Hi! I have 3 ds max and eshme tool and I would like to create a new sword model and export it to the game. Also I wanna know what must be a size of the object to be a fit in the hand of my character ( how many units).
Creating a sword.
Débuté par
Edrahil477
, août 28 2011 08:14
#1
Posté 28 août 2011 - 08:14
#2
Posté 29 août 2011 - 02:15
Import an existing DA sword of the appropriate type (1H/2H) and use that as a guide.
#3
Posté 29 août 2011 - 08:40
Okay, but what do I need to model appeared in a game?
#4
Posté 29 août 2011 - 11:06
There are plenty of tutorials and guides that cover the process here on the forum, the wiki, and on other websites. Try a Google search. The basic steps are as follows:
* Create your sword mesh and export it as a DA-compatible model.
* Extend the appropriate weapon variation GDA with your model's info.
* Create a new module in the toolset.
* Create a new item. Change the type to the appropriate sword type and select your model variation list.
* Select whatever material and stats you want.
* Create an appropriate script to load the item into the player's inventory or add to a merchant.
* Export your module as a Builder to Player package and upload/distribute.
* Create your sword mesh and export it as a DA-compatible model.
* Extend the appropriate weapon variation GDA with your model's info.
* Create a new module in the toolset.
* Create a new item. Change the type to the appropriate sword type and select your model variation list.
* Select whatever material and stats you want.
* Create an appropriate script to load the item into the player's inventory or add to a merchant.
* Export your module as a Builder to Player package and upload/distribute.
#5
Posté 29 août 2011 - 11:59
Thank you very much.
#6
Posté 29 août 2011 - 12:15
Moment what it means "appropriate" format?
#7
Posté 29 août 2011 - 02:16
DarthParametric, you released here http://social.biowar...ect/2639/#files some MAO's. My question is what's the purpose of these files?
#8
Posté 29 août 2011 - 02:37
By compatible format, I mean the DA model format - MMH/MSH/PHY. If you are using Eshme's Max/GMax script, that is what it will export.
The MAOs I presume you are referring to are the tattoo ones? Those have nothing to do with items. I posted them as part of a guide I did on making custom tattoos, but it turns out they were redundant/unnecessary. I just never deleted the files from my project.
The MAOs I presume you are referring to are the tattoo ones? Those have nothing to do with items. I posted them as part of a guide I did on making custom tattoos, but it turns out they were redundant/unnecessary. I just never deleted the files from my project.
#9
Posté 29 août 2011 - 03:34
Thanks, but how to create .dazip file?
#10
Posté 29 août 2011 - 05:45
The Builder to Player package outputs the DAZip.
#11
Posté 29 août 2011 - 06:11
Darth I found out that you are working on restoration BG on DA engine. Great plan I really like this game and I would like if possible to be helpful. Of course, not now. For obvious reasons. For now, the only thing that I can is create scars, tattoos, headmorphs.





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