Need help with DragonBlender and making custom content
#1
Posté 21 février 2011 - 07:32
I've recently been trying to figure out how to use DragonBlender to make some of my own weapons and armor. I'm not very familiar with Blender but I am determined to figure all of this out by experimentation/tutorials etc. I'm currently using version 0.11 of DragonBlender and after much frustration finally got it to work (version 0.2 was a write-off for me). I can import .msh files no problem and look at them and play with them a little bit; still learning the basics of using Blender. I've read and re-read the manual for DragonBlender over and over and I am still stuck on a few different points. For instance, it talks about the "remove dups" option a lot but I don't know where or what this is. Also can't find the "seams passes" option. Also wondering - how do I use the textures from the game? I exported them like it says in the manual but can't figure out how to apply it to the .msh file that I'm modifying.
Thank you very much in advance for any help that anyone can provide. I'm a bit of a newb at modding but I am determined to do this. I'm sure that I will get stuck on more points along the way but with your help I'm sure I will succeed!
#2
Posté 21 février 2011 - 07:53
I assume you are talking about the remove doubles and the seams passes from the Dragon Blender script... when you load a mesh using the script you can see both parameters here, I think the DragonBlender 0.11 will be in the same place:

In the toolset and in game the textures are linked to the meshes by the mao file, you can open the mao file using a text editor to see or edit it.
To load the textures in Blender you select your model press TAB to enter edit mode, and press A to select all the vertices, change the window to UV Editor Window you will see the UV map then select image->open and select the texture. To see it in the model change the Draw type to textured in the 3d window bar or ALT Z.
Hope it helps.
#3
Posté 22 février 2011 - 04:30
#4
Posté 22 février 2011 - 06:55

When you select the the msh file and click in import, the window will change to this:

Where you can find the remove doubles and seams pass. But you don't need to use them, actually, you have a better control using Blender to remove the double vertices or making the seams than using the script.
Tha mao file for the heavy armor is named like this: PM_ARM_HVYa.mao
Modifié par alschemid, 22 février 2011 - 06:57 .
#5
Posté 23 février 2011 - 02:48
#6
Posté 23 février 2011 - 07:14
#7
Posté 23 février 2011 - 07:47
#8
Posté 23 février 2011 - 08:21

@Sarevok74979: In game the model uses four textures - diffuse, normal, specular and tint -for the heavy armor they are called PM_ARM_HVYa_0d.dds (diffuse), PM_ARM_HVYa_0n.dds (normal), PM_ARM_HVYa_0s.dds (specular) and PM_ARM_HVYa_0t.dds (tint map) how they change the model you can see in this pic. The first letter is different from the model because it is used by all the races so instead of h (for human) it is changed to p. And in Blender you can only open one texture at a time to see how it looks on the model, so you open one of the dds file.
And there is also variations of textures for the same model, so the letter "a" in the PM_ARM_HVYa_0d.dds, could be "b" or "c", etc.
The mao file tells the game and the toolset which set of textures one model will use, there you will find at least these four textures. This is the mao file for the heavy armor, it is just a text file:
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<!-- Exported by Material Editor --><!-- dc:source=file:///A:/DragonAge/SourceControl/ArtContent/Art/Characters/MATERIAL_PROJECTS/ARM_HVY_Enviro.matproj --><MaterialObject Name="PM_ARM_HVYa">
<Material Name="Character.mat"></Material>
<DefaultSemantic Name="ArmourSkinTint"></DefaultSemantic>
<Texture Name="mml_tDiffuse" ResName="pm_arm_hvya_0d.dds"></Texture>
<Texture Name="mml_tNormalMap" ResName="pm_arm_hvya_0n.dds"></Texture>
<Texture Name="mml_tSpecularMask" ResName="pm_arm_hvya_0s.dds"></Texture>
<Texture Name="mml_tTintMask" ResName="pm_arm_hvya_0t.dds"></Texture>
<Vector4f Name="mml_vFalloffParams" value="0.60 11.00 1.50 1.50"></Vector4f>
<Float Name="mml_fSpecularReflectionMult" value="1.00"></Float>
</MaterialObject>
And I have the same problem as you using the DragonBlender 0.20 script I can open the armor, gloves, helmets, boots and creature files, but I can not open props or weapons either. I've never tried the version 0.11 though.
#9
Posté 25 février 2011 - 10:31
Modifié par Danfire, 25 février 2011 - 10:49 .
#10
Posté 28 février 2011 - 05:56
#11
Posté 01 mars 2011 - 07:40
#12
Posté 01 mars 2011 - 07:42
Modifié par alschemid, 01 mars 2011 - 07:43 .





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