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Adding custom armor to the game


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#1
Sancez

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Hi guys. I want to add a new armor to the toolset, already textured.
I converted it to mmh msh mao and phy files, and put it in the override folder with the file gda called "clothing_variation_2.gda"

This is also the way I use to add weapons and shields, and it works but not for the armor.
What can I do? I need the bones? :huh:

#2
Sancez

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If I do new---> material the armor is there, but It's smaller then the others... How can I give it the right size?

#3
alschemid

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Sancez wrote...
I converted it to mmh msh mao and phy files, and put it in the override folder with the file gda called "clothing_variation_2.gda"

For armour there are other files: armor_heavy_variation.gda, armor_light_variation.gda, armor_massive_variation.gda and armor_medium_variation.gda...depending of the model you are using.

Sancez wrote...
If I do new---> material the armor is there, but It's smaller then the others... How can I give it the right size?


You said you converted the files, which files are you using and which convertion you have made?

#4
Sancez

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I'm converting an oblivion mod that have a sword and an armor. I already converted the sword and in game it works, and now I'm using the same process for the armor:



-Import the nif files in blender, eliminate the useless parts like the oblivion skeleton, export the armor in fbx format.

-Convert the fbx file in mmh msh phy and mao using GUI for Tazpn v1.4 (and rename what it needs to rename).

-Take the files, the texture and the the gda file and put them in the override folder.



Same process of the sword, but for the armor it doesn't work.

#5
DarthParametric

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Armour (and all other animated meshes) need a full rig. Just exporting the mesh won't work. Blender should somewhat support this using NewByPower's script, although I'm a bit sketchy on the particulars of how it works. You can definitely export a proper animated game mesh from Max/GMax using Eshme's script though. There's no reason to use tazpn's tool any more - it's extremely outdated.

#6
Sancez

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So I must download 3d max and using Eshme's script? There is same tutorial about it, I'm not practice of 3d max and its tools...

#7
DarthParametric

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No, if you are already using Blender it should be able to do it as well. Just get the latest version of the DA script and find out how it works.

#8
alschemid

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The problem with the Blender script is that it imports the skeleton(rig) with the mesh but it is gives an error when you export, NewByPower even made a fix, but I never get it working properly.

But you still can use it for armours, if the only problem with the mesh is the lack of the bone weight in your custom armour, there is a script called mesh_boneweight_copy.py that can copy the bone weight from one mesh to the other. So you would need to import in blender using the NewByPower'sDragonBlender script one armour from the game and use the mesh_boneweight_copy to copy the bone weight from the armour of the game to your armour own.

Modifié par alschemid, 08 novembre 2010 - 04:46 .


#9
Sancez

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Thanks a lot, I will try! ;)

#10
Dark_Ansem

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so, gave it a try?

#11
Sancez

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alschemid wrote...

So you would need to import in blender using the NewByPower'sDragonBlender script one armour from the game and use the mesh_boneweight_copy to copy the bone weight from the armour of the game to your armour own.


I did it, but I don't know how to use the mesh_boneweight_copy. I imported the skeleton and my armor, but now I'm stuck.

Here's an image ---> http://www.glowfoto....0/img5/glowfoto

#12
alschemid

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Let's try a step by step:
1. Your armour should have its arms and legs positioned to fit the skeleton from the game;
2. If you want it to work as any other armour from the game you will probably need to separate the gloves and boots;
3. Once the model is ready, you need to import the model from the game, not the skeleton, just import the msh file, because you are going to copy the boneweight from the mesh.

4. Boneweight part:
4.1. if your armour has any vertex group in it delete them all;
4.2. Select the model of the game, with shift pressed select your model (both will be selected, and must be in this order);
4.3. In a text window open the mesh_boneweight_copy.py, right click in the window and select execute script
4.5. Choose the quality (3 or 4) and hit ok, it will take some time, but when it is done your armour should have the same vertex groups as the game's model.

5. Replace the game's model with yours: execute the DragonBlender script if it is not running yet, select MSH tool, browse to open the same game's model you imported, and load (don't need to import the model again). Now activate the button replace and with your model selected press the replace chunk button, and save >. Now this msh file that you saved has your model and not the game's model. This file, the game's model mmh and phy files, and the textures of your armour should override the game's model you have used.

You will need to do the steps 4 and 5 to the chest, boots and gloves models.

Let us know if you get stuck somewhere ;)

Modifié par alschemid, 09 novembre 2010 - 04:39 .


#13
Sancez

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I'm not able to modify the model to making it positioned as the skeleton.. I think I will renounce, but thanks to everyone for the help :P