi.jpg

 

Thanks for the help! I wouldnt be able to do this without all your help. You rock! :urpdude:

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