Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

Moddleing (nwnmdlcomp)

Page: 1 of 1
 mocap
04-05-2006, 1:59 AM
#1
I downloaded the gmax NWN mdl importer thing but every time i use it it says "file did not decompile. make sure it is a valid file and that nwnmdlcomp is present" and it was so i figured id run the script buy itself like nwnnsscomp for making ncs files, but it keeps saing connot fing or open NeverWinter Nights(probly beacuse i dont own it). Can i get around this?
 oldflash
04-05-2006, 3:04 AM
#2
I downloaded the gmax NWN mdl importer thing but every time i use it it says "file did not decompile. make sure it is a valid file and that nwnmdlcomp is present" and it was so i figured id run the script buy itself like nwnnsscomp for making ncs files, but it keeps saing connot fing or open NeverWinter Nights(probly beacuse i dont own it). Can i get around this?
In 2 ways.
1. Use KotorTools to extract binary model (.mdl) and binary extended (.mdx) then use mdlops to decompile that model.
2. In KotorTools doubleclick on model name (.mdl) instead using extract button. That will extract ascii version and textures. (best way)
More info and tutorials you'll get on Skinning and Modeling (http://www.lucasforums.com/forumdisplay.php?f=595) section.
 mocap
04-06-2006, 1:32 PM
#3
the second way doent seem to work. Whene you double click the mdl in KT it pops up the model conversion options window but whene you click the ok button it acts like its ectracting but nothing is made.
 mocap
04-06-2006, 1:45 PM
#4
Ok i tried it again...
1.extracted the mdl and mdx.
2.used mdlops from the command line to decompile the mdl and got staff-ascii.mdl
3.????

what now, i tried importing the staff-ascii.mdl into gmax useing nwmax but it has an error"Unable to convert: undifiend to type:Float"

i tried using the nwmax nwnmdlcomp tool but all i get is the "unable to open or find neverwinter night"

i am so lost here :(
 oldflash
04-07-2006, 1:58 AM
#5
the second way doent seem to work. Whene you double click the mdl in KT it pops up the model conversion options window but whene you click the ok button it acts like its ectracting but nothing is made.
Getting last ver. of kotor tools (http://kotortool.starwarsknights.com/) and mdlops (http://cchargin.home.comcast.net/kotor/mdlops0-6alpha4.zip) will fix this problem. Also, for importing model use nwnmax v0.7 (http://nwmax.dladventures.com/download/)
Now should work.
 mocap
04-07-2006, 2:12 AM
#6
I cant use the newest version of KT i am moding the xbox version and the new version requres the PC instalation. And i am using NWMax 8
 oldflash
04-07-2006, 2:26 AM
#7
I'm a little confused. I know nothing about xbox but I suppose you have a pc where you run gmax or 3dmax for editing. For this use nwnmax 0.7 instead of 0.8. I replay suggestion to read Skinning and Modeling (http://www.lucasforums.com/forumdisplay.php?f=595) section and read-me.txt for each tool you use.
Hint: No need to use command line in mdlops since that tool has a graphic interface. Hit "select file" then "read and write model".
 cchargin
04-07-2006, 3:49 PM
#8
I cant use the newest version of KT i am moding the xbox version and the new version requres the PC instalation. And i am using NWMax 8
MDLOps does not support the xbox model format.
 mocap
04-07-2006, 6:53 PM
#9
To what extent? I downloaded and used mdlops 6(i think) and it didnt seem to have any problems.(made a_jedirobe_001-ascii.mdl and a txt file)

And the reson i used the other mdlops in the command line was beacuse it was the one that came with KT and it didnt have a GUI.

As for the inability to use the newest version of KT, it is beacuse KT looks for the games .exe file and the xbox version uses a .xbe extention.(I copyed all the game files onto the HD of my PC.

oldflash, you keep refuring to nwnmax, the one i have seys nwmax is there a diffrence?
 cchargin
04-07-2006, 7:18 PM
#10
Hello,

The xbox model format contains less information than the pc model format does. My guess is that they chopped out some of the model structure to save space on the xbox.

You might get lucky with some models. Some xbox models will convert to ascii, some won't. Sometimes you can import a model into the xbox, sometimes you can't.
 oldflash
04-08-2006, 2:04 AM
#11
NWmax. Sorry for confusion.
 mocap
04-08-2006, 1:17 PM
#12
Thats messed up. Iv used pc mods on my xbox that involved model changes without problems. What about creating my own from scratch?
Page: 1 of 1