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Old 04-06-2005, 12:21 PM   #1
Derek K'rail
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Darth Bandon Armor for TSL... Modelling help

Hello, I am trying to modify Darth's Bandon model (n_darthband.mdl and n_darthband.mdx) the idea is to 'lower' certain parts of the neck to prevent a clipping problem with the PC's head.

I am currently using Gmax and mdllops.

The proccess I am following is:

1- Extract models with Kotor Tool (.mdl, .mdx and textures)

2- decompile to ascii format with mdlops

3- Load the ascii model with the nwn GMax plugin

4- Modify the model (just selecting the vertexes of the neck I want to modify and lower them in the Z-Axis)

5- Export the model

Now I'm having problems... I don't know why but anytime I try to recompile to binary with mdlops from the exported ascii model I recieve an error of mdlops and (It is in the 'read' ascii part of the mdlops proccess) I cannot continue....

Some expert modeler can help, please?

Thanks in advance.

DK.
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Old 04-06-2005, 06:41 PM   #2
mstarfire
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I'm not sure how much this will help, but I believe the issue lies with the type of model it is. From what I have read, the models in Kotor2 are a differant format than Kotor. Now there is a thread concerning a filter or additional program that allows you to make minor changes like those you are mentioning.

http://www.lucasforums.com/showthrea...hreadid=147104

Like I said, not sure how this will help, but it may give you a place to start.
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Old 04-06-2005, 07:34 PM   #3
T7nowhere
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When compiling skin meshs you have to have the original binary mdl, mdx in the same folder as the ascii.mdl exported from gmax. rename the ascii to add ascii or something different fromt he original mdl name.

Last edited by T7nowhere; 04-07-2005 at 06:08 PM.
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Old 04-07-2005, 12:02 PM   #4
Derek K'rail
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Thanks for the advice, I will try it tonight.

DK.
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Old 04-11-2005, 05:40 AM   #5
Derek K'rail
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It worked!

Ok, thanks, it finally worked. I'm not having too much time due to my job... but I promise to post some screenshots soon, just in case someone is interested.
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