Aller au contenu

Photo

How to retexture placeables? (Solved)


  • Veuillez vous connecter pour répondre
5 réponses à ce sujet

#1
errant_knight

errant_knight
  • Members
  • 8 256 messages
I couldn't find texture maps for these, so I'm unsure as to how to proceed. I need to retexture the goblet so it looks more ordinary. Can anyone point me in the right direction?
As you can see, it looks fairly ridiculous:

Posted Image

Modifié par errant_knight, 19 août 2010 - 03:43 .


#2
DarthParametric

DarthParametric
  • Members
  • 1 414 messages
There is plc_goblet01_0 and plc_goblet02_0 which both share the same textures - p_goblet_01d.dds, p_goblet_01n.dds, p_goblet_01s.dds. There's also plc_gobwyrmbld_01_0 which shares the same outer textures, but is presumably the one filled with blood for the Joining given that is has a second set of textures shared with the corpse pile.



There's also plc_mugpewter01_0:



Posted Image



Which may be more suitable possibly if you are doing a tavern scene. It uses the textures p_mug_pewterd.dds, p_mug_pewtern.dds, p_mug_pewters.dds.



In either case I'd suggest making your own unique variation of the model so as not to override the original/s.

#3
errant_knight

errant_knight
  • Members
  • 8 256 messages

DarthParametric wrote...

There is plc_goblet01_0 and plc_goblet02_0 which both share the same textures - p_goblet_01d.dds, p_goblet_01n.dds, p_goblet_01s.dds. There's also plc_gobwyrmbld_01_0 which shares the same outer textures, but is presumably the one filled with blood for the Joining given that is has a second set of textures shared with the corpse pile.

There's also plc_mugpewter01_0:

Posted Image

Which may be more suitable possibly if you are doing a tavern scene. It uses the textures p_mug_pewterd.dds, p_mug_pewtern.dds, p_mug_pewters.dds.

In either case I'd suggest making your own unique variation of the model so as not to override the original/s.


D'oh! Are those dds files just sitting there in the texture erfs? I went through both med and high a couple of times--looking under 'p', too--and didn't see them. Guess I should avoid reading files like that at 2AM. Thanks! I'll definitely make my own.

I'm using the goblet because the pewter mug is so huge. I'd be using the wooden mug if it was a placeable. It seems to be a better size. Hmmm..., How does one make a prop into a placeable? It doesn't show up as a possible object when you make a new one, but it's in the props for level building. (never mind, I think I sussed it all out. Boy, my brain really is working slowly. I need to get a while lot more sleep. Or eat some vegetable. Or something. ;) )

Edit: Heh, well, there those are, right there in 'C:\\\\\\\\Program Files\\\\\\\\Dragon Age\\\\\\\\packages\\\\\\\\core\\\\\\\\data, where they should be. I don't know what I was thinkiing last night, but clearly not much. ;)

Modifié par errant_knight, 18 août 2010 - 04:04 .


#4
errant_knight

errant_knight
  • Members
  • 8 256 messages
Okay, maybe I don't have this entirely figured out after all. I can see where to change the references to the msh, and mmh (mmh and phy files), to create new plc variations (placeables.xls), and I'm guessing I can make independent tag names by copying and editing the utps, but where to I change the  texture name?

Modifié par errant_knight, 18 août 2010 - 04:44 .


#5
DarthParametric

DarthParametric
  • Members
  • 1 414 messages
Textures are defined in the MAO (material object) which is itself defined in the MMH. If you look in plc_goblet01_0.mmh you'll see the field MMH_MATERIAL_OBJECT which has the value plc_goblet01. That leads you to plc_goblet01.mao, which has the following info:

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<MaterialObject Name="Plc_Goblet01">
	<Material Name="Prop.mat"></Material>
	<DefaultSemantic Name="Default"></DefaultSemantic>
	<Texture Name="mml_tDiffuse" ResName="p_goblet_01d.dds"></Texture>
	<Texture Name="mml_tNormalMap" ResName="p_goblet_01n.dds"></Texture>
	<Texture Name="mml_tSpecularMask" ResName="p_goblet_01s.dds"></Texture>
</MaterialObject>


#6
errant_knight

errant_knight
  • Members
  • 8 256 messages
Yay! Thanks! You continue to be awesome. :)