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Showing results for tags 'kotormax'.
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Hi, i was playing with KOTORmax and danglymeshes lately. They seems to work perfectly on head meshes, or items that have them in vanilla, but when i was trying to add athem to another model, they dont move at all. For example, Effixian's Dancer's Outfit: It has mdl file with dangly mesh, everything seems to be correct, but in game it doesnt work. Can you advise ? Thank you.
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So, I decided to try re-working a Darth Sion wearable robes mod I started a while back. Originally, I'd gone into GIMP and combined PMBAM and N_SionA textures so that the model could have one unique texture. I'd been borrowing bare male chest textures from this mod for testing purposes. This mod was never released because I have no artistic ability of my own and didn't intend on stealing the author's work. I thought that maybe it would be better in the meantime to have the model use the pre-existing textures. In order to do this, I used KOTORmax to split the torso into two separate meshes. I linked the new mesh (lower torso) to the OdysseyBase and to the best of my ability added bones and removed unnecessary bones from the upper torso mesh. When I exported a model that was successfully able to be converted back to binary (via MDLedit), this was the result, both the upper and lower torso meshes appearing invisible: The meshes are set to render and I checked to make sure no normals were inverted, so I'm not sure where I went wrong. There's nothing wrong with the shadows' animations so I assume it's not a bone thing. I found this topic where someone who had a similar invisibility issue, but that was for an area model and had to do with lightmapping. The ascii model I imported into gmax was exported out of Blender so I don't know if that had anything to do with it either.
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Hello everyone Tell me please here with what thing. I decided to save the model in ascii (mdl.ascii), but there is no such option in the program - only saving in the gmax format. How to save in ascii, so that later it was possible to convert this format to mdl and mdx or what program to use to convert gmax to ascii? Thank you in advance
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kotormax [Query] Integrate Mask Model to Head Model
ebmar posted a topic in General Kotor/TSL Modding
Greetings, fellow Jedi! Hope you all doing fine. In my current attempt I have successfully attached the MaskHook and GoogleHook to a head model and it works as intended in-game. But as I'm not properly adjust the position of the mask it looks way out of bounds from the head. As I'm using a custom head here; I have been told that it's probably easier just to integrate the mask into the head model. My query is: How to integrate the mask model to the head model? The program that is available to me is gmax/KOTORmax, and I already know how to import models and some basic stuffs so- any advises could just skip to the attaching part and into the exporting process if one's don't mind it. Many- many thanks for considering this. May the Force be with you!- 2 replies
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- modding
- head model
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