Preperation:
Download the following package: tazpn's Command Line Tools
I also recommend you to to download tapzns build_helpers wich will do most of the work i state in the following sections.
Installation Notes: Extract both of the zip files in the same directory. Then edit daobuild.bat like that:
Between "CALL FBXCMD convert "%InputFileName%" "%FileName%.mmh.xml"" and
"CALL GPMMH "%FileName%.mmh.xml"" add a "pause".
That way we can edit the *.mmh.xml and change the reference to the mao file, before its converting it.
It should look like this:
...
CALL FBXCMD convert "%InputFileName%" "%FileName%.mmh.xml"
pause
CALL GPMMH "%FileName%.mmh.xml"
...
Step0:
When your model is rdy and textured, export it to a *.fbx file (i use w_lsw_ka01a_0.fbx as example from now on, it should have that style of name cause you have to add it later in the 2da tables).The model should be upside down!! As it is automatically rotated later on.Copy the file to tapzn`s tools directory.
Step 1(WITHOUT the helpers):
Go to command line, tapzn`s tools directory and use :
"fbxcmd convert w_lsw_ka01a_0.fbx w_lsw_ka01a_0.mmh.xml"
It should create 3 files:
-w_lsw_ka01a_0.mmh.xml
-w_lsw_ka01a_0.msh.xml
-*.mao file named after the texture you used
Step 1(WITH the helpers):
Drag and drop your *.fbx on daobuild.bat and wait till it says "Press a button..." (do NOT press a button here!!!)
It should create 3 files:
-w_lsw_ka01a_0.mmh.xml
-w_lsw_ka01a_0.msh.xml
-*.mao file named after the texture you used
Step2 (Both with and without the helpers):
Most probably you have to rename the *.mao file, which is in "None__teturename.dds.mao" format, as the toolkit wont accept that kind of filename. Just rename it to "texturename.mao".
Then you have to edit your mmh.xml file and change the reference which is found behind MaterialObject!!!
Step 3 (Without the helpers):
Take the *.mmh.xml file and drag and drop it on your
"\\Dragon Age\\tools\\ResourceBuild\\Processors\\MMH\\GraphicsProcessorMMH.exe"
You get 2 files out of this: a *.mmh and a *.phy
Copy the *.msh.xml file to "\\Dragon Age\\tools\\ResourceBuild\\Processors\\MSH\\"
Then go cmd again, to the directory and use
"processorsMSH -platform pc mmdtogff w_lsw_ka01a_0.msh.xml"
You get 1 file out of this: a *.msh
Step 3 (With the helpers):
Go back to your daobuild.bat window and press a random button. Then watch the magic.
Note: It opens a preview window of the Model + Texture, but the texture can be awfully wrong in some cases. Dont panic, try it in Toolkit before redoing.
Step 4 (with and without helpers):
Copy the *.mao, *.mmh, *.msh, *.phy, *.dds to "\\\\\\\\Dragon Age\\\\\\\\pagages\\\\\\\\core\\\\\\\\override"
Go to your toolkit: File -> New -> Material
Right click -> Insert -> Insert Model -> choose your model
It should be displayed correctly here if you`ve done right up till now.
Step 5 (both with and without helpers):
Go to your Toolset and open 2da.erf
Extract the fitting *.gda from the 2da.erf (longsword_variation.gda in my example)
Rename it to another name (longsword_variation_2.gda in my example)
Drag and drop the *.gda to your toolset console
delete all the rows in the*.gda but 0 and 1 and change the variables of row 1:
Change the coloms of the Row 1:
-First is an int (number of the varition, keep in mind that you have variations in the longsword_variation.gda too!!)
-Second is the name that will be displayed in the Toolset (Katana in my example)
- 3-5 are the name of the file (that is why i chose such a name
-6 is empty (at least in my example, dont know at other models)
-7 is "2" (at least in my example again)
Save it.
Step 6 (both with and without helpers):
Copy the file you got now (*.gda) to your
"\\Dragon Age\\pagages\\core\\override\\"
Optionally you can pack them all into an *.erf file, which you can name after your liking
Step 7 (both with and without again):
Start your toolkit again. If you did nothing wrong, you should be able to use the models now.In my example i made a new item (Katana) base type:Longsword and i can change the model to my Katana model.
Step 8: Use following Tutorial to make new items and give it to your player
Step 9: See my follow up Tutorial on how to add NormalMap, SpecularMask etc to your custom Model.
Hope i could help some of you by writing this
BIG THX to tapzn for writing the programs that help us make the game even more exiting
Did i say that i hate that this is ****ing up my posts every time i edit??!?!
Modifié par th3_selectah, 03 décembre 2009 - 12:24 .





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