The Toolset isn't that difficult to use, but your videos are appreciated. One thing that made me give up some of my mod work was the bugs... like when the project I had been working on for a week straight decided to suddenly explode on me, and become unplayable no matter what I did.
The Toolset doesnt have to be hard! Noob-friendly video guides for the Community Contests. LATEST: custom equipment appearances
Erstellt von
mikemike37
, Aug 27 2010 01:13
#26
Geschrieben 31 August 2010 - 12:41
#27
Geschrieben 01 September 2010 - 04:05
Excellent videos, thank you for putting the time into this. The more people we have modding, the more content we can all enjoy (and the more bugs we can fix!).
#28
Geschrieben 01 September 2010 - 04:16
you're very welcome. will you be entering the community contest? you still have a little over two weeks to put together a settlement level if you're interested?
#29
Geschrieben 02 September 2010 - 05:32
Tagged this thread for future references. I always wanted to try my hand at making a level but just couldnt figure it out myself. Reading tutorials didnt really helped since I learn best by viewing it first then recreating it myself after.
These video tutorials are a blessing to me.
These video tutorials are a blessing to me.
#30
Geschrieben 02 September 2010 - 07:51
It isn't that the toolset is hard, its that it has terrible memory issues, well at least on x64 bit systems. That hasn't been fixed and despite the workaround that has been mentioned in the past its far from perfect and soon guzzles up gigabytes of RAM and pagefile.
Since there is not going to be a new toolset released with DA 2, I seriously hope they do patch up the existing one and fix that memory leak or whatever it is. Otherwise doing work like this ends up being a pain.
Since there is not going to be a new toolset released with DA 2, I seriously hope they do patch up the existing one and fix that memory leak or whatever it is. Otherwise doing work like this ends up being a pain.
#31
Geschrieben 10 September 2010 - 02:43
This is very well done and I hope that their are more videos like this for the toolset. With Witch Hunt being the final DLC I am sure people will be inspired to pick up the toolset and these videos help.
#32
Geschrieben 13 September 2010 - 10:34
Updated! now with prop video and head morph video, covering contests 2 and 3 respectively. Happy modding folks!
#33
Geschrieben 14 September 2010 - 03:13
Thanks mike, terribly useful and very well done.
#34
Geschrieben 14 September 2010 - 09:40
sure thing. will try and keep up with the contests, but not making any promises.
#35
Geschrieben 17 September 2010 - 07:26
new video up - Understanding Files and the Database. Strongly recommended for all types of modding.
#36
Geschrieben 17 September 2010 - 09:10
Hey mikemike, I think the head morph video could go with a littler further explanation on getting the person's head morph into the game. You probably already know there are two different ways to accomplish this: chargenmorphcfg.xml and your character's saved das file.
Mop files can only be placed in the chargenmorphcfg.xml file because they are meant for the premade character slider; and the mor file is meant for the das file. Any further changes to the character later on in the game must be carried out with the mor file.There are also limitations to each file.
Mop files are strictly bound by the rules of the game, so this means giving your character a tattoo from a different origin will not be accepted. However Human, City Elf and Mage will all share the same tattoos. Adjusting the nose and eye shape sliders in the Feature Selection section will also display differently in the character creation, because it doesn't follow the same rules set in the toolset.
The only limitation I found out so far when using mor files is during the Fade. The face you create will override the different faces for the Spirit Form, Burning Man Form, and the Golem Form. It would seem that the head morph is restricted to height of your original character, and will bend the body to accommodate it.
http://api.photoshop...bb3bf658739a158
http://api.photoshop...526d52d7082196f
Mop files can only be placed in the chargenmorphcfg.xml file because they are meant for the premade character slider; and the mor file is meant for the das file. Any further changes to the character later on in the game must be carried out with the mor file.There are also limitations to each file.
Mop files are strictly bound by the rules of the game, so this means giving your character a tattoo from a different origin will not be accepted. However Human, City Elf and Mage will all share the same tattoos. Adjusting the nose and eye shape sliders in the Feature Selection section will also display differently in the character creation, because it doesn't follow the same rules set in the toolset.
The only limitation I found out so far when using mor files is during the Fade. The face you create will override the different faces for the Spirit Form, Burning Man Form, and the Golem Form. It would seem that the head morph is restricted to height of your original character, and will bend the body to accommodate it.
http://api.photoshop...bb3bf658739a158
http://api.photoshop...526d52d7082196f
Bearbeitet von Siradix, 17 September 2010 - 09:13 .
#37
Guest_jonv1234_*
Geschrieben 17 September 2010 - 09:17
Guest_jonv1234_*
Thanks a lot for the video tutorials they're just what I needed. Working on a story now with some others, this will come in handy.
#38
Geschrieben 17 September 2010 - 11:14
Siradix: My target audience is, as always, Community Contest entrants, and this contest was around creating NEW characters. Therefore, modifying the player character's head morph was beyond the scope of the tutorial: I just wanted to show how to use the editor and what files it generates.
Thanks for elaborating on this though!
Thanks for elaborating on this though!
#39
Geschrieben 18 September 2010 - 08:22
The way the title of the thread is phrased, gave me the impression that this was more than just for the Community Contest. In any case, good luck with your contest.
#40
Geschrieben 25 September 2010 - 12:34
OP updated with new creature and dialogue tutorial. enjoy!
#41
Geschrieben 10 Oktober 2010 - 08:26
The dialogue video helps alot. Man I need to upgrade my PC a bit before I attempt to do some cutscenes for a DAO music video project.
#42
Geschrieben 15 Oktober 2010 - 05:55
Oh god, where were these nine months ago. Stuff like this would have been immensely helpful for the mod I was trying to do. Note the use of the word try.
But still, even with those links I'd be still looking for someone that managed to record/write a detailed method they used to import custom armor.
But still, even with those links I'd be still looking for someone that managed to record/write a detailed method they used to import custom armor.
#43
Geschrieben 17 Oktober 2010 - 01:55
yeah custom armour is fraught with complications, and not too many people are sufficiently competent at modelling to do armour. as a result: no tutorials, since there's only a handful of people doing it.
Its something I'll be looking at later, but have other tutorials and stuff to make before then. Watch the community contest, since that's the structure I'll be doing these tutorials in.
Its something I'll be looking at later, but have other tutorials and stuff to make before then. Watch the community contest, since that's the structure I'll be doing these tutorials in.
#44
Geschrieben 17 Oktober 2010 - 06:38
Yeah I don't know if you are talking about custom models of armor or the armor the game comes with with with custom stats made in the toolset if the later then I've had no luck either and thats after following every guide I could find on the matter at hand.. I'm left to think that it all comes down to a update to the toolset... if not someone please let me know so I can get back to work at what I used to be soo good at in NwN
#45
Geschrieben 18 Oktober 2010 - 01:35
@mikemike37
Oh, I'll definitely be keeping an eye on this.... and hope that a detailed custom armor tutorial isn't too far off. >.>
@Blackomen
Yup, I'm talking about custom models. I can make what I need easily enough in 3dsmax and so on, but the whole coding portion to get the game to recognize it is a bit beyond me.
Oh, I'll definitely be keeping an eye on this.... and hope that a detailed custom armor tutorial isn't too far off. >.>
@Blackomen
Yup, I'm talking about custom models. I can make what I need easily enough in 3dsmax and so on, but the whole coding portion to get the game to recognize it is a bit beyond me.
#46
Geschrieben 19 Oktober 2010 - 01:00
chickendownunder: have you got eshme's exporter?
if so, have you read the documentation that comes with it? I can't say I've done the armour stuff myself, but I do *think* its documented. check the PDF.
if not, get it here: http://social.biowar...m/project/2336/
if so, have you read the documentation that comes with it? I can't say I've done the armour stuff myself, but I do *think* its documented. check the PDF.
if not, get it here: http://social.biowar...m/project/2336/
#47
Geschrieben 19 Oktober 2010 - 02:11
I haven't, actually. Going by the dates, that exporter/importer was released a couple months after I had first given up. I'll be checking that out over the next few days, to see if it can indeed do what I want it to. Thanks.
#48
Geschrieben 07 November 2010 - 01:52
Y'Know, if I could get this bloody thing to actually ~run~ I'd be all set! (:^D|=
I get the dreaded "Database error" that so many are struggling with.
Bah, I still have the original NWN I-II plus Tes4 and FO3's Construction set to play with until I can get this thing to run, in the meantime I'll simply enjoy the masterpieces up for grabs on DANexus! (;^)|
I get the dreaded "Database error" that so many are struggling with.
Bah, I still have the original NWN I-II plus Tes4 and FO3's Construction set to play with until I can get this thing to run, in the meantime I'll simply enjoy the masterpieces up for grabs on DANexus! (;^)|
Bearbeitet von TakezoDunmer2005, 07 November 2010 - 01:53 .
#49
Geschrieben 07 November 2010 - 04:37
Hi all! I need some help: may game doesn't work. It always writing me that my videocard not supplied or something like that (it is hungarian and me too). But I have an Ati RADEON 9550 videocard with 256 MB.
Tanks for help
Tanks for help
#50
Geschrieben 09 November 2010 - 06:07





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