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Need help with DragonBlender and making custom content


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11 réponses à ce sujet

#1
Sarevok74979

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I hope I'm posting this in the right place.
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
alschemid

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Hi,

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:



Posted Image



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
Sarevok74979

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Hmm, this appears to be where I am having problems. For starters, I don't see the attached window that you have above. All I can see once I select the .msh file are the available chunks to select, and two buttons labeled "import" and "return." Also, I followed the instructions you provided, but got stuck -- does the .mao file I'm trying to load need to have the same name as the .msh file? If so, I can't find the corresponding .mao file. For instance, if I want to load "hm_arm_hvy_0.msh", I can't find any file called "hm_arm_hvy_0.mao". I've tried looking in .../core/data/materialobjects.erf like it suggests in the tutorial but it is not there. Am I looking in the wrong place?

#4
alschemid

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About the script, in the 0.11 version I got this:

Posted Image

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

Posted Image

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
Danfire

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I have simple question at least for some but not for me. alschemid in your Previous post you mention "Change the window to the UV editor" and" you will see the uvmap" How do I do? that I feel like I'm very close but I am a blender Noob as well. Thanks in advance.

#6
Sarevok74979

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Thanks again Alschemid for all the help you're giving. I brought up the window that you have shown here, but definitely did not have the "seams pass" and "remove duplicates" buttons. It may be a glitch, apart from that it looks exactly the same. So being as stubborn as I am, I played around some more and finally got version 2.0 to work(yipee!). I was able to produce the first image you provided and that seems to be working fine now. I got stuck again on getting the textures to work though -- I went through the instructions you gave me and I found the .mao file, but when I load it in my model turns all pink. Is this supposed to happen, or did I do something wrong? Also, why is the .mao file named the same as the .msh file except instead of an "h" there is a "p" at the beginning? I never would have thought they were meant to go together.

#7
Sarevok74979

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I just encountered a new issue. Using version 2.0, if I try loading certain .msh files, I get a python script error and it says in the console that the MMHFile is not defined. This happens with all weapons but armor doesn't seem to be an issue.

#8
alschemid

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@Danfire: The first icon in the window toolbar changes the window type:

Posted Image

@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
Danfire

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By the way thanks Very much Alschemid. That was very helpful. I now can wrap the texture on the model. :)

Modifié par Danfire, 25 février 2011 - 10:49 .


#10
Sarevok74979

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That's awesome. Thanks for that. It is all beginning to make sense now... now the real fun begins. p.s. I was able to open weapons with version 0.11

#11
alschemid

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You are right, you can use the 0.11 to open weapons' models, I have both versions installed and it seems that both are working without problems.

#12
alschemid

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ooops... double post, sorry :blush:

Modifié par alschemid, 01 mars 2011 - 07:43 .