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Showing content with the highest reputation on 06/14/2022 in Posts

  1. 1 point
    Give it a spin and see how you get on! Off the top of my head, the only ones I can think of for sure are the animation for when Force Crush is used on him (which in all fairness you aren't likely to ever need to see since you don't fight him) and he has a new 'disabled' animation. Pretty sure there are a few more, but those are the ones that immediately come to mind. Not that it matters now if the OP has it working in the game, but the reason for the error messages in MDLEdit appears on closer inspection to be due to multiple objects in the model file with duplicated names which seemed to be causing confusion on the animations side of things. I seem to have avoided this with my own version as I re-exported the new model from Max as Geom only with the HK Supermodel already referenced, so it didn't affect me. More to make doubly sure there wouldn't be any confusion/conflicts animation-wise due to my own paranoia than anything, but it appears to have been something of a necessary step. I also used MDLOps rather than MDLEdit. I didn't realise that it would upset MDLEdit though, so my bad there.
  2. 1 point
    The Disabled one is the main one that you'll notice missing. It's what is used when he is standing still in the closet before you get all his parts and activate him. To fix it, download and extract the attached, putting it in the same location as the ASCII. Open the ASCII in a text editor (Notepad++, etc.) and find the line near the top that says setsupermodel P_HK47 NULL and change that to setsupermodel P_HK47 S_HK47 Save it and recompile the model. Put all four MDL/MDX files in your Override. TSL_HK_Supermodel.7z
  3. 1 point
    This. For a straight port of Selkath’s model without the extra TSL animations in my version (which honestly aren’t a huge deal) just do what DP said. Then change to KotOR 2 mode and do the reverse. Go to batch > convert to binary and select the ascii file you generated in step 1.
  4. 1 point
    You aren't using the right version. Use the one I linked to, it's the most recent. And you don't need to load the model in MDLEdit. Just choose File -> Batch -> Convert to ASCII.
  5. 1 point
    If you run through the steps you’re following, I’ll see if I can troubleshoot your process for you. It’d be much more beneficial for you if could produce your own port, as it’ll teach you how to do the same in future if another model comes along that you want to use.
  6. 1 point
    As @DarthParametric just pointed out, sharing another authors work without their permission isn’t acceptable. Since it’s Selkath’s model, I won’t be circulating an edited version without his blessing or consent. It’s honestly a really straightforward process, keep trying and you’ll get it. If you’re not having any joy with MDLEdit, give the latest MDLOps a try. That’s what I used and it worked perfectly.
  7. 1 point
    You're using an outdated version (presumably 0.5/0.7). Use v1.0+ or MDLEdit and it will work fine. https://github.com/ndixUR/mdlops/releases/tag/v1.0.2 https://deadlystream.com/topic/5735-mdledit-bug-reporting-thread/page/10/?tab=comments#comment-73932
  8. 0 points
    Just to add another point onto the topic, there are animations present on the TSL HK model which the K1 model lacks. You'll need to edit the converted model to reference the default TSL model as a supermodel if you want the 'new' animations to work. Not sure what the issue is you’re having with the tools, as I did what I just mentioned above and converted the model and changed it to use the original as a supermodel a few minutes ago and it works perfectly.