Is this possible to add beard mesh for elves? I changed the filename to appropriate for male elf and even I added new section under elf male in chargenmorphcfg.xml which contains my name of file. But It's not appears in the toolset though I chose my file. It's because of some script? Looking forward.
Beard for elves
Débuté par
Edrahil477
, mars 03 2012 11:27
#1
Posté 03 mars 2012 - 11:27
#2
Posté 03 mars 2012 - 11:55
The toolset doesn't use chargenmorphcfg.xml - that's just for the in-game character creator.
The logical way to do it would be to create a new beards GDA and extend apr_base with the Elf line edited to include it. However, I tried that with Qunari and it didn't work, at least in the creature editor anyway. Would be worth experimenting with to see if it works in the morph editor I guess.
The logical way to do it would be to create a new beards GDA and extend apr_base with the Elf line edited to include it. However, I tried that with Qunari and it didn't work, at least in the creature editor anyway. Would be worth experimenting with to see if it works in the morph editor I guess.
#3
Posté 03 mars 2012 - 12:31
Interesting Of course I will try this method.
#4
Posté 03 mars 2012 - 02:59
Uhm, don't sure what I have to write in "BEARD_WORKSHEET" column
#5
Posté 03 mars 2012 - 03:57
Hello. I have to describe what I actually find out. I added in chargenmorphcfg.xml a section under "beards" called "<elf_male>" below <resource name="" /> below <resource name="EM_BRD_MyMesh_0" /> below </elf_male>. After that I saved file and had launched the game, now in the character creator after chosen elf male I gain beard settings. But when I hit the slider nothing beside disable tab "jaw/cheeks" and "mouth" has changed.
#6
Posté 03 mars 2012 - 03:57
Just did a bit of testing with some old files I had laying around. Like I thought last time I looked, it seems like it is hardcoded somewhere.
One way to get around it would be to combine a beard mesh and hair mesh as a single hair model, but the problem with that is that the hair model is removed when you equip a helmet, so the beard would also disappear as well. Doable if you can live without helmets though.
One way to get around it would be to combine a beard mesh and hair mesh as a single hair model, but the problem with that is that the hair model is removed when you equip a helmet, so the beard would also disappear as well. Doable if you can live without helmets though.
#7
Posté 03 mars 2012 - 04:07
Okay I suppose living without helmet wont destroy my life. But how to combine my beard with hair mesh I must return to 3ds max? And export hair with my beard attached together?
#8
Posté 03 mars 2012 - 04:33
Yes. Read Eshme's manual concerning merging models. There is also some coverage of it in that link I posted in one of your other threads.
#9
Posté 03 mars 2012 - 07:07
When I load my beard for elf male in the datoolset, just a second everything looks ok, but after that bad error appears "runtime error, program c..." Any ways to prevent from this?
#10
Posté 04 mars 2012 - 02:28
It's alright now, in the toolset my beard combined with hair looks fine, but in character creator my mesh looks like flying I don't know whats causing the problem
#11
Posté 04 mars 2012 - 03:44
It's a weighting issue. You'll need to redo the skin.
#12
Posté 04 mars 2012 - 03:48
http://social.biowar...iscussion/3254/ - I red that thread where other user described similar problem as mine and now everything looks great
#13
Posté 04 mars 2012 - 09:42
It seems to be really beautiful! But its not, I combined elf scalp with my beard and its everything fine. Mesh appears in game, no flying. But scalp, I don't know why has strongly awful textures. Why?
#14
Posté 05 mars 2012 - 12:40
fbcdn-sphotos-a.akamaihd.net/hphotos-ak-ash4/432242_181982925249359_100003129585752_270277_492267803_n.jpg - It's something like this
Modifié par Edrahil477, 05 mars 2012 - 12:41 .
#15
Posté 05 mars 2012 - 06:03
Any help whats wrong will be very appreciated
#16
Posté 07 mars 2012 - 10:55
Problem solved, In Dragon Age Material options I switched (my scalp) to original type - face and my beard mesh to "character" type witch "Render Semantics" - "No Alpha", "No Emissive", "No Tint"





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