Jump to content

Home

MDL Format Specification


Sirenfal

Recommended Posts

Posted

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Those notes on the structure are very old and quite out of date =/ That said, I don't think anyone else had published anything on the format.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 ;)

Posted

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 :p

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.

Posted
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.

Posted
You know the hex code thing, some people, with uber programming brains can read it :p

 

NO WAY! :eek:

 

Too bad I don't know squat about that type of thing, otherwise it might be useful to me and my evil plans. BWAAHAHAHAHAHAHAHAHA!

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...