Exile007 Posted November 4, 2008 Share Posted November 4, 2008 Hey there Holowan, I was recently trying to remove Revan's Cape & Belt from n_darthrevanM, I did what T7 said that he did when he removed it (add an Aurora Trimesh to the cape and belt and untick render). However, when I try to export via Mdlops, I can error message and it generates a 0 kb file. Then when I was creating the ascii model again I tried to convert the skin to trimesh to see if that made a difference in Mdlops. It did, yay! Only in game there were no animations! I'm sorta baffled here, I'd appreciate it if anyone told me where I went wrong. Link to comment Share on other sites More sharing options...
svösh Posted November 4, 2008 Share Posted November 4, 2008 First you have to run gmax from the nwmax icon always when modding kotor don't convert skin to trimesh or all vert weights will be lost= no animation as you found out Next for body's to compile you have to have the new ascii export mdl in the same folder as the 2 binary models mdl and mdx for the same name , the problem cames from exporting from gmax it names your model the same as the bin.mdl, so in order to not overwrite it you have to plan in advance. Fallow the steps in this thread to compile your model after you have turned off render on the few trimesh objects you don't want displayed on revan. http://www.lucasforums.com/showthread.php?t=151385 skip the Editing:- part of the tut and only rename your new ascii not the binary models if by accident you overwrite the binary.mdl rename your new ascii like shown -z or something simple then export the mdl from kt again By the way has Revan's camera and force powers been fixed on the k2 version of the model ? http://www.lucasforums.com/showthread.php?t=143261 If force powers comes from the models feet then it needs fixing. svösh Link to comment Share on other sites More sharing options...
Exile007 Posted November 5, 2008 Author Share Posted November 5, 2008 First you have to run gmax from the nwmax icon always when modding kotor don't convert skin to trimesh or all vert weights will be lost= no animation as you found out Next for body's to compile you have to have the new ascii export mdl in the same folder as the 2 binary models mdl and mdx for the same name , the problem cames from exporting from gmax it names your model the same as the bin.mdl, so in order to not overwrite it you have to plan in advance. Fallow the steps in this thread to compile your model after you have turned off render on the few trimesh objects you don't want displayed on revan. http://www.lucasforums.com/showthread.php?t=151385 skip the Editing:- part of the tut and only rename your new ascii not the binary models if by accident you overwrite the binary.mdl rename your new ascii like shown -z or something simple then export the mdl from kt again By the way has Revan's camera and force powers been fixed on the k2 version of the model ? http://www.lucasforums.com/showthread.php?t=143261 If force powers comes from the models feet then it needs fixing. svösh I mod KotOR via Max. I know how to export and all that stuff, it just seems like adding an Aurora Trimesh modifier makes the export in Mdlops fail. I'll list my steps: 1-Export the models from kotor tool 2-Read and write the model via mdlops 3-Import into Max, add an Aurora trimesh modifier to the cape and belt 4-Export the model 5-Rename the model to something new 6-Move into folder with binary files 7-attempt to compile the model with Mdlops, model fails. Did I do something wrong? Could it have something to do with the Mdlops version I'm using? I'm using Mdlops 5.0. Link to comment Share on other sites More sharing options...
svösh Posted November 5, 2008 Share Posted November 5, 2008 Hey sorry man I can't tell what sort of modeling experience you have from a few lines in a thread. Or what app you use unless you tell us first I just assumed 0 kb export is usually gmax + no snoop running..but anyways. Well normally while exporting skin mesh, skin throws a fit if it's not on top of the stack. So select the skin for the cape, right click then > convert to edmesh, killing the skin mesh on that object then add the aroura tri mesh modifier and uncheck render for the tri mesh properties under the modifier tab. Do the same for the belt. Now so the bones don't cast shadows on the new nonexistent mesh then uncheck the shadows for the bones on those sections as well again under the trimesh properties the cape has 5 bones no need to edit any around the waist. mdlops 0.5 will work just fine. svösh Link to comment Share on other sites More sharing options...
Exile007 Posted November 5, 2008 Author Share Posted November 5, 2008 Hey sorry man I can't tell what sort of modeling experience you have from a few lines in a thread. Or what app you use unless you tell us first I just assumed 0 kb export is usually gmax + no snoop running..but anyways. It's ok, sorry that I may have came across as offensive. Other then that, it works! w00t! Thanks svösh! Link to comment Share on other sites More sharing options...
svösh Posted November 5, 2008 Share Posted November 5, 2008 It's ok, np, happy to help. But after looking revan over in max just now I see the sash whatever you call it is part of the belt, and there are 5 bones on the belt going down so flick those bones shadows off too if you haven't already. just go to the display tab and check on hide geometry so you can see the bones faster or go to the schematic view and select each one from there. svösh Link to comment Share on other sites More sharing options...
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