Is there any way to access the Awak items, and the Soldiers Peak items in the toolset?
Accessing Awakenings content?
Débuté par
rak72
, août 01 2010 05:02
#1
Posté 01 août 2010 - 05:02
#2
Posté 02 août 2010 - 10:29
We dont have any of the database resources for awakenings or any DLC. That said, you can still make use of the content in the erf files... but it wont be in an easily-modifiable format. What are you trying to do?
#3
Posté 03 août 2010 - 07:12
Does that mean it is impossible to create your own facial morphs for the Awakening companions? (I'm sorry if this question sounds noob...I just started playing Awakening a few hours ago and haven't been able to find any of the .mor files)
#4
Posté 03 août 2010 - 09:16
Odangou wrote...
Does that mean it is impossible to create your own facial morphs for the Awakening companions?
Not at all.
Create your head morph as you normally would, but make sure the exported mor file is titled something like rg_gxa000fl_name, where "rg" is the race-gender prefix and "name" is the name of the companion (so Nathaniel would be hm_gxa000fl_nathaniel). Drop it in the packages/core/override folder. Done.
You can get SOME of the awakening resources (like area layouts, equipment and creature models, head morphs, effects, etc.) into the toolset, but it can be tricky.
Modifié par satans_karma, 03 août 2010 - 09:20 .
#5
Posté 05 août 2010 - 03:42
satans_karma wrote...
Odangou wrote...
Does that mean it is impossible to create your own facial morphs for the Awakening companions?
Not at all.
Create your head morph as you normally would, but make sure the exported mor file is titled something like rg_gxa000fl_name, where "rg" is the race-gender prefix and "name" is the name of the companion (so Nathaniel would be hm_gxa000fl_nathaniel). Drop it in the packages/core/override folder. Done.
You can get SOME of the awakening resources (like area layouts, equipment and creature models, head morphs, effects, etc.) into the toolset, but it can be tricky.
Oh wow! Thank you so much this information!
I was really hoping that I could edit Nathaniel's face to my liking :3
#6
Posté 23 décembre 2010 - 08:08
satans_karma wrote...
Odangou wrote...
Does that mean it is impossible to create your own facial morphs for the Awakening companions?
Not at all.
Create your head morph as you normally would, but make sure the exported mor file is titled something like rg_gxa000fl_name, where "rg" is the race-gender prefix and "name" is the name of the companion (so Nathaniel would be hm_gxa000fl_nathaniel). Drop it in the packages/core/override folder. Done.
You can get SOME of the awakening resources (like area layouts, equipment and creature models, head morphs, effects, etc.) into the toolset, but it can be tricky.
And it'll stay tricky since you say it's possible but not how.
http://social.biowar...27/index/995923
http://social.biowar...7/index/1299383
http://social.biowar...7/index/1664242
http://social.biowar...7/index/1756775
http://social.biowar...7/index/1775486
I've checked all these posts about this and not one actually explains what you're supposed to do. How do you get area layouts, equipment and creature models, head morphs, effects from Awakening into the Toolset.
Modifié par LukaCrosszeria, 23 décembre 2010 - 08:12 .
#7
Posté 24 décembre 2010 - 10:46
you have to extract all the erf files to get the core resources - like 2das, mmh, msh, phy and so on. now these files can be stored within your module's core/data folder ready to be used within the toolset. all area layouts are in the env folder of the awakening directory. resources, which are created with the help of the toolset (actual areas, items, dialogues, scripts and so on) are not and will never be available to the modding community.





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