Bachus
07-15-2006, 03:59 PM
Greetings.
I've been trying my hand at a little KOTOR editing after recently acquiring the Mac version. The problem being that I have nothing but Macs, so I can't use 3D Studio Max or gmax to edit model files. I *do* have Virtual PC which works fine for MDLOps. So I've been dumping .mdl files to the ascii format and manually converting the bits I want to .obj for editing in Blender.
The other problem being, I can't seem to get the edited data back into KOTOR. I'm editing party members (Bastila, etc), and I'm being careful not to add or delete any vertices/tex coords/etc. MDLOps compiles the ascii files back to binary fine (or at least it gives no errors). But when I add the models to the override folder and start up KOTOR, I just get the default model. If I re-decompile the .mdl, it seems that my edited data is gone. It's like MDLOps is replacing the edits with the original data from the binary .mdl.
So I must be doing something wrong. As near as I can tell .mdl files only contain three node types (or at least the ones I'm trying to edit do), dummy, trimesh, and skin. Dummies are just scenegraph and inheritance purposes right? They contain no geometry info. The trimesh nodes contain geometry info (and some of them tex coords for some reason), but when I load them up in blender they're just rough geometric shapes. I take it the trimesh nodes are just for animation purposes and are placeholders/weights/whatever? The skin nodes actually look like characters, so that's what I've been trying to edit and reimport.
Do I need to edit something else entirely? Edit the trimesh as well as the skin nodes? Can what I'm attempting not be done? MDLOps screwed up? I'm at an impasse.
I've been trying my hand at a little KOTOR editing after recently acquiring the Mac version. The problem being that I have nothing but Macs, so I can't use 3D Studio Max or gmax to edit model files. I *do* have Virtual PC which works fine for MDLOps. So I've been dumping .mdl files to the ascii format and manually converting the bits I want to .obj for editing in Blender.
The other problem being, I can't seem to get the edited data back into KOTOR. I'm editing party members (Bastila, etc), and I'm being careful not to add or delete any vertices/tex coords/etc. MDLOps compiles the ascii files back to binary fine (or at least it gives no errors). But when I add the models to the override folder and start up KOTOR, I just get the default model. If I re-decompile the .mdl, it seems that my edited data is gone. It's like MDLOps is replacing the edits with the original data from the binary .mdl.
So I must be doing something wrong. As near as I can tell .mdl files only contain three node types (or at least the ones I'm trying to edit do), dummy, trimesh, and skin. Dummies are just scenegraph and inheritance purposes right? They contain no geometry info. The trimesh nodes contain geometry info (and some of them tex coords for some reason), but when I load them up in blender they're just rough geometric shapes. I take it the trimesh nodes are just for animation purposes and are placeholders/weights/whatever? The skin nodes actually look like characters, so that's what I've been trying to edit and reimport.
Do I need to edit something else entirely? Edit the trimesh as well as the skin nodes? Can what I'm attempting not be done? MDLOps screwed up? I'm at an impasse.