Weapon model overview
#126
Posté 01 avril 2011 - 08:09
#127
Posté 01 avril 2011 - 02:56
Modifié par yamutha, 01 avril 2011 - 03:18 .
#128
Posté 02 avril 2011 - 09:28
Adonnay wrote...
I've uploaded three of my meshes for people as replacers. You have to make the replacements yourselves though since I don't know which weapon models you'd want replaced.
DANexus
If I didn't already have a thing for that sword, knowing that my Hawke is swinging 'round a sword that really is that big IRL and is a reproduction of a museum piece that really is that big IRL would still float my boat something fierce! That it doesn't look unweildy (for a sword as tall as I am) is icing on the cake!
#129
Posté 02 avril 2011 - 06:34
It looks like there are double as many longswords than any other weapon in the game.
#130
Posté 03 avril 2011 - 05:38
#131
Posté 03 avril 2011 - 07:31
I have the screenshots of all 1h axe models, but cba to cut them together. There's only a handful anyway, and they all look almost the same as they did in DA1.RyuuichiK wrote...
How about one-hand axe?
Edit: Meh. One-Handed Axes and Maces
... and while I'm at it, Two-Handed Mauls
Modifié par ZephSunstrider, 03 avril 2011 - 08:22 .
#132
Posté 03 avril 2011 - 08:39
#133
Posté 03 avril 2011 - 09:03
Go ahead, saves future people digging around.Adonnay wrote...
Ah, thanks... almost forgot about them. Mind if I add them to the OP?
#134
Posté 03 avril 2011 - 09:43
#135
Posté 05 avril 2011 - 10:07
KennethAFTopp wrote...
Don't think they added any new axes or maces to the game or like 1 or two new Mauls.
Yeah, the diversity in this game is mind blowing....<_<
They could've atleast make the models that appear in game anyway be the replacement of some of the duplicates we ''sometimes'' see...
Long swords are the only ones that are worth it really, to try and find them all... Also curiously those weapons look quite suited for Reavers... yet the Reavers you encountered are twohanders...
EDIT: BTW does anyone know where I can find the 7th longsword (and what it's called) ? as I saw it in screenshots..
Modifié par Knal1991, 05 avril 2011 - 10:11 .
#136
Posté 05 avril 2011 - 10:09
#137
Posté 06 avril 2011 - 03:49
I personally think that nothing says "Die, unbeliever!" more than a blessed two-handed hammer to the face. Please refer to Warhammer for further examples of religious fanatism involving large hammersishmaeltheforsaken wrote...
It's because axes. maces, and mauls are hella lame. Swords is where it's at, yo.
It's perfect for all those templar Hawkes out there!
Edit: And axes are only lame when they have such... average models like in this game. There are plenty of axe designs out there that I'd gladly take over some of the less interesting swords here any time. Y'know, them things that have "brutal, headsplitting, limb-chopping AXE" written all over them. Take Brainhew/Messerschmidt's Reaver from Diablo 2 for example.
Modifié par ZephSunstrider, 06 avril 2011 - 03:53 .
#138
Posté 06 avril 2011 - 07:52
#139
Posté 06 avril 2011 - 10:22
Thread:
social.bioware.com/forum/1/topic/307/index/6926167
Heavy/Warrior Armour Reference:
img339.imageshack.us/img339/69/armhwy.png
Medium/Rogue Armour Reference:
img12.imageshack.us/img12/2523/armrog.png
Light/Mage Armour Reference:
img707.imageshack.us/img707/4162/armmag.png
Clothing & Human Companion Equipment Reference:
img8.imageshack.us/img8/9426/armcth.png
#140
Posté 06 avril 2011 - 10:46
Gordulan wrote...
Hmm, I went ahead and made what I believe is a thorough armour overview, heres a link to the thread, alternatively, also the links to the actual overview images. I most probably will do the shields next, unless someone else wants to do 'em.
Thread:
social.bioware.com/forum/1/topic/307/index/6926167
Heavy/Warrior Armour Reference:
img339.imageshack.us/img339/69/armhwy.png
Medium/Rogue Armour Reference:
img12.imageshack.us/img12/2523/armrog.png
Light/Mage Armour Reference:
img707.imageshack.us/img707/4162/armmag.png
Clothing & Human Companion Equipment Reference:
img8.imageshack.us/img8/9426/armcth.png
Too bad you can't (As far as I know) get most of the headwear that looks cool...
#141
Posté 06 avril 2011 - 11:44
As an example, here's the guardsman standard uniform in my game, I felt that scale armour fits them better than plasteel, and it replaced the ugly plasteel massive armour as well, I could screenshot all the changes and upload my item_variations if several people would like that.
img683.imageshack.us/img683/121/guardsmen.jpg
One more shot, I also thought it would be a bit of fun to swap out the armour of the fallen models, and it looks really badass with the gloves, boots and chest of stonehammer, the onyx material makes it look much much better. Comparison between the stonehammer set and the "new" fallen set.
Couldn't resist...
img687.imageshack.us/img687/9277/fallenstone.jpg
Modifié par Gordulan, 06 avril 2011 - 12:14 .
#142
Posté 06 avril 2011 - 12:34
Might at one point do so, but for this playthrough I'll leave it at it is...
#143
Posté 06 avril 2011 - 04:21
ZephSunstrider wrote...
Actually, you can edit the damage and armor rating via save game editor.Adonnay wrote...
@shadow5973: Those things are not in any GDA but the *.uti files that are not editable (yet?) as far as I understand.
You can only edit the enchantments of weapons you have equipped with the savegame editor but not the armor or damage rating (which is actually determined by the level of the item I think).
You just need to increase the value for the appropiate item property; You go to the list where the editor shows you the item's properties, and pick the one you want to increase. Check what position it has and then look at the value under item_properties_power. You'll most likely see something like this: 1065353216.
I don't exactly know how these numbers translate to something comprehendable.
Small example: I increased the Staff of Parthalan's damage by adjusting the item property 5400 on position 0 (which, I think, refers to the item's level or something), and changed the above number to 1067353216. That amped up the staff's damage a few points.
I'm too tired right now to explain it any less confusing. I'll see if I can upload a tutorial or something tomorrow, in addition to a mostly complete list of item property codes.
The number is just an integer...not sure what it references, maybe some look-up table or something, I have no idea, but in the gff editor, you can click the box "Treat as floating point", and edit that number. It appears to be some sort of multiplier. I noticed most of the default values are 1.0.
http://www.thenexusf...e-modify-items/
I am sure glad I found this post, and thanks to all of your work Adonnay. After a few days of searching and reading, I finally figured out what to use to actually edit .uti files (the TlkEdit works great), but I was having a helluva time trying to actually find the ones I wanted. The info in this thread will help a ton.
BTW: this is a great thread for learning how to repack your erf files so they work properly.
http://www.thenexusf...-models-etc-pp/
Just so I am straight: Most of the uti files are in the designerresources.rim file?
I am assuming that most of the art(dds files) is in the art*.erf file as well (that's where I finally found the Stonehammer armor textures)?
Anyway, I finished my Stonehammer armor, and now I want to start on my evolving 2hander and you guide is perfect for helping me find the blade I want. Kudos.
#144
Posté 06 avril 2011 - 05:25
I usually just tuned the value around until it fitted my needs, since one can keep the game running, edit the savegame and load it, which only takes a few seconds if you're wise enough to use a small-space instance for this procedure.Raanz wrote...
The number is just an integer...not sure what it references, maybe some look-up table or something, I have no idea, but in the gff editor, you can click the box "Treat as floating point", and edit that number. It appears to be some sort of multiplier. I noticed most of the default values are 1.0.ZephSunstrider wrote...
Actually, you can edit the damage and armor rating via save game editor.(Lots of text omitted)Adonnay wrote...
@shadow5973: Those things are not in any GDA but the *.uti files that are not editable (yet?) as far as I understand.
You can only edit the enchantments of weapons you have equipped with the savegame editor but not the armor or damage rating (which is actually determined by the level of the item I think).
http://www.thenexusf...e-modify-items/
But yeah, I've made the experience that 1065353216 equals a multiplier of 1.0. No idea what other basic multipliers equal to, but as I said, messing around till I got the desired result helped.
Edit: I just now discovered that checking "Treat as floating point" actually does something useful. Yay me.
Modifié par ZephSunstrider, 06 avril 2011 - 05:31 .
#145
Posté 06 avril 2011 - 08:35
Your property chart greatly helped me in creating my items btw, thanks.
#146
Posté 06 avril 2011 - 10:20
Gues i didnt look hard enough, or out-leveled whatever weapons look like thouse and just sold it befor trying it on!. xD
#147
Posté 10 avril 2011 - 06:22
#148
Posté 10 avril 2011 - 07:45
seems weird. shouldn't the handle be facing up?
#149
Posté 10 avril 2011 - 08:36
I did a quick and dirty job at slapping them together, and used the first weapon I had on my back; in that case, the Staff of Parthalan. So the model was flipped because staves are worn "the other way 'round".LightSmith wrote...
The maces link: http://img855.images...i/35999131.jpg/
seems weird. shouldn't the handle be facing up?
#150
Posté 13 avril 2011 - 02:41
www.dragonagenexus.com/downloads/file.php
Modifié par shadow5973, 13 avril 2011 - 02:42 .





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