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DA2 armor to DAO


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4 réponses à ce sujet

#1
Karma

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FokSiGen over at Nexus has created an awesome replacer for Bethany's DA2 armor. I really want to use it in DAO. FokSiGen has no interest in adapting the armor to DAO but gave me permission to do so. I've started but have hit a snag. I understand the basic concepts but haven't ever tried porting a DA2 armor to DAO.

So far, I've renamed the files to proper DAO format, edited the gffs for the MMH, MSH, and PHY files to account for the new file names, created a new MAO (since DA2 uses gff and DAO uses xml), and created the GDAs for the two items (boots and armor). The armor appears in the toolset, but it's blue. When I equip it in-game, the textures are where they're supposed to
be, but the person wearing the armor turns into a spiky blob. I suspected the issue was with the mesh. (DA2 meshes are v1.0 and DAO meshes are v0.1.) I attempted to edit the MSH gff so that it says v0.1, but that didn't seem to help. As a test, I edited the mesh from a similar-looking DAO outfit and used it as a replacement. The item appeared in the toolset and in-game, but the textures were misaligned (as one would expect). The person was no longer a spiky blob though.

Can someone point me in the right direction on how to fix the mesh (or whatever is causing the problem)? I have gmax, Eshme's Import/Export, and the command line tools if needed, but I have no experience in using them beyond the failed attempts last night to export a new MSH.

Modifié par satans_karma, 16 octobre 2011 - 01:42 .


#2
tmp7704

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The DAO armours/characters use very different skeleton structure for animation than DA2 armours, so DAO animations won't work properly with DA2 files, even without issues caused by the file format difference.

Since you are using gmax, you might want to ask for help amycus, the author of Kirkwall Exports mod here: http://www.dragonage...ile.php?id=3098

If i'm not mistaken she's made a tutorial for these conversions, although i don't know the url for it.

#3
DarthParametric

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DA2 models use a different setup to DA1 models. You can't just swap them from one game to the other. You'll need to extract the mesh/meshes, mate them to the appropriate DA1 rig, re-weight/skin, then export as a DA1 model. Eshme's script doesn't support DA2 models. You can use tazpn's DA2 commandline tools to extract the mesh. For GMax, you'll probably have to use OBJ.

#4
Eshme

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tmp7704 wrote...

The DAO armours/characters use very different skeleton structure for animation than DA2 armours, so DAO animations won't work properly with DA2 files, even without issues caused by the file format difference.

Since you are using gmax, you might want to ask for help amycus, the author of Kirkwall Exports mod here: http://www.dragonage...ile.php?id=3098

If i'm not mistaken she's made a tutorial for these conversions, although i don't know the url for it.


Might be this
http://www.thenexusf..._1#entry3512085

#5
Balgin Stondraeg

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DarthParametric wrote...

DA2 models use a different setup to DA1 models. You can't just swap them from one game to the other. You'll need to extract the mesh/meshes, mate them to the appropriate DA1 rig, re-weight/skin, then export as a DA1 model. Eshme's script doesn't support DA2 models. You can use tazpn's DA2 commandline tools to extract the mesh. For GMax, you'll probably have to use OBJ.


Funnily enough someone's actualy gone to the trouble of doing a lot of this already. If you go to the Dragon Age Nexus and look for a file called Kirkwall Exports you'll see what I mean :). They've done a lot of the DA2 armour models already but not many of the clothes.