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Retexturing a module


Miltiades

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If they are part of the model it becomes a lot trickier, since you'd need to edit the room model it's part of and re-import it back into the game, and modify the walkmesh to characters can walk where the furniture used to be. Someone else will have to answer if that's feasible since I'm not very knowledgeable about 3d modeling for the KotOR games.

 

The same thing applies for adding things, but in reverse. Placeables = easy, area model = not so easy. :)

 

If something in a room is just standing in the way, how difficult would it be to delete it so that you can walk where that object has been? Because I just opened a room of the Harbinger with gmax and deleted tha part where I want to walk. I assume I still need to do something in gmax? Or is deleting it enough, and do I only need to edit the walkmesh now so that I can walk there?

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One stupid question about gmax: how do I save my edit room? It seems you can only save it in .gmax, but it is a .mdl file. How do I do that?

 

Uh, and about the .WOK files, is it normal it's all symbols and such? It's unreadable. How cna you edit such stuff? :p

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One stupid question about gmax: how do I save my edit room? It seems you can only save it in .gmax, but it is a .mdl file. How do I do that?

 

Uh, and about the .WOK files, is it normal it's all symbols and such? It's unreadable. How cna you edit such stuff? :p

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OK. First of all, double-click it. That should open the PWK/DWK editor. I wouldn't bother with it, though, since it's very rudimentary and I'm not entirely sure what it does, myself...Click 'File'. Click 'Save as ASCII'.

 

Now it's readable.

 

I haven't tried opening WOK files with NWMAX, but I doubt it would work, TBH.

Also, ANY variations in model have a tendency to screw the lightmaps completely.

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OK. First of all, double-click it. That should open the PWK/DWK editor. I wouldn't bother with it, though, since it's very rudimentary and I'm not entirely sure what it does, myself...Click 'File'. Click 'Save as ASCII'.

 

Now it's readable.

 

I haven't tried opening WOK files with NWMAX, but I doubt it would work, TBH.

Also, ANY variations in model have a tendency to screw the lightmaps completely.

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No, I want to save my edited mdl file. How do I do that, because if I would save it the normal way it would be in .gmax.

 

Edit: Hmm, and editing a room isn't easy. I remove more than I want to. I can't just remove a simple pipe, 'cause is I do, I remove a whole part of the room :s

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No, I want to save my edited mdl file. How do I do that, because if I would save it the normal way it would be in .gmax.

 

Edit: Hmm, and editing a room isn't easy. I remove more than I want to. I can't just remove a simple pipe, 'cause is I do, I remove a whole part of the room :s

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Click the AuroraBase, and click the "Mesh Settings" Tab on the side-control panel where you do the get the little list of stuff like 'Aurora Trimesh' et al., and down the bottom their should be a button marked "Export Geom Only". Click it.

 

Just make sure you know which directory the path leads to, though ;)

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You have to figure out which model is the skybox manually, unfortunately

 

Skybox model: Do you mean, opening the models in gmax to see if it's the right one? And there's no way you can tell what could be a skybox model?

 

That said, you might try editing the particular part's editable mesh...

 

How do I do that?

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At step 4, how do you get only that object in the orange rectangle? When I click on the object I want to delete, the whole room is in the rectangle.

 

This is what I want to delete, and what I've selected:

 

http://i141.photobucket.com/albums/r43/Speedhawk7/GMaxMs2.jpg

 

And this is what's selected:

 

http://i141.photobucket.com/albums/r43/Speedhawk7/GMaxMs1.jpg

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Hmmm...In that case I recommend selecting and carrying on as the pictures suggest, if possible?

 

re: models: well, it's going to be one of the ones in the 85#NIH range for the Ravager. Harbinger it'll be one of the 15#HAR ones... :)

 

EDITH: Have you tried pressing 'delete'? You can always Ctrl+Z afterwards...

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Well, that's just it. When I select it, and press delete, I've removed a big part of the room. Maybe it's only that room that is the problem. I'm using 151har01.mdl, and that's the bridge.

 

re: models: well, it's going to be one of the ones in the 85#NIH range for the Ravager. Harbinger it'll be one of the 15#HAR ones...

 

Aren't those all rooms? Or is the skybox mdl also a room?

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Ah, okay.

 

About deleting objects in rooms: Could it be the part I want to delete (as seen in the picture I showed in one of my previous posts) is part of a wall, because most of the time when I click on it it says Wall_07 or Wall_08. If that's true, is it even possible of deleting that part?

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I can't seem to follow. You showed how to delete an object in a room, yes. But if an object is, in fact, not a single object, but part of the infrastructure, is it possible to delete it without deleting a quarter of he room?

 

On one of your pictures, you had selected the object you wanted to delete. A rectangle surrounded it. When I select the object I want to delete, the whole room, or at least a quarter of the room is surrounded by a rectangle. Is it possible to select only that which I want to delete, or will it always remain part of a bigger object?

 

Sorry if I'm bothering you with this, but if it's possible, I would like it to work. The more differences there are between the original module and the new one, the better. If it can't be done, so be it.

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Well, when I select the part I want to delete, a large box surrounds the whole room or part of the room. When I press delete, there's a lot removed I didn't want to remove, for example the chairs are gone though I never selected them. When I deleted most parts of the object I wanted to delete, almost everything in the room has been deleted!

 

Edit: Oh wait, I got it. I was just walking too far ahead. I'm just plain stupid. :toilet1:

 

I'm currently at picture 7-8, but I don't know what you did there. Could you explain?

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