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Questions regarding models/textures


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9 réponses à ce sujet

#1
ablaine

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Hey all,

Just had some general model/texture related questions after exporting some models and textures and examining them in max.

First,
the normal maps that were exported aren't the typical tangent-space normal maps I'm used
to working with in other game engines. These are greyscale and appear
to be standard bump maps.. Is this the case? Is there a reason why the
engine wouldn't support tangent space normal maps like most current-gen
engines?

Also, what role do the tint maps play? If I were to
plug this map into a slot in max's material editor, where would it go?
Spec color?  Or are they for a different mesh object?

Is it possible to export the morph heads to obj
(or other formats) in order to ensure our clothing and armor meshes
line up correctly with the head that we're using?  Or even just a generic head for each different race/gender?

Is it possible to export the hair meshes in order to correctly line up and size custom hair models?

FYI, the exporting i've done was accomplished with Tazpn's command line tools.  If anyone has any answers to any of these questions or a link to somewhere that does have the answers (old forum post, etc), that would be much appreciated.

Thanks!

#2
Khaos51

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Hi where are the files to export and how can i open them on 3ds max

Im pretty noob



Any help please?

#3
Adinos

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Regarding heads - if you just want to make sure they match up with the armours, it should be enough just to export the base head.

As for hair meshes - sure, they can be exported, but the only issue is that the hair models don't have a diffuse texture, so in the model viewer I cheat but at least you can see the shape of the hairstyle.

Posted Image

Regarding the tint maps, their primary use is for tattoos, makeup and such. I haven't really experimented with adding tint maps to other models, so I have no idea if that is possible.

Modifié par Adinos, 13 novembre 2009 - 08:33 .


#4
Khaos51

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Where do i find those files

I am bit lost

Please

#5
Adinos

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Grab the model browser: http://social.bioware.com/project/41/ - it is a fast way to locate the models you want.

the models are in \\packages\\core\\data\\  Look in modelhierarchies.erf and modelmeshdata.erf

Modifié par Adinos, 13 novembre 2009 - 09:47 .


#6
waronmars

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Is it possible to make a new model, like a sword, and import it into the game?

#7
Khaos51

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How would i get those files to work with lets say 3ds MAX?



My point is having a model or texture from Bioware export them then modify them and then import them back.



Do you know a way to work that out?


#8
Adinos

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Regarding imports, there are a few people working on writing import tools, and you should have a solution before too long.

However, do not expect to be able to report every kind of model right away - initially the import tools might only be able to handle the simpler types of models:

Simple props/placeables and vista models are easiest, but weapons are slightly more complex - as the models contain a bit of additional information.

Models containing cloth meshes are a bit more problematic, but doable.

Creatures are even more complex, because of bone/animation issues.

Armours seem the most difficult of all. Not only do you have to get the bones/animation just right, but you also have to make seven different versions of each armour (DF, DM, EF, EM, HF, HM and QM) and maybe different LOD versions of each of them. It is not hard to retexture existing armours to get some variety, but making new armours from scratch is a lot of work.

Modifié par Adinos, 13 novembre 2009 - 10:14 .


#9
ablaine

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Thanks for the response Adinos. I'm unable to use the model viewer.. do you happen to have the prefix for the filenames for the hair and base head meshes?

#10
Adinos

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ablaine wrote...

Thanks for the response Adinos. I'm unable to use the model viewer.. do you happen to have the prefix for the filenames for the hair and base head meshes?


Yeah, I don't know why it doesn't want to work for you, but I posted one suggestion on the project's bug thread, so maybe you could try that and let me know if you get any useful info - the viewer seems to work for everyone else, so I'm a bit lost.

As for the filenames....ugh -I'm at work now, so I don't have the toolset here, but for the screenshots I posted...hmm... the hair was df_har_<something>, the bald head was df_har_blda_<something> (I think) and the base head was ....uhm...df_u<something> I think - it's one of the last few models (alphabetically) in each race/gender group  - right next to the eyelash model, I think.