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a modelling question

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 camerson
12-11-2004, 2:21 PM
#1
i am trying to edit a model. How do I recompile the mdl file to binary with the skin editable mesh? When I try to use the replacer part of mdlops the mesh isn't one of the choices. Am I doing it wrong or is there another program out there that I can use for that?
 Mono_Giganto
12-11-2004, 3:20 PM
#2
It depends, what kind of model are you compiling, is it a lightsaber, or something like a gun/mask?
 camerson
12-11-2004, 4:06 PM
#3
It's a character model.
 Mono_Giganto
12-11-2004, 4:12 PM
#4
Well, in that case, it doesn't really matter much 'cause we can't really do anything with character models, with the exception of moving vertices on pre-existing models just a tiny bit.
 camerson
12-11-2004, 4:16 PM
#5
I saw the screenshot by Seprithro of Revan pregnant, and wondering how he did it. Was that the vertice moving you were talking about or something else?
 cchargin
12-11-2004, 5:00 PM
#6
Hello,

The replacer function only works with tri-mesh.

What Seprithro did was just use the standard import/export functions of MDLOps. The catch is that when you are editing a model with a skin mesh in it you have to have the original binary model in the same directory as your ascii model. This is because I don't know how to calculate some extra information for the vertex weights that a binary model requires. This means that even though you can push some verticies around they may not bend or flex in the manner you might expect. It also means we can't make new skin mesh models.

If you want to replicate what Seprithro did:
1) extract a body model that does not have animations
2) convert to ascii with MDLOps
3) import into gmax/nwmax
4) push the verticies around
5) export to ascii
6) make sure the original binary model and your modified ascii model are in the same directory and convert to binary with MDLOps
7) put it in override and hope it does not crash your game. ;)
 camerson
12-11-2004, 6:08 PM
#7
When you say animations do you mean the dummy?
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