Aller au contenu

Photo

Weapon model overview


  • Veuillez vous connecter pour répondre
173 réponses à ce sujet

#126
KennethAFTopp

KennethAFTopp
  • Members
  • 1 480 messages
Excellent, this means I might be able to fix the daggers in this game.

#127
yamutha

yamutha
  • Members
  • 2 messages
does anyone know the IDs for the great axes w_gax_002a + w_gax_002a (unique folder)

Modifié par yamutha, 01 avril 2011 - 03:18 .


#128
scylis

scylis
  • Members
  • 74 messages

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

:o LOWLANDER! ZOMG! :o

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
DA Trap Star

DA Trap Star
  • Members
  • 498 messages
Why are there so many more ( And cooler) longswords than great swords.
It looks like there are double as many longswords than any other weapon in the game.

#130
RyuuichiK

RyuuichiK
  • Members
  • 3 messages
 How about one-hand axe?

#131
ZephSunstrider

ZephSunstrider
  • Members
  • 190 messages

RyuuichiK wrote...

 How about one-hand axe?

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.

Edit: Meh. One-Handed Axes and Maces
... and while I'm at it, Two-Handed Mauls
:wizard:

Modifié par ZephSunstrider, 03 avril 2011 - 08:22 .


#132
Adonnay

Adonnay
  • Members
  • 105 messages
Ah, thanks... almost forgot about them. Mind if I add them to the OP?

#133
ZephSunstrider

ZephSunstrider
  • Members
  • 190 messages

Adonnay wrote...
Ah, thanks... almost forgot about them. Mind if I add them to the OP?

Go ahead, saves future people digging around.

#134
KennethAFTopp

KennethAFTopp
  • Members
  • 1 480 messages
Don't think they added any new axes or maces to the game or like 1 or two new Mauls.

#135
Knal1991

Knal1991
  • Members
  • 734 messages

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
mesmerizedish

mesmerizedish
  • Members
  • 7 776 messages
It's because axes. maces, and mauls are hella lame. Swords is where it's at, yo.

#137
ZephSunstrider

ZephSunstrider
  • Members
  • 190 messages

ishmaeltheforsaken wrote...

It's because axes. maces, and mauls are hella lame. Swords is where it's at, yo.

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 hammers =]
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
Knightly_BW

Knightly_BW
  • Members
  • 828 messages
Oh my! Look at all those cool looking items and we have mostly crappy looking ones in game. Especially staves. It should be more reasonable to put those non-staff looking ones in games instead of the ones screaming I am an apostate staff. :/

#139
Gordulan

Gordulan
  • Members
  • 107 messages
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

#140
Knal1991

Knal1991
  • Members
  • 734 messages

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... :bandit:

#141
Gordulan

Gordulan
  • Members
  • 107 messages
meh, I've edited the living **** out of my item_variations.gda, so I for one do have the awesome helmets and armour sets ingame. But of course I've backed up the unmodified version, just in case.


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
Knal1991

Knal1991
  • Members
  • 734 messages
Those chantry head wear thing with the veil before eyes would be pretty neat for a female Archer or Mage, I'm kind of carefull regarding editting the save files... I did it to fix the friendshp bug thing but only becuase it became gamebreaking...

Might at one point do so, but for this playthrough I'll leave it at it is...

#143
Raanz

Raanz
  • Members
  • 1 410 messages

ZephSunstrider wrote...

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).

Actually, you can edit the damage and armor rating via save game editor.
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
ZephSunstrider

ZephSunstrider
  • Members
  • 190 messages

Raanz wrote...

ZephSunstrider wrote...

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).

Actually, you can edit the damage and armor rating via save game editor.(Lots of text omitted)

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 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.
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. Let's see how it translates in-game. That's actually all figured out and written down in a handy tutorial already. Yay me, again! I'm gonna go and gently caress a wall with my head now <_<

Modifié par ZephSunstrider, 06 avril 2011 - 05:31 .


#145
Adonnay

Adonnay
  • Members
  • 105 messages
Heh... I still think it's more satisfying to find such things out for yourself... much more rewarding. But also more time consuming ;)

Your property chart greatly helped me in creating my items btw, thanks.

#146
Zhijn

Zhijn
  • Members
  • 1 462 messages
What the hell. I never came across way over half of thouse weapons. My 2h always found one of thouse dull looking greyish greatsword.

Gues i didnt look hard enough, or out-leveled whatever weapons look like thouse and just sold it befor trying it on!. xD

#147
Whailor

Whailor
  • Members
  • 386 messages
Mostly just bumping this thread, it's useful when trying to mod or change the looks of weapons in the game, but hard to find when the thread is lost under a "pile of pages", so to say. So, checking some additional models and also bringing the thread back to the top. Sort of.

#148
LightSmith

LightSmith
  • Members
  • 3 messages
The maces link: http://img855.images...i/35999131.jpg/
seems weird. shouldn't the handle be facing up?

#149
ZephSunstrider

ZephSunstrider
  • Members
  • 190 messages

LightSmith wrote...

The maces link: http://img855.images...i/35999131.jpg/
seems weird. shouldn't the handle be facing up?

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".

#150
shadow5973

shadow5973
  • Members
  • 48 messages
If anyone is looking for a good list of items with the item codes that go with them, check this link:

www.dragonagenexus.com/downloads/file.php

Modifié par shadow5973, 13 avril 2011 - 02:42 .