Hello!
I'm using DarthParametric's excellent work on importing Kira's SWTOR head to KOTOR2 to quickly (or so I thought) make myself a custom exile head, since I always had a very particular vision for her appearance and would like to do a KOTOR2 replay - I have mucked around with extracting files from the game code via KotorTool in the past, but ultimately wanted the higher-poly version that DarthParametric had made (+ a non-symmetry-reliant UV map, since this character has asymmetrical scarring, etc.) (EDIT: I have no intention of ever releasing this mod for anyone else's use, since it's highly specific to my exile - I hope that it's alright that I'm building off of someone else's mod!!)
So! I read a few tutorials and made an .ascii file from the existing .mdl files with MDLOps; I imported that into Gmax, edited the head and hair a bit, and then exported back to .ascii, rewrote it to .mdl & .mdx with MDLOps, and popped it into my overwrite folder.
However. There's clearly something I'm missing in the exporting/importing/editing, as I've now done this routine threeish times over the past week, and have grown increasingly frustrated that No Matter What, I've somehow mucked up the animations/how they're applied to the head somewhere in Gmax, resulting in abominations. Photos below show some of my previous attempts 😕 (texture & modeling are both WIPs, ofc, and I've now started From Scratch on the modeling like three times)
I think that the mesh is getting disconnected from its anchor points (for lack of a better descriptor) when I use the "convert to editable object" option in Gmax (since i've tried importing/exporting both with and without using that option, and it only acts up when I use that), but I don't know how to actually edit the mesh without using that. Is there any advice that anyone can pass on for working with models directly in Gmax, or for importing/exporting? I'm not quite familiar enough with KOTOR2's guts to solve this problem on my own, I think.
Thank you!