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Custom models to Dragon age


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22 réponses à ce sujet

#1
mhbradshaw

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I have a model that I want to get into dragon age.  But I haven't been able to figure it out.  Anyone know how to get it in the toolset?

It is just a structure, so it shouldn't need animation or anything.  Thanks for the help in advance!  :D

Tutorials are very welcomed!

#2
mikemike37

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bunch of tutorials available. if you're using 3ds max or GMax then I've got a WIP tutorial...

http://bg2redux.stud.../TutorialModels

If you're using another package, please reply and someone else should know a tutorial link off the top of their heads (saves me hunting!).

You will probably also need to know how to get a material in there to texture the model. I assume by "just a structure" - you want to add this to a level file as a prop and not a placeable? this means you have fewer steps to make :)

Tutorial for materials (again its WIP):
http://bg2redux.stud...utorialTextures

Modifié par mikemike37, 03 mai 2010 - 09:31 .


#3
mhbradshaw

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I use maya 2009 mostly. I do have 3dsmax 9 though. I am not sure how to setup the textures though. I have a ship model and two .dds textures, one is Diffuse and another is normal. The normal is an original normal so would I have to save it as DXT5 ARGB 8 bpp | interpolated alpha in order for it to work?



How do you create a material in 3ds max and have it reference the two texture files?



Thanks for the tutorials.

#4
mikemike37

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welcome.

all objects in DA use material files. These are fairly straightforward text files - see
http://social.biowar...t/index.php/Mao

you can have chewys script do the mao file for you. To have this work, you need to hit M in 3ds max to bring up the materials palette. From there, look at the tutorial included in chewys exporter for which maps to use (think theyre under a tab called blinn properties or something... going from memory here, but it looks like a long list of "maps" - i think theyre called maps...?).

really your best bet for the specifics is to check the pdf tutorials chewy has written.

also, in case it wasnt clear in the texture tutorial... youll need to ensure your normal dds has X and Y on the correct channels (X is on alpha, Y is on red green and blue). 

Modifié par mikemike37, 03 mai 2010 - 09:56 .


#5
mhbradshaw

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How do you ensure that the normal has the X and Y on the correct channels? Right now the normal is setup like it is for all other games.

#6
mikemike37

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you can do this in photoshop with the NVidia plugin. Go to Channels, select the channel you want and paste directly onto it.

#7
DarthParametric

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There's also a regular to DA normal map converter here - http://social.biowar...ject/835/#files

#8
mhbradshaw

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Awesome! I couldn't get the normal map to change, and spent a few hours on it. Thanks for the link!



I have a question is there a way to do a light map in da? I have a light map texture that would have certain parts of the ship glow. Basically I have a 3d ship that I want as a structure that you get to visit and maybe explore a little. And if I get real good I may make a custom sci fi armor and weapons for it. But baby steps lol.



For the ship/structure does it need a collision mesh?



Since I am having a problem getting materials to work in 3ds max I was wondering if there is a way to apply a material to the model in the toolset after it has been exported?


#9
mikemike37

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certainly, you can write the .mao files by hand (see below)

I also advise, for now.. not making a lightmappable object. the whole process is a little more complicated and chewy's script still has a couple of kinks to resolve before its even possible.

However, from what you say, you don't need a lightmappable object - you want to use an emissive texture to make the glow. Without a lightmap, your object will not receive baked lights or shadows or cast them, however. Here's an example of a .mao file I use for a glowing crystal (not lightmappable). simply paste into notepad and save as "whatever.mao". ensure to rename appropriately throughout and that your objects have a UVW unwrap and apply a material with the same name as your MaterialObject name in the .mao file. The mao must also be in the override.

http://pastebin.com/ETfpKM78

I'll make a video of how to do these steps in the next month or so, but i wouldn't hold your breath just yet ;)

EDIT: oh err collision. not essential but strongly advised. set up box primitives (or use capsules or editable meshes if you're using chewys 1.5 script or newer, but still in  beta) and name them collision. add the parameters using chewys script and adjust them appropriately. its all in chewys pdf.

Modifié par mikemike37, 05 mai 2010 - 01:11 .


#10
mhbradshaw

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how do i create a root node in 3dsmax? Chewys script keeps saying no root so no object will be visible...

So in 3ds max how do you create a root node and how would you attach it to the main mesh and the
collision?

sorry for all the questions :(

It is just frustrating that I have a model made and uvmapped, but have to go through another program I do not use at all in order to export it to da toolset.

Modifié par mhbradshaw, 05 mai 2010 - 06:24 .


#11
DarthParametric

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As I recall the PDF included with CG's script covers the setup pretty thoroughly. The root node can be pretty much any object. Use a dummy object or primitive and link everything to it.

#12
mikemike37

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if you go into select from scene, and ensure you have Display > Children selected, then your Select from scene screen should look something like:

Posted Image

...where box01 is your root node (in this case a box primitive) and all other objects have been attached to it using the "select and link" tool.

#13
mhbradshaw

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Thanks! I was able to get the root issue fixed. But now I am getting a error on exporting msh.xml file:

MAXScript Rollout Handler Exception

--Runtime error: Mesh has no TVFaces



All I can do is click on Ok and then a debugger screen comes up for macroscripts/daoexport...

#14
ChewyGumball

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That means it hasn't been uvw mapped yet. If you imported it with one all you have to do it apply a Unwrap UVW modifier from the modifiers dropdown and it should automatically be set up correctly.

#15
mhbradshaw

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well progress i think... I got the model in the toolset, but the texture isn't showing up. The model is blue in the toolset. What I did was give the main model a texture and it created a .mao and then I edited to point to the right texture files.



For structures do you need to edit a .gda? Or can you be okay with just matproj?

#16
DarthParametric

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From memory, it's blue because of a lack of a lightmap. The textures will show up in the game.

#17
mikemike37

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the model being blue in the toolset can also be down to a lack of material at all. I suspect you exported a model which is looking for a material with name "whatever", and you dont have a material matching that name.

I mentioned in my earlier post the importance of both applying a UV unwrap and of applying a material in 3ds max (hit M and drag-drop materials onto objects) with a name that exactly matches the Material Name specified in your mao file. You can even set the materials up fully within 3ds max (choosing your dds textures) and let chewys script make the mao. I understand you had difficulties adding these materials in max, I suggest you google how to to texture a model in max. maybe a youtube video even?

EDIT: just spotted, youre likely getting the purpose of matproj files confused... the game does NOT use matproj files... the TOOLSET uses matproj files, from which it can export a .mao file. To do this, open a matproj file in the toolset, right-click the item and Post Selection To Local.

Modifié par mikemike37, 06 mai 2010 - 04:50 .


#18
mhbradshaw

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Ah. I figured since I had already uvmapped my ship in maya before i exported it to .fbx and imported it into 3dsmax. I should see if the ship shows up ingame textured, and if it doesn't than I should apply a uv unwrap. Ok I think for some reason when I exported from maya to 3dsmax some where it lost the uv map. I will try to see if I can force it to keep the uvmap from maya.



Or does a imported mesh with a uvmap still have to be unwrapped? Probably not I will have to wait when I get home to see about why the mesh lost the uvmap/texture when it was brought into 3dsmax.



Thanks for all the replies! :D

#19
mikemike37

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a mesh often retains its UV mapping on import, however it must still have the UVW unwrap modifier. Often you may need to add the modifier and do nothing with it but it must be there.

#20
mhbradshaw

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WOOT! lol finally I got it! RAWR!



ok I deleted the collision mesh, since you aren't going to be walking into the ship. Then I used used it's original texture (.jpg) exported it with chewys tools, used the gui and then changed the .mao to use the .dds textures and now I have my ship in game! happy! Thanks for all the help!

#21
mhbradshaw

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Here is the picture of the victory of getting the model in game!

Posted Image

Uploaded with ImageShack.us

It is redish because the planet it is on is volcanic.  My mod is about shadow gates that allow you to travel to different worlds.  This is going to be one of the worlds, and I plan on the player get a awesome set of armor and twin scimitars.  The armor I would like it to have a shield and then actual armor.  Energy shield*  The swords would be sharpened to the atom and be able to cut through anything.  So I would have it be overpowered with like 20 armor penatration and increased damage. :D

#22
wishmaster_96

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Congradulations! Looking pretty good.

#23
mikemike37

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ah good to see you got success in the end!