Sirenfal Posted October 8, 2009 Share Posted October 8, 2009 I'm wondering if anyone happens to have a backup of the format specification? This link is dead. http://home.comcast.net/~cchargin/kotor/mdl_info.html Thanks in advance. EDIT: Nevermind, I got it. Link to comment Share on other sites More sharing options...
DarthParametric Posted October 8, 2009 Share Posted October 8, 2009 http://web.archive.org/web/20071024120416/http://home.comcast.net/~cchargin/kotor/mdl_info.html Link to comment Share on other sites More sharing options...
glovemaster Posted October 8, 2009 Share Posted October 8, 2009 Welcome to the forums Those notes on the structure are very old and quite out of date =/ That said, I don't think anyone else had published anything on the format. I don't recommend following it to the letter, but just so you know Link to comment Share on other sites More sharing options...
Sirenfal Posted October 8, 2009 Author Share Posted October 8, 2009 Do the KotOR2 models use the same format? Link to comment Share on other sites More sharing options...
glovemaster Posted October 9, 2009 Share Posted October 9, 2009 The format is very similar, but there are small differences in the structure. I have no idea whether or not they have been documented, though. :/ Link to comment Share on other sites More sharing options...
miro42 Posted October 9, 2009 Share Posted October 9, 2009 Forgive my ignorance but what is this? Link to comment Share on other sites More sharing options...
Quanon Posted October 9, 2009 Share Posted October 9, 2009 They're talking about how the code of the model files are build up. You know the hex code thing, some people, with uber programming brains can read it And understand what it says about the model and how the game is going to use that. Its what the peeps who made NWmax, MDLops needed to do, to devellop their tools. Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted October 9, 2009 Share Posted October 9, 2009 The format is very similar, but there are small differences in the structure. I have no idea whether or not they have been documented, though. :/ 8 bytes per mesh. That's it! They put 8 more bytes before the pointers to the MDX data and the vertex list. I don't know what those 8 bytes are for, but my testers and I have not had any troubles with any models so far. Oh and there was 1 other minor change. The binary models have some sort of function pointers in them that changed from kotor 1. I just made a list of the changed numbers and that was that. Aside from cchargin's site, you can take a look at the mdlops source (it's included with mdlops) or try messaging magnusll about the source for KAuroraEditor. Link to comment Share on other sites More sharing options...
miro42 Posted October 9, 2009 Share Posted October 9, 2009 You know the hex code thing, some people, with uber programming brains can read it NO WAY! Too bad I don't know squat about that type of thing, otherwise it might be useful to me and my evil plans. BWAAHAHAHAHAHAHAHAHA! Link to comment Share on other sites More sharing options...
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