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Question about new hair.


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8 réponses à ce sujet

#1
Edrahil477

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Hello there! I have .phy, .mmh and .msh files. It is enough for my new hairstyle? Should I create something more? I am beginner and I don't know much about modding. Any help is greatly appreciated.

#2
DarthParametric

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If you only want it to show up in the toolset, that's all you need, assuming you are using the default hair MAO and texture set. If you want it to show up in the in-game character creator, you'll need to edit chargenmorphcfg.xml and add your hair model name to the appropriate section.

Also note that if you don't already, you'll need three sets of models - one each for LOD0, LOD2, and LOD3.

#3
Edrahil477

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Hmm... LOD0, LOD2, and LOD3? What is it?

#4
DarthParametric

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The different level of detail models that the game swaps out at various distances from the camera. LOD0 is the highest detail, LOD3 the lowest. The _0 / _2 / _3 epithet in the model name indicates which LOD a particular model is.

#5
tmp7704

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For what's worth, the lod 3 models can be easily skipped by the looks of things -- the game will keep using lod 2 model in such case, and as there's no difference in animation skeleton between lod 2 & 3 models (unlike lod 0 & 2) there's no visual side-effects to that.

#6
Edrahil477

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Ok, but I need to build my texture set. I assume it is easy?

#7
tmp7704

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For hair it's probably sensible to just use the default hair texture from the game. If nothing else, that will give appearance matching with rest of the graphics style used.

#8
Edrahil477

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I understand that I need only LOD0 and LOD2. How do I get one?

#9
tmp7704

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On the most basic level you simply need to export your mesh twice -- one with the full detail skeleton used for lod0 models, and one with simplified skeleton used for lod2 models.

Where applicable the lod2 model should be simplified, by removing details which wouldn't be well visible at the distance and/or combining groups of small polygons into larger ones keeping overall similar shape. The lod2 model also typically uses separate .mao material file, one which doesn't include things like the normal map to speed up rendering.