bead-v

Premium Member
  • Content Count

    589
  • Joined

  • Last visited

  • Days Won

    18

Everything posted by bead-v

  1. If I'm not mistaken, it should be possible to batch convert model files to the Xbox format with mdledit. If besides that you know how to install it properly on the Xbox one, and if VP is right about the reason for the crashes with texture files, then doing it might not take that much effort and could actually be worth a shot.
  2. Issue 1: The flying VFX. From the video, it looks like it could be some rotation problem (again). But I really hope not. *sigh* I'll look at the files when I find the time. Issue 2: Walkmesh crash.[FIXED] Fixed. Let me know if you want the script immediately. Otherwise, you'll get it with the general kmax update with all these fixes. Issue 3: Layout model import. [FIXED] KotorMax should be disregarding any .ascii and .mdl extensions in the suffix field. I still need to look into why that causes a crash. So you just put in ".mdl.ascii"? Issue 4: Crazy grass. [FIXED] Wow Have you also tried to recompile it without going through kmax? If so, did that produce the same issue? Just from the video I have no idea about what might be causing this. Issue 5: Detonate. [FIXED] I've known about this for a long time, but I've been holding off on it because we need to check how the emitter controllers work. Not all controllers are always present, so I need to check all the possible combinations and see if there's some logic to it. It's just that I may need a more general solution than adding a checkbox for detonate (and possibly other emitter controllers that cause trouble). Thanks for the error report I'll look into all of them, it's just that finding time has become tricky for me since I moved.
  3. Here's a quickfix for the Order Children problem. kx_orderchildren.zip
  4. Btw, there is an Order Children tool in kmax, a leftover from nwmax, that is capable of doing this and is maybe a little less tedious
  5. I see it through the Force. Any chance I could get your files, Kex? All of them, the initial version, the working version, ... DP, you too with the mesh visibility stuff..
  6. Both problems are fixed, the new version will be available soon. Sorry it took a while! This one caused a lot of because its source was some code that I could have sworn I removed. Things weren't making any sense and I really had to do step-by-step debugging to find the issue. Bleh. I glanced at that thread but missed your post somehow, thanks for reporting it here. The checks are now case-insensitive and the model loads properly.
  7. I need to reproduce the problem to be able to do anything about it. There is an algorithm when an ascii model is loaded that combines the vert, color and all the tvert arrays into a single MDL vert array. If for example the algorithm finds two tverts sharing the same vert, then the MDL vert array will contain two verts as well as two tverts, ie. the shared vert gets split into two. This holds for all the arrays. In addition to that, smoothing also affects the algorithm. If there is supposed to be no smoothing between two faces sharing a vert, the algorithm will split that vert as well. Any stray vertices are deleted, and the option 'Minimize verts' will further reduce the number of MDL verts to the minimum necessary while still preserving all the data. Mismatches in vert and tverts counts are therefore expected, and tell me very little about what might be wrong.
  8. Thanks for reporting this. The issue has been resolved and I will upload the new version of MDLedit when I find the time. You just keep the point data and throw away the control point data. In the case of position, that means you just keep the first three values.
  9. bead-v

    KOTORmax

    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...
  10. The link to the source is in the Readme.
  11. LiliArch, all the issues you mentioned have been resolved. If anything else comes loose, let me know here. I won't be able to do anything before next thursday, however.
  12. It's awesome, tells me exactly what I need to look at I'll have time to look at it later today.
  13. If you address all that, I think the outcome should be spot on. The only other thing I'd suggest is making the Czerka logo completely horizontal, even if you have to make it a bit smaller for it. Edit reason: My brain died for a second while writing that sentence.
  14. bead-v

    KOTORmax

    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. I was looking for a video to demonstrate it but I couldn't find one. Basically when you import a model with animations 10 frames are inserted as padding between every animation. Sometimes, the model will do some (unwanted) rotation of body parts during those frames. Because those frames aren't actually included in your animations this won't have any consequences for the model in the game, you just have to learn to ignore it in max because there's nothing I can do to get rid of it.
  16. Fixed in the new version of MDLedit
  17. Heh I've since long accepted that there's nothing I can do about that. Since it's just padding anyway, I even stopped considering it to be an issue. But I can totally see how it might confuse people, so I'll definitely do what you suggested.
  18. bead-v

    KOTORmax

    On its way, you will know when it's here
  19. It's a probem with MDLedit, the same thing happens even if you don't pass it through KOTORmax. I've got a few ideas, gonna try them ASAP. Thank you both for the screens and the files.
  20. This thread is for reporting any bugs you encounter while using MDLedit. If you encounter a bug, then before you do anything else, try to reproduce it. If you manage to reproduce it, describe what you did that caused the bug, in steps. If there was an error message please post a screenshot or copy the text. If the bug didn't crash MDLedit you can also check MDLedit's report for any warning or error messages. Please also include in your post the file(s) that you were processing. Open issues: There is a problem with the tangent space vectors on UV boundaries when the UVs are in the opposite direction as the model. Needs further research to understand what exactly is wrong and how to fix it. Currently, double-clicking on data won't throw you into the corresponding tree item anymore. Need to figure out how to reenable that.
  21. This thread is for reporting bugs you encounter while using KOTORmax. If you encounter a bug, then before you do anything else, try to reproduce it. If you manage to reproduce it, describe what you did that caused the bug, in steps. If there was an error message please post a screenshot, especially if some code is also displayed, that will greatly speed up the bug fixing process. If the error occurred while processing a file, please include that file in your post. A note: Sometimes the error message will contain the line of the file at which an error occurred, but that number is not necessarily correct and the error might be elsewhere in the file. That's why it's important you include the entire file (and all the files) with your message, not just the snippet that allegedly caused the error. To-do: - add a warning when there is a BASENAMEa child of the base, but there are animated nodes that are not descendants of the BASENAMEa node.
  22. bead-v

    KOTORmax

    No need to remove it completely, though you will have to move one file. KOTORmax's readme will tell you exactly what to do
  23. bead-v

    KOTORmax

    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