N-DReW25

Mask Hook problem and possible MDLedit bug

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What I've been trying to do is add a mask hook to Davik's head for K1 to see if I can add masks to NPC's who can't wear masks, so far I've encountered a problem. I think I've added the correct mask hook text to the right location in "n_davikh.mdl.ascii" and when I saved it, it turned into "n_davikh.mdl.ascii.txt" to which I renamed back to "n_davikh.mdl.ascii" (I doubt this is a problem but just putting this detail out there to be sure). I then tried to open "n_davikh.mdl.ascii" again but a pop-up appeared telling me that "s_female02.mdl" wasn't in the same directory as "n_davikh.mdl.ascii" and that the numbers would be wrong (I think that file is Davik's supermodel or something). I extracted "s_female02.mdl" from K1 and then it told me that "s_female02.mdl" was from the wrong game and the numbers would be wrong. I tried loaded "n_davikh.mdl.ascii" again and it worked, I converted it to a fresh mdl and mdx and got it in-game and I got this-

 

post-23972-0-05442900-1521874975_thumb.png

post-23972-0-09582200-1521875059_thumb.png

 

So if someone is willing to can someone please analyse and explain my error?

 

Here are the files if required

Davik Bug.zip

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The face distortion is presumably the bone index issue which persists with MDLEdit. Use MDLOps instead for heads. Although the public release is still v1.0.0 I see, perhaps ndix UR can chime in to confirm if the issue was fixed in that version (I can't recall).

 

You should also report MDLEdit bugs in the MDLEdit bug thread, so that bead-v gets an alert.

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Is that bug still unfixed in the MDLEdit test build bead-v posted to the bugs thread?

 

I believe that particular fix did make it into MDLOps v1.0.0. It corresponds to the following entry in changelog.txt:

 

commit fa9814ce6629f295d10e4e41791a8f7f266e29ff

Date:   Mon Oct 16 17:04:24 2017 -0700

 

 

    Added resolved node order for models where name array is out of order but contain skin nodes because skin node indices refer to node order and not name order

 

As long as he doesn't hit any compressed quaternion related issues, v1.0.0 should work. (If you do, just change compress_quaternions from 1 to 0 in the ascii model file before you compile)

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I don't know. The post doesn't specifically call it out. Try it N-DReW25 and see I guess - http://deadlystream.com/forum/topic/5735-mdledit-bug-reporting-thread/?p=63071

I tried the newer version of mdledit in that thread and I can't use it.

First I got an error message telling me the files "libgcc_s_sjlj-1.dll", "libstdc++-6.dll" and "perl516.dll" where missing so I put them into the mdledit.exe directory after I miraculously found them on my computer. After that, I then get this weird error message 

"The procedure entry point

_ZNKSt7__cxx1112basic_stringlcSt11char_traitslcEScalcEE4findEP

kcjj could not be located in the dynamic link library

C:\users\********\Desktop\mdledit_v1.0.4\mdledit.exe."

 

Anyone knows whats going on here?

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Seems like the build is a dud. Revert to v1.0.3 for now, and use MDLOps v1.0.0 for compiling heads.

By compiling do you mean compiling my modified ascii into an mdl in MDLOps?

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Is that bug still unfixed in the MDLEdit test build bead-v posted to the bugs thread?

 

It was. I had only fixed the part during bin→ascii, I hadn't solved it for ascii→bin. So if the hooks had been placed in a different place in the ascii, it would have worked, but the way it was it created a mismatch between the tree order (actual node order) and the name order. Anyway, this has now been fixed. I will post the latest version in the MDLedit bug thread.

 

 

First I got an error message telling me the files "libgcc_s_sjlj-1.dll", "libstdc++-6.dll" and "perl516.dll" where missing so I put them into the mdledit.exe directory after I miraculously found them on my computer. After that, I then get this weird error message 

"The procedure entry point

_ZNKSt7__cxx1112basic_stringlcSt11char_traitslcEScalcEE4findEP

kcjj could not be located in the dynamic link library

C:\users\********\Desktop\mdledit_v1.0.4\mdledit.exe."

 

Sorry about that! Apparently I messed up my settings in the IDE when I was changing them for work. The build worked when run from the IDE, but I never checked if it does by double-clicking the .exe. Sorry!

 

 

I then tried to open "n_davikh.mdl.ascii" again but a pop-up appeared telling me that "s_female02.mdl" wasn't in the same directory as "n_davikh.mdl.ascii" and that the numbers would be wrong (I think that file is Davik's supermodel or something). I extracted "s_female02.mdl" from K1 and then it told me that "s_female02.mdl" was from the wrong game and the numbers would be wrong. I tried loaded "n_davikh.mdl.ascii" again and it worked, I converted it to a fresh mdl and mdx and got it in-game and I got this-

 

Obviously that second message was confusing, so I decided to do something about it. My first though was to make the target game be the same as the supermodel's game, but then I decided against that because the user could have left a supermodel from the wrong game but with the same name in the folder from a previous compilation and forgotten about it. There would then be no error message indicating that the whole thing is for the wrong game. So instead, I just tried to expand on the error message. Does it make more sense now?

 

ZqbgJnr.png

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What I've been trying to do is add a mask hook to Davik's head for K1 to see if I can add masks to NPC's who can't wear masks, so far I've encountered a problem.

Just out of curiosity, which hook did you use?

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Just out of curiosity, which hook did you use?

 

He added MaskHook and GoggleHook.

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...There would then be no error message indicating that the whole thing is for the wrong game. So instead, I just tried to expand on the error message. Does it make more sense now?

 

ZqbgJnr.png

My comment on this is that it still reads very "technically". The important things to communicate in this case, I think, are, "You must use the supermodel from the game version you are targeting." (maybe instead of ", so it could not be used!") and "Animations will be broken on your new model!" instead of "The supernode numbers will be wrong". Because while you and I understand that statement in agonizing detail, it is (and hopefully should be) pretty meaningless to the average modeler.

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I like to look at the silver lining and I think this is a great start to a Yip Yip mod.

 

yg1VTy4.jpg

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My comment on this is that it still reads very "technically". The important things to communicate in this case, I think, are, "You must use the supermodel from the game version you are targeting." (maybe instead of ", so it could not be used!") and "Animations will be broken on your new model!" instead of "The supernode numbers will be wrong". Because while you and I understand that statement in agonizing detail, it is (and hopefully should be) pretty meaningless to the average modeler.

 

Merci beaucoup ! :)

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It was. I had only fixed the part during bin→ascii, I hadn't solved it for ascii→bin. So if the hooks had been placed in a different place in the ascii, it would have worked, but the way it was it created a mismatch between the tree order (actual node order) and the name order. Anyway, this has now been fixed. I will post the latest version in the MDLedit bug thread.

 

 

 

Sorry about that! Apparently I messed up my settings in the IDE when I was changing them for work. The build worked when run from the IDE, but I never checked if it does by double-clicking the .exe. Sorry!

 

 

 

Obviously that second message was confusing, so I decided to do something about it. My first though was to make the target game be the same as the supermodel's game, but then I decided against that because the user could have left a supermodel from the wrong game but with the same name in the folder from a previous compilation and forgotten about it. There would then be no error message indicating that the whole thing is for the wrong game. So instead, I just tried to expand on the error message. Does it make more sense now?

 

ZqbgJnr.png

This update seemed to work! Thanks!

 

Conveniently my Kotor Tool broke so I won't be doing any "Masking" on models for a long while it appears.  

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