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DA2 Weapon Replacer work with DA:O?


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#1
Thaxor

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Greetings

I want to try to use Adonnays Assorted Armoury in DA:O. I realize it's a DA2 mod, but I think I've heard that it's possible to do so. I've spoken, in brief, to Adonnay and he agrees thatin theory it should work.

I've tried porting the method for DA2 installation to DA:O (editing the <weapon>_variations.gda with the new model) but that has proven unsuccessful. I've likewise just stuck the .erfs in the override and folder and looked to see if the new models became available in the Toolset, but that was a dead end as well.

Considering that the file types are the same between DA:O and DA2 (right...?) this should be possible to do (right...?).

I'd greatly appreciate any help with this endeavor.

Thanks.

Modifié par Thaxor, 12 novembre 2011 - 06:08 .


#2
Thaxor

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Ok, so after doing some digging and reading, I've made some progress.

I made a new (extension?) greatsword_variation_<mod>.gda that pointed to the models from Adonnay's file.

Placing that .gda into the override folder, the new weapon was selectable as a variant in the Toolset. Unfortunately, no model shows up when it's selected.

I believe I have the .gda is set up correctly, however I'm wondering if the naming scheme that Adonnay used (since this was a DA2 mod) is incompatible with DA:O. Looking at some other weapon mods I have installed, I saw that they all have "gsw" listed for the MODELTYPE, whereas Adonnay's models use different names ("lbl", "wbl", and "lsb"). Can DA:O not handle these MODELTYPES? Apparently DA2 can, since the install instructions say to just point the .gda to the files as is (i.e.using "lbl", "wbl", and "lsb"as the MODELTYPE).

Assuming that was the case, I tried simply renaming the .mao, .mmh, .msh, and .phy files from "w_lbl_ad01.xxx" to "w_gsw_ad01.xxx" and adjusting the .gda. However the model still did not show up in the model view in the Toolset.

Is there some referencing to eachother within the .mao, mmh, .msh, and .phy files that needs to be edited manually if I change the filenames? Any other ideas as why the model is not showing up?

I've attached a screenshot of my current folder structure for this mod along with a view of the .gda.

I'd appreciate any help.

Thanks


Image IPB

Modifié par Thaxor, 12 novembre 2011 - 06:07 .


#3
Thaxor

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(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 .


#4
DarthParametric

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Step 3 onward is incorrect. The reason to import the model into Blender or Max/GMax is to use the appropriate DA scripts to export a DA1 game model directly.

As for the MSH conversion errors you were getting, I'm not sure what the issue is there. The models in the "additional meshes" pack convert ok, but not the ones in the "longswords" and "greatswords" packs. It might require poking through the MSHs in pyGFF and see if something is amiss.

Modifié par DarthParametric, 13 novembre 2011 - 09:44 .


#5
Thaxor

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So I basically just import it into Blender and use the script to SAVE it? or EXPORT it? The Dragon Blender script doesn't list .mmh as an export option, but it does list .fbx, .3ds, .dae, or .obj, which DA:O Tools can handle, which is why I thought I have to do the steps I listed.

Is this more straight forward in GMax with Eshme's script? I'm just spinning my wheels here, and sliding backwards considering the .msh conversion error.

As for poking around in the .msh's, what should I be looking for?

Thanks again for your continued help.

Edit: I just tried using DA:O Tools to export some other models (Elvhenan Weapons) and got the same .msh error.  Not sure what's going on.

Edit 2: Sent Tazpn a message to see if he knows what might be causing the error.

Edit 3: Beyond bizarre, I didn't realize at first that the "additional meshes" you used that worked, are the same ones I use that didn't (I was thinking I was using the "greatsword" meshes). I tried re-extracting the files from the .erf but got the same error.  This is perplexing me as to what the problem could be.  I'm pretty sure I have the GUI set up correctly (incidentally I was having the same error when I just used the cmd line itself).

Modifié par Thaxor, 13 novembre 2011 - 12:15 .


#6
DarthParametric

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Hrmm... Just tried it again and got the MSH error with ones that worked previously. I tried moving all the MSH/MMH/PHY files to a folder by themselves (no textures or MAOs) and subsequently all models from all 3 packs converted fine into OBJs. So I gather it's just some sort of screwiness in tazpn's tool rather than an inherent issue with the models themselves.

Concerning using Blender, I can't help you there. You might want to have a look over at the DA Nexus forums, as it's use is far more prevalent amongst the TES denizens of that site. There should be some tutorials floating about, both for general use of the script and specifically for making weapons (covering crust nodes and such).

Btw, isn't there a DA1 version of this mod already anyway? I was under the impression that Adonnay just took the existing models from the original DA1 mod. A brief glance at the converted OBJs would seem to confirm this, at least from my hazy recollections of the mod (never used it myself, but I recall seeing various posts on it over the years).

Modifié par DarthParametric, 13 novembre 2011 - 03:40 .


#7
Thaxor

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Ah crap I just realized something... I actually don't have DA2 (hence why I'm trying to port these over to DA:O). I'm thinking that's the problem. But if that's the case why am I getting the same error with the DA:O version of the tool... I must have the GUI set up wrong, but I got the same error when I just used the command line tools. Ugh, frustrating :(

Adonnay does have a DA:O version of this mod, however at least based on the screenshots he's posted, the models from his DA2 version are not included.

I'll try fiddling with this more when I get home from work. Again, thanks for your continued help Darth.

#8
DarthParametric

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You don't need DA2 to run tazpn's tool. The GUI asks for an install directory, but you can choose anywhere. I just pointed it at an empty folder. As far as I know the only reason it even asks for it is for the DA1 model compiling tools that come with the toolset (the GUI was never intended for DA2 - it didn't exist at that point). You won't be compiling models manually anyway, so it's a non-issue.