Post by Keets on Jul 31, 2008 14:40:16 GMT -5
Assembling Map Models for use in Kotor Tool
Before you can begin assembling maps, you'll need a few things:
* Kotor Tool v1.0.1863.39252 or later Page link
* Discreet 3D Studio Max 6.0 or 7.0 – GMax models will not work.
* NWMax Import utility for 3D Studio Max Download link
I'll assume you have all of the required software installed.
Extracting the models
1. First, select a map to do. Let us say that you choose to do the Elder Settlement on the Unknown World.
2. Looking in the RIMs section of Kotor Tool, we see that the module name is unk_m42aa.
3. Look in BIFs | models.bif | Aurora Models. In the "m"s we see that there are 14 models with the m42aa prefix.
4. Double click on the tree node labeled m42aa_01a. This will open the Model Conversion Options dialog box.
5. Uncheck the Extract Animations and Convert Skin to Trimesh options.
6. Set the Number of models to extract value to 14.
7. Uncheck the Each model in its own directory option.
8. Click OK.
9. The 14 models and their textures will be extracted to Exported Models directory. The path will usually be:
C:\Program Files\Fred Tetra\Kotor Tool\working\Exported Models
10. You may also want to extract the mini map image for the map, which can be found in ERFs | TexturePacks | swpc_tex_gui.erf in the L section. The image names have the format lbl_mapmodel.tpc. The name is lblmapm42aa.tpc for this example.
Importing the models
1. Start up the 3D application. If you haven’t already, you might want to make one of the view ports quite large and set it to smooth+highlights. You can do this by right-clicking on the view port orientation label (like "Top" or "Left") and choosing smooth+highlights from the menu. You may also want to turn off the Grid. The best view is Top, since you can compare it with the mini map image you extracted.
2. On the NWMax panel, you will see a section labeled MDL Loading. Expand it.
3. In the Filename section, click the Browse button and locate the first model in the Exported Models directory. It will have the name m42aa_01a-ascii.mdl.
4. Click the Import button.
5. The model should load without errors. If you get an error, let me know what model it happened with so I can look into it.
6. Using the left mouse button, click and drag a selection marquee around the model you just imported.
7. Choose Group from the Group menu.
8. Drag the grouped model somewhere away from the center of the view port so that the next model you import is easier to group.
9. Repeat steps 3 through 8 until all of the models are imported. It is a good idea to make incrementally named saves of the map as you go along, just in case.
10. Arrange the pieces until you have a complete model that looks like the mini map image. I like to select a piece to move, drag it until it is close to its final position, use the mouse wheel to zoom way in, the do the final adjustments.
11. When you’re happy with the results, Zip up the final .max file and send it to me at fredtetra at hotmail dot com. I can open it in Max on my end and do the final steps needed to render it, convert it for use in Kotor Tool, and add the support code and mapping calibrations for it to Kotor Tool’s code base.
12. You now get a warm feeling from knowing that you helped a bunch of your fellow modders!
Before you can begin assembling maps, you'll need a few things:
* Kotor Tool v1.0.1863.39252 or later Page link
* Discreet 3D Studio Max 6.0 or 7.0 – GMax models will not work.
* NWMax Import utility for 3D Studio Max Download link
I'll assume you have all of the required software installed.
Extracting the models
1. First, select a map to do. Let us say that you choose to do the Elder Settlement on the Unknown World.
2. Looking in the RIMs section of Kotor Tool, we see that the module name is unk_m42aa.
3. Look in BIFs | models.bif | Aurora Models. In the "m"s we see that there are 14 models with the m42aa prefix.
4. Double click on the tree node labeled m42aa_01a. This will open the Model Conversion Options dialog box.
5. Uncheck the Extract Animations and Convert Skin to Trimesh options.
6. Set the Number of models to extract value to 14.
7. Uncheck the Each model in its own directory option.
8. Click OK.
9. The 14 models and their textures will be extracted to Exported Models directory. The path will usually be:
C:\Program Files\Fred Tetra\Kotor Tool\working\Exported Models
10. You may also want to extract the mini map image for the map, which can be found in ERFs | TexturePacks | swpc_tex_gui.erf in the L section. The image names have the format lbl_mapmodel.tpc. The name is lblmapm42aa.tpc for this example.
Importing the models
1. Start up the 3D application. If you haven’t already, you might want to make one of the view ports quite large and set it to smooth+highlights. You can do this by right-clicking on the view port orientation label (like "Top" or "Left") and choosing smooth+highlights from the menu. You may also want to turn off the Grid. The best view is Top, since you can compare it with the mini map image you extracted.
2. On the NWMax panel, you will see a section labeled MDL Loading. Expand it.
3. In the Filename section, click the Browse button and locate the first model in the Exported Models directory. It will have the name m42aa_01a-ascii.mdl.
4. Click the Import button.
5. The model should load without errors. If you get an error, let me know what model it happened with so I can look into it.
6. Using the left mouse button, click and drag a selection marquee around the model you just imported.
7. Choose Group from the Group menu.
8. Drag the grouped model somewhere away from the center of the view port so that the next model you import is easier to group.
9. Repeat steps 3 through 8 until all of the models are imported. It is a good idea to make incrementally named saves of the map as you go along, just in case.
10. Arrange the pieces until you have a complete model that looks like the mini map image. I like to select a piece to move, drag it until it is close to its final position, use the mouse wheel to zoom way in, the do the final adjustments.
11. When you’re happy with the results, Zip up the final .max file and send it to me at fredtetra at hotmail dot com. I can open it in Max on my end and do the final steps needed to render it, convert it for use in Kotor Tool, and add the support code and mapping calibrations for it to Kotor Tool’s code base.
12. You now get a warm feeling from knowing that you helped a bunch of your fellow modders!