what is the process for creating a new prop (part for building interiors?) and new terrain meshes?
also, the textures for terrain meshes are "complete" (that is, they are the blue ones and grey like for weapons). is it because they need a height map (and thus we need to consider it if making a new one)?
New props and New terrain meshes
Débuté par
Dark_Ansem
, sept. 06 2010 09:30
#1
Posté 06 septembre 2010 - 09:30
#2
Posté 06 septembre 2010 - 10:59
There's no particularly special requirements on the modelling side of things. It's more the setup for light mapping and collision that you'll need to look into. My fellow Reduxer Mike has made a handy video on the basics of the process:
I'm not sure what you are talking about with textures. I assume the blue and grey refers to normal maps? You don't need height maps necessarily. They would usually only be used for stone floors and such.
I'm not sure what you are talking about with textures. I assume the blue and grey refers to normal maps? You don't need height maps necessarily. They would usually only be used for stone floors and such.
#3
Posté 06 septembre 2010 - 11:37
sorry, I was talking about the normal maps, of course. because while for equipment I believe they need no height map (correct me if I am wrong) for terrain it is necessary, isn't it?
thanks for the video about lightmapping and collision. I'll check that. it is good for props, placeables and terrain meshes, correct?
thanks for the video about lightmapping and collision. I'll check that. it is good for props, placeables and terrain meshes, correct?
#4
Posté 06 septembre 2010 - 12:33
That video is just for static meshes - props and terrain. Placeables are interactive and require a slightly different setup.
Normal maps in DA are identical for everything. I assume by height you are referring to the Z channel info in traditional tangent space normal maps? That is unused in DA normal maps, instead being (presumably) interpolated on the fly.
Normal maps in DA are identical for everything. I assume by height you are referring to the Z channel info in traditional tangent space normal maps? That is unused in DA normal maps, instead being (presumably) interpolated on the fly.
#5
Posté 06 septembre 2010 - 01:19
if you see here
http://social.biowar...mats#Normal_Map
it says that normal maps are the grey ones, but in the toolset when one looks at a terrain mesh, it shows that the normal map is the "standard" one, the bluish one. so I understand: for everything but terrain meshes, one has to use the DA gray format. for terrain meshes, blue format? or other stuff in the game needs the blue normal map?
http://social.biowar...mats#Normal_Map
it says that normal maps are the grey ones, but in the toolset when one looks at a terrain mesh, it shows that the normal map is the "standard" one, the bluish one. so I understand: for everything but terrain meshes, one has to use the DA gray format. for terrain meshes, blue format? or other stuff in the game needs the blue normal map?
#6
Posté 06 septembre 2010 - 02:06
Are you talking about the level editor ground mesh?
#7
Posté 06 septembre 2010 - 02:45
yes, the terrain mesh uses textures with a bluish normal map. although there is also a height map but i don't know if that is in use at all. a custom terrain texture needs a diffuse, a spec and a bluish normal map.
Modifié par -Semper-, 06 septembre 2010 - 02:45 .
#8
Posté 06 septembre 2010 - 03:37
DarthParametric wrote...
Are you talking about the level editor ground mesh?
yes. if you open that, you'll see that under the diffuse texture is a blue normal map but no specularmask, I believe.
#9
Posté 06 septembre 2010 - 05:50
Those are tileable outdoor ground textures. Yes, the toolset uses ordinary tangent space normal maps for them within the toolset itself, but the exported game-ready area uses DA's mixed up greyscale version. If you are making custom meshes, they will require the DA normal maps, as do all in-game assets.
#10
Posté 06 septembre 2010 - 05:56
so even if I make a custom one with a blue normal map when I export it will be turned to grey?
#11
Posté 06 septembre 2010 - 06:00
Yes. As I said, everything in-game uses DA's own normal map format. Only the toolset can use ordinary normal maps and then only for outdoor terrain mesh textures. However, this has nothing to do with custom prop/terrain models.
#12
Posté 06 septembre 2010 - 06:07
but it has with custom terrain meshes
#13
Posté 06 septembre 2010 - 06:16
You are confusing the outdoor level ground terrain mesh with custom terrain models. Custom terrain models are things like bridges, roads, houses, walls, etc. They are static models just like props. Like any other game asset they use the greyscale DA normal maps. There is no such thing as a "custom" outdoor ground terrain mesh. All you can do is use the level editor tools to deform it - you cannot model the mesh in an external app and import it. Yes, you can make your own textures for it and yes in this case it uses ordinary normal maps, but only in the toolset. The game requires normal maps to be in its own format, hence why the toolset converts those maps when the level is exported.
#14
Posté 06 septembre 2010 - 06:29
Dark_Ansem wrote...
but it has with custom terrain meshes
if you talk about vista terrain meshes then it's the same like all the other props, those absolutely need grey normal maps. the deformable terrain mesh within the toolset can't be created in an external app and has nothing in common with custom props as darth already stated
#15
Posté 06 septembre 2010 - 06:32
I believe I was (and to a certain extent still am) confused. but thanks. making a custom terrain seems easier now 
a bit off-topic but linked to level creation nevertheless: what about custom water?
a bit off-topic but linked to level creation nevertheless: what about custom water?
#16
Posté 06 septembre 2010 - 06:38
the deformable base terrain mesh, the ground you are walking on, is defined within the toolset if you create a new outdoor level. props are models created with an external app like blender or 3dsmax. these could be vista meshes like mountains, bridges, buildings, pillars, rocks, crates and so on.
you are able to give the water a custom bump texture, that's all. the color is set through the toolset.
you are able to give the water a custom bump texture, that's all. the color is set through the toolset.
Modifié par -Semper-, 06 septembre 2010 - 06:40 .
#17
Posté 06 septembre 2010 - 07:12
thanks. no custom water diffuse texture, then?
#18
Posté 06 septembre 2010 - 07:16
don't think so. perhaps there is way to do so but i have not found one.
#19
Posté 09 septembre 2010 - 03:03
is there a tutorial on how to make a new "terrain mesh"? that is, how to assign different textures from vanilla to the game?
#20
Posté 09 septembre 2010 - 03:27
Again, if you are talking about the ground plane in outdoor levels, you are not making a custom mesh. What you are talking about are just custom textures. The process is not unique to DA. Google tileable textures.
#21
Posté 09 septembre 2010 - 04:40
ok I search and post. but what I meant is: how can I put the custom textures in-game? is on the wiki a guide for "keeping the spirit and quality" of Dragon age? like, texture resolution, and style
#22
Posté 09 septembre 2010 - 04:48
the correct folder would be: my documents/bioware/dragon age/addins/your_module/core/data_tools
you could also try the override folder. i do believe it will work from there too.
you could also try the override folder. i do believe it will work from there too.





Retour en haut






