Darth Xander Posted January 1, 2008 Share Posted January 1, 2008 Hi I have encountered a problem when making my own version of Lord Revan's Mask. I was wondering can it be fixed and if so can it be fixed by hex-editing the mdl file? Link to comment Share on other sites More sharing options...
Quanon Posted January 1, 2008 Share Posted January 1, 2008 Hi I have encountered a problem when making my own version of Lord Revan's Mask. I was wondering can it be fixed and if so can it be fixed by hex-editing the mdl file? I would try to edit the ASCII format .mdl ( the one you get when just exported the model ) Look for the name of Mask Mesh and then look for position . You'll see a row of 3 numbers ( X, Y, Z ) Try to alter the Z value slightly and then compile it to BIN . This an example of Lightsaberhilt : If your in doubt , check out the Z value in G-Max and the shift the comma or point to places to the left . For example : Z value for the Mask in G-Max is 100,00 Shift the comma two places and fill this number in the ASCII => 1.0 Hope this might help ! Link to comment Share on other sites More sharing options...
Darth Xander Posted January 1, 2008 Author Share Posted January 1, 2008 Sorry Quanon but I still don't get it. BTW the Z co-ordinate is 0.0 Link to comment Share on other sites More sharing options...
Quanon Posted January 1, 2008 Share Posted January 1, 2008 Sorry Quanon but I still don't get it. BTW the Z co-ordinate is 0.0 Okay , uh ? You made this model kinda yourself or did you use a model out of the Game and just reskinned it ? And somehow K1 is popping it up ? Did you use ResetXform with and without Saving Pivotpoints ? Just tell me your steps you did ? This could really help to determine the problem. Link to comment Share on other sites More sharing options...
Darth Xander Posted January 2, 2008 Author Share Posted January 2, 2008 I didn't involve GMAX or 3DSMax all I did is extracted v_revmask1_dur.mdl and v_revmask1_dur.mdx then i renamed them to i_mask_060 (which is the model var of my mask which I already made). I didn't edit the files in any way. Link to comment Share on other sites More sharing options...
Quanon Posted January 2, 2008 Share Posted January 2, 2008 I didn't involve GMAX or 3DSMax all I did is extracted v_revmask1_dur.mdl and v_revmask1_dur.mdx then i renamed them to i_mask_060 (which is the model var of my mask which I already made). I didn't edit the files in any way. Ah , Okay Sorry ,must have miss read your post . Dang , I'm not sure what to do with that , I think its very hard to edit this in Hex , near impossible ... I'm baffaled myself . Is this mask avaible in the standard game as an item ? Or is it only used in Cut-scénes and all ? Link to comment Share on other sites More sharing options...
Darth Xander Posted January 2, 2008 Author Share Posted January 2, 2008 Its just an item i was gonna make avalliable on Korriban. Link to comment Share on other sites More sharing options...
deathdisco Posted January 3, 2008 Share Posted January 3, 2008 That models' position needs to be moved down relative to it's aurora base. You'll need mdlops and Max/Gmax. Quanon's way would work too(using mdlops), it'll take some trial and error. Also there are two Revan's masks in the game, a female and a male versions. The "reveal" cutscene did not use the mask inventory slot. I don't know the mechanics of that scene but the position of the mask works according to how Bioware set it up. Mono Giganto released these a while back but may not be available due to PCGamemods being DOA. I did the same thing myself but never released them. I have working models if your interested, unless you'd rather take a crack at it yourself. I can barely work Gmax so it's not that hard to do. I'll defer any Gmax Q's to Quanon. Link to comment Share on other sites More sharing options...
Darth Xander Posted January 3, 2008 Author Share Posted January 3, 2008 So what z coordinate would be reasonable? Link to comment Share on other sites More sharing options...
Quanon Posted January 3, 2008 Share Posted January 3, 2008 So what z coordinate would be reasonable? Well , the thing I would do is this : Take another full-mask ( I think theres one called Sith or something ) of TSL or Kotor1 and look up the Z coords . Its a simple import , look up the Z value , note it down . Close that scéne . Then import your Revan-Mask , change its Z value to what you noted down . Export , compile with MDlops and have a test run . Link to comment Share on other sites More sharing options...
Darth Xander Posted January 3, 2008 Author Share Posted January 3, 2008 Quanon I set the z coordinate to the right number but the file isn't exporting. Could I send you the scene over msn or sometihng? EDIT: Thanks Quanon your great, thread can be closed now. Okey-dokey! -RH Link to comment Share on other sites More sharing options...
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