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Head issue


rigidSnake

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Hi there,

 

I'm a 'fresh new user" here, I played many years ago with some of yours stuffs (thank you guys !) and now, I want to start modding this game a little. I'm an ex-CG artist, so handling 3ds max, maya, photoshop... isn't the problem for me, but I've a problem when I use "MDLops 0.6.0 alpha 1" for binaries compiling the final .mdl.

 

I started to modify a head with help from some great tutorials founded here, but after 3ds Max export (the AuroBase is selected and others export things look good), when I import it in KOTOR, the new head is not at the right X/Y/Z positions !

 

So, for trying to understand after some hours to export/import tests, if it's my model or not ! I exported the PFHA01 model (PFHA01.mdl & PFHA01.mdx), convert it to ascii & recompile it to binaries and the result is the same, the head is not at the right position too ! :/

 

"Damn" I said in the first time ! After, I google and I found a tutorial about head replacement with HEX editing, copy/paste one or two lines from the source model to the new model, the result is better but not right again (when you don't broke the animation of the head model by copying too much HEX values...).

 

Show spoiler
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kotorheadpb.jpg

 

I tried to find "Tania Replacer" tool, but I found only dead links.

 

So, my question is : How do you fix this problem in 2012 ?

 

Thanks in advance, if someone can help me ! :)

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I don't know about the head issue but I can tell you how to bypass the 404 in filefront site using proxy server. There's a thread about this somewhere in LF not so long ago but I can't seem to find it again.

 

Proxy site that works for me

Taina's Replacer in filefront

 

EDIT: Oh, here is the thread: Can't download mods from jkofilefront file not found... Go straight to post #10 and #18.

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"Tania Replacer" is the solution for my geometry problem. Because the originale twi'lek female head skinning is a bit different, so I excluded some vertices from the neck base from the head envellope.

 

Show spoiler
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kotorsolved.jpg

 

But, in case of a new model (not a replacement with a new name & texture), like me, you also need to hex edit the mdl file for changing the texture name, the tool seems to inject the texture name from the old .mdl.

 

Thanks again for the proxies tricks ! It save my life ! ;)

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