Canderis Posted October 6, 2009 Share Posted October 6, 2009 I am trying to re-do this head model FOR THE 3RD TIME. And its starting to get old. So far the only thing I've had export right from 3ds max has been saber hilts and one body model. The replacer fails to build the .mdx EVERY TIME. No matter how many times i re-download it. Or how many heads I run through it IT JUST KEEPS FAILING. What am I doing wrong? Link to comment Share on other sites More sharing options...
miro42 Posted October 6, 2009 Share Posted October 6, 2009 Which head you are using and is it for K1 or K2? Are you adding topology to it or deleting parts? If so it's best to just run it through MDLOPs and then follow this thread to get it to run. Actually, I find it easier to just run it through MDLOPs regardless, always assuming it's either a male head or one of the Caucasian females (see page four of the linked thread to find out what I mean). Oh and I don't know jack about TSL modding so things there could be completely different with the head models. Link to comment Share on other sites More sharing options...
Canderis Posted October 6, 2009 Author Share Posted October 6, 2009 I am using k1, Canderous's head. No new parts added, just verts moved. I did also re-map it. Link to comment Share on other sites More sharing options...
purifier Posted October 6, 2009 Share Posted October 6, 2009 Hidy-Ho there Canderis You might want to check your ascii file and make sure that it was not corrupted by the mdlops program from the beginning. I've seen that happen more than once. Link to comment Share on other sites More sharing options...
Canderis Posted October 6, 2009 Author Share Posted October 6, 2009 If it is the ascii file then mdlops corrupted it 3 times in a row. If it is, would I need to re-do the model? Link to comment Share on other sites More sharing options...
DarthParametric Posted October 6, 2009 Share Posted October 6, 2009 Are you trying to replace both the UV map and the vertex positions in one go? Trying running them through replacer one at a time. Link to comment Share on other sites More sharing options...
Quanon Posted October 6, 2009 Share Posted October 6, 2009 Be mindfull that there are 3 versions of MDLops: each seems to do things a little differant and better, though that depends on what model you're working on. MDLops 0.5 => Good for lightsabers. MDlops 0.6 Alpha 1=> the one I seemed to have the best results in editing heads and bodies. With the whole add extra Geometry to heads and things. MDLops 0.6 Alpha 4=> Not sure what its good for Weapons, like swords and guns go a OK. So you might have to redo it all though, oh, don't use the 'double click', auto unpack from KotorTools. Certainly if you're planning on editing heads and bodies, it always gave me bad results. Link to comment Share on other sites More sharing options...
miro42 Posted October 6, 2009 Share Posted October 6, 2009 If you have a master copy of the head, open the ASCII in Max and then immediately export it without changing a thing. Then run it through the Replacer (although I still suggest settoken's way of doing things) and see if you get the same result. If you do then you could possibly have a bad rip from KOTOR Tools. So you might have to redo, unfortunately. On the brightside, the more you redo the better you get at modeling! Link to comment Share on other sites More sharing options...
Canderis Posted October 7, 2009 Author Share Posted October 7, 2009 Should I be using Taina's Replacer tool or Read/Write in mdlops? Link to comment Share on other sites More sharing options...
purifier Posted October 7, 2009 Share Posted October 7, 2009 It's best to use the mdlops read and write method, but your gonna have to hex edit the MDL file itself using Settoken's method like Miro42 suggested. Or else you'll get the "head slides off shoulder thing" which happens when you don't hex edit the MDL file. Also, you may have downloaded a bad version of Taina's replacer, which is why it may not be processing your new mdl files correctly. Link to comment Share on other sites More sharing options...
Canderis Posted October 14, 2009 Author Share Posted October 14, 2009 Ok, i got the model to work mostly, except the map is off still. It now, instead of using the old map it moves the uvs around into a random order. The eyes, strangely enough, are fine, perfectly textured. Link to comment Share on other sites More sharing options...
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