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MDL Format Specification


Sirenfal

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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.

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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.

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