Shem Posted January 22, 2007 Share Posted January 22, 2007 Actually HouseOfAmon, make sure you do write a post when you update your thread. That way people know you have a new update. Link to comment Share on other sites More sharing options...
HouseOfAmon Posted January 22, 2007 Author Share Posted January 22, 2007 Actually HouseOfAmon, make sure you do write a post when you update your thread. That way people know you have a new update. True, I suppose, I guess I could do the update, then just merge it with the top post, the point is I want to keep my updates from being buried under replies so they are easy to find, so I was trying to keep the info up top where it can't be buried... But I might just do it that way instead.. Yeah, I will make an update, then merge the important stuff up top, thanks for the perspective Shem, I was at cross roads about how I should do it.. I mainly just didn't want to get in trouble with the mods.. Peace.. Link to comment Share on other sites More sharing options...
TheGreenGoblin Posted February 11, 2007 Share Posted February 11, 2007 Don't think I'm rushing you, I'm sure this is a large undertaking, I noticed this thread had fallen back a few pages and was wondering if the mod was still active or not. Link to comment Share on other sites More sharing options...
HouseOfAmon Posted March 16, 2007 Author Share Posted March 16, 2007 Sorry for the lack of updates, I really should have posted this sooner... Anyways... Unfortunately, finishing this mod without a version of MDLOPs that has bone/weighting support is shaping up to be impossible.. This doesn't mean that I have scrapped the mod, its just on hold until CChargin releases a version of MDLOPS that can handle adding new bones, and weighting them.. At any rate the project is far from being scrapped, in fact the male model is 99.9% done, and working, it just needs to be compiled using the new MDLOPS, and have the bone weights tweaked to fix any deformation, and doing the female model will be easy as I already know how to do it, and making the K1 versions will be even easier as its a simple matter of converting the K2 versions to K1 format after I finish both of the K2 models.. So I would say its looking quite good assuming Chuck is still working on MDLOPS.. So, that about sums it up, sorry to keep you guys waiting, if it makes you feel any better, I am quite disappointed myself, I personally can't wait to have a 100% working Revan as well.. So I feel your pain... Peace.. PS. Does anyone know if Chuck is still working on MDLOPS, and if so, is the next release slated to have bone support, or is he still working on animation support at the moment?? I am hopefull that the next version will have both implemented and working, but that might just be wishful thinking... Link to comment Share on other sites More sharing options...
Shem Posted March 16, 2007 Share Posted March 16, 2007 PS. Does anyone know if Chuck is still working on MDLOPS, and if so, is the next release slated to have bone support, or is he still working on animation support at the moment??The question is when was the last time we heard from CChargin because I don't think he's active in the KOTOR anymore. Link to comment Share on other sites More sharing options...
Grindel Posted March 28, 2007 Share Posted March 28, 2007 not sure if chargin is still dealing with mdlops but there is enough information about this program to revive this programming effort. I will download the information and start with it this weekend. Next, it would seem he has a good idea on the inner working of how the bone stuff works he has everything well documented. http://home.comcast.net/~cchargin/kotor/mdl_info.html <-- if you you can get some ideas from this perhaps you can edit the bones directly ... Well I have some things too look in to if this project is dead. Link to comment Share on other sites More sharing options...
Grindel Posted March 28, 2007 Share Posted March 28, 2007 Well after looking at the mdlops source code, it looks like it's gonna be a real blast. I sent an e-mail to Chargin no reply yet. Depending on what happens in the next few days I may be starting a new thread for this project. Link to comment Share on other sites More sharing options...
Pavlos Posted March 28, 2007 Share Posted March 28, 2007 Well after looking at the mdlops source code, it looks like it's gonna be a real blast. I sent an e-mail to Chargin no reply yet. Depending on what happens in the next few days I may be starting a new thread for this project. I'm glad to hear someone else has decided to pick up the torch. Good luck! Link to comment Share on other sites More sharing options...
HouseOfAmon Posted March 28, 2007 Author Share Posted March 28, 2007 You don't need to contact him, he distributed it with a GPL License(at least the alpha version), meaning its an open source application, and he gave his permission for anyone to use it, modify it, and redistribute it.. The problem is, none of us have the needed skill to do that, so if you have these skills, or are seriously willing to learn, go for it.. I tried, but Perl and my machine don't get along(winxp), so a lot of the used functions in the script don't work, as they are xp incompatible, you need to either re-write them, or use a linux box... Anyways, any help you could offer in this department is very welcome, so consider it, and if you are serious about it, go for it.. It will be greatly appreciated.. Peace.. PS, Make sure you use MDLOPS alpha, you can find a link around here somewhere, just search for it, anyways, it already has animation support, most done, so it would save you some trouble.... Link to comment Share on other sites More sharing options...
Grindel Posted March 29, 2007 Share Posted March 29, 2007 As far as using the pearl sources I just intend on using them as a guide for a complete rewrite. I'm think I'll do initial testing using something like RealBasic then port it to C++. it shouldn't bee too big of a problem. I'm familiar with all the languages involved and besides programming isn't about language it's about understanding process, languages are simply a thing of implementation. Well I'm planning on starting work on it around Sunday. I'll keep everyone posted, likely will be starting a new thread soon. BTW I haven't received an e-mail back from Chargin so I'm just going with the assumption that the project is abandoned. My first priority after getting a working implementation going is to start work on getting the bones to convert I'll deal with animations later. But i have already said too much i should just be worried about getting a working version together Link to comment Share on other sites More sharing options...
glovemaster Posted March 29, 2007 Share Posted March 29, 2007 how do you port into C++? I've never used that Link to comment Share on other sites More sharing options...
HouseOfAmon Posted March 29, 2007 Author Share Posted March 29, 2007 how do you port into C++? I've never used that I believe its just a term used when re-writing code to a different language, there is no tool, as far as I know that can change code between languages.. So basically, you have to know the C++ equivalent functions of the Perl functions used in the original code, and re-write it... Peace. Link to comment Share on other sites More sharing options...
glovemaster Posted March 29, 2007 Share Posted March 29, 2007 Ahh that helps.. lol i'll start now Link to comment Share on other sites More sharing options...
sith_master2000 Posted April 2, 2007 Share Posted April 2, 2007 Very interesting, although I personally only care about seeing Revan's cape animated in KotOR I. Keep up the good work nonetheless. Link to comment Share on other sites More sharing options...
glovemaster Posted April 3, 2007 Share Posted April 3, 2007 I dont think it would be possible to animated the cape in KotOR I with out adding animations to the character? Link to comment Share on other sites More sharing options...
HouseOfAmon Posted April 3, 2007 Author Share Posted April 3, 2007 I dont think it would be possible to animated the cape in KotOR I with out adding animations to the character? Thats true, the animations I used are for the Jedi robes in TSL, those don't exist in K1, the only way to get these into K1 would be to use the TSL supermodels, which is not allowed, or make new animations, I had forgotten about that little problem... Peace.. Link to comment Share on other sites More sharing options...
glovemaster Posted April 3, 2007 Share Posted April 3, 2007 Well, i hope that you can finish off MDLops Good Luck Link to comment Share on other sites More sharing options...
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