drumcodes Posted March 22, 2006 Share Posted March 22, 2006 OK, i wanted to do some remodeling for KOTOR 2 on PFHC05 (hair to be precise), i looked on this forum and armed myself with KotorTool, MdLoops, and 3d studio max(wich i already had)+NWMax... Now, I successfully extracted mdl and mdx files with KotorTool and used mdloops to create an ascii model, wich I can import into 3dsmax perfectly. However when I convert it back to binary and put it in override, in game head becomes unusable, it got some huge "spikes" and it's floating beside neck... This happens every time, even if I don't edit it,or even don't import it in 3dsmax.When I just convert it from binary to ascii and vice versa, same thing happens.... any ideas? P.S. Sorry if my english isn't too good Link to comment Share on other sites More sharing options...
Jackel Posted March 22, 2006 Share Posted March 22, 2006 Your best bet for changing heads is Tainas Replacer http://www.pcgamemods.com/mod/11335.html We havent fulled cracked the animation yet (by "us" I mean cchargin and those helping him) so cant yet play around with heads and have them working in game. BTW WHat exactly are you trying to do? Add new polygons to the head? or just move some vertices etc around? Pretty sure all we can do is move some of the verts around. Link to comment Share on other sites More sharing options...
drumcodes Posted March 22, 2006 Author Share Posted March 22, 2006 I wanted to move the vertices to try to get some "shorter hair" look, but my problem isn't in editing... the thing is I cant get extracted/converted models to work in game, no matter if I edit them or not... I'm going to try with this Replacer and see if that works, Thanks! Link to comment Share on other sites More sharing options...
cchargin Posted March 22, 2006 Share Posted March 22, 2006 Hello, MdLoops Heh! I like that one! Oops! If you are feeling adventurous you can try an alpha of mdlops 0.6. You can find the link in this thread: http://www.lucasforums.com/showthread.php?t=155871&page=4 Be sure to read the warning! Link to comment Share on other sites More sharing options...
drumcodes Posted March 23, 2006 Author Share Posted March 23, 2006 replacer readme says to "remove all objects you will not be editing", so in this case should I remove -EVERYTHING- except "hair"? I assume that AuroraBase and Ngon should stay... Do you know a correct procedure for this ? I tried to leave only "hair" but then I can't export mdl, and when I left Base and Ngon and open two files files in replacer it's replace arrays are empty.... I'm sorry for bothering you people with this stuff, but I'm set on making my models work !! ) Link to comment Share on other sites More sharing options...
Darkkender Posted March 23, 2006 Share Posted March 23, 2006 Thats one of those instructions I haven't quite understood myself. Usually these are the steps that I use when moving vert cords of a mdl. Extract mdl via KT import into gmax w/nwmax. Change the vert cords to my liking. Export ascii-mdl. Start replacer tool choose the base mdl & base ascii-mdl of the original unchanged mdl. Now retrieve the ascii-mdl that has been changed. Follow the replacers directions to change the model. Now convert our mdl back with mdlops and voila. Note I could have a few of my directions backwards here. Link to comment Share on other sites More sharing options...
oldflash Posted March 23, 2006 Share Posted March 23, 2006 replacer readme says to "remove all objects you will not be editing", so in this case should I remove -EVERYTHING- except "hair"? I assume that AuroraBase and Ngon should stay... Do you know a correct procedure for this ? I tried to leave only "hair" but then I can't export mdl, and when I left Base and Ngon and open two files files in replacer it's replace arrays are empty.... I'm sorry for bothering you people with this stuff, but I'm set on making my models work !! ) What you edit must be linked to aurorabase or to other model which is linked to this. And do not delete aurorabase. Link to comment Share on other sites More sharing options...
stoffe Posted March 23, 2006 Share Posted March 23, 2006 replacer readme says to "remove all objects you will not be editing", so in this case should I remove -EVERYTHING- except "hair"? I think you can skip that part. When I've used it to tweak a few models I left everything in place within gmax and made my edits. Then, within the Replacer application I just uncheck (in the checkbox list) all the parts of the model I haven't done anything to. This has worked well so far. (If you get an "External exception" error after selecting the models to work with in the Replacer app, just try again. It usually gives up and works, eventually...) Link to comment Share on other sites More sharing options...
drumcodes Posted March 23, 2006 Author Share Posted March 23, 2006 It works!! Thanks for your help everyone, this forum rocks Link to comment Share on other sites More sharing options...
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