request: DA2 body models into DAO
#1
Posté 17 mars 2011 - 07:09
I know that the files have different extensions but who knows?
Thanks in advance to the modders
#2
Posté 17 mars 2011 - 07:42
#3
Posté 17 mars 2011 - 08:50
Yes.Rixxencaxx wrote...
Is it possible to import in DAO the new (better) male and female body models into Origins??

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
Posté 17 mars 2011 - 10:30
#5
Posté 17 mars 2011 - 10:33
tmp7704 wrote...
Yes.Rixxencaxx wrote...
Is it possible to import in DAO the new (better) male and female body models into Origins??
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
Posté 17 mars 2011 - 11:13
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.Emperor Iaius I wrote...
Interesting. So, conceivably, could we bring in the redesigned elves (and whatever armors from DA2 overlap with DA:O)?
#7
Posté 17 mars 2011 - 11:46
Modifié par Avalla'ch, 17 mars 2011 - 11:46 .
#8
Posté 18 mars 2011 - 12:02
tmp7704 wrote...
Yes.Rixxencaxx wrote...
Is it possible to import in DAO the new (better) male and female body models into Origins??
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
Posté 18 mars 2011 - 06:02
What a terrible name to saddle innocent kid withAvalla'ch wrote...
tmp, do that with the Warden Armor and I will name my firstborn after you.
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)daywalker03 wrote...
Varric's outfit on Oghren? Nice. Any chance you can make the Qunari Mercenaries look like real Qunari, without changing Sten?
Modifié par tmp7704, 18 mars 2011 - 06:04 .
#10
Posté 18 mars 2011 - 06:07
#11
Posté 18 mars 2011 - 06:41
#12
Posté 18 mars 2011 - 06:42
#13
Posté 18 mars 2011 - 06:55
If you can do that, or tell me how, I would love you for life. xD
#14
Posté 18 mars 2011 - 07:02
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
Posté 18 mars 2011 - 08:16
#16
Posté 18 mars 2011 - 09:38
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
Posté 18 mars 2011 - 04:18
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
Posté 18 mars 2011 - 05:48
#19
Posté 18 mars 2011 - 06:47
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
Posté 18 mars 2011 - 08:24
(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
Modifié par Venefica, 18 mars 2011 - 08:26 .
#21
Posté 19 mars 2011 - 12:20
#22
Posté 19 mars 2011 - 02:16
Modifié par Crimea River, 19 mars 2011 - 02:16 .
#23
Posté 20 mars 2011 - 02:16
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
Posté 20 mars 2011 - 03:40
tmp7704 wrote...
LMAO
#25
Posté 20 mars 2011 - 03:47





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