akadrus Posted August 3, 2017 Posted August 3, 2017 Hi, I was searching for "step by step" instruction for title problem, but I can't find one. After reading through this board, I'm still not sure what to do. Is there someone who's able to make a list of what tools (and which) I should use to export a model from the game, make it readable for 3dsmax and import it back to check changes? Quote
Darth_Edward Posted August 8, 2017 Posted August 8, 2017 On 8/3/2017 at 4:01 AM, akadrus said: Hi, I was searching for "step by step" instruction for title problem, but I can't find one. After reading through this board, I'm still not sure what to do. Is there someone who's able to make a list of what tools (and which) I should use to export a model from the game, make it readable for 3dsmax and import it back to check changes? Hello Akadrus. You will need these: http://deadlystream.com/forum/files/file/280-kotor-tool/ http://deadlystream.com/forum/topic/3875-nwmax-plug-in-for-3dsmax-2014/ ________________________________________________________ Open the kotor tool do all things necessary things to get it the right directory to your kotor(This is how I did it for KOTOR I, Idk about tsl) Open "BIFS" models.bif then "Aurora Model" (Picture: https://gyazo.com/749978784fe9dbc33261fad42a52745e) Find the model you want For example I'll be using p_t3m3.mdl Click on it then hit "Extract File" Then scroll up and open "Aurora Model Extension" (Picture: https://gyazo.com/bee13071fea78323e755c76037605458) Find the file with the same name as the one you got before. In my example, it'd be p_t3m3.mdx Extract file with this one. To setup nwmax: When you download it you should put it in the "Scripts" folder to 3dsmax. An example: C:\Program Files\Autodesk\3ds Max 2017\scripts\ To import it; Load 3dsmax At the top(for me atleast) click "Scripting" (Picture for location https://gyazo.com/ad5d22a9496610e3e142ecab08013374) Click "Run" In the "Choose File" box, go to your "scripts" file (in my case C:\Program Files\Autodesk\3ds Max 2017\scripts\) Go into NWMax file and open "nwmax" (https://gyazo.com/dd492481697c64f886c855f7c8851b92) Once it's loaded; Open the "MDL Loading" tab Below "Filename" click on "Browse" Get your .mdl model Import Geom Only Then hit Import Exporting? Err.. I haven't gotten to export to mdl yet. http://deadlystream.com/forum/topic/5594-3dsmax-nwmax-export-error-help/ If you have any issues, just reply and I'll try to help you. 1 Quote
Kexikus Posted August 8, 2017 Posted August 8, 2017 I always thought that NWMax needs ascii models and not binary models? If that were true, you'd also need to decompile the model before importing it to Max. But someone with more model making experience can probably answer that question better than I can. Quote
DarthParametric Posted August 8, 2017 Posted August 8, 2017 Yes, you can't load binary models. You'll have to decompile them with MDLOps first, then load the ASCII model with NWMax. Quote
akadrus Posted November 1, 2017 Author Posted November 1, 2017 Ok, I am back in the game. So here's what I'm doing: Kotor tool -> export mdl (let's say p_bastilaba.mdl) -> mdlops -> converting it to asci -> NWMax -> I'am not editing a thing, just select main node and export it back Then mdlops07a2 - I'm trying to convert my model again, but I'm getting error: Negative length at MDLOpsM.pm line 448 Can anybody help me? I tried to search answer myself, but I have failed miserably. (Any clue will be cool, I'm a programmer soo there's this little chance I can fix it ) Quote
DarthParametric Posted November 1, 2017 Posted November 1, 2017 You chose a good time to return. The first step is to remove NWMax and grab KOTORMax. Then ditch MDLOps in favour of MDLEdit. Quote
VLADIMIR COLOSSAL Posted October 21, 2021 Posted October 21, 2021 Hello guys! I have a question, Can I edit SWKOTOR models files through 3DSMax 2022? Or for this version there are no extensions to edit KOTOR game data. Quote
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