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Patriarch

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I am starting to get frustrated about this modeling thing...

 

I need help my procedure is as follows

 

1. exporting the model to a directory P_VisasBB-Ascii.mdl via KT

2. exporting the binary model and the mdx to same directory

3. Load in into Gmax using NWplugin 8 beta something,> Geo Only

4. in Edit Mesh >Editable Mesh I Manipulate som Verts, no deletion no detach and all that stuff....

http://www.sitecenter.dk/patriarken/scrapbog/view.nhtml?profile=scrapbog&UID=10035

 

 

 

5. then i select Aurorabase and choose export>geo only. to a temp folder

I noted the file size get's considerably smaller.

 

6. I rename my exported model to p_visasbb_ascii_new and put it in the original folder and then follow Tanias Guide.

(I am a bit confused here...Should this procedure be for both mdl and mdx?)

anyway I found that if I dont do it for both there are no changes to the model in the game, so I stick to doing this...

 

7. Then I put the model in the override and it looks like this:

http://www.sitecenter.dk/patriarken/scrapbog/view.nhtml?profile=scrapbog&UID=10034

 

 

I've tried to follow all the tutorials, but I have simply run out of ideas as how to solve this. So Oldflash, T7, Svösh could any of you provide some aid?

 

I think either I am editing the wrong stuff in Gmax or the exporting screws up.

 

thx in advance

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I am starting to get frustrated about this modeling thing...

 

I need help my procedure is as follows

 

1. exporting the model to a directory P_VisasBB-Ascii.mdl via KT

2. exporting the binary model and the mdx to same directory

3. Load in into Gmax using NWplugin 8 beta something,> Geo Only

4. in Edit Mesh >Editable Mesh I Manipulate som Verts, no deletion no detach and all that stuff....

http://www.sitecenter.dk/patriarken/scrapbog/view.nhtml?profile=scrapbog&UID=10035

 

 

 

5. then i select Aurorabase and choose export>geo only. to a temp folder

I noted the file size get's considerably smaller.

 

6. I rename my exported model to p_visasbb_ascii_new and put it in the original folder and then follow Tanias Guide.

(I am a bit confused here...Should this procedure be for both mdl and mdx?)

anyway I found that if I dont do it for both there are no changes to the model in the game, so I stick to doing this...

 

7. Then I put the model in the override and it looks like this:

http://www.sitecenter.dk/patriarken/scrapbog/view.nhtml?profile=scrapbog&UID=10034

 

 

I've tried to follow all the tutorials, but I have simply run out of ideas as how to solve this. So Oldflash, T7, Svösh could any of you provide some aid?

 

I think either I am editing the wrong stuff in Gmax or the exporting screws up.

 

thx in advance

Use mdlops to compile model. Do not delete any object. Beware when you export model from gmax. Keep original binary model in other place, after export rename exported from P_VisasBB.mdl to P_VisasBB-Ascii.mdl, put in that location original mdl and mdx, open mdlops, select P_VisasBB-Ascii.mdl and hit "read and write". If modifications are in decent limits that should work.

Good luck!

 

Hint!

In gmax: select object which you want to modify and hide unselected (right click menu). When you're happy: unhide all.

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Thx Oldflash I'm doing what you're saying....But the freaking thing keeps corrupting.....Whe I edit the modifier is set to Newtorso should'nt it be rcollar or teeth or what ever?

I'm not understant. Do not rename objects except aurorabase. When you move verticles pay atention to bone system. If that vertex is used by one of this (skin attribute) try to stay close to original position.

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Ok no matter what I do, even if I dont change anything on the model, then it gives me a sanity check failed on export, and the file will always be the same size when I export from Gmax, original ascii before import to gmax is roughly 500.000 bytes but after export it ends up being 370000bytes. All I want to do is raise the collar on visas robe, to make it fit other females in the game. It cant be that difficult can it.... Could it be that Gmax screws something up upon export ?

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I'm giving it up soon.....Thanks for your input oldflash...

 

I've now tried NW 7 for both 3dsMax and Gmax, to no avail. I simply put cannot understand why the size of the model get reduced so heavily opun export...Is it because we only export animations? What are your experiences? And dont you use Tanias replacer? Do you only use MdlLoops by Chuck or what. I posted a question a while ago regarding the same problem, and svösh said that my problems origins from UW map or skin with texture fills. I think svösh knows what he is talking about, but even if I dont modify anything then i still cant get it reimported. Do i have to relink something or do somthing before I hit export? I saw in those lightsaber tutorials that Reset X-form has to be executed before export...Yeah of course I tried that too, but it still does not work. Anybody help!!

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Install nwnmax v0.7 (no need to uninstall old plugin), use kt to extract visas ascii model. Without changing anything export model, rename-it to P_VisasBB-Ascii.mdl, use kt to extract binary mdl and mdx on same location where P_VisasBB-Ascii.mdl is, open mdlops v5.0, select ascii file and hit read and write. Copy and rename rezult to override\P_VisasBB.* . See in game if visas look ok.

Same modify as you want to do I done some time ago and I know it works.

I also use taina's replacement tool but only when mdlops doesn't help me. For example you can't "extract" atris robe by using taina's replacement tools.

Do not reset x-form on this!

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I understand this concept, and that is exactly what I've been doing, but since the model screws up even if i dont even touch it (meaning that Gmax or 3ds is not involved) then either something is wrong with my system or something is wrong with mdlops....The file simply gets reduced by one third and always end up the same size within a few bytes....

 

To double check errors then I've just exported mdl from the binary to ascii...

then put the binary mdl and mdx in the same directory .... WITHOUT importing them to Gmax or anything I recompiled it in the same directory(using the original exported ascii).....Then according to my logic NOTHING whatsoever has been modified so if MDLloops is working correctly then it should be able to make a working binary out of the model it just converted to ascii...if you get my point....

 

This is what i am facing....

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