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Several Editing Questions


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#1
Ambaryerno

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Ok, I've taken some time to peak through files, the toolset, and the Wiki. I have a general idea of how to do some things, such as creating new items and a basic grasp of how weapon materials work, how to create a new module, etc. but still have a ton of questions:

1) I can see how the different weapon types are categorized in the Toolset under Items -> _Global -> Weapons (Melee, Ranged, etc.) -> Type (Longsword, Greatsword, etc.) HOWEVER I'm not seeing anywhere to either change these categories or add additional ones. This is going to be one of THE most importat parts of the Arms and Armor mod, so it's REALLY important that I find out how to do this. There's nothing I can find in the Wiki on these categories at all, and trying to Right-click Properties on the folder doesn't allow any changes (gives an error to select a resource not a folder). Additionally, the New -> Item function only allows me to create an individual item, not an entirely new category.

2) The Wiki mentions exporting meshes and textures for Items in the game, but there isn't a walkthrough or any information on how to actually DO that. I've tried running an export by Right-clicking an item (say, the Family Sword) but the destination folders that appear in the logs are empty.

3) I'm working on several new weapon meshes for the Mod, but I needed more information on how textures work. I assume that the base texture itself uses the typical UV map with X^2 pixel format (512x512, 1024x1024, etc). However do normal/bump/etc. maps apply to weapons/items as well as static props, or do I just create my base texture and that's it?

4) I'm finding my way around the 2DA files with some degree of success, but while the Wiki provides a lot of information on how the files work, it doesn't say much I really see as intuitive about the process of actually EDITING these files. With search being broken, since I'm sure it's been mentined before could someone point me to a walkthrough on the process of editing the 2DA files for the module itself (where to put my "working copy" for the module, etc).

5) Speaking of 2DA files, I've found the one that outlines basic weapon statistics, including base damage, armor penetration, etc (methinks this is where I'd go to add "cutting" and "crushing" damage types to weapons). However the actual SPEEDS of the weapon, or the switch that identifies it as a 1H vs. 2H weapon are not in there. Does anyone know where the speeds and the 1H/2H switches are? The latter is going to be especially important for Arms and Armor.

I'm sure to have more questions later, but these five are the ones that are really keeping me from getting a start on the Mod. Any help will be greatly appreciated.

#2
EmeryQuinn

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1) Resource folders rely on the items within them. Create a new item, and you should see the FOLDER option that reads, "\\" and nothing else. Create your new path here. Say, "\\Test\\Weapons\\Bastard Sword" That will create the folders you need in the resource palette. Then you would just shift+select all the items you wanted to move and drag them into the new folder.

2) Can't help you here. DA uses MMH and MSH files for their meshes (and textures?) Without being able to convert the files into anything readable by 3ds MAX your SOL. Bioware can't release the actual plugin exporter from 3ds due to some legal junk so it's up to someone else to create one for the mod community.

3) Textures are almost always a power of 2 and this rule has applied to every game I've ever worked on. Wether they have to be square powers of 2? I'm not sure, but better safe than sorry. All games take x^2 type textures. And yes I believe they take diffuse/normal/spec maps, a bump doesn't seem useful on something that already has a normal.

4) No idea about 2DA's right now.

5) Speed and 1H/2H is defined by the "Base Item Type" a Longsword is a 1H type. Greataxe is a 2H type. Also the Material Progression Type sets the basic stats like damage, fatigue, etc.

Modifié par EmeryQuinn, 08 novembre 2009 - 06:27 .


#3
Ambaryerno

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Emery,

1) Thanks, I'll give that a try.

2) I know there's stuff in the works as far as the meshes, but what about the texture export the Wiki refers to? Says you should be able to export textures, modify them, and then import the new ones.

3) Ok, I already thought textures were the usual. My main question was the normal/etc. mapping. I'll need to look into how these work. Onward, Google!

5) That's just it: I want to be able to MODIFY the Speed and 1H/2H for each Base Item Type. IE, I want to change a Longsword to 2H, or change the speeds of the different base types individually (IE, speed up Greatswords without affecting Axes, etc). Also, I want to add several NEW base types (Arming Sword to replace our 1H Longsword, 1H hammers, and 2H maces).

Modifié par Ambaryerno, 08 novembre 2009 - 07:22 .