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PC Head Remodeling help


drumcodes

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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 :)

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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.

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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! ;)

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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 !! :))

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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.

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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.

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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...)

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