http://social.biowar...75/index/301264
and
http://social.biowar...1689/blog/1120/
both resulting in a bright blue reskinned robe appearing. I've written down in detail what I've done. Someone please take a
look at this.
Adinos' tutorial
===========
1) "Open a model in DATool."
> I open the model in DATool and browse to the model I want to retexture: em_rob_appb_0.mmh
2) To get the diffuse texture file(s) used by the model, it is easiest just to select File->Save All, which will save the MMH, PHY, MSH, MAO and DDS files to the directory you select."
> I select "Save All", which gives me 8 files:
em_rob_app_0.mshem_rob_appb_0.mmhem_rob_appb_0.phypm_rob_appb.maopm_rob_appb_0d.ddspm_rob_appb_0n.ddspm_rob_appb_0s.ddspm_rob_appb_0t.dds
3) "Modify the DDS file(s) - either directly or convert to TGA, edit and convert back. For this you need to use PhotoShop or some similar program."
I finally managed to install a DDS plugin and got it to work, but "Modify the DDS file(s) ". What does the (s) mean, that sometimes you modify one and sometimes more? There's four files, which one is it? I just reskinned "pm_rob_appb_0d.dds" since that was the first one in the list.
4) "Open the model again, and select Edit->Retexture. You will get a pop-up window showing the names of each diffuse texture used. If you do not want to change it, press OK, otherwise browse to the modified texture and select it."
What is a diffuse texture? When I open the model again and select Edit->Retexture, I got a pop up with 1 file name, "pm_rob_appb_0d.dds" and I can select one file to replace it with.I replaced it with "pm_rob_magb_0d.dds" and the texture looked very good on the model, but of course I don't know if replacing one dds is enough.
5) "Finally, select File->Save Modified. This will save the modified MMH, PHY and MAO files, ready to be made available in the toolset and added to the game. You will get pop-up windows where you can enter a the name for the new MAO and MMH/PHY files. As these names are just "patched" into the original files, there is a requirement that they must be ofthe exact same length as the original names - slightly inconvenient, but should not be a major problem."
I selected save modified, first pop up "MAO name replacement" asked me to rename "pm_rob_appb" so I renamed it to "pm_rob_magb". Then came a popup MMH name replacement for "em_rob_appb_0.mmh" so I renamed it "em_rob_magb_0.mmh". I then get a pop up saying "Saved 3 files".
6) "This will give you all the files you need for a single model - however (and this is important), most models exist in different LOD (level-of-detail) versions, and they all need to be retextured. By default DATool will only show the highest LOD version, but if you switch LOD mode on (in the Options menu), you will see the lower LOD versions as well (their names typically end in _2 or _3),. Open thhe lower LOD models as well, select Edit->Retexture and apply the same texture(s) as fo the first model."
When I toggle LOD mode I get these models:
em_rob_appb_2.mmhem_rob_appb_3.mmh
I did Edit > Retexture for "em_rob_appb_2.mmh", assuming you need the exact same length of name, I replaced "pm_rob_appb_OdL2.dds" with "pm_rob_magb_OdL2.dds", the MAO "pm_rob_appb_l2" I replaced with "pm_rob_magb_l2" and the MMH em_rob_appb_2.mmh with "em_rob_magb_2.mmh". Again, saved 3 files.
Same for "em_rob_appb_3.mmh", replaced "pm_rob_appb_OdL2.dds" with "pm_rob_magb_OdL2.dds", the MAO "pm_rob_appb_l3" with "pm_rob_magb_l3" and the MMH "em_rob_appb_3.mmh" with "em_rob_magb_3.mmh". Saved 3 files.
Then the tut said: In order to actually make the models available in the toolset, a few more steps are needed, but I am
hoping someone will write a Wiki page on that topic. (Edit: See here: http://social.biowar...1689/blog/1120/)
Krayzie_3334's blog
"Download these mock up .GDA files [Here] so you can get the armors too show in the toolset. 7-Zip too extract them. I only have the GDA files for Helmet; Chest; Gloves; Boots; for other items/Weapons I'm sorry but you'll have to get other way to getting them. -Updated: The Mock up GDA Files now contain all Armor/Weapon Variations I could find.
I downloaded these GDA's, searched under armor and found this, clothing_variation_[edit].gda
1) Part: 1OK now lets Start.After you followed Adinos guide you should have 4 main Files. for this I'll be making a custom Black Templar Chest Armor.a .MAO, .MMH, .DDS, .PHY Files"
I'm working under the assumption here the since the file "pn_blk_tmpa_0d" is used that I'll need the four files from the first retexture, since that has _0d in the file name.
- pm_rob_magb.mao- em_rob_magb_0.mmh- pm_rob_magb_0d.dds- em_rob_magb_0.phy
2) Open up the Toolset. and open up one of the GDA files for this I'm gonna open the Armor one.
I opened "clothing_variation_[edit].gda".
"COLUMN 1: I'm not sure what it does just make it bigger then 11 I guess it's the order the armors are in?"I don't know either so I put 30.
"COLUMN 2: This is the Name your Armor will be in the ToolSet for this I'll name it Templar Armor (Black)."
"COLUMN 3: You'll need to name this the same as the .MAO file Example: pn_blk_tmpa.mao you will need to put in the blk."
So in my case, pm_rob_magb.mao, I put here "rob"
"COLUMN 4: Same as above, but you'll need to put the tmp from the .mao file."
"In pm_rob_magb.mao, that would be "mag".
"COLUMN 5: You'll put the a from the .mao file."
In pm_rob_magb.mao, that would be "b".
3) "After you did this Save & Exit the Toolset."
"You'll want to Rename the armor_massive_variation_[edit].gda too something that you'll remember, for this I'm gonna call it armor_massive_variation_bt.gda BT for Black Templar something easy to remember and wont replace the default one."
"all you have to do is repeat this with the rest of your ArmorSet."
Below in the comments it says about the GDA: "The name needs to be 26 letters long including the _'s ."
So mine became: "clothing_variation_magerob.gda"
"Part: 2"1) "Ok so now that we got that done, Follow weriKK's guide to make the custom ArmorSet."
"Just make a Muckup Armor and when your done close the Toolset."
I made a new item, a robe.
2) "Move all the edited .gda, .mmh, .phy, .mao files from Part 1 too your Mod's Data folder.
3) Move the .DDs files too the Textures folder Put a copy of the DDs in one in each subfolder High, Medium.
Well I only have the 1 dds, pm_rob_magb_0d.dds, the new texture, so I copied that to the 2 folders.
4) "Open the ToolSet up, and go to your Armor location open it, and from the Item Variation your Custom armor should be selectable."
I opened the Toolset, selected the new robe uti, and what shows up is selectable all right, if you like the kind of blue that makes you want to poke your eyes out.
Sigh.
Modifié par LukaCrosszeria, 15 janvier 2011 - 02:20 .





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