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Editing armor appearance?


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24 réponses à ce sujet

#1
-O-p-h-e-l-i-a-

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I've done it before without much hassle, I read a tutorial, fiddled around for a bit, and changed the Reaper's Vestements to look like Morrigan's robe. Now I simply have NO CLUE how I did it, I've read tutorial after tutorial, tried to change the look of any old armor to Morrigan's robes, tried creating new items to look like it, I have nottaclue what I'm doing wrong, and I know it was so simple before! :crying:

Well I'm at my wits end now, I'd like to modify 'Reaper's Vestements' to look like Morrigan's robes on my mage player character. I'd really like to know how to change any armor to look like Morrigan's Robes, ( like Shadow Of The Empire, for my Rogue, or a plate set), I just like the look of her robes xD But the vestements would be a nice start..
.
I like to think I'm fairly computer literate, but the amount of time I've spent trying to do this has left me feeling like an altogether deficient chimp - any help, a three step guide, or even a prod in the right direction would be HUGELY appreciated :blush:

Modifié par -O-p-h-e-l-i-a-, 05 avril 2010 - 11:35 .


#2
marquiseondore

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Funny, I'm in the same boat. I've been stuck trying to edit noble clothing to change the look in the Of Noble Cast mod. I changed a few things in the defuse, normal and specular maps but my results look ghosted.

#3
-O-p-h-e-l-i-a-

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Everything I've tried has either had no effect on the game whatsoever, or left me nekkid >.<

#4
Graywind

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I'll see if I can figure it out. If I do I'll be sure to notify you how I did it.

#5
Joseph_Anthony

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I'm looking into this right now as well. I'm trying to figure out how I can set a few of the light armors to a custom mesh for a mod I'm doing. I'm going to send some e-mails out and see if anyone that I normally talk to knows.



It's sort of frustrating how non-user friendly the toolset can be for things like this... simple operations are tucked away in really weird places.

#6
Graywind

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I really don't understand this toolset at all. They explain it as though its easy to use and here you go... a really difficult toolset to use. I wish it was like Oblivion Toolset.

#7
Joseph_Anthony

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Yeah, the Gamebryo/Netimmerse engine had a way more accessible system for modifications. I don't really understand why they used the structure or methods they used at all -- it's like the design was pieced together as they went.



Anyways, after reviewing the DABuilder Wiki it appears this kind of information can be edited using the 2DA files... i.e. the excel files in the Dragon Age\\tools\\source\\2DA folder... which one exactly I'm not sure. There may be another way, but I'm not sure of one yet. Here's the page on the wiki: http://social.biowar.../index.php/Item

#8
ChewyGumball

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You either have to override the mesh file by putting one with the same name in the override folder, or create a new item that references a new mesh file.

#9
Joseph_Anthony

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So if I wanted to give leather armor a different mesh (but not studded leather armor) I'd have to create a new item, call it Leather Armor, give it the same stats as leather armor, replace all the instances of leather armor in the campaign (if that's possible), and add it to the appropriate 2DA files? There has to be a more efficient way.

#10
-O-p-h-e-l-i-a-

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Hmm, I'm 99% convinced I put hardly any effort in to achieving this before though - I'm sure I remember only touching a few things in the toolset. Argh, maybe I'm mistaken.

#11
Joseph_Anthony

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Nah you're probably right. I'm talking to someone about it now over PMs... I'll post something if I get anywhere.

#12
ChewyGumball

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No, you just have to put a new mesh file in the override and it will override all instances.

#13
Joseph_Anthony

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As far as I know that's for replacing all armors within a certain type -- i.e. all light armors, all medium armors, etc. The mesh is recycled for every armory of a certain type, thus overriding one will override them all.

The question is how can one change the mesh for a singular kind of armor -- i.e. Morrigan's Robes.  As far as I know, only the DLC armors and maybe a couple others have their own unique meshes (and could thus be replaced with the override).  

Modifié par Joseph_Anthony, 06 avril 2010 - 02:08 .


#14
ChewyGumball

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no, only the ones using the overrided mesh name will be overridden. If you just want a certain item to be replaced, override that item with a custom one which references the mesh you want.

#15
Joseph_Anthony

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ChewyGumball wrote...

no, only the ones using the overrided mesh name will be overridden. If you just want a certain item to be replaced, override that item with a custom one which references the mesh you want.


Yes, that isn't the question though.  If I put hf_arm_lgt_0.msh in the override folder every light armor will use the new mesh, not a specific light armor (since like you said, every armor that references that mesh will use the new one).

Modifié par Joseph_Anthony, 06 avril 2010 - 02:11 .


#16
ChewyGumball

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So override the item instead of the mesh. Its the same principle.

#17
tmp7704

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-O-p-h-e-l-i-a- wrote...

Well I'm at my wits end now, I'd like to modify 'Reaper's Vestements' to look like Morrigan's robes on my mage player character. I'd really like to know how to change any armor to look like Morrigan's Robes, ( like Shadow Of The Empire, for my Rogue, or a plate set), I just like the look of her robes xD But the vestements would be a nice start..

Taking a wild guess here.

In the Toolset, open the Items tab, navigate to _Global -> Clothing -> Mage Robes -> Unique.
right-click and Check Out the Reaper's Vestments
in the Item Variation field select select Morrigan's Outfit (the preview will go invisible because it defaults to male appearance and Morrigan's robes are only for females)
Tools -> Export without dependent resources

this should in theory change the appearance for the item, although i don't know if it will work if you already have it in your inventory. I vaguely recall reading something to the effect the items you have are instanced copies of the template rather than link to template itself.

edit: just tested it and the items in your inventory are also affected. Changed the appearance of Shadow of the Empire to enchanter robe and it worked when i put it on. Keep in mind, in order to change item appearance to one of another class --say, make light armour item look like robe-- you will first need to change the "Base Item Type" to correct type, and that in turn will affect both base item stats and requirements to wear it. So if you wanted to make plate armour look like robe it'll require setting base item type to clothing and that will make the item provide as much armour as clothing normally does, i.e. none. The armour would have to be added as bonus power in Item Properties field.

Modifié par tmp7704, 06 avril 2010 - 02:36 .


#18
Joseph_Anthony

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What file type would you use to override the item Chewy? I think that's what I'm trying to get at.

I'll check out the toolset thing right now -- sounds promising.

Modifié par Joseph_Anthony, 06 avril 2010 - 02:31 .


#19
Joseph_Anthony

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Hmmm -- I don't see a field for the mesh that the item uses in the toolset (looking where you described, tmp). This means I can only make things look like other things o.O but not assign it to a new mesh. Hrmmm.

#20
tmp7704

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I didn't look into that too deep, but from what i understand the game uses set of *.2DA 'configuration files' so to speak to define all "base item types" and then for each type it has defined "variants" with each variant getting assigned a 3d mesh* and such. Which would mean adding an extra mesh would be more involved than just changing appearance to one of existing variants, as it'd require making some of these *.2DA definition files, to "teach" the game there's another appearance variant --the one using your mesh-- which can be assigned to the item.

*) or multiple meshes to be exact, to account for different race/gender combinations

edit: it looks these variations are held in the ItemVariations file, unsurprisingly enough. The source for this file is included in the toolset, in form of Excel worksheet. There's some tutorials around on how to expand these files with your own additions.

Modifié par tmp7704, 06 avril 2010 - 03:07 .


#21
Joseph_Anthony

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Yeah that is what it is starting to sound like. I have no idea who came up with this data structure but it's severely limited, and needlessly so.

My end goal is to separate the light armors into 2 distinct meshes, because I am making improved versions of the stock armor, and I want the light armor to use actual body meshes for the bare skin parts (and not the texture on the armor mesh to represent the skin). To accomplish this I have to have 2 meshes for the light armor, since some light armors have a bare midsection.

But yeah, even if I made a new variant so as to set the stock armors in question to the new variant, it looks like all of the 'variants' use the same model to begin with (thus I don't know if my new variant could even use the custom mesh). Sigh.

EDIT: How does the mmh file differ from the msh file?  

Modifié par Joseph_Anthony, 06 avril 2010 - 03:17 .


#22
tmp7704

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Joseph_Anthony wrote...

But yeah, even if I made a new variant so as to set the stock armors in question to the new variant, it looks like all of the 'variants' use the same model to begin with (thus I don't know if my new variant could even use the custom mesh). Sigh.

No, that isn't correct. It goes rather like: (this is another wild guess)

* the variant file, let's say it's named armor_light_variation_myarmour (bold part is fixed prefix, as defined in 2da_base) defines following variation: "My Armour A" with modeltype = arm, modelsubtype = lgt and modelvariation = myarmoura

* the game uses this definition to determine that if an item of type Light Amour is assigned variant "My Armour A" as appearance, then the actual filename for the model when worn by say, elf female, is going to be: ef_arm_lgtmyarmoura_0.mmh (the _0 is the highest level of detail but it could be _2 or _3 instead)

* now, the actual *.msh file associated with this appearance is defined in this *.mmh file. Current DA armours have all assigned single mesh per armour type, but you can just as well have each of these variants link to completely different *.msh. For example, as part of a mod i changed the *.mmh for Dalish armour variant to point to custom mesh instead of the default one, and it works -- all other light armour variants use the stock model as their *.mmh files tell them, but the Dalish armour uses my custom mesh.

edit: the *.mmh file is just a description of sorts, it defines the skeleton assigned to the model, the actual mesh assigned to the model, the materials assigned to mesh surfaces etc. The *.msh files store actual 3d shape data referenced by the *.mmh files.

edit2: if all you're trying to do is to override mesh for certain already existing variant, then just editing *.mmh file to link to your own mesh should suffice here. Check out http://social.biowar...m/project/2240/ for example of that.

Modifié par tmp7704, 06 avril 2010 - 03:26 .


#23
Joseph_Anthony

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Score~! Yeah I just opened up a .mmh file and the string field for the .msh file was staring me in the face.  That is the singular thing I needed all this time, haha.

http://img405.images...776/success.jpg

I don't believe any modifications would be required in the toolset using this method -- I'd just alter the .mmh file and include the extra mesh in the override folder.   I may be overlooking something there, though it seems to work for textures. 

Thanks a lot for walking through it with me tmp, it's much appreciated.

Modifié par Joseph_Anthony, 06 avril 2010 - 03:31 .


#24
demongirl420

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new free armorhttp://social.bioware.com/brc/967354

#25
-O-p-h-e-l-i-a-

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Sorry for the long reply, but tmp7704 thank you so much ^.^ you have no idea how much effort I've put in trying to do this silly thing, thank you!