Gents,
One of the many loose ends in modeling for KOTOR is those pesky modeling seams on custom models.
For most uses, they're not that visible, but it's especially jarring if displayed on a head model.
So this is where Fair Strides and I are at currently.
1) Extracted PMHC01.mdl and PMHC01.mdx from KotorTool.
2) Use Mdlops6 to decompile, get ascii
3) Recompile the ascii to make PMHC01-ascii-k2-bin.mdl and PMHC01-ascii-k2-bin.mdx (compile with super model s_female01)
4)Place PMHC01-ascii-k2-bin.mdl and PMHC01-ascii-k2-bin.mdx into the override (rename to PMHC01.mdl and PMHC01.mdx)
5) Take the original non-modified version of PMHC01.mdx and put that into the override, replacing the new compiled version and the result is...
FIXED. M*THER. F*CKING. SEAMS.
So the key to fixing the smoothing on models is in the mdx, we believe.
The issue we're still having though is... what part of the mdx data controls the seams?
In a test model, we've been playing with calculating vertex normals with no real success in eliminating seams. Could it be we're calculating vertex normals incorrectly? Not sure yet.
What I do know is that in contrast to our test mdl which has 32 bytes of vertex information, the head model has 64 bytes of information, that information I'm not entirely sure what that is yet.
¯\_(ツ)_/¯
Anyways, this will just be a progress thread. Anyone is welcome to contribute, files are attached below.
I'll be looking at the PMHC01.mdx files to see what different information is included that is smoothing out these meshes.
PMHC01.zip
PLC_metalbox.zip