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11-18-2004, 08:12 AM
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#1
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chown -R cchargin /plans/deathstar/*
Join Date: Apr 2004
Location: San Jose, CA
Posts: 203
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New MDLOps
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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/ko...ratechest1.jpg
http://home.comcast.net/~cchargin/ko...ratechest2.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
Last edited by tk102; 06-18-2007 at 12:40 PM.
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11-18-2004, 08:17 AM
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#2
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Forumite
Join Date: Mar 2004
Location: England
Posts: 631
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Great work mate, editable placeables!!!!! what ive been waiting for 
Doom_Dealers Mods:
http://doomdealer.tripod.com/
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11-18-2004, 08:21 AM
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#3
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Administraterror
Status: Administrator
Join Date: Feb 2004
Location: In my secret dungeon...
Posts: 8,286
Current Game: Showing how to make cookies...
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 AWESOME!!!
This opens up a bunch of new Kotor modding possibilites 
Prouver que j'ai raison serait accorder que je puis avoir tort. ~ Beaumarchais
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11-18-2004, 08:32 AM
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#4
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Junior Member
Join Date: Aug 2004
Location: foster kid in Alabama
Posts: 380
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DUDE, AWSOME
-YOINK
"Live is about taking risks: place your bet!"
350+ posts yay!!
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11-18-2004, 09:01 AM
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#5
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Senior Member
Join Date: Sep 2004
Posts: 1,145
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Whoosh! Amazing!
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11-18-2004, 09:10 AM
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#6
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Rookie
Join Date: Oct 2004
Location: Europe
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11-18-2004, 09:25 AM
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#7
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Veteran
Join Date: Feb 2004
Location: Israel
Posts: 807
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Great Job!!!
Is that with animations?
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11-18-2004, 09:31 AM
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#8
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Did you reset?
Join Date: Jan 2004
Location: Vancouver, BC
Posts: 2,971
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I'll say it again cchargin. Awesome work.
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11-18-2004, 09:38 AM
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#9
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Bastards of Young
Join Date: Jan 2004
Location: Left of the Dial
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11-18-2004, 09:38 AM
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#10
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Veteran
Join Date: Feb 2004
Location: Israel
Posts: 807
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About the replacer thing, is it just for Lightsabers? Or it is for swords, blasters and helmets too?
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11-18-2004, 09:41 AM
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#11
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Did you reset?
Join Date: Jan 2004
Location: Vancouver, BC
Posts: 2,971
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Quote:
Originally posted by Darth_ToMeR
About the replacer thing, is it just for Lightsabers? Or it is for swords, blasters and helmets too?
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SO far Just Lightsaber and Placeables. You don't need it for Blasters, swords or helms.
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11-18-2004, 09:48 AM
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#12
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Giant Monkey of Doom™
Join Date: Dec 2003
Location: Florida
Posts: 2,478
Current Game: Mass Effect 2
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!!!
YAY!!!!
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11-18-2004, 10:03 AM
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#13
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Forumite
Join Date: Mar 2004
Location: England
Posts: 631
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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
Doom_Dealers Mods:
http://doomdealer.tripod.com/
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11-18-2004, 10:08 AM
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#14
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chown -R cchargin /plans/deathstar/*
Join Date: Apr 2004
Location: San Jose, CA
Posts: 203
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Hello,
Quote:
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About the replacer thing, is it just for Lightsabers? Or it is for swords, blasters and helmets too?
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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.
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11-18-2004, 10:18 AM
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#15
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Brony 4 Life. Yo.
Status: Super Moderator
Join Date: Oct 2004
Location: Tennessee (USA)
Posts: 6,845
Current Game: Minecraft MP: PynCraft|Tekkit
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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!

Last edited by ChAiNz.2da; 11-18-2004 at 10:56 AM.
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11-18-2004, 10:32 AM
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#16
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Forumite
Join Date: Aug 2004
Posts: 504
Current Game: Mass Effect 2
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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. 
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11-18-2004, 12:56 PM
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#17
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And I control your eyes
Join Date: Jul 2004
Location: USA
Posts: 4,363
Current Game: Fallout 3
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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?  ).

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11-18-2004, 01:08 PM
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#18
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Join Date: Jan 2003
Location: Montreal, Canada
Posts: 733
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Thanks cchargin this is just awesome work as always
 The band is playing for you
svösh
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11-18-2004, 01:54 PM
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#19
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Knight of Holowan
Join Date: Aug 2004
Location: In the mountains of Oregon
Posts: 2,951
Current Game: World of Warcraft
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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?
Working so, we will learn history as a tree knows it; we will climb into shapes printed in the seed; we will become time made visible, years made fragrant; we will make of concentric memory a stem of praise; we will inhabit daylight at a trees own speed; we will be travelers who remain, patriots to this ground.
OMG I only rank 62.13018% geek or a Extreme Geek as it is referred to on the geektest at Geektest
[TSL]Holowan Plugin
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11-18-2004, 03:24 PM
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#20
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Rookie
Join Date: Oct 2004
Location: Newport Washington
Posts: 38
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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

THEN THIS

HAHAHAHA
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11-18-2004, 03:42 PM
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#21
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Join Date: Jan 2003
Location: Montreal, Canada
Posts: 733
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whitguy we have been able to make new swords, guns and masks with mdlops 1  This is the forth release now we can make new sabers and placeables
svösh
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11-18-2004, 03:53 PM
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#22
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Rookie
Join Date: Oct 2004
Location: Newport Washington
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Quote:
Originally posted by svösh
whitguy we have been able to make new swords, guns and masks with mdlops 1 This is the forth release now we can make new sabers and placeables 
svösh
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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

THEN THIS

HAHAHAHA
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11-18-2004, 04:06 PM
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#23
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Shadow Lord Of The Sith™
Status: Moderator
Join Date: Mar 2004
Location: Stormreach CA.
Posts: 9,184
Current Game: DDO, Stormreach
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Well, Cchargin... you have outdone yourself this time, new lightsabers! [Insert Evil Laugh Here]
Very Nice!  (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?

"Beware the form-fitting black armor-clad Drow hottie with twin Mineral II Greensteel Khopeshes!"
"Liella d'Orien says, '"You're the fool, Devil. -- Witness the power of this fully ARMED and OPERATIONAL Titan!"'" ----------------------------------------------------------------------
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11-18-2004, 04:06 PM
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#24
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chown -R cchargin /plans/deathstar/*
Join Date: Apr 2004
Location: San Jose, CA
Posts: 203
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Hello,
Quote:
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By the way is that binary renamer feature the one you got the inspiration from my hex editing models thread?
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I can tell you have not read the readme!  Take a look at it.
Quote:
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can you make costum sword hilts
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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!)
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11-18-2004, 04:37 PM
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#25
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Kotor Tool Guy
Join Date: Jan 2004
Location: What a creepy photo, eh? Had to use it!
Posts: 947
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The new version works great! It's also nice to see you got the "no GUI when running in command line mode" fixed, too  (Saw my name in the file, heh heh)
Kotor Tool Developer
http://kotortool.starwarsknights.com/
"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub
Visit the Kotor Tool Forum
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11-18-2004, 06:31 PM
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#26
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Junior Member
Join Date: Jan 2004
Location: Modesto, CA (USA)
Posts: 314
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---------------------
(bee-knee-zee)
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11-18-2004, 06:51 PM
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#27
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Super Dimension Fortress
Status: Super Moderator
Join Date: Apr 2002
Location: Somewhere by Pluto
Posts: 12,256
Current Game: Skyrim
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cchargin = The Man
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11-18-2004, 08:08 PM
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#28
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Junior Member
Join Date: Mar 2004
Posts: 363
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cool, looks like I'll be able to use some of these things after all
Seprithro: Craftsman of NASTY things that kill.
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11-18-2004, 08:28 PM
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#29
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Shadow Lord Of The Sith™
Status: Moderator
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[Dominate Mind] Bneezy... you really... really want to polish those off, get the authors permissions, and release those sabers!
Quote:
Originally posted by Prime
cchargin = The Man
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I completely agree!
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. 
"Beware the form-fitting black armor-clad Drow hottie with twin Mineral II Greensteel Khopeshes!"
"Liella d'Orien says, '"You're the fool, Devil. -- Witness the power of this fully ARMED and OPERATIONAL Titan!"'" ----------------------------------------------------------------------
Last edited by RedHawke; 11-18-2004 at 08:41 PM.
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11-19-2004, 06:02 PM
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#30
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chown -R cchargin /plans/deathstar/*
Join Date: Apr 2004
Location: San Jose, CA
Posts: 203
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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).
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11-19-2004, 08:42 PM
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#31
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Well past expiration date
Join Date: Jan 2004
Posts: 5,764
Current Game: GTA IV
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Quote:
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There is ALWAYS 1 more bug.
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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.
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11-19-2004, 09:20 PM
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#32
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Junior Member
Join Date: Jan 2004
Location: Modesto, CA (USA)
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Quote:
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[Dominate Mind] Bneezy... you really... really want to polish those off, get the authors permissions, and release those sabers!
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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*.
---------------------
(bee-knee-zee)
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11-20-2004, 01:50 PM
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#33
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Junior Member
Join Date: Jun 2004
Location: Millington,TN
Posts: 258
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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 
I scored 12.03156% on the Geek Test.
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11-20-2004, 04:27 PM
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#34
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Dapper Chimp
Join Date: May 2004
Posts: 8,145
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Too late. T7 beat me to it...and did a much better job than I ever could've. This is all so exciting!
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11-20-2004, 06:34 PM
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#35
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chown -R cchargin /plans/deathstar/*
Join Date: Apr 2004
Location: San Jose, CA
Posts: 203
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hi,
Quote:
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So can I make an entirely new placeables or can I only re-make existing ones.
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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.
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11-21-2004, 09:49 AM
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#36
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8-Bit Code Monkey
Join Date: May 2004
Location: A House
Posts: 4,034
Current Game: SWTOR
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thank you cchargin, you've done a more then commendable job
"Women are like sunsets… they’re beautiful, but there will be a different one tomorrow." - Gilder
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11-25-2004, 05:37 AM
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#37
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Rookie
Join Date: Jun 2004
Location: Sweden
Posts: 219
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HILTS! OMFG! 
I was without an internet connection, and look what I missed!
*Prepares modelling tools of doom*

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03-08-2005, 10:37 PM
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#38
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chown -R cchargin /plans/deathstar/*
Join Date: Apr 2004
Location: San Jose, CA
Posts: 203
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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
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03-08-2005, 10:42 PM
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#39
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Rookie
Join Date: Nov 2004
Posts: 168
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Quote:
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
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Holy Crap !!!! I love you... wooooooooo Bao Dur Robes!!!
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03-08-2005, 10:55 PM
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#40
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Kotor Tool Guy
Join Date: Jan 2004
Location: What a creepy photo, eh? Had to use it!
Posts: 947
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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?
Kotor Tool Developer
http://kotortool.starwarsknights.com/
"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub
Visit the Kotor Tool Forum
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