m16965 Posted December 19, 2006 Share Posted December 19, 2006 Well everybody i have been trying to make a mod, which allows you to wear atris' robes. So far i have extracted the P_AtrisBB.mdl/.mdx/.tga and all the robe files but i cant think what is wrong. i have put the robe as the danceroutfit as i want to replace that i have named the tgas "PFBLA01/02" "PFBLB01/02" "PFBLC01/02" i have named the mdl/mdx "PFBL.mdx/.mdl" Thanks! ~mando Link to comment Share on other sites More sharing options...
Shem Posted December 19, 2006 Share Posted December 19, 2006 The Atris robe files are attached to Atris' head. They need to be detached from each other to do what you are going to do. Just so you know, I've done a mod like this. http://knightsoftheoldrepublic.filefront.com/file/Exiles_Atris_Style_Robes;68924 Which of course is based off of Mjpb3's mod. http://gamemods.mjpb3.net/TSL012.php Link to comment Share on other sites More sharing options...
SithRevan Posted December 20, 2006 Share Posted December 20, 2006 There is also another mod that is similar to this by Malivolus at PCGM. Here is the link... http://ds1.pcgamemods.com/core/11144/atris_robes.rar Hope this helps! Link to comment Share on other sites More sharing options...
m16965 Posted December 20, 2006 Author Share Posted December 20, 2006 Thanks Shem and Sithrevan. Query: How do i detach the head is it to do with the mdl/mdx? Awnser: With great difficulty:lol:... Link to comment Share on other sites More sharing options...
Kha Posted December 20, 2006 Share Posted December 20, 2006 Yes, you need to load the mdl file in gmax, after passing it through mdlops to convert the binary file to ascii file. In gmax if you don't want to fix the bone stuff and animations you could just select the vetices of the head and shrink them down. Link to comment Share on other sites More sharing options...
Kitty Kitty Posted December 20, 2006 Share Posted December 20, 2006 Yes, you need to load the mdl file in gmax, after passing it through mdlops to convert the binary file to ascii file. In gmax if you don't want to fix the bone stuff and animations you could just select the vetices of the head and shrink them down. Huh. That works? I mean, I understand the concept, but man.. sucks we can't completely crack the models as yet. I'd never in a million years have thought to do it that way, since when you DO have the proper tools and access to things, that's a horribly sloppy method.. but in this case, it could be really handy -at least until if/when we DO finally completely figure out all the bones and weights and junk. Anyhoo... more on topic, if you do elect to 'shrink down' the head, the simple method would be to select all the vertices and then use the 'collapse' button which is burried over in the right-bar toolset someplace. I'm not terribly good with gmax, so I don't recall where *exactly it is.. but it'll basically pull ALL selected vertices to the same point. Then just use move to pull that single point down so it's about level with the "top of the collar" and in about the center of the "neck hole". I'm assuming you'd want to be sure only geometry was selected when you do this -no bones or helpers etc.. someone please step in and correct me if I'm wrong on any of this. As I said, I'm not very good in gmax and only a novice where it comes to modeling for KotOR. Taking me a while to get used to these new tools.. Really wish we had an import filter for Milkshape. I'm really good with that one. -Kitt Link to comment Share on other sites More sharing options...
oldflash Posted December 20, 2006 Share Posted December 20, 2006 Yes, you need to load the mdl file in gmax, after passing it through mdlops to convert the binary file to ascii file. In gmax if you don't want to fix the bone stuff and animations you could just select the vetices of the head and shrink them down. That's exactly what I've done to get atris robe, sion body and another few body models. Same procces need to be done to eyes and all object from head (tong, teeth, heer). Also, all auroraflex need to be remove-it. Final rezult must be compiled back with mdlops. Link to comment Share on other sites More sharing options...
m16965 Posted December 20, 2006 Author Share Posted December 20, 2006 Thanks Guys! Link to comment Share on other sites More sharing options...
Kha Posted December 22, 2006 Share Posted December 22, 2006 Huh. That works? I mean, I understand the concept, but man.. sucks we can't completely crack the models as yet. I'd never in a million years have thought to do it that way, since when you DO have the proper tools and access to things, that's a horribly sloppy method.. but in this case, it could be really handy -at least until if/when we DO finally completely figure out all the bones and weights and junk. You can delete all the vertices from the head and all the junk you wont need, but them some weights of the bones are messed or lost, you will need to fix it, it is doable, I have done it many times, but as we can not import the animation with the model to test the deformations it takes much more time and patience than only shrinking them down and hiding them inside the body. Link to comment Share on other sites More sharing options...
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