Ruskbyte Posted August 9, 2008 Share Posted August 9, 2008 I've decided to try my hand at editing various models in both K1 and K2, but have hit a stumbling block that I cannot find a way around. I extract the mdl and mdx using Kotor Tool. I use MDLOps to extract an ascii version of the file which I then import into 3DS Max using NWmax. The problem comes when I've made my changes, all minor stuff thus far that's little more than tweaking a few polys and vertices back and forth. As such I'm not really worrying about the UVW textures for the moment. After all's done, I export the edited model into its own directory. I rename it and then add the original mdl and mdx files. I then us MDLOps to recompile the new file back into its binary format. Placing the appropriate files into the override folder I then run the game. Whenever I come to the edited model it displays just fine, but appears to have lost all its animation data; effectively leaving it frozen. Since I can import, edit and then export and get a result, I must be doing something right, but I can't figure out what I'm doing wrong. Link to comment Share on other sites More sharing options...
oldflash Posted August 9, 2008 Share Posted August 9, 2008 Beliving you talk about body/armors/robes models, could be some problems linked to: - aurora flex (check if you model has any and try to get rid of them by converting in aurora_trimesh) - adding velticles/polys (when you also need to redone uvwmap and recalculate vertex wight) - you model has body and head (here you lost head animations). Also, don't forget to switch between kotor versions in mdlops (k1/tsl). Link to comment Share on other sites More sharing options...
Ruskbyte Posted August 10, 2008 Author Share Posted August 10, 2008 At this point I'm not even bothering to make any changes to the model. Right now, all I want is to get it into 3DS Max and then get it out again in one piece. From what I can tell (after dozens of tries) it seems to stem from the links between the various geometries. The best I've managed to get, however, is for the shoulders and right arm to move the way they're supposed to. The left arm, pelvis and legs are still stuck in their modeling position. NWmax's fast linker only succeeds in making an unholy mess of things, so I'm having to do it all manually. Link to comment Share on other sites More sharing options...
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