SithRevan Posted March 10, 2007 Posted March 10, 2007 (edited) Hey guys I am kinda new and did not know where to post this so if it is the wrong place could one of the mods please move it to the right place. Thanks. Okay first of all I am starting to begin my long journey down the path to becoming a game dev and the way I have done this is by becoming a KotOR modder. So anyway I have been doing this for about 6 months or so and I noticed that nobody has been able to create walkmesh for KotOR I or II. So I was wondering basically can this be done? Can walkmesh be sucessfully created and exported for the game and if so how is it done? I really want to learn this particular thing because I am extremely interested in making my own custom areas that have custom models. Anyway thanks for all of your help everybody. Edited March 10, 2007 by SithRevan Peace is a lie, there is only passion. Through passion, I gain strength. Through strength, I gain power. Through power, I gain victory. Through victory, my chains are broken. The Force shall free me. "May the force serve you well" Remember to go to Holowan Labs for modding the Kotor games and getting mods for Kotor games!
@\NightandtheShape/@ Posted March 10, 2007 Posted March 10, 2007 Can it me done? Yes, so long as you can recreate the file format. Chances of recreating the file format... slim, to none. "I'm a programmer at a games company... REET GOOD!" - Me
SithRevan Posted March 10, 2007 Author Posted March 10, 2007 (edited) Well if I was to recreate the walkmesh file format, which I am pretty sure is possible, how would it be compiled? I know of no programs that even come close to compiling that type of walkmesh. Could this even be done? Edited March 10, 2007 by SithRevan Peace is a lie, there is only passion. Through passion, I gain strength. Through strength, I gain power. Through power, I gain victory. Through victory, my chains are broken. The Force shall free me. "May the force serve you well" Remember to go to Holowan Labs for modding the Kotor games and getting mods for Kotor games!
@\NightandtheShape/@ Posted March 11, 2007 Posted March 11, 2007 Well if I was to recreate the walkmesh file format, which I am pretty sure is possible, how would it be compiled? I know of no programs that even come close to compiling that type of walkmesh. Could this even be done? Wasn't that my point? By file format I believe you've misunderstood, what you call compiled I call the format. Point being that while you could make the walkmeshes, using max or maya, exporting them to the required file format is unlikely to happen, without technical specifications this would take a serious time investment. It would be wiser to attempt to mod something like NWN2. "I'm a programmer at a games company... REET GOOD!" - Me
Feargus Urquhart Posted March 16, 2007 Posted March 16, 2007 The walkmesh in KotOR2 is a part of the art file for the level and then is exported as the walkmesh. Are you looking for the format of the walkmesh itself? Feargus Urquhart CEO Obsidian Entertainment, Inc.
@\NightandtheShape/@ Posted March 16, 2007 Posted March 16, 2007 I'm was fairly certain that he was after some process that will take him from. A the modelling program, (most likely Max or Maya) to B a walkmesh in the animfile. But after taking a quick look on the NWN2 boards(something I never do), I've realised that the walkmesh(bizzarely named) is actually just the collision map for a said level. I think he's after the process for making them himself, from model program mesh to KOTOR2 animation file. "I'm a programmer at a games company... REET GOOD!" - Me
glovemaster Posted March 23, 2007 Posted March 23, 2007 I have been working with SithRevan for a while now and it seems that not many people understand what it is that we want to do. We can create an ASCII walkmesh file as used in NWN however it seems that they are put into a "hakpak" or something. But i know they arn't "compiled". At the moment, Fred Tetra is the only person we know who has developed a tool that is capable of reading Binary walkmesh files (.wok) and this tool also writes them but misses out a vital piece of information, which is not allowing us to use the walkmesh is gives us in a module and only as a placeable and maybe a door... What SithRevan is asking is, is it possible to "compile" the ASCII walkmesh into Binary with ALL of the information written? I have been working with Team Jawa on walkmeshes for a while now (SithRevan happens to be leader of this project) and we in the modding community haven't heard from Fred Tetra in over 9 months, so we dont know how to write the binary equivilant of the walkmeshes that we can create.
@\NightandtheShape/@ Posted March 23, 2007 Posted March 23, 2007 I have been working with SithRevan for a while now and it seems that not many people understand what it is that we want to do.We can create an ASCII walkmesh file as used in NWN however it seems that they are put into a "hakpak" or something. But i know they arn't "compiled". At the moment, Fred Tetra is the only person we know who has developed a tool that is capable of reading Binary walkmesh files (.wok) and this tool also writes them but misses out a vital piece of information, which is not allowing us to use the walkmesh is gives us in a module and only as a placeable and maybe a door... What SithRevan is asking is, is it possible to "compile" the ASCII walkmesh into Binary with ALL of the information written? I have been working with Team Jawa on walkmeshes for a while now (SithRevan happens to be leader of this project) and we in the modding community haven't heard from Fred Tetra in over 9 months, so we dont know how to write the binary equivilant of the walkmeshes that we can create. Well that makes more sense than SithRevan. Making it binary shouldn't be a problem, should just be a matter of reading in the ascii and writing it out as binary, C# & C/C++. unless there is some specific encryption or encoding. Either way with that information it should be a quick job, unless there is something I haven't been told. "I'm a programmer at a games company... REET GOOD!" - Me
glovemaster Posted March 26, 2007 Posted March 26, 2007 This is our problem.. We have no encrypter/decrypter that will write walkmesh (wok) files properly.. This is all about encrypting the walkmesh into binary and no one seems to know. I've been trying to work it out but im no programmer, i couldn't make a tool to do it. Also i havent got anywhere.. Just by looking at the different sets of information i can't see any similarity other that text references, like names: "walk-parent". If anyone could explain how to encrypt the walkmesh that would be fantastic.. assuming someone knows?
master zionosis Posted March 26, 2007 Posted March 26, 2007 Hi guys, i am another person working with SithRevan on this and i have a question, if it is so easy to do this why are we having such a problem doing it, because i have tried everything i can think of, even looking at official applications used by games developers?
@\NightandtheShape/@ Posted March 27, 2007 Posted March 27, 2007 I never said it was easy, I said writing a binary file is pretty straight forwards using a programming language such as C# or C++. It may be that the file format is compressed. If someone can get me the source code for the file reader, I'm fairly certain I could have a writer written in a couple of days, but without specifications for the file format, it's not something i have time to play with, I'm way too busy with other commitments. Pass me some files that I can read, binary & Ascii and I'll make a judgement. "I'm a programmer at a games company... REET GOOD!" - Me
glovemaster Posted March 29, 2007 Posted March 29, 2007 you see, this is our problem.. we the tool we use to read them (KotOR Tool) wont actually write the whole ASCII file.. same goes for binary. So it is difficult to get an accurate ASCII version on one of the existing binary walkmeshes. How would i encode into C++?
@\NightandtheShape/@ Posted March 29, 2007 Posted March 29, 2007 I honestly don't know enough about walkmeshs, all I am asking for is to actually see a walkmesh... It could be any complete walkmesh. "I'm a programmer at a games company... REET GOOD!" - Me
glovemaster Posted March 29, 2007 Posted March 29, 2007 Well, as i've explained, i cant get the ASCII equivilant but heres the binary: 001EBO - KotOR II BWM V1.0
@\NightandtheShape/@ Posted March 29, 2007 Posted March 29, 2007 (edited) Well, as i've explained, i cant get the ASCII equivilant but heres the binary: Dont ask what it all means but KotOR Tool Reads: Okay well that makes some sense to me, could you link me to the Kotor tool so I could use that, and some instruction on how to get my hands on 001EBO - KotOR II I own a copy of KOTOR II, so I should be able to get it from that, then I shall take a closer look. I can tell you some information in regards to what the tools output means. Verts: 42 55.2051 69.3662 4.5000 50.7696 59.1238 4.5000 50.9000 59.3600 1.8000 50.7698 60.3699 4.5000 50.9000 60.3531 1.8000 51.5893 65.2639 4.5000 51.5893 65.2639 1.8000 54.9255 67.2800 4.5000 55.0189 67.2800 1.8000 55.1934 67.7026 4.5000 55.3906 67.7026 1.8000 55.3487 69.0800 1.8000 56.1954 59.1206 4.5000 56.1792 59.3600 1.8000 57.7405 64.8669 4.5000 57.7242 64.8670 1.8000 57.4699 67.8778 4.5000 57.4537 67.8789 1.8000 57.4700 69.3500 4.5000 57.4538 69.0537 1.8000 50.9000 63.9374 1.8000 50.9000 61.2523 1.8000 50.7700 61.2523 4.5000 50.6841 63.9374 4.5000 55.9611 63.6177 1.8000 56.0281 68.1751 1.8000 56.6950 68.1629 1.8000 51.2950 61.2570 1.8000 51.3885 60.8468 1.8000 51.2930 63.9006 1.8000 51.2930 63.9006 4.6149 51.3950 61.1560 4.6149 51.3885 60.8468 4.6149 51.3704 63.9959 4.6069 51.3719 64.0027 1.8000 51.3950 61.1560 1.8000 51.2950 61.2572 4.5962 52.1382 60.7067 1.8000 52.5925 60.8227 1.8000 51.8072 59.3600 1.8000 53.5137 59.3600 1.8000 55.9773 63.6176 4.5000 These represent coordinates XYZ atleast I assume as much, it would the sensible conclusion, but I'm not 100% certain, but I'd say asmuch from all I know. Faces: 62 15 17 8 10 8 17 20 21 29 24 15 8 34 24 6 35 37 38 17 25 10 17 26 25 2 28 4 40 13 38 29 21 27 38 24 34 35 38 34 37 35 28 2 37 28 2 39 37 13 24 38 27 34 29 8 6 24 35 34 27 3 1 4 2 4 1 7 5 8 6 8 5 9 7 10 8 10 7 0 9 11 10 11 9 14 16 17 17 15 14 16 18 19 19 17 16 12 13 1 17 19 26 0 11 18 19 18 11 11 26 19 40 38 39 2 1 39 37 39 38 11 10 25 11 25 26 29 33 30 20 29 30 30 23 20 27 21 22 22 36 27 4 28 32 32 3 4 28 35 31 31 32 28 29 34 33 34 5 33 35 27 31 36 31 27 39 1 40 40 1 13 6 5 34 41 14 15 15 24 41 12 41 24 24 13 12 These reprsent the triangles the numbers referance the vert positions, atleast that what's they appear to be. To be certain of this assumption, I'm going to plug these numbers into a program I've written that basically will display a 3D representation of the data, as a mesh. I'll post a picture when I'm done, then you can tell me if it's anything like what it should be as I assume you've seen the level which this is from. Walk Types: 62 10 (Metal) 10 (Metal) 10 (Metal) 10 (Metal) 10 (Metal) 10 (Metal) 10 (Metal) 10 (Metal) 10 (Metal) 10 (Metal) 10 (Metal) 10 (Metal) 10 (Metal) 10 (Metal) 10 (Metal) 10 (Metal) 10 (Metal) 10 (Metal) 10 (Metal) 10 (Metal) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) 7 (Non-walk) This is most likely the property of each face it may be in regards to sound or texture... I'm unsure what exactly they're used for, but they represent the property of each poly's face. AABB Nodes: 123 50.6741 59.1106 1.7900 57.7506 69.3763 4.6250 -1 50.7596 59.1106 1.7900 56.2055 64.0128 4.6250 -1 50.7596 59.1138 1.7900 51.8173 64.0128 4.6250 -1 50.7596 59.1138 1.7900 51.8173 61.1661 4.6250 -1 50.7596 59.1138 1.7900 51.8173 60.8569 4.5101 -1 50.8900 59.3500 1.7900 51.3986 60.8569 1.8101 8 50.7596 59.1138 1.7900 51.8173 60.3632 4.5101 -1 50.7596 59.1138 1.7900 51.8173 59.3701 4.5101 38 50.7596 59.1138 1.7900 50.9101 60.3632 4.5101 21 50.7596 59.1138 1.7900 51.4051 61.1661 4.6250 -1 50.7596 59.1138 1.7900 51.3986 60.8569 4.6250 -1 50.8900 60.3431 1.7900 51.3986 60.8569 4.6250 47 50.7596 59.1138 1.7900 50.9101 60.3800 4.5101 20 50.7598 60.3431 1.7900 51.4051 61.1661 4.6250 -1 50.7598 60.3431 1.7900 51.3986 60.8569 4.6250 48 51.3785 60.8368 1.7900 51.4051 61.1661 4.6250 50 50.7600 61.1460 1.7900 51.4051 64.0128 4.6250 -1 50.7600 61.1460 1.7900 51.4051 61.2673 4.6250 -1 50.7600 61.1460 1.7900 51.4051 61.2671 4.6250 -1 50.7600 61.2423 1.7900 51.3051 61.2671 4.5101 45 51.2850 61.1460 1.7900 51.4051 61.2671 4.6250 53 50.7600 61.1460 1.7900 51.4051 61.2673 4.6250 -1 50.7600 61.2423 1.7900 51.3051 61.2673 4.6063 46 51.2850 61.1460 1.7900 51.4051 61.2673 4.6250 54 50.8900 61.1460 1.7900 51.4051 64.0128 1.8101 -1 50.8900 61.1460 1.7900 51.4051 64.0128 1.8101 -1 50.8900 61.2423 1.7900 51.3051 63.9107 1.8101 10 51.2850 61.1460 1.7900 51.4051 64.0128 1.8101 19 50.8900 61.2423 1.7900 51.3820 64.0128 1.8101 -1 50.8900 61.2423 1.7900 51.3031 63.9475 1.8101 2 51.2830 61.2470 1.7900 51.3820 64.0128 1.8101 17 50.7596 59.1106 1.7900 56.2055 64.0128 4.6250 -1 50.7596 59.1138 1.7900 53.5237 64.0128 4.6250 -1 50.7596 59.1138 1.7900 53.5237 60.8569 4.5101 -1 50.8900 59.3500 1.7900 52.1483 60.8569 1.8101 -1 50.8900 59.3500 1.7900 52.1483 60.7168 1.8101 15 50.8900 59.3500 1.7900 52.1483 60.8569 1.8101 14 50.7596 59.1138 1.7900 53.5237 60.8328 4.5101 -1 50.7596 59.1138 1.7900 53.5237 59.3701 4.5101 55 51.7972 59.3500 1.7900 52.6026 60.8328 1.8101 39 51.3619 60.6967 1.7900 52.6026 64.0128 4.6250 -1 51.3785 60.6967 1.7900 52.6026 61.1661 1.8101 -1 51.3785 60.6967 1.7900 52.1483 61.1661 1.8101 13 51.3850 60.6967 1.7900 52.6026 61.1661 1.8101 5 51.3619 60.8127 1.7900 52.6026 64.0128 4.6250 -1 51.3785 60.8368 1.7900 51.4051 61.1661 4.6250 49 51.3619 60.8127 1.7900 52.6026 64.0128 1.8101 12 50.7596 59.1106 1.7900 56.2055 64.0128 4.5101 -1 50.7596 59.1138 1.7900 56.1893 64.0128 4.5101 -1 51.3619 59.3500 1.7900 55.9712 64.0128 1.8101 -1 51.7972 59.3500 1.7900 53.5237 60.8328 1.8101 37 51.3619 60.8127 1.7900 55.9712 64.0128 1.8101 11 50.7596 59.1138 1.7900 56.1893 60.8328 4.5101 -1 50.7596 59.1138 1.7900 56.1893 59.3701 4.5101 56 52.5825 59.3500 1.7900 56.1893 60.8328 1.8101 9 50.7596 59.1106 1.7900 56.2055 63.6278 4.5101 -1 50.7596 59.1106 1.7900 56.2055 63.6278 4.5101 -1 50.7596 59.1106 1.7900 56.2055 59.3701 4.5101 32 52.5825 59.3500 1.7900 56.1893 63.6278 1.8101 16 55.9511 59.1106 1.7900 56.2055 63.6278 4.5101 -1 55.9511 59.1106 1.7900 56.2055 63.6278 4.5101 61 55.9511 59.1106 1.7900 56.2055 63.6278 4.5101 60 50.6741 63.6076 1.7900 57.7506 69.3763 4.6250 -1 50.6741 63.6077 1.7900 56.0382 69.3763 4.6250 -1 50.6741 63.6077 1.7900 55.9712 65.2740 4.6250 -1 50.6741 63.8906 1.7900 51.3805 64.0060 4.6250 -1 50.8900 63.8906 1.7900 51.3031 63.9475 4.6250 43 50.6741 63.8906 1.7900 51.3805 64.0060 4.6250 -1 50.6741 63.8906 1.7900 51.3031 63.9475 4.6250 44 51.2830 63.8906 1.7900 51.3805 64.0060 4.6250 42 51.2830 63.6077 1.7900 55.9712 65.2740 4.6170 -1 51.2830 63.8906 1.7900 51.5994 65.2740 4.6170 -1 51.2830 63.8906 1.7900 51.3820 64.0128 4.6170 51 51.3604 63.9859 1.7900 51.5994 65.2740 4.6170 52 51.3619 63.6077 1.7900 55.9712 65.2740 4.5101 -1 51.3619 63.9927 1.7900 51.5994 65.2740 4.5101 57 51.3619 63.6077 1.7900 55.9712 65.2740 1.8101 4 51.5793 63.6077 1.7900 56.0382 69.3763 4.5101 -1 51.5793 63.6077 1.7900 55.9712 67.7127 4.5101 -1 51.5793 65.2539 1.7900 55.0290 67.2901 4.5101 -1 51.5793 65.2539 1.7900 55.0290 67.2901 4.5101 23 51.5793 65.2539 1.7900 55.0290 67.2901 4.5101 22 51.5793 63.6077 1.7900 55.9712 67.7127 4.5101 -1 51.5793 63.6077 1.7900 55.9712 67.2901 1.8101 18 54.9155 67.2700 1.7900 55.4007 67.7127 4.5101 25 54.9155 67.2700 1.7900 56.0382 69.3763 4.5101 -1 55.1834 67.6926 1.7900 56.0382 69.0901 4.5101 -1 55.3386 67.6926 1.7900 56.0382 69.0901 1.8101 40 55.1834 67.6926 1.7900 55.4007 69.0901 4.5101 27 54.9155 67.2700 1.7900 55.4007 69.3763 4.5101 -1 54.9155 67.2700 1.7900 55.4007 67.7127 4.5101 24 55.1834 67.6926 1.7900 55.3587 69.3763 4.5101 26 55.0089 63.6076 1.7900 57.7506 69.3763 4.5101 -1 55.0089 63.6076 1.7900 57.7506 68.1852 4.5101 -1 55.0089 63.6076 1.7900 57.7506 67.8890 4.5101 -1 55.9511 63.6076 1.7900 57.7506 64.8771 4.5101 -1 55.9511 63.6076 1.7900 57.7343 64.8771 4.5101 59 55.9673 63.6076 1.7900 57.7506 64.8771 4.5101 58 55.0089 63.6077 1.7900 57.7506 67.8890 4.5101 -1 55.0089 63.6077 1.7900 57.7343 67.2901 1.8101 3 57.4437 64.8569 1.7900 57.7506 67.8890 4.5101 29 55.0089 64.8569 1.7900 57.7506 68.1852 4.5101 -1 55.0089 64.8569 1.7900 57.7506 67.8890 4.5101 -1 55.0089 64.8570 1.7900 57.7343 67.8890 1.8101 0 57.4437 64.8569 1.7900 57.7506 67.8890 4.5101 28 55.0089 67.2700 1.7900 57.4638 68.1852 1.8101 -1 55.0089 67.2700 1.7900 57.4638 67.8890 1.8101 1 55.3806 67.6926 1.7900 57.4638 68.1852 1.8101 6 55.1951 67.8678 1.7900 57.4801 69.3763 4.5101 -1 55.3386 67.8689 1.7900 57.4639 69.0901 1.8101 -1 55.3386 68.1529 1.7900 57.4639 69.0901 1.8101 -1 55.3386 68.1529 1.7900 56.7051 69.0901 1.8101 41 55.3386 68.1529 1.7900 57.4639 69.0901 1.8101 36 56.0181 67.8689 1.7900 57.4639 69.0638 1.8101 -1 56.0181 67.8689 1.7900 57.4638 68.1852 1.8101 7 56.6850 67.8689 1.7900 57.4639 69.0638 1.8101 33 55.1951 67.8678 1.7900 57.4801 69.3763 4.5101 -1 55.3386 67.8678 1.7900 57.4801 69.3601 4.5101 -1 57.4437 67.8678 1.7900 57.4800 69.0638 4.5101 31 55.3386 69.0437 1.7900 57.4801 69.3601 4.5101 35 55.1951 67.8678 1.7900 57.4801 69.3763 4.5101 -1 57.4438 67.8678 1.7900 57.4801 69.3601 4.5101 30 55.1951 69.0700 1.7900 57.4801 69.3763 4.5101 34 This represents the bounding box if you will, basically a 6 sided object, it's collision data, I can get an output (probably best in wireframe) of this aswell, atleast that's what the first 6 figures represent I think. The final figure is a mystery. All this is moot really, and probably not that helpful, I'll have to study the binary file directly, figure out what all the data means. There is also another problem even tho' I can tell you straight up what most of the information means, I can't really do much else for you guys unless you tell me exactly what it is you need. Even then I may not be able to help. Edited March 29, 2007 by @\NightandtheShape/@ "I'm a programmer at a games company... REET GOOD!" - Me
glovemaster Posted March 30, 2007 Posted March 30, 2007 To NightandtheShape's question: We basically want a compiler for ASCII Walkmeshes to covert the ASCII wok file into Binary form
@\NightandtheShape/@ Posted March 30, 2007 Posted March 30, 2007 To NightandtheShape's question: We basically want a compiler for ASCII Walkmeshes to covert the ASCII wok file into Binary form I believe I can do that for you, I just need pointing in the direction of an ASCII wok && some direction to a binary file. I will post when I have some success. You can send any file to me at n0408494 AT hud DOT ac DOT uk "I'm a programmer at a games company... REET GOOD!" - Me
@\NightandtheShape/@ Posted March 31, 2007 Posted March 31, 2007 *waiting on files* and instructions "I'm a programmer at a games company... REET GOOD!" - Me
master zionosis Posted April 3, 2007 Posted April 3, 2007 Bear with me while i knock some sense into Glovemaster, lol, this could be what we are looking for and he leaves it 3-4 days, i will get onto this asap tomorrow morning.
glovemaster Posted April 4, 2007 Posted April 4, 2007 (edited) I am on it!! lol, i've been sorting it out.. Edited April 4, 2007 by glovemaster
glovemaster Posted April 22, 2007 Posted April 22, 2007 While we can now work on walkmeshes, we also face another problem. We cannot fully create wire model (MDL) files in binary (or a format the game can read). We have a program called MDLops, however this program is unfinished and we have no idea if the original writer will finish it. The program is written in Perl and the source script is available to the public, however my knowledge of Perl is not sufficient enough to finish the program. If possible will someone who knows Perl well enough to write a program with a GUI or Interface, or a Tk Perl script, help finish the program? The only reason we ask for some one to be able to write a Tk script is because the current build of the program uses this and it would proberly be better if we keep the interface. If anyone is interested can you email me and ill sort you out with the programs source code and models for you to look at. my email: glovemaster[AT]hotmail[DOT]co[DOT]uk Thanks again.
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