(I just realized I am competing with Skyrim for attention, a losing battle I'm sure. Though hopefully someone might be looking here and knows what to do...)
So slight progress, in that I'm pretty sure I know the problem and the general way to fix it...
According to
social.bioware.com/forum/1/topic/72/index/8526452, the DA2 models are indeed slightly different and can't directly be imported into DA:O (startling revelation I'm sure...).
So I am now trying to tackle the task of converting the models to the appropriate DA:O format. From what I've gathered, I need:
1). 3d software that will handle the files
-currently trying with Blender and the DragonBlender .20 script
2). A way to extract/convert the DA2 files so they can be imported by Blender via DragonBlender
-using Tazpn's DA2 Tools
I believe the basic steps I need to take are:
1). Use Tazpn's DA2Tools to turn the .mmh into a Blender importable file (.fbx, .3ds, .dae, or .obj)
2). Import file from #1 into Blender
3). Export the file from Blender as an .fbx using Dragon Blender
4). Take that .fbx and convert it into an .mmh.xml/.msh.xml via Tazpn's DA:O Tools
5). Comple those .xmls into the .mmh and .msh files via Tazpn's DA:O Tools
Is any of that near correct? If it is or isn't, does anyone have any more specific details as to how to do each step? I've tried puttering around in Blender but I'm not sure if I'm even doing anything. Further,I'm not sure I'm even getting past step 1. When I try to use Tazpn's DA2 Tools, it outputs an .fbx/.3ds/.dae/.obj file, but I get an error that says "unable to open <file>.msh". This seems like a critical problem, since I'm trying to get that .msh into Blender to re-export asDA:O compatible.
I think my next step might be pulling out some hair. I'll see where that gets me. If anyone has some insight into this, I (and my hair) would greatly appreciate the help.
Thanks
Modifié par Thaxor, 13 novembre 2011 - 06:02 .