Hi there.
Got my copy of DA2 a while back, but just registered now.
I'm a first year game design student, and some of the other students and I want to form a modding team.
We have two modellers, two coders, and an animator
We're using Maya 2011 x64 and Zbrush. We're starting out with minor mods first, such as weapons and items, but we want to eventually move to new character models and and minor expansions.
If anyone using Maya has found a good workflow for both importing existing DA2 models into Maya, and exporting original models out to DA2, I would really appreciate some pointers.
We are currently making our first game at school, but obviously making things work in DA2 is on another level.
Some experienced opinions would be really appreciated.
Cheers
Modding DA2 with Maya 2011
Débuté par
GameArtist80
, avril 08 2011 07:29
#1
Posté 08 avril 2011 - 07:29
#2
Posté 08 avril 2011 - 07:38
Well i havnt used programs as good as maya but ive used free softwares like blender but thats kinda easy anyways i simple got a file extention that blender reads for the models.
So whatever the models are formatted as.
Also i think as theres no toolkit a good coder needs to make a program thats able to find the meshes and extract them im not 100% sure ive not tried this as well i dont know much i know its not experienced advice but you can try simply finding the mesh formats and get the file extention you need for maya.
As for wep and chara modeling well you have to make sure if u making one from scratch that the sizes match ie not a 100m giant or 1inch dagger, so if u make ur models side by side with a orignal one should be fine i found that helped me in blender thought i was useing a low end game.
All you should need is a file importer and exporter for maya for what the meshs are.
And maybe a program to find the meshes in DA2 and extract them.
So whatever the models are formatted as.
Also i think as theres no toolkit a good coder needs to make a program thats able to find the meshes and extract them im not 100% sure ive not tried this as well i dont know much i know its not experienced advice but you can try simply finding the mesh formats and get the file extention you need for maya.
As for wep and chara modeling well you have to make sure if u making one from scratch that the sizes match ie not a 100m giant or 1inch dagger, so if u make ur models side by side with a orignal one should be fine i found that helped me in blender thought i was useing a low end game.
All you should need is a file importer and exporter for maya for what the meshs are.
And maybe a program to find the meshes in DA2 and extract them.
#3
Posté 08 avril 2011 - 08:00
Daggers are usually sentered by handgrip and the blades 50cm long, the grip being 15-20cm.
Any weapon is just as big as their DA:O counterpart -- so improt DA:O meshes to compare yours with when waiting for BW to give the sufficient tools for someone to make a mesh exporter.
Any weapon is just as big as their DA:O counterpart -- so improt DA:O meshes to compare yours with when waiting for BW to give the sufficient tools for someone to make a mesh exporter.
Modifié par Gisle Aune, 08 avril 2011 - 08:01 .
#4
Posté 08 avril 2011 - 08:02
#5
Posté 08 avril 2011 - 08:13
You will need pyGFF (there is a link to it in the modding tools sticky thread) to extract the existing models. You will also need to write import/export scripts for the DA2 mesh format, since the only scripts I know are for 3DS Max and Blender, and are only for model import.





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