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cchargin
11-18-2004, 08:12 AM
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Edit tk102:

Latest version is 0.6alpha1 available from http://www.starwarsknights.com/tools.php

v0.6.0alpha1 (May 22, 2007) : Update by JDNoa -- Supports importing of creature animations (experimental)

v0.5.0 (Mar 8, 2005) : Now works with TSL models
~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Hello everyone,

What's up with the lightsaber in that picture? It's all deformed. Wait! Is that a NEW ligthsaber hilt model in the game? Yes, yes it is.

http://home.comcast.net/~cchargin/kotor/newsaber1.jpg

http://home.comcast.net/~cchargin/kotor/newsaber2.jpg

And check out that pirate chest? Yes, a pirate chest replacing the good 'ole footlocker.

http://home.comcast.net/~cchargin/kotor/piratechest1.jpg

http://home.comcast.net/~cchargin/kotor/piratechest2.jpg

Yes they are fully functional.

MDLOps 0.4 is now available at:

http://home.comcast.net/~cchargin/kotor/index.html

What's new:

-Replacer: lets you replace 1 tri-mesh in a binary model with a tri-mesh from an ascii model

-Renamer: lets you rename textures in a binary model

-Cool new icon created by Svosh

My lightsaber models and pirate chest will be available at pcgamemods.

I want to thank my testers for their help and suggestions:
T7nowhere
Svosh
Bneezy
Xavier2
[STGN]Locutus


Some questions answered (before you even ask them):

-No we can not create or modify the actual saber blades.

-Replacer ONLY works with tri-mesh. It does not work with skin or dangly

Doom_Dealer
11-18-2004, 08:17 AM
Great work mate, editable placeables!!!!! what ive been waiting for :)

Darth333
11-18-2004, 08:21 AM
:cheers: AWESOME!!! :cheers:
This opens up a bunch of new Kotor modding possibilites :sheepdanc

*Yoinked*
11-18-2004, 08:32 AM
:drop2:
DUDE, AWSOME

-YOINK

PoM
11-18-2004, 09:01 AM
Whoosh! Amazing!

Kaspian
11-18-2004, 09:10 AM
Thank you! (http://www.whatonearthcatalog.com/graphics/products/regular/AL6901G.jpg)

Darth_ToMeR
11-18-2004, 09:25 AM
Great Job!!!
Is that with animations?

T7nowhere
11-18-2004, 09:31 AM
I'll say it again cchargin. Awesome work.

deathdisco
11-18-2004, 09:38 AM
Thank you for all the hard work:)
I've all ready put in my request in the Mod Request thread:D :D :D

Darth_ToMeR
11-18-2004, 09:38 AM
About the replacer thing, is it just for Lightsabers? Or it is for swords, blasters and helmets too?

T7nowhere
11-18-2004, 09:41 AM
Originally posted by Darth_ToMeR
About the replacer thing, is it just for Lightsabers? Or it is for swords, blasters and helmets too?

SO far Just Lightsaber and Placeables. You don't need it for Blasters, swords or helms.

Mono_Giganto
11-18-2004, 09:48 AM
!!!


YAY!!!!

Doom_Dealer
11-18-2004, 10:03 AM
You know, theoretically this could allow us to make (atleast seemingly) new areas! With a few new, and correctly placed placeables it would be possible to create a seemingly differant looking area. I know it sounds werid but ive always wanted a 'wall' placeable, just for the sake of being able to cut of an area or make somewhere look differant. Ah well, but i guess thats a moddelers job :), anyway i know ive already said it but great work. Thank the lord for cchargin

cchargin
11-18-2004, 10:08 AM
Hello,

About the replacer thing, is it just for Lightsabers? Or it is for swords, blasters and helmets too?

it should replace ANY tri-mesh in ANY binary model with a tri-mesh from an ascii model. Or so I think. If you find a model that it does not work with let me know. So try it on any and all models you want.

It has been tested on lightsabers and some placeables. Area models? who knows, maybe it will work just fine. Droid models (many of them use tri-mesh) will probably work also.

ChAiNz.2da
11-18-2004, 10:18 AM
Just when I thought it was 'safe' to take a break from modding to work on my website...you have to go and come out with this...

[fake sarcasm] Well Thanks Alot! [/fake sarcasm]

Why do I get the feeling there are going to be hordes of saber mods come out..hmmmm?

So any bets on who the first person to come out with a Count Dooku model is going to be? ;)

Kidding aside....

Simply Outstanding Job cchargin, thanks! You've opened up yet another new gaming experience to tide us over till TSL!

:thmbup1:

Xavier2
11-18-2004, 10:32 AM
Let's hope Achiles take a break from GTA: San Andreas and return to the forum. He had a very cool Obi-Wan lightsaber on the works.:)

90SK
11-18-2004, 12:56 PM
This is TOO cool man, 1000/10, GREAT job! If I knew where you lived, I would send you money (not really, but its the thought that counts, right?:p ).

:worship:

svösh
11-18-2004, 01:08 PM
Thanks cchargin this is just awesome work as always :)

:guitar1 :guitar2 :band1 The band is playing for you

svösh

Darkkender
11-18-2004, 01:54 PM
Yes new features that allow me to remove one more utility from the dozens so as to be even better thanks man. By the way is that binary renamer feature the one you got the inspiration from my hex editing models thread?

whitguy
11-18-2004, 03:24 PM
Thats awesome i'll have to try that out.
JUST WONDERING:can you make costum sword hilts (not lightsaber hilts) because i wanted to make a sword that looked just like william wallaces sword on brave heart (i thought that would be pretty cool)

___________________________

FIRST THIS
:lsduel:
THEN THIS
:firehead :lightning
HAHAHAHA
___________________________

svösh
11-18-2004, 03:42 PM
whitguy we have been able to make new swords, guns and masks with mdlops 1 :confused: This is the forth release now we can make new sabers and placeables :D

svösh

whitguy
11-18-2004, 03:53 PM
Originally posted by svösh
whitguy we have been able to make new swords, guns and masks with mdlops 1 :confused: This is the forth release now we can make new sabers and placeables :D

svösh

well some guys told me that you could costumize the sword blade but not the hilt but if you can then i geuss im all set.

___________________________

FIRST THIS
:lsduel:
THEN THIS
:firehead :lightning
HAHAHAHA
___________________________

RedHawke
11-18-2004, 04:06 PM
Well, Cchargin... you have outdone yourself this time, new lightsabers! [Insert Evil Laugh Here]

Very Nice! :D (The chest is also cool!)

Anyway Cchargin, or anyone else in the know, to basically make a new saber for KOTOR, you can model your own saber hilt, and then import a saber blade from another standard KOTOR saber to it?

Am I on the right track here?

:D

cchargin
11-18-2004, 04:06 PM
Hello,

By the way is that binary renamer feature the one you got the inspiration from my hex editing models thread?
I can tell you have not read the readme! ;) Take a look at it.

can you make costum sword hilts
All releases of MDLOps have allowed you to make custom swords.

Maybe I should go over a list of model types that we can work with and what we can modify.

"Simple models" you can create from scratch and get them into the game with no tricks. Simple models are:
-swords (any type)
-blasters (any type)
-masks
-goggles
-grenades

"Simple animated models" and "simple models with emitters". These models you can replace the tri-mesh portions with replacer. You can not modify the animations or the emitters. Examples of these models are:
-placeables (i.e. footlocker, swoop bikes, tables, etc...)
-lightsaber hilts (all types)

"Complex animated models" and "Tri-mesh character models". You should be able to replace the trimesh portions with replacer, but I don't think anyone has tried it yet.
-maybe area models???
-maybe the droid models???

Skin mesh models without animations. These models you can push the vertices around a bit. Examples are:
-underwear models
-armor models
-clothing models
Note: some of the "body" models have problems (like Bastillas clothes) and will not work right.

Some things we still can not do:
-create or import new animations into a binary model
-create or import new skin mesh envelopes into a binary model
-create or import new lightsaber blades into a binary model
-export certain animations into an ascii model (for a good laugh extract the huge rancor get it into gmax then watch the animations!)

Fred Tetra
11-18-2004, 04:37 PM
The new version works great! It's also nice to see you got the "no GUI when running in command line mode" fixed, too :D (Saw my name in the file, heh heh)

bneezy
11-18-2004, 06:31 PM
cchargin, you are the man!

http://img.photobucket.com/albums/v427/bneezy21/dooku1.jpg
http://img.photobucket.com/albums/v427/bneezy21/dooku2.jpg

http://img.photobucket.com/albums/v427/bneezy21/windu1.jpg
http://img.photobucket.com/albums/v427/bneezy21/windu2.jpg

Count Dooku Lightsaber: Daniel Ortiz (Chrono)
Mace Windu Lightsaber: BoL_Stryke
Mace Windu Robe: Prime

I want to see that Lightsaber, Achillies!

Prime
11-18-2004, 06:51 PM
cchargin = The Man

Seprithro
11-18-2004, 08:08 PM
cool, looks like I'll be able to use some of these things (http://gallery51159.fotopic.net/p9255268.html) after all

RedHawke
11-18-2004, 08:28 PM
Originally posted by bneezy
cchargin, you are the man!

http://img.photobucket.com/albums/v427/bneezy21/dooku1.jpg
http://img.photobucket.com/albums/v427/bneezy21/dooku2.jpg

http://img.photobucket.com/albums/v427/bneezy21/windu1.jpg
http://img.photobucket.com/albums/v427/bneezy21/windu2.jpg

Count Dooku Lightsaber: Daniel Ortiz (Chrono)
Mace Windu Lightsaber: BoL_Stryke

[Dominate Mind] Bneezy... you really... really want to polish those off, get the authors permissions, and release those sabers! :D
Originally posted by Prime
cchargin = The Man
I completely agree! :D

EDIT: Now I have no further excuses, I'm just going to have to DL GMAX and the plugins... I hope this time my meager efforts at modeling is much better than my previous Lightwave expirience. ;)

cchargin
11-19-2004, 06:02 PM
Hi all,

There is ALWAYS 1 more bug.

Ok, Svosh and T7nowhere found a bug that I introduced into MDLOps when I compiled it for final release. The bug fixed version 0.4.1 is now available at my website (the link is at the top of this thread).

tk102
11-19-2004, 08:42 PM
There is ALWAYS 1 more bug. Amen.

I'm too far removed from modeling to be of much use, but I would be greatly interested if walkmeshes were effectively created using this latest version of MDLOps.

bneezy
11-19-2004, 09:20 PM
[Dominate Mind] Bneezy... you really... really want to polish those off, get the authors permissions, and release those sabers! Although the site the screens are on is down, I don't think we'll need to thanks to svosh (from what I've been reading). I'm sure they are top quality. Of course, it is always nice to have new modders and modelers around. *cough* [STGN]Locutus *cough*.

StormTrooper789
11-20-2004, 01:50 PM
So can I make an entirely new placeables or can I only re-make existing ones. If I can make entirely new placeables tell me how. Thx :)

Achilles
11-20-2004, 04:27 PM
Originally posted by bneezy
cchargin, you are the man!

http://img.photobucket.com/albums/v427/bneezy21/dooku1.jpg
http://img.photobucket.com/albums/v427/bneezy21/dooku2.jpg

http://img.photobucket.com/albums/v427/bneezy21/windu1.jpg
http://img.photobucket.com/albums/v427/bneezy21/windu2.jpg

Count Dooku Lightsaber: Daniel Ortiz (Chrono)
Mace Windu Lightsaber: BoL_Stryke
Mace Windu Robe: Prime

I want to see that Lightsaber, Achillies! Too late. T7 beat me to it...and did a much better job than I ever could've. This is all so exciting!

cchargin
11-20-2004, 06:34 PM
hi,

So can I make an entirely new placeables or can I only re-make existing ones.
No, you can not make a new placeable. You can just replace the tri-mesh parts with new tri-meshes you create.

So find a placeable that is closest to what you want to make then modify it.

Mav
11-21-2004, 09:49 AM
thank you cchargin, you've done a more then commendable job

TemporaryTomato
11-25-2004, 05:37 AM
HILTS! OMFG! :eek:
I was without an internet connection, and look what I missed! :(

*Prepares modelling tools of doom*

:darthx

cchargin
03-08-2005, 10:37 PM
Hello everyone,

So here it is. MDLOps 0.5.0.

Now get ready for the massive, gigantic, humongous whats new list:

whats new:
-now works with kotor 2

Are you still awake after all that reading? OK, here is the link.

http://home.comcast.net/~cchargin/kotor/index.html

I suspect most people won't even read passed the link, but here are some thing you should know about 0.5.0:

It auto-detects what version a binary model is. But you will say "So what are the kotor1 and kotor2 buttons for?" Well those are for writing binary models from ascii source. Try as I might I could not find a Perl module that reads minds, so when compiling a model to binary you have to click a button to determine what version of kotor the binary should be for.

When you compile a binary model you will see -k1- or -k2- in the model file name. I'll let you figure out what that means on your own. ;)

And of course BIG thanks to my testers:
T7nowhere
Svosh
Seprithro
ChAiNz.2da

sketch42
03-08-2005, 10:42 PM
Originally posted by cchargin
Hello everyone,

So here it is. MDLOps 0.5.0.

Now get ready for the massive, gigantic, humongous whats new list:

whats new:
-now works with kotor 2

Are you still awake after all that reading? OK, here is the link.

http://home.comcast.net/~cchargin/kotor/index.html

I suspect most people won't even read passed the link, but here are some thing you should know about 0.5.0:

It auto-detects what version a binary model is. But you will say "So what are the kotor1 and kotor2 buttons for?" Well those are for writing binary models from ascii source. Try as I might I could not find a Perl module that reads minds, so when compiling a model to binary you have to click a button to determine what version of kotor the binary should be for.

When you compile a binary model you will see -k1- or -k2- in the model file name. I'll let you figure out what that means on your own. ;)

And of course BIG thanks to my testers:
T7nowhere
Svosh
Seprithro
ChAiNz.2da

Holy Crap !!!! I love you... wooooooooo Bao Dur Robes!!!

Fred Tetra
03-08-2005, 10:55 PM
Great job, Chuck! I was just telling someone about how quickly you'd figure out the model differences!

BTW, for those curious individuals like me out there (I hope I'm not the only one geeky enough to want to know), what, technically, is the difference between the two binary formats?

ChAiNz.2da
03-08-2005, 10:55 PM
And now I can *breathe*....

Man! Holding on to this secret has been absolute torture! :lol:

Once again cchargin, you have surpassed our wildest dreams. I can't wait to see what goodies are in store for the modding community in the next coming weeks ;)

Word to everyone... this version is SWEET! cchargin has outdone himself with this release! My hats off to you man, you deserve all the "atta-boys" and "way to go's" that I just know will be following! :thumbsup:

Seprithro
03-08-2005, 11:05 PM
well done, you did a great job, thank you very much for your work

T7nowhere
03-08-2005, 11:09 PM
Fantastic man, KotOR modding would be much less without your hard work. We all truly owe you a debt of gratitude.

Doc Valentine
03-08-2005, 11:11 PM
Hey can i use MDL Ops to convert a mask model from kotor 1 to kotor 2?

svösh
03-08-2005, 11:12 PM
As always cchargin , Thank you for very much for your incredible application and your relentless efforts at cracking and coding mdlops , Chainz is absolutely correct. In one night 30 min after we discovered a bug there was already a new build and it worked great! :thumbsup:

You rock :guitar2, and make moding a lot more fun for all of us !!!

Well back to the saber i built and was testing in k2 :D all thanks to you

svösh

cchargin
03-08-2005, 11:19 PM
Hey can i use MDL Ops to convert a mask model from kotor 1 to kotor 2?

First check out the forum rules, in particular #14:
http://www.lucasforums.com/showthread.php?s=&threadid=127725

I just want to mention that for anyone who has made models for kotor 1 all you have to do to get the models you made into kotor 2 is compile a new kotor 2 binary model from your original ascii source models.

BTW, for those curious individuals like me out there (I hope I'm not the only one geeky enough to want to know), what, technically, is the difference between the two binary formats?

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.

Darth333
03-08-2005, 11:27 PM
Thanks alot for all your hard work! :)

Doc Valentine
03-08-2005, 11:28 PM
So if I had a custom mask from my old mod in kotor one, i could put it in kotor 2?!? SWEET, you are a genious cchargin.

SpaceAlex
03-08-2005, 11:38 PM
Great job, m8. We truly owe a lot to you. Without your program we might never see new models in this game.

Mav
03-08-2005, 11:53 PM
Probably a dumb question, but does this mean we can put new saber models into TSL as well ;)

cchargin
03-09-2005, 12:09 AM
Probably a dumb question, but does this mean we can put new saber models into TSL as well

No. Just to be mean I made sure that this version does not include replacer, so no more saber models.

Of course I am kidding! ;)

Everything you could do with MDLOps in kotor 1 you can now do with kotor 2. Replacer and renamer are there and work with both kotor 1 and 2.

Zod
03-09-2005, 12:09 AM
Lets say I have a KOTOR 1 model I made but now I want to put it into KOTOR 2. how would I do this?

T7nowhere
03-09-2005, 12:20 AM
Originally posted by Zod
Lets say I have a KOTOR 1 model I made but now I want to put it into KOTOR 2. how would I do this?

Extract Mdlops and open up those text files in the same directory.
After that Check This Forum (http://www.lucasforums.com/forumdisplay.php?s=&forumid=595)

Mav
03-09-2005, 12:29 AM
^^^

Well, I better get to work then cchargin ;), thanks man awesome job, cheers :D

SpaceAlex
03-09-2005, 01:06 AM
It seems that if you make K1 lightsaber work in K2 the saber blade is not displayed correctly.

I found that some "planes" for the blade were missing in the converted K2 saber model.

Is it suppose to be like this. I mean, is this feature not supported or is it a bug?

RedHawke
03-09-2005, 01:26 AM
First I would like to say... bravo Cchargin! :D
Originally posted by maverick187
Well, I better get to work then cchargin ;), thanks man awesome job, cheers :D
Yup Mav, you are going to get saber requested to death from me now! :D

Darkkender
03-09-2005, 02:15 AM
Originally posted by Fred Tetra
Great job, Chuck! I was just telling someone about how quickly you'd figure out the model differences!

BTW, for those curious individuals like me out there (I hope I'm not the only one geeky enough to want to know), what, technically, is the difference between the two binary formats?

Your not the only geek who wants to know. However your probably one of 2 geeks here who can do anything with that information at this time.:cool:

And yes by the way cchargin thank you very much.

So how soon till we get the segan sabers released for K2 Chainz.2da I want to get the segan guardian saber ASAP.

Also to everybody about to release saber models now can you guys use numbers outside of the 20's block. The reason being Jetstorm and I were about to release an Lightsaber crystal expansion pack that uses the entire 20's block.:p

cchargin
03-09-2005, 02:27 AM
It seems that if you make K1 lightsaber work in K2 the saber blade is not displayed correctly.

I found that some "planes" for the blade were missing in the converted K2 saber model.

For lightsabers you have to use the replacer function in MDLOps. Since lightsaber models have animations and other wierdness you can't do the following:

1) convert kotor 1 binary to ascii model
2) convert ascii model to kotor 2 binary

You have to do this:
1) Extract any kotor 2 lightsaber with Kotor Tool
2) convert kotor 1 binary to ascii model
3) use replacer to place hilt from ascii model into kotor 2 binary model

Or, you can wait for the author of the model you are working with to release a kotor 2 version. :)

Arlen Treesong
03-09-2005, 03:37 AM
What really needs to be done is we need the robes converted asap. I'm sick of obsidians robes. The texturing is awful, not a single robe out of their 10 even has a correct or matching contrast, most noticeably the cloaks contrast is waaayyy off.

Shimaon
03-09-2005, 08:23 AM
Me love you long time!

By the way cchargin, while working on my helmetless Mandalore mod, I found that it seemed the actual model of Mandalore is what made his armor un-unequippable. By any chance, is there something in the mdl that eludes to this? Or must it be something else just related to the model?

Thanks again,
Shimaon

Keiko
03-09-2005, 09:37 AM
I bet everyone was never gonna here me say this, byt he comes DArthSMallz with some retextures! He got a paint program that supports tpc to tga! Thanks cchargin!

ChAiNz.2da
03-09-2005, 12:37 PM
Originally posted by Darkkender
So how soon till we get the segan sabers released for K2 Chainz.2da I want to get the segan guardian saber ASAP.

Plans are in motion as we speak ;)
Keep an eye out for a WIP in the future with details.. hehe..

tk102
03-09-2005, 01:55 PM
cchargin,

Thank you for this contribution to the modding community. :thumbsup:

Shadow Blaze
03-09-2005, 03:44 PM
*Smacks head* Great now I will have to try modeling again. Gulp... But thanks cchargin maybe I can make them better this time. Great work!

Baadu Apprent
03-09-2005, 05:58 PM
Ah I was wondering did 5.0 version have any progress on importing and exporting head model ? curious .

Baadu Apprent
03-09-2005, 06:00 PM
Or is it possible to use the replacer , to replace the faces of the head ?IF we can't edit the head model yet ?

SpaceAlex
03-09-2005, 07:13 PM
Originally posted by cchargin
For lightsabers you have to use the replacer function in MDLOps. Since lightsaber models have animations and other wierdness you can't do the following:

1) convert kotor 1 binary to ascii model
2) convert ascii model to kotor 2 binary

You have to do this:
1) Extract any kotor 2 lightsaber with Kotor Tool
2) convert kotor 1 binary to ascii model
3) use replacer to place hilt from ascii model into kotor 2 binary model

Or, you can wait for the author of the model you are working with to release a kotor 2 version. :)

Thanks. It works like a charm now. :)

SpaceAlex
03-09-2005, 07:14 PM
Delete pls. :confused:

Arlen Treesong
03-09-2005, 07:28 PM
I wonder how many years it would take for me to model the Republic Commando Suit and Helmet.

http://img.kult-mag.com/photos/00/00/45/24/ME0000452470_2.jpg

/drool :biggs:

Mono_Giganto
03-09-2005, 08:02 PM
New MDL Ops?!?!?!?!?!

w00t!!!

Now my head is stacked with mod ideas....

You are my hero cchargin.

Drakonnen
03-09-2005, 08:03 PM
Fantastic!

I remember I did a few small model changes in Neverwinter Nights. Now I really can't wait to see what I can do with this game between modeling and skinning.

Arlen Treesong
03-09-2005, 09:42 PM
I wonder where Prime has gone, it would be awesome to see his Clone Troopers mod from Kotor1 ported to Kotor2

EDIT
------
Well Ok I imported it myself, I guess I must have misread something. I figured the ascii model was entirely different and you didn't have to just read kotor write kotor2 :p

Shadow Blaze
03-09-2005, 10:01 PM
Originally posted by Arlen Treesong
I wonder how many years it would take for me to model the Republic Commando Suit and Helmet.

http://img.kult-mag.com/photos/00/00/45/24/ME0000452470_2.jpg

/drool :biggs:

Well however many years it would take it would be nice to have but I am not even going to DARE try.

envida
03-09-2005, 11:35 PM
Does anyone know the difference between the models for the xbox version and the pc version for TSL?

I have had some success using some models on the xbox while others crash the game.

Would be cool to find a way to use all models on the xbox too.

You would think there isnt too much difference between the models.

Maybe cchargin could make an option in the mdlops to make models work on the xbox? That is if you have the time for it :D

I could send you some models from the xbox version to have a look and maybe find the difference between them.

Hive
03-12-2005, 05:46 PM
Originally posted by Shimaon
Me love you long time!

By the way cchargin, while working on my helmetless Mandalore mod, I found that it seemed the actual model of Mandalore is what made his armor un-unequippable. By any chance, is there something in the mdl that eludes to this? Or must it be something else just related to the model?

Thanks again,
Shimaon

Save your work; there's already an (unused) Mandalore model without a helmet in the game...

Looks pretty good, too.

90SK
03-12-2005, 06:19 PM
Woah, how could I have missed this! Superb job cchargin!:clap2:

Shimaon
03-12-2005, 08:14 PM
Originally posted by Hive
Save your work; there's already an (unused) Mandalore model without a helmet in the game...

Looks pretty good, too.
^^;
I know that, but what I meant is I discovered as soon as I changed it to the helmetless model, the armor is locked in place.

Thanks though.

The Regent
03-12-2005, 11:34 PM
It works great with my TSL models now, but I've gotten a strange error when trying to import one.

MAXScript Rollout Handler Exception -- Unknown property: "frameEnd" in $Editable_Mesh:glas_brk @ [-148.685471,0.479004,160.577011]

I'm not sure if it's caused by the model conversion or NWmax since all of the others work just fine.

Error (http://home.earthlink.net/~genz44/data/152har36_error.txt)

cchargin
03-13-2005, 12:29 AM
Hello,

It works great with my TSL models now, but I've gotten a strange error when trying to import one.

hmmm, I took a look at it and it seems to be an animation controller problem. I will look into it and try to figure out what the issue is.

A work around is to uncheck the "Extract animations" option before exporting to ascii. This should get you a model that you can import into nwmax

Hive
03-18-2005, 06:22 PM
Is there any way to tell the program to convert all files in a given directory? I find it to be quite tedios to manually convert files 1 by 1...

cchargin
03-18-2005, 08:34 PM
Hello,

Is there any way to tell the program to convert all files in a given directory?

Sure! You can run MDLOps from a command line where you can use file globbing (i.e. c:\models\*.mdl)

Check the readme.

Fred Tetra
03-18-2005, 10:56 PM
Originally posted by Hive
Is there any way to tell the program to convert all files in a given directory? I find it to be quite tedios to manually convert files 1 by 1...

If you're using Kotor Tool to extract your models before conversion, you can also just double-click on the first model you want to extract, specify how many total you want to process (including the clicked one), and Kotor Tool will extract each .mdl and .mdx pair, convert them (using Kotor Tool's own MDLOps) and put all the files in a directory for you. I wil also extract all of the required textures as well.

Hive
03-19-2005, 07:58 AM
Originally posted by cchargin
Hello,



Sure! You can run MDLOps from a command line where you can use file globbing (i.e. c:\models\*.mdl)

Check the readme.

Oh I'm sorry, I didn't see that. I guess I should read more carefully. :o

Thanks for the answer. :)

Hive
03-19-2005, 08:02 AM
Originally posted by Fred Tetra
If you're using Kotor Tool to extract your models before conversion, you can also just double-click on the first model you want to extract, specify how many total you want to process (including the clicked one), and Kotor Tool will extract each .mdl and .mdx pair, convert them (using Kotor Tool's own MDLOps) and put all the files in a directory for you. I wil also extract all of the required textures as well.

Yeah I already did that, an excellent feature you implemented. :)

Hive
03-19-2005, 10:21 AM
Oh, and another question: is it possible to leave out the '-ascii-kx-bin' from the filenames? I'd love if it would - instead of adding 'kx-bin' after the '-ascii' part - that, instead, the '-ascii' part was removed...

Can this be done?

Prime
03-19-2005, 10:38 AM
You can do it manually at least...

Hive
03-19-2005, 10:54 AM
Originally posted by Prime
You can do it manually at least...

I know. But my latest conversion included 48 files (24 *.mdx and 24 *.mdl), so I would much appreciate if there was another way...:ewok:

Fred Tetra
03-19-2005, 11:19 AM
Originally posted by Hive
I know. But my latest conversion included 48 files (24 *.mdx and 24 *.mdl), so I would much appreciate if there was another way...:ewok:

So which direction are you trying to go with your conversions? Game->Max or the other way around?

I say this because I am considering adding a drag-and-drop conversion feature to Kotor Tool that would do bunches of external files in one shot.

Please describe in more detail what it is you're trying to do and I'll see if this matches up with what I had in mind.

Hive
03-19-2005, 12:32 PM
Originally posted by Fred Tetra
So which direction are you trying to go with your conversions? Game->Max or the other way around?

I say this because I am considering adding a drag-and-drop conversion feature to Kotor Tool that would do bunches of external files in one shot.

Please describe in more detail what it is you're trying to do and I'll see if this matches up with what I had in mind.

I was trying to convert some K1 models for K2. First, I use your program to mass-convert to the ascii format.

Then, I use MDLops to convert them to the K2 format. And then, the renaming begins (since I prefer them to have the original names).

If possible, an "extract and convert from Kx to Kx" option would be nice. But I do now know whether it's feasible...

Prime
03-19-2005, 06:14 PM
Originally posted by Hive
I was trying to convert some K1 models for K2. Unfortuntely, porting assets from one Lucasarts game to another is again Lucasarts policy and Holowan Laboratory rules. Please do not discuss such topics on these boards. Thanks. :)

Hive
03-19-2005, 06:24 PM
Originally posted by Prime
Unfortuntely, porting assets from one Lucasarts game to another is again Lucasarts policy and Holowan Laboratory rules. Please do not discuss such topics on these boards. Thanks. :)

I am aware of that. Jeez, calm down. I have noticed that some people here jump to conclusions a bit too much.

Could it be that I have some custom made models from K1 which I have permission to convert?

I haven't discussed porting anything in this thread. Yes, the method I'm asking about *can* be used that way - but it doesn't have to be.

Darkkender
03-19-2005, 06:42 PM
Originally posted by Hive
I am aware of that. Jeez, calm down. I have noticed that some people here jump to conclusions a bit too much.

Could it be that I have some custom made models from K1 which I have permission to convert?

I haven't discussed porting anything in this thread. Yes, the method I'm asking about *can* be used that way - but it doesn't have to be.

When you begin to ask ambiguos questions that can get the members of these modding forums in trouble it is in the Authority of the Moderators such as Prime to reiterate the rules so as to protect the interests of the forums.

If it seems that many of us are quick to point out the rules concerning porting of resources it is because not a one of us wishes to get into legal trouble with the developers of these games.

That being said if when you phrase your questions from the beginning being as clear as possible that you intend to convert custom made models from one game to the other without using original game resources not a single person here could scold you for that.

I will at this time cease off-topic discussion and return control to cchargin.

cchargin
03-20-2005, 12:09 AM
hi,

I will at this time cease off-topic discussion and return control to cchargin.

Uh, did I miss something? ;)

Oh, and another question: is it possible to leave out the '-ascii-kx-bin' from the filenames? I'd love if it would - instead of adding 'kx-bin' after the '-ascii' part - that, instead, the '-ascii' part was removed...

A common question I get asked is "where did my file go?" It is usually in reference to nwmax which you are never quite sure where your file will end up, or what it will be named. So I decided to make MDLOps as unambigous as possible with naming.

If you want to mess around with Perl the scripts for MDLOps are in the same folder as the executable.

I will look into custom output names as a possible feature.

Prime
03-20-2005, 01:14 AM
Originally posted by Hive
I am aware of that. Jeez, calm down. You should take your own advice.

Originally posted by Hive
I have noticed that some people here jump to conclusions a bit too much. We can only make conclusions from what you write. Surely you can see why moderators would get the impression that you were taking about converting KOTOR models to TSL when you wrote, "convert some K1 models for K2."

Originally posted by Hive
Could it be that I have some custom made models from K1 which I have permission to convert? Sure. But it doesn't come across that way, especially when you don't say that.

Originally posted by Hive
I haven't discussed porting anything in this thread. Yes, the method I'm asking about *can* be used that way - but it doesn't have to be. Yes you did. You discussed converting K1 models for K2. ;)

Look, it is a serious subject since technically we shouldn't really be modding KOTOR at all. Porting lucasarts material to other games is a serious violation that could potentially lead to Holowan Laboratories getting shut down. Thus, us moderators try to be vigilant about such discussion. So in the future, please be a bit more specific, so we can avoid any problems. We are not trying to be discussion nazis, we are just trying to avoid potential trouble.

Now, back on topic please. :)

Hive
03-20-2005, 05:13 AM
Originally posted by Prime
You should take your own advice.

I'm sorry, I meant no offense. It's just that I personally feel there's a witch-hunt going on regarding this subject.

We can only make conclusions from what you write. Surely you can see why moderators would get the impression that you were taking about converting KOTOR models to TSL when you wrote, "convert some K1 models for K2."

I suppose that's true.

Sure. But it doesn't come across that way, especially when you don't say that.

It's just that I'm not used to such a modding environment. The games I usually mod have modding support from the developers, and no talk about sueing modders or shutting down anything ever comes up.

Yes you did. You discussed converting K1 models for K2. ;)

Again, you are right. But like I said: I'm not used to LucasArts unfriendly behaviour, so I didn't quite expect such reactions.

Look, it is a serious subject since technically we shouldn't really be modding KOTOR at all. Porting lucasarts material to other games is a serious violation that could potentially lead to Holowan Laboratories getting shut down. Thus, us moderators try to be vigilant about such discussion. So in the future, please be a bit more specific, so we can avoid any problems. We are not trying to be discussion nazis, we are just trying to avoid potential trouble.

You know LucasArts better than I - but if they would indeed be willing to try and shut down the entire forum because one member - against the forum rules - would do a port, then I have no respect for them at all. But I do not want to bring this forum into trouble, so I will try to think twice when phrasing another question that might be understood in more than one way.

Now, back on topic please. :)

Sir, yes sir!:)

Prime
03-20-2005, 03:09 PM
Originally posted by Hive
You know LucasArts better than I - but if they would indeed be willing to try and shut down the entire forum because one member - against the forum rules - would do a port, then I have no respect for them at all. It wouldn't be because of one member, but we are just trying to enforce the rules equally with everyone. We feel it is better to avoid the topic all together.

jedimaster1
01-22-2006, 03:16 PM
WOW!!! Very Very Good job!!! it's lots of fun...

90SK
01-22-2006, 03:35 PM
I'm afraid this topic is kind of...old. Old news, you know? Check out the dates. ;)

JdNoa
05-22-2007, 07:38 PM
I've been making some changes to mdlops (mostly porting code over from Torlack's NWN model de/compiler) so we could add some custom animations for our project. I'm uneasy about posting changes to someone else's code without permission but cchargin hasn't responded to my email yet, and I'm about to get too busy to work on this for a while. (The program is GPL so technically it's okay to post changes but if you think this is inappropriate please let me know and I'll remove it).

We've successfully imported animations on s_male02 and hk47. I haven't had time to do much testing outside of what we needed.

If you want to try this, you'll need perl installed, plus a couple of optional packages (instructions in the zip, "installing perl.txt".)

You can download the modified mdlops perl scripts HERE (http://www.geocities.com/jdnoa/mdlops.zip).

The usual caveats/issues:

- imported models may crash your game
- if you move skin mesh nodes the model in-game gets all weird and elongated and messed up, like something from Silent Hill
- we've only tried this with character models, and only a couple of those at that
- There's a bug somewhere in conversion to ascii that sometimes makes the last frame of an animation messed up. An example is in p_mira_bb at the end of CUT027. I think it's continuing a motion that should have been stopped... and if it's the last animation and you want to add a new one after, the motion keeps going into the beginning of the new one! I'm hopeful someone who knows more about animations will be able to tell why this is happening...
[edit:] - If you converted from binary to ascii with a previous version of mdlops, I'd re-convert. If you have an animation you want to save you can copy and paste it into the newly converted ascii model.

When testing, it's nice to name your animation pause1. That way you can see it as soon as you load the game.

tk102
05-22-2007, 07:47 PM
I've been making some changes to mdlops so we could add some custom animations for our project... We've successfully imported animations on s_male02 and hk47...
:Open2:
What a nice surprise! Thank you JDNoa!

Since cchargin did cite the GPL license agreement, there's no reason to take this down and I think if we did, there'd be a good chance of starting a riot. :p


When testing, it's nice to name your animation pause1. That way you can see it as soon as you load the game.

Good to note that. :)

If you want to try this, you'll need perl installed, plus a couple of optional packages (instructions in the zip, "installing perl.txt".)If you like I could help package this into an EXE...? See first post of this thread for a link


Edit: what is the mdlops.tws?

JdNoa
05-22-2007, 08:01 PM
If you like I could help package this into an EXE...?

Edit: what is the mdlops.tws?

That'd be awesome, thanks. All the perl-to-exe programs I found were commercial. :)

Uh... oh, oops. mdlops.tws would be a textpad configuration file. That doesn't need to be in there. :)

Kha
06-18-2007, 12:23 PM
OH!!! Thank you very very very... very much for this release JdNoa and tk102!! :D

I've managed to change the pause1 animation from the s_male2 file, it compiles without errors and worked into the game! :cowdance

But now since I'm completely new at modding I have a few questions:

When I make a new animations in the s_male2 file, what else do I need to change to allow me import those animation into the game? Just adding a new line in the animation.2da file and call it using a script works?

And can I use any one of the animations file or just s_male2 file?

Thanks very much!!
Kha

Dashus
06-18-2007, 12:33 PM
I believe (and someone correct me if I'm wrong - which is likely, given I have zero direct experience with this) this will not allow you to "create" animations. By "create" I mean actually add animations to the model. You have to replace existing ones. Then you can save the model off with a different name and specify the model to use in the utc (or ut*).

JdNoa
06-18-2007, 05:20 PM
When I make a new animations in the s_male2 file, what else do I need to change to allow me import those animation into the game? Just adding a new line in the animation.2da file and call it using a script works?

And can I use any one of the animations file or just s_male2 file?

Thanks very much!!
Kha

What we ended up doing to add new animations to s_male02 was using an animation name that wasn't really used much.

The two looping animations I found that were mostly unused (only present on the Darth Malak model) were kdtlkangry and kdtlksad. If those don't show up in the NWMax animation name list - which I'm pretty sure they don't - call your animation something distinctive, like custom1start, and then edit the ascii model file and do a find-and-replace from custom1start to kdtlkangry.

You can call those two animations from scripting using the ANIMATION_LOOPING_KNEEL_TALK_ANGRY and ANIMATION_LOOPING_KNEEL_TALK_SAD constants.

As for whether you can use other model files... all I can say is try it and see. I had issues with some character files because when I tried to make animations I moved skin nodes, which just messes everything up.

Kha
06-19-2007, 07:33 PM
I was thinking about the s_male1 file since it is much smaller and faster to compile, but as you said let's try and see what happens. Thank you for the info!

magnusll
07-02-2007, 09:00 AM
Is it just me being stupid, or does mdlops have trouble exporting emitters? I'm trying to work with m36aa_01 (Valley of the Dark Lords), but when GMax/NWMax (v 0.7) tries to import the emitters objects, it complains about not being able to convert "undefined" to float.

Just double checking if this is the case or if I'm doing something wrong...

On a tangential note... JdNoa, would you mind if I duplicate the mdlops functionality in my walkmesh utility? I think having the ability to import/export both the area model and its walkmesh would be invaluable to area modelers, to avoid progressive misalignment due to successive roundings if nothing else. Note that I wouldn't reuse the actual code (rather pointless since mdlops is Perl and my utility is C#), but I could certainly use the info about the .mdl and .mdx structure which can be gained by reading the source.

Pavlos
07-16-2007, 04:49 PM
Is it just me being stupid, or does mdlops have trouble exporting emitters? I'm trying to work with m36aa_01 (Valley of the Dark Lords), but when GMax/NWMax (v 0.7) tries to import the emitters objects, it complains about not being able to convert "undefined" to float.

Yes, emitters are yet another thing that we don't understand, so MDLOps doesn't have that sort of functionality :).

JdNoa
07-16-2007, 05:34 PM
Well.... emitters are actually partially implemented but not very well tested. The specific problem you're describing is because I never tested the emitter code using K1 models and it's doing something wrong there.

Darkkender
08-03-2007, 06:50 PM
Hey JDnoa, one of the things in the past I had been working on was trying to make changes to mdlops so that it will support the larger model structures when converting to ascii and back. If I can find my notes on what I was changing I'll pass them on to you so that we can see if can't start make full fledged area models.

Darth Xander
09-09-2007, 03:22 PM
what exacaly does mdlops do?

stoffe
09-09-2007, 03:46 PM
what exacaly does mdlops do?

It's a converter tool that converts the MDL/MDX files used by the KOTOR games to hold 3d model data into an ASCII format the NWMax importer/exporter plugin for gmax/3dsmax can read.

In short it allows you to load 3D models from the game in a 3d application, and export back into a format the game can use (with some limitations since the MDL/MDX format is not fully understood).


-----------------------
--<< What is this? >>--
-----------------------

This is a Perl script for converting
Star Wars Knights of the Old Republic (kotor 1 for short)
AND Star Wars Knights of the Old Republic, The Sith Lords (kotor 2 for short)
binary models to ascii and back again.

Binary models are converted to an ascii format compatible
with NeverWinter Nights.

It can also do some other operations on models,
like renaming textures and replacing meshes.

------------------
--<< Features >>--
------------------
-Automatic detection of binary model version
-Automatic detection of model type
-works with trimesh models
-works with dangly mesh models
-has limited support for skin mesh models (see below for more details)
-model properties supported:
-diffuse
-ambient
-shadow
-render
-alpha
-self illumination
-when reading in a binary model a text file is created
that lists all the textures the model uses.
-replacer function lets you replace 1 tri-mesh in a binary
model with another tri-mesh from an ascii model
-renamer function lets you rename textures in a binary
model


:)

Weiser_Cain
09-09-2007, 07:06 PM
Has this been idiot proofed for guys like me?

Darkkender
09-12-2007, 08:33 AM
Has this been idiot proofed for guys like me?

Likely it hasn't if your asking now. Nothing is ever free from bad things happening from people making mistakes, especially with computers. (AKA Vista)

Kha
02-24-2008, 02:02 PM
Is someone still working in Mdlops? Could it be possible to make it able to recognize Max smooth groups?

Inyri
02-24-2008, 02:23 PM
I cheat it by exporting my files to another format (in this case GLM, which is a Jedi Academy model format, because it automatically cleaves the model by smoothing group) then I reimport it.

You might want to get on magnusll's case and see if he can implement something similar in KAurora.

magnusll
02-26-2008, 05:43 AM
I cheat it by exporting my files to another format (in this case GLM, which is a Jedi Academy model format, because it automatically cleaves the model by smoothing group) then I reimport it.

You might want to get on magnusll's case and see if he can implement something similar in KAurora.

The idea is that KAurora will be able to import/export any model when I'm finished. I'm completing work on emitters to release the 0.3; after that, I'll tackle animations and the "missing" node types (like skinmeshes and danglymeshes). So in the end KAurora will work a bit like MDLops on steroids. I wouldn't hold my breath though; progress will be slow.

As for the specific question, I'm not sure I understand it fully. NWMax does export smooth group info (it's one of the values of the face array), but as far as I know there's no place within the Kotor face structure in which to put this info. I don't have the code at hand right now, but IIRC I decoded enough of the fields stored within Kotor faces to realize there was simply no place in which to put smooth group values. So unless you're proposing some built-in model preprocessing that results in... whatever it is that Max does with its smooth groups, there's no way of using that info with the Kotor engine.

OTOH, if you *are* proprosing model preprocessing, I could certainly do it, but I need to understand what to do first...

Darkkender
02-26-2008, 10:08 AM
Hey Magnusll, Have you considered adapting NWMax's script code for converting models to convert the Kotor model's directly to a max format?

Inyri
02-26-2008, 01:46 PM
I'm not sure I understand it fully.I'm not sure I do either, to be honest. :p All I really know is how the model is made and how it ends up.

I guess the basics of smoothing groups is that if you have four polygons in a square, and the two on the left are smoothing group 1 and the two on the right are smoothing group 2, it will 'cleave' the vertices between them (so instead of three vertices connecting them you'll get six -- three on the left and three on the right). This creates the 'seam' between the two smoothing groups. This is all fine and dandy, but somewhere along the way in the modeling process the vertices are not actually cleaved, so once the model gets into KotOR the smoothing groups are rendered basically as useless information, as the game doesn't seem to use them in any way. I was just wondering if KAurora could potentially step in and correct this issue somehow (the most straightforward way seems to be to break up the model by smoothing group, but knowing what's 'best' is more you department).

I don't know if the original issue is with the exporter or what, but this just seems like a prime opportunity to take care of it to avoid folks having to manually cut their models apart to get them looking right.

Kha
02-26-2008, 08:03 PM
What I would like is the other way around... when I get a body model and pass through mdlops it creates seams where there were none in the game, in the model the vertices are separated but before mdlops the game engine render the seam as they were conected you see no seam, after mdlops the seam appears.

Once Cchargin told he would look the smooth group thing to see how to render the normal here: http://www.lucasforums.com/showthread.php?t=157286

magnusll
02-27-2008, 10:05 AM
I guess the basics of smoothing groups is that if you have four polygons in a square, and the two on the left are smoothing group 1 and the two on the right are smoothing group 2, it will 'cleave' the vertices between them (so instead of three vertices connecting them you'll get six -- three on the left and three on the right). This creates the 'seam' between the two smoothing groups.

Ah... vertex duplication according to smoothing groups. Well it's certainly doable... in fact KAurora already does it, except it duplicates vertices according to the needs of the tvert structure. I could add the code needed to also manipulate the vertices due to smooth group info, though it probably doesn't make much sense to do it until I've completed the handling of all the Kotor node types.

Kemosavi
02-29-2008, 03:03 AM
I'm really new to the whole "modding scene", but I've been working with Max for a while. Anyway, I've followed the Readme from the older one, and with both versions when I try to convert the .mdl it says "does not exist!" Any kind of help would be much appreciated! :P

Sithspecter
02-29-2008, 05:07 PM
If you haven't extracted BOTH the .mdl and the .mdx, it won't work.

Kemosavi
02-29-2008, 05:28 PM
If you haven't extracted BOTH the .mdl and the .mdx, it won't work.


I have both the w_blstrrfl_001.mdl and w_blstrrfl_001.mdx on my desktop, and it still won't work. :(


http://img210.imageshack.us/my.php?image=wotvb0.jpg

Edit:: It appears that the program could not read the space after my windows name. I put the files in my d: drive and it worked :)

settoken
03-05-2008, 12:07 PM
Edit:: It appears that the program could not read the space after my windows name. I put the files in my d: drive and it worked :)

Man !!! if you're right it's the best day of my life !!!! ok it isn't but I'm really happy
That f*cking problem is turning me mad since 2 months
Nobody able to answer me
I'll test it and...man, thx a lot if it works

Darkkender
03-05-2008, 01:51 PM
What OS are you using Kemosavi? If it is Vista it could be because of changes in Vista.

settoken
03-05-2008, 02:39 PM
take a look at the screenshot...

Mono_Giganto
03-05-2008, 08:50 PM
Well, to someone who hasn't had the opportunity to use Vista, it may not be apparent from the screenshot that someone is or isn't using Vista. And in any case, the screenshot can only be so informative when anyone can download one of hundreds of Vista skins for XP.

Darkkender
03-05-2008, 10:06 PM
take a look at the screenshot...

Also not everybody can look at screenshots in there place of business due to bandwidth restrictions. My employer locks out certain sites altogether and any webpage url link that starts with "img" is blocked. So with the time it takes to say look at a screenshot you could say yes it is or no it is not Vista. Also too note Vista has a classic view option that allows it too look like older versions of windows, not too mention that screenie doesn't show the task bar.

settoken
03-06-2008, 02:51 AM
you both are right, It was just a silly answer, didn't meant to be annoying

sorry again :)

Princess Artemis
03-30-2008, 03:39 PM
I'm having a bizarre problem with mdlops...

I installed the newest version yesterday, and when I attempt to read/write a model for TSL, mdlops hangs at "reading binary model".

Unfortunately, for whatever reason, now I can't use mdlops 0.5, which I had working fine yesterday but now throws this error when I try to read/write a binary:
reading binary file
Tk::Error: can't open MDX file
Tk callback for .button2
Tk::__ANON__ at /PerlApp/Tk.pm line 247
Tk::Button::butUp at /PerlApp/Tk/Button.pm line 111
<ButtonRelease-1>
(command bound to event)

Anyone know what I can do about this? It's a terribly inconvenient time for mdlops to stop working just as I was about to make an attempt to learn how to make models and remodel some things.

ETA: And if anyone could direct me to where in the blazes mdlops is keeping its history file, I'd be much obliged--it doesn't seem right that I can try every which way but up to try to get mdlops to forget it ever existed on my machine but it can still find the last folder I opened anything with it.

Son of ETA: Never mind on the first part, I figured out the problem was mostly EBCAK, but with a side of TSL having mismatched lists of .mdl and .mdx files. In other words, I thought I had the .mdx files but I didn't (because TSL didn't HAVE .mdx files for the .mdls I'd extracted...). ::headdesk:: I would like to know where mdlops hides its history though. ::slinks off to the land of dumb computer users::

Shaggoth
03-07-2012, 05:13 PM
so if i want to convert models from k2 to k1, i should just read it, click on k1 option and write?