
Farmboy0
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Posts posted by Farmboy0
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I dont interpret controller data at all atm.
Its merely shown as an array of floats.
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I have updated the KoTOR1 model template its almost complete now.
If you see anything wrong in it I would be interested to know.
I also updated the Analysis Script and the bash script for calling the editor.
Hopefully both are more usable and easier to understand and work with.
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Script: https://gist.github.com/farmboy0/81a61c261cb1402c486707fed8418395
KoTOR 1 Template: https://gist.github.com/farmboy0/e1b2b98991204af0e4ff0f60aa6e4d97
KoTOR 2 Template: https://gist.github.com/farmboy0/cd6d87cdee77cd507eda0fc521a18aae
The Templates will eventually find their way into xoreos-docs.
Edit:
Almost forgot the bash script.
Using 010 editor to analyze model files will become slower and slower per file.
So I wrote a bash script to only analyze 100 models at once before creating a new instance of the editor.
The bash script is here:
https://gist.github.com/farmboy0/d5ac9f82b46d0722ce236015b683aae6
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Hi,
xoreos side dev here.
I have looked into KoTOR's model format but only briefly. (I am focused on Jade Empire atm)
I have a basic 010 editor template for KoTOR and KoTOR 2 MDL files. (mostly copied from JE)
I also wrote a 010 editor script that with some minor adapting can help find MDL files which meet certain criterias.
Or find out which values are used for a certain variable.
It does this by running though all the MDL files for a game, applying the template and then printing the stuff youre searching for.
If that is of any interest to anyone here please let me know.
Kotor/TSL Model Format (MDL/MDX) Technical Details
in Modding Tools
Posted
AnimMeshes were only used with NWN1.