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KOTORmax


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#1 bead-v

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Posted 08 October 2017 - 10:48 PM

File Name: KOTORmax

File Submitter: bead-v

File Submitted: 09 Oct 2017

File Category: Modding Tools

 

 

 

 

 

KOTORmax is a plugin for 3ds Max and Gmax that allows importing and exporting of ascii model files for KOTOR and KOTOR2. KOTORmax is directly extended from NWmax by Joco.

 

How do I set it up?
Open the .zip archive, the instructions are in the readme file.

 

How do I use it?
Check for tutorials in the Tutorials Section. A lot of the basic functionality is exactly the same as with NWmax, so most of the tutorials should help you with using KOTORmax. As for the new functionality, it is now up to the community to create new tutorials for it.

 

KOTORmax was designed to be used with MDLedit and the new version of MDLOps by ndix UR. Using the ascii model files that it produces with an older version of MDLOps will cause data to be ignored in the best case and a crash in the worst.

 

What's different from NWmax?
– Support for all known properties of the Odyssey MDL Format. All NWN functionality that is irrelevant for the KOTOR games removed.
– Ambient texture (lightmap) import/export. Experimentally also vertex colors as well as texture0 and texture1 UV coordinate import/export.
– Support for bezier animation controllers.
– Lightsaber mesh object.
– New Anim Editor, Key Ops, Constraint Editor, Visibility Editor, Roomlink Editor and improved Anim Mapper.
– LYT and VIS file Import and Export.
– Game smoothing preview.
– Sanity check now adapated to KOTOR models.
... and much more!

 

Max crashed/froze/reported a weird error!
Describe your issue in the relevant thread and I will look into it. Please explain in detail exactly what you were doing when the error occurred. Also include any relevant files in your post.

 

Thanks
A big thank you goes out to ndix UR, without whom KOTORmax wouldn't even exist. A big thanks also to Joco for allowing me to build on NWmax and release it as KOTORmax.
I would also like to thank the testers, both for their patience when I was dealing with very persistent bugs and for all the suggestions that helped make KOTORmax what it is now:
– DarthParametric
– JCarter426
– Quanon
– VarsityPuppet

 

Lastly I'd like to thank the KOTOR modding community, which makes taking the time to make such a tool worth it.

 

 

 

 

 

Click here to download this file


Edited by bead-v, 09 October 2017 - 05:24 AM.


#2 DarthTyren

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Posted 08 October 2017 - 11:46 PM

Is it recommended to remove NWMax before we think about using this?


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#3 bead-v

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Posted 08 October 2017 - 11:50 PM

No need to remove it completely, though you will have to move one file. KOTORmax's readme will tell you exactly what to do ;)



#4 Sithspecter

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Posted 09 October 2017 - 12:29 AM

No need to remove it completely, though you will have to move one file. KOTORmax's readme will tell you exactly what to do ;)

 

I got an early preview of this from VP and it's amazing! I can't thank you enough! Only issue that I've found so far is lightsabers still aren't able to be imported/exported into 3DSMax will correct results.



#5 LDR

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Posted 09 October 2017 - 12:33 AM

I am salivating. Unbelievable work.

You make a loop de loop and pull. And your shoes are looking cool.

 

Also you should totally subscribe to my YouTube channel.


#6 jc2

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Posted 09 October 2017 - 04:00 AM

Well done bead-v! Well done!


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Thank you FS for past and current modding help! 


#7 Purifier

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Posted 09 October 2017 - 04:38 AM

Congrats Bead-v. ;) It's been a long time coming for Max. Glad to see it's finally out now.



#8 Kexikus

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Posted 09 October 2017 - 08:20 AM

Should I ask for the new MDLOps now? ;)

 

– LYT and VIS file Import and Export.

 

Yes, thank you :D



#9 Sithspecter

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Posted 09 October 2017 - 02:43 PM

Should I ask for the new MDLOps now? ;)

 

Or perhaps try the new MDLEdit?

 

http://deadlystream....e/1150-mdledit/



#10 bead-v

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Posted 09 October 2017 - 09:56 PM

Should I ask for the new MDLOps now? ;)

On its way, you will know when it's here ;)



#11 Sithspecter

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Posted 09 October 2017 - 11:58 PM

What will be the functional difference between MDLOps and MDLEdit?



#12 ndix UR

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Posted 10 October 2017 - 01:32 AM

They are more alike than different at this point (in terms of compile/decompile capabilities, in terms of GUI, MDLEdit is way better :)), and they aim to be fully cross-compatible with each other. However, they often use different algorithms on the backend to achieve the "same" results, which sometimes lead to slight differences, sometimes ones we don't even fully understand :) A good example is our AABB tree computations, both of us are 'wrong', but both seem to work, despite slight variations in the output trees.

 

This is a topic bead-v & I will likely address at length in a different thread once a new MDLOps is generally available.



#13 N-DReW25

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Posted 10 October 2017 - 07:11 AM

Would a tool like this be able to fix the data errors in the M4-78 modules that allow enemies to shoot you through the walls? (In the Environmental Zone specifically)



#14 bead-v

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Posted 10 October 2017 - 07:48 AM

Would a tool like this be able to fix the data errors in the M4-78 modules that allow enemies to shoot you through the walls? (In the Environmental Zone specifically)

 

I never tinkered with that specifically so I have no idea how it actually works, but since we can definitely control everything in a KOTOR model with the new tools the answer should be 'yes'.



#15 newbiemodder

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Posted 10 October 2017 - 03:59 PM

would this allow for direct editing of existing room mdl's within modules themselves to help create new recycled areas? Retexture rooms, removing unwanted meshes, etc
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#16 Sithspecter

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Posted 10 October 2017 - 04:22 PM

would this allow for direct editing of existing room mdl's within modules themselves to help create new recycled areas? Retexture rooms, removing unwanted meshes, etc

 

Yes, it does indeed. I've already tried it.



#17 newbiemodder

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Posted 10 October 2017 - 05:15 PM

Yes, it does indeed. I've already tried it.


Nice work, bead-v! That makes module creation SO much easier. Could have used it years ago.
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#18 trevuar25

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Posted 11 October 2017 - 12:13 AM

I'm looking forward to checking this out! :D


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#19 LiliArch

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Posted 13 October 2017 - 11:20 AM

A good example is our AABB tree computations, both of us are 'wrong', but both seem to work, despite slight variations in the output trees.

I made my own tool for that one a while ago. Would love to compare the code.
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#20 bead-v

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Posted 22 October 2017 - 09:28 PM

I made my own tool for that one a while ago. Would love to compare the code.

 
If you haven't found your way to it already, here's MDLedit's, in BuildAabb().

 

The function is a complete mess, because I left in all my attempts to come close to a vanilla result, in case one of them was on the right-ish track. A lot of it is still not commented out when it should be. At this point I'm not even using the negative axis settings in the Significant Plane / Second Child Property. Logically they aren't required, and even though I think there must have been some reason why they included them, we still don't know what the principle is for when they're used.

 

If anyone tinkers with this and gets better (ie. vanilla-matching) results, let us know. But as ndix UR mentioned, both our solutions work well, so this is low priority. Something I could do though is clean up that messy code...






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