Daniele 4 Posted April 24, 2017 Hello guys, I'm trying to take map models .mdl from KotOR 2, modify them a little bit, and put them back into the game. I managed to do it but I get visibility problems: the whole model appears invisible, except for the objects with the glowing material and texture, as can be seen in the image. I guarantee that the .mdl geometry is there although invisible. In the second image I've removed part of the geometry so that the rest of the map can be seen through. I guess that this problem could be given by errors with the visibility map or the light map, but I have no idea of how to solve this. Quote Share this post Link to post Share on other sites
Quanon 263 Posted April 24, 2017 You might want to contact Bead-V. He has been hard at work to make a new import script that also imports the lightmap info from the game. As now, whenever you use MDlops, you loose everything about the lightmaps. And you would need add it back in manually. You could do this in the ASCII file, but, since any area is made out of hundreds of meshes, it's a lot of tedious work. Also writing it out here, would create a large wall of text If you want more info on how to create lightmaps: http://deadlystream.com/forum/topic/4748-lightmapping-an-area-model/ 2 Quote Share this post Link to post Share on other sites
Kexikus 994 Posted April 24, 2017 Quanon is probably right about This being caused by missing lightmaps, but I've also had a similar issue where Models would appear completely black. That was related to me using an older Version of mdlops to decompile Models. Once I switched to The latest 0.7 everything worked fine. 1 Quote Share this post Link to post Share on other sites
Daniele 4 Posted April 24, 2017 What about the KAurora exporter? Could it work for automating lightmap export? Quote Share this post Link to post Share on other sites
bead-v 251 Posted April 24, 2017 (edited) What about the KAurora exporter? Could it work for automating lightmap export? Kaurora comes with an updated NWmax script, which allows NWmax to export lightmaps. Kaurora then uses that information when compiling the model. But you still cannot import lightmaps into max, both because there is no corresponding updated import script for NWmax and because (current) MDLOps doesn't even print out lightmap data. So you can't preserve the lightmap data of vanilla models – currently the only way to do it is to re-lightmap the model from scratch and compile it with kaurora. And let me just say that appropriate tools to solve this are in the works. Edited April 24, 2017 by bead-v 1 Quote Share this post Link to post Share on other sites
Kexikus 994 Posted April 24, 2017 Depending on what you want to do it might be easier to leave the vanilla model alone and add a new model on top of that instead of remaking the entire lightmap. You'd then have to make a lightmap only for the new model and add the model to both the .lyt and .vis file of the module. But that's probably still the easier way to go^^ Or you just wait for the new tools. And let me just say that appropriate tools to solve this are in the works. That's great news! 1 Quote Share this post Link to post Share on other sites
Daniele 4 Posted April 24, 2017 Thanks. Ok I think that given what I'm trying to do, restyling the whole area, I may rebake the whole lightmap. Depending on what you want to do it might be easier to leave the vanilla model alone and add a new model on top of that instead of remaking the entire lightmap. You'd then have to make a lightmap only for the new model and add the model to both the .lyt and .vis file of the module. But that's probably still the easier way to go^^ That's also an idea, how do you do that? Quote Share this post Link to post Share on other sites