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request: DA2 body models into DAO


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221 réponses à ce sujet

#1
Rixxencaxx

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Is it possible to import in DAO the new (better) male and female body models into Origins??
I know that the files have different extensions but who knows?
Thanks in advance to the modders

#2
SLPr0

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Mesh based questions are still a blurry area. Plus the hand mesh has a serious issue with its bump map that needs to be addressed. I don't think importing the meshes will be any problem its just a matter of being able to get at the new mesh format then converting it to the DA:O standard.

#3
tmp7704

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Rixxencaxx wrote...

Is it possible to import in DAO the new (better) male and female body models into Origins??

Yes.

Posted Image

It's bit of menial work though since the animation skeleton used in DA2 has number of bones named differently, so it requires some remapping.

#4
Emperor Iaius I

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Interesting. So, conceivably, could we bring in the redesigned elves (and whatever armors from DA2 overlap with DA:O)?

#5
Rixxencaxx

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tmp7704 wrote...

Rixxencaxx wrote...

Is it possible to import in DAO the new (better) male and female body models into Origins??

Yes.

Posted Image

It's bit of menial work though since the animation skeleton used in DA2 has number of bones named differently, so it requires some remapping.


wow nice!!!

#6
tmp7704

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Emperor Iaius I wrote...

Interesting. So, conceivably, could we bring in the redesigned elves (and whatever armors from DA2 overlap with DA:O)?

To a degree probably, but there's size differences which would need to be taken into account -- DAO elves are shorter for example so the meshes would have to be rescaled to match that.

#7
Dreadstruck

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tmp, do that with the Warden Armor and I will name my firstborn after you.:o

Modifié par Avalla'ch, 17 mars 2011 - 11:46 .


#8
daywalker03

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tmp7704 wrote...

Rixxencaxx wrote...

Is it possible to import in DAO the new (better) male and female body models into Origins??

Yes.

Posted Image

It's bit of menial work though since the animation skeleton used in DA2 has number of bones named differently, so it requires some remapping.


Varric's outfit on Oghren? Nice. Any chance you can make the Qunari Mercenaries look like real Qunari, without changing Sten?

#9
tmp7704

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Avalla'ch wrote...
tmp, do that with the Warden Armor and I will name my firstborn after you.:o

What a terrible name to saddle innocent kid with Posted Image


daywalker03 wrote...

Varric's outfit on Oghren? Nice. Any chance you can make the Qunari Mercenaries look like real Qunari, without changing Sten?

The qunari in DAO wear various armours iirc and the overall body shape is actually nearly identical. So i could probably replace the underwear model with the "new" qunari but it wouldn't really be visible in the game without editing all these NPC definitions. If you mean replacing the head morphs, i don't know enough details about the system used in DAO to attempt that, nevermid the one in DA2 (but as far as i can tell DA2 does it different)

Modifié par tmp7704, 18 mars 2011 - 06:04 .


#10
TheEgoRaptor

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So we can move them to Origins but we can't take them from Origins?

#11
tmp7704

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Conversions can work both ways, with similar limitations in either direction.

#12
Venefica

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I was also wondering that...is there a way to replace a da2 head mod with a previous dao one?

#13
Crimea River

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Ooh, is there any way that you could port the hairs -- the ones that aren't already in Origins -- from DA2 into DAO? :o

If you can do that, or tell me how, I would love you for life. xD

#14
tmp7704

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Modifying the heads seems to be ton of work -- the only mod i'm aware of which does that in some way is the "realistic teeth" for DAO.

DA2 appears to have its morph system somewhat simplified, down to "just" 12 meshes per race/gender combination (which may explain why the character creator in DA2 is a bit simpler) but that's still significant amount.

edit: porting the hair would be like porting any other mesh -- load the DAO file into 3d program, in the case of hair reposition the mesh so it sits properly on where the new heads are placed in 3d space (for example, elves are taller so the hair would have to be moved up), replace the DAO version of animation skeleton with one for DA2, export the file.

Modifié par tmp7704, 18 mars 2011 - 07:05 .


#15
Crimea River

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I'm rather "illiterate" when it comes to that sort of thing, so I wouldn't know where to start on that. Is Blender a 3D program that would work?

#16
daywalker03

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tmp7704 wrote...

The qunari in DAO wear various armours iirc and the overall body shape is actually nearly identical. So i could probably replace the underwear model with the "new" qunari but it wouldn't really be visible in the game without editing all these NPC definitions. If you mean replacing the head morphs, i don't know enough details about the system used in DAO to attempt that, nevermid the one in DA2 (but as far as i can tell DA2 does it different)


I'm more interested in the head mesh itself than either the body meshes or the face part of the head morphs. After seeing the Qunari in DA2, the ones in DAO just don't seem quite as menacing.

#17
tmp7704

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By head morphs i meant really the head overall -- since in DAO they define everything above neckline with exception of back of the skull (which is part of the hairstyle)

When it comes to qunari it'd be especially difficult because it seems DAO uses single mesh with identical vertex count and order for all its races to make its .mor system work, while DA2 doesn't which makes the shapes incompatible. Replacing DAO qunari head mesh would in best case make all qunari look the same. Even then you still run into issue of DAO qunari being generally equipped with helmets... it's not impossible, but quite tricky to pull off.

(as far as menace goes, for me personally DA2 kills that entirely with the benny-hill-chase speed it gives to qunari in combat. Only mabari are slightly more hillarious. Slightly)

Modifié par tmp7704, 18 mars 2011 - 04:20 .


#18
Emperor Iaius I

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Hm. Converting all the elf outfits might take near forever, but I might settle for just Merrill's green outfit for now. Curse my incompetence at 3d applications! If only they were all as simple as Nifskope. :P

#19
graavigala85

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Emperor Iaius I wrote...

Interesting. So, conceivably, could we bring in the redesigned elves (and whatever armors from DA2 overlap with DA:O)?


this here is a good question.

DA2 had the Sacred ashes Warden armor so is it possible to take that 3d-model and just import it to DAO and use it?
Same goes with almost every single armor in DA2, they all look so much better than the 1single plate armor in DAO

#20
Venefica

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I just want the cameo appearances to have the same faces I'm used to in DA:O & DA:A    :unsure:

(tho changing the qunari would be effin' awesome)


edit:  oh, and to have the elves match as well...I hate the new "improved" navi look   :sick:

Modifié par Venefica, 18 mars 2011 - 08:26 .


#21
QwibQwib

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You know, this idea is so cool, if someone is willing to port the body, armour, hair, even graphics to DA:0 i'll go back right away

#22
Crimea River

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I'd be willing to, I just sort of need the step-by-step on how to and the resources (free ones, preferably).

Modifié par Crimea River, 19 mars 2011 - 02:16 .


#23
tmp7704

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Played a bit with altering the face morph files, but seems it's not very effective.

Changes to these files aren't directly reflected in the game, at least not in straightforward fashion. I'm guessing it's because .mor files are "compiled" in a way, i.e. they hold baked version of the shape data to save the engine some work. In order for the changes to show up correctly it'd require souce .mrh files to be exported from the Toolset.

In addition, if the morph shape is changed by too large margin, it stops working altogether. In case of DA2 -> DAO i was able to adjust the nose and eyes, but the change to the ears was too much.

Adjusting shapes in DA2 is even worse -- even just exporting default shape blows things up completely into some geometry mess. Maybe the engine is relying on the data being in certain formats which are different from DAO (vertex coordinates are stored in series of Float3's instead of Float4's e.g) but i can't really test that. Even if things didn't blow up most likely the .mor files would need to be recompiled like in DAO, which would require both updated Toolset and the .mrh source files.

Modifié par tmp7704, 20 mars 2011 - 02:17 .


#24
MKDAWUSS

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tmp7704 wrote...


Posted Image


LMAO

#25
errant_knight

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You consistantly impress, tmp. What did you use to get the data out of the erfs?