HK-42 Posted February 15, 2009 Share Posted February 15, 2009 Whenever I export my placeable, with snoop running, and a aurabase, and hitting "fast linker(gmax/nwmax) I only get a mdl no mdx file. Anyhelp? Link to comment Share on other sites More sharing options...
DarthStoney Posted February 15, 2009 Share Posted February 15, 2009 Thats all it exports its actually not the true .mdl file(it an acsii file),once you have that .mdl file and use mdlops05 or mdlops06 to open that file and hit the read/write button and it creates the real .mdl and .mdx file for you. Link to comment Share on other sites More sharing options...
HK-42 Posted February 15, 2009 Author Share Posted February 15, 2009 Thats all it exports its actually not the true .mdl file(it an acsii file),once you have that .mdl file and use mdlops05 or mdlops06 to open that file and hit the read/write button and it creates the real .mdl and .mdx file for you. Ah ok. Well I tried mdlops and I got a PLC_*****k1-bin.mdl and mdx...is that it? Link to comment Share on other sites More sharing options...
TriggerGod Posted February 15, 2009 Share Posted February 15, 2009 Ah ok. Well I tried mdlops and I got a PLC_*****k1-bin.mdl and mdx...is that it? yes all you have to do is remove the k1-bin part of the mdl and mdx and you have your placeable model file. Link to comment Share on other sites More sharing options...
HK-42 Posted February 15, 2009 Author Share Posted February 15, 2009 Well I tried hex editing the placeable and is there anymention of textures in those? Or is that done by a 2da? Link to comment Share on other sites More sharing options...
TriggerGod Posted February 15, 2009 Share Posted February 15, 2009 Well I tried hex editing the placeable and is there anymention of textures in those? Or is that done by a 2da? if you applied a texture to your model in Max then as long as its in the override with your model files the texture should show up just fine. (as long as you didn't change the file name.) Link to comment Share on other sites More sharing options...
HK-42 Posted February 15, 2009 Author Share Posted February 15, 2009 if you applied a texture to your model in Max then as long as its in the override with your model files the texture should show up just fine. (as long as you didn't change the file name.) Ah, well we will see. EDIT: What do I put for strreff? Link to comment Share on other sites More sharing options...
DarthStoney Posted February 15, 2009 Share Posted February 15, 2009 Ah, well we will see. EDIT: What do I put for strreff? Just put -1 in there. It works the best for compatibilty. Link to comment Share on other sites More sharing options...
HK-42 Posted February 15, 2009 Author Share Posted February 15, 2009 Just put -1 in there. It works the best for compatibilty. Well after I finished it up, it didnt appear.... Ill have to check everything again.... I dont know whats wrong now: Made utp, made mdl and mdx, edited placeable.2da, have textures and uvmap, have pwk, built mod, put in override, launched game. Didnt appear. Link to comment Share on other sites More sharing options...
DarthStoney Posted February 15, 2009 Share Posted February 15, 2009 Well after I finished it up, it didnt appear.... Ill have to check everything again.... I dont know whats wrong now: Made utp, made mdl and mdx, edited placeable.2da, have textures and uvmap, have pwk, built mod, put in override, launched game. Didnt appear. Did you put it in game by editing the .git file or by script? Link to comment Share on other sites More sharing options...
HK-42 Posted February 15, 2009 Author Share Posted February 15, 2009 Did you put it in game by editing the .git file or by script? the git. Link to comment Share on other sites More sharing options...
Qui-Gon Glenn Posted February 15, 2009 Share Posted February 15, 2009 the git. Ok... did you start with a new save/one that had not been to that area before? Simple things like this usually throw off my module testing... Link to comment Share on other sites More sharing options...
HK-42 Posted February 15, 2009 Author Share Posted February 15, 2009 Ok... did you start with a new save/one that had not been to that area before? Simple things like this usually throw off my module testing... Yes I did. I have a save(test save 2) thats never been to any module except the Ebon Hawk, Endar Spire, and Dantooine. Link to comment Share on other sites More sharing options...
DarthStoney Posted February 15, 2009 Share Posted February 15, 2009 Make sure your template resref in your .utp file and the template resref in the .giit file are the same. Also make sure your z coordnant isn't below the floor level. placeables can be set to any height. Also check the .utp file under appearence and it is set to the name of your placeable. Link to comment Share on other sites More sharing options...
HK-42 Posted February 15, 2009 Author Share Posted February 15, 2009 Make sure your template resref in your .utp file and the template resref in the .giit file are the same. Also make sure your z coordnant isn't below the floor level. placeables can be set to any height. Also check the .utp file under appearence and it is set to the name of your placeable. Just Checked and that is all right. Utp Appearence: 302 Placeable.2da line: (Row Label) 302 Label blahblah strref -1 module name PLC_blahblah the four light ones/sound **** shadow 1 and then the rest are bout the same as all the other ones. Link to comment Share on other sites More sharing options...
DarthStoney Posted February 16, 2009 Share Posted February 16, 2009 what about the (Template Resref) in the .utp and .git? do they match? Link to comment Share on other sites More sharing options...
HK-42 Posted February 16, 2009 Author Share Posted February 16, 2009 what about the (Template Resref) in the .utp and .git? do they match? yes sir. Link to comment Share on other sites More sharing options...
DarthStoney Posted February 16, 2009 Share Posted February 16, 2009 Made utp, made mdl and mdx, edited placeable.2da, have textures and uvmap, have pwk, built mod, put in override, launched game. I went back and re-read,did you put your .mod file in the override folder. It goes in the modules folder your .2da and your textures plus the .mdl,.mdx,and the .pwk go in the override folder. I've heard you can put the .mdl and .mdx into the .mod file but have never tried it so I don't know for sure. Link to comment Share on other sites More sharing options...
HK-42 Posted February 16, 2009 Author Share Posted February 16, 2009 I went back and re-read,did you put your .mod file in the override folder. It goes in the modules folder your .2da and your textures plus the .mdl,.mdx,and the .pwk go in the override folder. I've heard you can put the .mdl and .mdx into the .mod file but have never tried it so I don't know for sure. Yes the .MOD is in the module folder, its a module ive edited quite a bit(liv_m99ad) And yes the mdl/pwk/mdx is in the override. Link to comment Share on other sites More sharing options...
DarthStoney Posted February 16, 2009 Share Posted February 16, 2009 Hmmm... Try just changing the (Appearence) in the .utp file to something that was already in game. If it shows up then there is a possibility there is something wrong with the model file. Which version of mdlops did you use? I think k1 likes v05 better than v06. Link to comment Share on other sites More sharing options...
HK-42 Posted February 16, 2009 Author Share Posted February 16, 2009 Hmmm... Try just changing the (Appearence) in the .utp file to something that was already in game. If it shows up then there is a possibility there is something wrong with the model file. Which version of mdlops did you use? I think k1 likes v05 better than v06. Hm I will try that. I have 06. EDIT: The force cages dissappeared, so its the model. EDIT2: Well I tried with Mdlops 5 and no luck, by the way the mdx extracted was only 0bytes? Link to comment Share on other sites More sharing options...
DarthStoney Posted February 16, 2009 Share Posted February 16, 2009 OK,it sounds like the model didn't export properly. Make sure to follow these steps that Quanon gave me; Once you have you're model ready, the only thing you now need to get it out of Max is a AuroraBase. Here are the steps what I do: 1) Model is ready 2) Import another simple placeable: like a bench or something 3) Delete the Bench model, but keep the aurorabase and the dummy, IIRC it's named Lookatme or along those lines, keep that as well. 4) Since your scéne is now clean, just drag a big selection box, in the NWmax menu: General Utils, hit Fast Linker. This links your model to the aurorabase. 5) Deselect everything, now just pick the aurorabase, use its export. 6) Don't worry about the name, it'll be Bench.mdl or something, but you can change that now or after the compile with MDLops. 7) Start up MDLops, load in your exported Bench.mdl, hit the read and write button. It will now create a Binary MDL and MDX file for you I've no idea about the size of your object, but you need a .pwk ( walkmesh of the placeable) to block players off. We can't create that ourselfs yet, so you'll need to borrow one from another placeable. Just use KotorTool to extract one and then you just rename it to the name of your new placeable. Final step is to give it its .UTI file and you'll need to edit the Placeable 2DA; adding an extra row for this new puppy Link to comment Share on other sites More sharing options...
HK-42 Posted February 16, 2009 Author Share Posted February 16, 2009 Alright Ill retry that. Expect a edit. EDIT: I got a lookathook, instead of me but putting in game now. EDIT: It improved. I now have half the placeable. The other part isnt there. Will I have to combine these 2 models? Link to comment Share on other sites More sharing options...
DarthStoney Posted February 16, 2009 Share Posted February 16, 2009 Alright Ill retry that. Expect a edit. EDIT: I got a lookathook, instead of me but putting in game now. EDIT: It improved. I now have half the placeable. The other part isnt there. Will I have to combine these 2 models? You just want to link your new model with an existing aurorabase. The best way I found is to creat your new model. once it is how you want it, save it as a .max file. then reset max and import an existing model ,delete everything "except" the lookathook and the aurorabase and dummyhook. Then import your new model (and line it up with the aurorabase)and link it following Q's instructions. Link to comment Share on other sites More sharing options...
HK-42 Posted February 16, 2009 Author Share Posted February 16, 2009 I understand that. I did it, now just as I launch it in game I get half the placeable. Link to comment Share on other sites More sharing options...
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