Hi everybody.
I have a question. What is the difference between the .mdl and .mdx files? I am more concerned about the .mdx file. I understand that .mdl files are the models of the game, and I use them for re-texturing. So I was just wondering what the big differences between the two is. To put it plainly:
What are the .mdx files used for?
The .MDX contains additional data pertaining to the model, like texture vertex coordinates, lightmap vertex coordinates and vertex normals.
Thanks :)
There is a doubt I still have. To modify models in the game (either one), do you need to play around with .mdx? Im asking this b/c I know you can export .mdl files. When I have done so I get what looks like a complete model, which I use for retexturing purposes. But all models in the game have both a .mdl and a .mdx correct?
So if .mdl is the model...what would you use .mdx for? Porting animations back into the game and stuff like that?
Thanks :)
There is a doubt I still have. To modify models in the game (either one), do you need to play around with .mdx? And if so, what program do you use to modify them?
Nope , you only work on the .mdl .
Allthough , you need to compile the .mdl to ASCII format .
You do that with MDLops ( or Kaurora , haven't tested that out yet ) , but to compile you need the .mdx .
OffTopic :
Allthough I'm curious if Kaurora could compile ASCII gunmodels or Saberhilt models + there hooks back to Binary .
And have them succesfully working in the game .
I've tried compiling ASCII models with KAurora and it works ok...
Wow Quanon you just answered a buch of questions I had. Sweet.
Umm...about this KAurora...is it better than MDLops? I ask b/c I have never heard about it.
Wow Quanon you just answered a buch of questions I had. Sweet.
Umm...about this KAurora...is it better than MDLops? I ask b/c I have never heard about it.
I'm the author of KAurora, and the reply to your question is: it depends on what you're trying to do.
KAurora has better binary file handling capabilities than MDlops. This is because I started from MDlops (and from Torlack's work on the original NWN model format) and went from there. I was able to decode several additional fields (like an almost complete decoding of all fields present in the .MDX files) which MDLops doesn't know how to handle.
The limitations of KAurora stem from the fact that it is currently very incomplete. There are various types of nodes found in the Kotor MDL files which are still not processable because I've not yet got around to write the necessary code. Also, I've not yet written the functions for exporting models into ascii. So to sum up:
- if you need to go from binary to ascii: use MDlops
- if you need to go from ascii to binary, and your model is made up of trimeshes, walkmeshes and AuroraLights: use KAurora, which will give FAR better results than MDlops
- if you need to go from ascii to binary, and your model contains emitters, skinmeshes, danglymeshes or saber nodes: use MDlops
I plan to complete the Kaurora model handling functionalities. When I'm done, KAurora will be a fully fledged model importer/exporter able to go back and forth from Kotor MDL files to NWMax ascii models, enabling the creation of scratch-built models (you can already scratch-build new areas with it). It will take a significant amount of time, though; and until it's complete, your best bet is to have both tools at your disposal and to simply use the one most suited to the task at hand.
KAurora has better binary file handling capabilities than MDlops. This is because I started from MDlops (and from Torlack's work on the original NWN model format) and went from there.
I can see why it would be an improved MDLops...
The limitations of KAurora stem from the fact that it is currently very incomplete.
Well in that case keep up the good work :thmbup1: Know when you will complete it? Hopefully by sometime next year.
until it's complete, your best bet is to have both tools at your disposal
Thanks for the advice. I will.