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How to place custom models into the game.


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#1
Danatoth_

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 Hi everyone, long time Oblivion modder - begginer Dragon Age modder here. I've created many assets in 3ds max that I'd like to add to the game. I can't for the life of me figure out how to get them into the game though. So far I've found that I can right click and use "insert model". My model doesn't have and textures on it (might be my problem in exporting. I do use DAOtools)
However when I load the level into the area the model doesn't appear.

Just to clear this up, I'm attempting to add a model of a house to the game. So it isn't anything that will need to be interacted with or anything like that.

Modifié par Danatoth_, 14 mars 2011 - 12:51 .


#2
Proleric

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Normally, custom models should be in the add-in's module override folder, to make them available to areas in the toolset and in game.

It's possible to introduce models to a level that way, too. Unfortunately, owing to known bugs, levels must be rendered and posted from Single Player.

To work around this, I put the level art models in the packages override folder (which has global visibility) temporarily, moving them to module override for final testing and release to players.

#3
Danatoth_

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Thanks for the advice...but this doesn't actually tell me how to put them into the game...

#4
-Semper-

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you simply have to place your model to the core/data folder of your addin. you should drop it within the packages/core/data folder too so that you can render from the singleplayer module. the override folders are similar but i like to keep them clean.

if your model won't appear in the toolset there's a file missing in most cases. dragon age needs a msh, mmh, phy, dds and mao file. to get the lightmapping done you will need a met file too.
you don't need to edit 2da files for assets.

Modifié par -Semper-, 15 mars 2011 - 10:57 .


#5
Danatoth_

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The part I'm looking for is what I'm supposed to do in the toolset. Am I supposed to create a new placeable and the appearance should be my model...or?

#6
-Semper-

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it's the same as placing vanilla models. btw a placeable ain't a level asset (prop). placeables are interactive objects of an area whereas props are level architecture placed while building a new level file.

to drop a prop simply switch to the models tab and search for your model's name as you would normally do.

#7
Danatoth_

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Ah, thanks for the help, it worked. One more question though...
Is there a way to scale a model's size in the toolset?

#8
Proleric

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Not in the toolset itself, but try DATool.

#9
-Semper-

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Danatoth_ wrote...

Ah, thanks for the help, it worked. One more question though...
Is there a way to scale a model's size in the toolset?


sadly there's no way to scale anything ion the toolset. for creatures you can scale them within the apr_base.2da but you have to create unique appearances for the scaled creature as there're no blueprints. props are the same. you have to scale them with datool or with your 3dapp and create a second mesh for them to be integrated within your level.

Modifié par -Semper-, 16 mars 2011 - 03:01 .


#10
Danatoth_

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So I got the model into the game successfully and rendered lightmaps. It looks fine: (although too bright)
http://tinypic.com/r/30vndc9/7

But when I export local posts it looks like this:
http://tinypic.com/r/2z6e4k5/7

Anyone have any clue as to why this happens?

Modifié par Danatoth_, 16 mars 2011 - 09:11 .


#11
-Semper-

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your models needs 2 uv channels. the first one is the texture channel. there you can go all crazy with your uv map. overlapping, flipping - should all be possible. the second uv channel on top of the modifier stack is for lightmapping. there you can ignore the underlying texture but you have to be careful with all your uv islands as no flipping, overlapping and clustering (at least not too much of it) is allowed.

it looks like your second uv channel is heavily messed up ;)

#12
Danatoth_

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Ah alright. I think at this point I might as well just remake those 2 meshes. The cylinder one is a really messed up boolean, so that was probably the problem when it comes to the difficulty of Uv Mapping it.

#13
Danatoth_

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 Alright so everything was (finally) imported into the game. I'm having a bit of a lighting problem so rather than bore you all with constant forum spam I made a youtube video so you can actually see what is going on in the game. 

(Here is the video link:www.youtube.com/watch)

(Here is what it looks like in 3ds max: tinypic.com/r/2exr7sh/7)

(Here is what it looks like in the Toolset:tinypic.com/r/3478fac/7)

Sorry for all the questions I am originally an Oblivion Modder.

(Here is what the model looked like in oblivion: tinypic.com/r/28syr1v/7)

As you can see the textures look very nice in Oblivion. I am actually using the same textures used in that picture as I am for the Dragon Age model I have just changed them into Dragon Age textures. They are all in .dds format.

To answer any questions on how I have my lighting set up. I have just 1 Ambient Baked light set up and then I went into Area properties and changed the angle of the sun. Unfortunetly none of the angles show the texture properly....

Any help is much appreciated. 

Modifié par Danatoth_, 17 mars 2011 - 01:53 .


#14
-Semper-

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is your mao file correct and all of the textures linked? did you use the correct dxt compression for da:o? da:o uses different channels in their normal map - is yours the same? could you plz upload your compiled mesh and all the connected files (dds, msh, mmh, phy, mao, met) so that others are able to dive in? ;)

btw you should place a lightprobe within your levels or else the lighting will be screwed as you can see in the almost black shadows. could be the solution for the black walls.

Modifié par -Semper-, 17 mars 2011 - 06:44 .


#15
Danatoth_

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 Here is the file: s000.tinyupload.com/index.php

Modifié par Danatoth_, 18 mars 2011 - 07:48 .


#16
-Semper-

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quickly browsed through your model folder and there's a lot wrong:

- all of your mao files link to false textures (always the suffix _0d and _0n is being missed)
- your package doesn't contain all the textures needed
- your normal map is in wrong format for da:o > details can be found here
- can't import your model > after 3mins of progress i manually shut down max. seems your model is heavily clustered into parts > attach them^^

#17
Danatoth_

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 Here is a link to the 3ds max file and an .obj file. I included the 3 textures.s000.tinyupload.com/

#18
-Semper-

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first your model is way too high poly for da:o. you can crunch it down to a half of the density. second you're using too many parts (different meshes). attach them where it's possible. as you are using 3 different textures you can cut the number of meshes down to three. there's also the way of combining textures so that you can go even further.

this time your package doesn't contain spec and normal maps so i can't say if something is wrong with them. as your normal map wasn't right the last time i would assume that your normal map still causes errors.

also your meshes do not use an unwrap modifier but an uvw mapping modifier. you should use unwrap.

#19
Danatoth_

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I guess this pretty much puts a damper on modding for dragon age for me then. I know nothing about creating textures and I can't seem to find any textures for the buildings and things inside the .erf texture file from DAO

#20
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you should download datool. with this tool you are able to browse through da:o's models and save them with all the associated files. once you saved them you can take a detailed look and import them into (g)max to convert your custom models ;)

#21
Danatoth_

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I'll give this a try!