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New MDLOps

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 cchargin
03-09-2005, 12:09 AM
#51
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
#52
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
#53
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
#54
^^^

Well, I better get to work then cchargin ;), thanks man awesome job, cheers :D
 SpaceAlex
03-09-2005, 1:06 AM
#55
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, 1:26 AM
#56
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, 2:15 AM
#57
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, 2:27 AM
#58
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, 3:37 AM
#59
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, 8:23 AM
#60
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, 9:37 AM
#61
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
#62
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, 1:55 PM
#63
cchargin,

Thank you for this contribution to the modding community. :thumbsup:
 Shadow Blaze
03-09-2005, 3:44 PM
#64
*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, 5:58 PM
#65
Ah I was wondering did 5.0 version have any progress on importing and exporting head model ? curious .
 Baadu Apprent
03-09-2005, 6:00 PM
#66
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, 7:13 PM
#67
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, 7:14 PM
#68
Delete pls. :confused:
 Arlen Treesong
03-09-2005, 7:28 PM
#69
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, 8:02 PM
#70
New MDL Ops?!?!?!?!?!

w00t!!!

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

You are my hero cchargin.
 Drakonnen
03-09-2005, 8:03 PM
#71
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, 9:42 PM
#72
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
#73
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
#74
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, 5:46 PM
#75
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, 6:19 PM
#76
Woah, how could I have missed this! Superb job cchargin!:clap2:
 Shimaon
03-12-2005, 8:14 PM
#77
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
#78
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
#79
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, 6:22 PM
#80
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, 8:34 PM
#81
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
#82
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, 7:58 AM
#83
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, 8:02 AM
#84
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
#85
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
#86
You can do it manually at least...
 Hive
03-19-2005, 10:54 AM
#87
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
#88
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
#89
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, 6:14 PM
#90
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, 6:24 PM
#91
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, 6:42 PM
#92
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
#93
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, 1:14 AM
#94
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, 5:13 AM
#95
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, 3:09 PM
#96
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, 3:16 PM
#97
WOW!!! Very Very Good job!!! it's lots of fun...
 90SK
01-22-2006, 3:35 PM
#98
I'm afraid this topic is kind of...old. Old news, you know? Check out the dates. ;)
 JdNoa
05-22-2007, 7:38 PM
#99
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, 7:47 PM
#100
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?
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