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Retextured Model


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10 réponses à ce sujet

#1
Guest_dewkl_*

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I've retextured it by using datool. I opened the original texture in photoshop with a .dds-plugin and re-saved it after my changes were done. Then I went to datool and set retexture to that texture. It seemed to work, this is how it appears in datools:
http://img193.images...iantspider2.gif

Works, right? Until I put it (the .mao, .mmh and .phy-files) into the game it looks like this:
http://img245.images...giantspider.gif

Does anyone know what causes this? I've successfully imported re-scaled models and they worked fine, but re-texturing shows up like this. I have no zero experience with 3d modeling and texturing. It might just be a simple mistake.

#2
mikemike37

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what format is your diffuse texture in? perhaps upload it someplace, and can you paste your material so i can check that for you too please?

#3
mikemike37

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ah yep, the problems fairly clear... you chose to rename the texture so that it doesn't override the original, I presume... however your material does not reference it correctly.



to further your understanding:

A model (mmh) references one or more materials (mao). A mao then references several textures (dds). Your material is referencing a "c_giaspidra_0d.dds". You do not have a texture by that name - hence grey appearance (no diffuse).



to fix:

Either rename your texture to c_giaspidra_0d.dds, or open the .mao in notepad and change it to refer to the name of your texture on the diffuse line (in this case: c_giaspidra_0x.dds)... I would suggest however, that it is normal to use d at the end of a diffuse textures file name, rather than x.... but you wouldnt have known that until now ;)



let me know if you run into difficulties

#4
Guest_dewkl_*

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The first attempt I did was using the original filename, but I noticed the datool didn't update the texture (as if it couldn't get the texture). When I renamed the file it updated the texture immediately. I don't know if this is a mistake on my part or a bug with datool/the creature model. In my complete lack of knowledge of this I just assumed the "d" didn't mean anything.

I'm going to alter the .mao-file and give it a try. Thanks for the help!

Edit: I had to use the x-filename and retexture, then do "save all" instead of "save modified" and export all these files to the game. When I did "save modified" it wouldn't find the texture even if the path was correct.

Modifié par dewkl, 25 mai 2010 - 09:22 .


#5
Guest_dewkl_*

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 Here's a proof of success: http://img715.images.../spiderboss.jpg :)

#6
mikemike37

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the reason datool probably didnt update your texture is if it is identical to one found in DA assets, DATool must not know which to use and chose to use the DA one. When it comes to using them in DA toolset and in-game, the one in your override will always get preference over DA assets.



congratulations :) i really wouldn't want to bump into that fella ;)

#7
Guest_dewkl_*

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 Uh, or perhaps not. When you move far away it transforms back into the regular spider, as can be seen here: http://img707.images...6/distancex.gif
I'm guessing the creature gets a less detailed model when you get farther away (?). Is it possible to force the game into not doing that (or at least the distance which it is doing it at)? Or do I have to make another model for that as well?

#8
mikemike37

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see here http://social.biowar...x/372880#520045

I was rescaling the creature and not reskinning it, but the principle is the same. its the model you need to change I think, not the texture. Either make the model NOT use different LODs using some checkbox in DATool (not tested) or make your changes to all versions and export them all.

Modifié par mikemike37, 25 mai 2010 - 10:15 .


#9
Guest_dewkl_*

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I've got it working now. I just made it get the same model whatever LOD. Currently this overrides all instances of "Giant Spider", so I'll have to make this a custom creature at some point.



Is that difficult/much work? Creating/duplicating a creature to use another set of models?

#10
DarthParametric

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Creating a new model is as simple as duplicating the MMH and PHY files and editing them to change the name references as appropriate. You don't need a custom mesh (MSH) for a retexture, as it can just reference the original. Creating a new creature to actually be used in the game is a whole other kettle of fish.

#11
mikemike37

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I think you want to use your modified giant spider model and reskin as a new variation (read appearance) on creatures, yes? Thats not overly taxing, its a single 2da change. You'll also have to name your models uniquely so they don't override anything, and *important* change all of the references WITHIN the files to point at your new names (DATool will probably do this for you, but you can check by opening your MMH file in the toolset and seeing if it still refers to the original MSH)



The 2da you need to extend is APR_base. Open Program Files\\Dragon Age\\tools\\Source\\2DA\\APR_base.xls and copy its format to a new xls document. Remove all the lines except the spider one. Renumber the ID to something unique (not conseqcutive) and change the model file and any other relevant fields (relating to melee ring to make it larger?). Process the file and dump in override. restart toolset and you should be able to select it as well as the original spider variation. the builder wiki contains greater depth on most of these steps, but maybe not specific to APR_base.



If however, you meant you wanted to create an entirely new creature (model, maybe even enimation set), then its doable but i really really wouldnt suggest it to a new modder. ;)