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[TUTORIAL] How to add custom model to Toolset and the Game


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#76
Ambaryerno

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I tried it again with my main texture set as my diffuse, and just get a big gray nothing.

#77
Ambaryerno

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OK, I deleted ALL files and started over again, looks like it's working now.

#78
cw8

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I've tried Longswords category and everytime I add a custom modelled weapon and use the 8 for G2DA_COLUMN_1 in the GDA file, it works, the custom weapon shows but it replaces the Starfang model as well. I try other numbers like 10 or 7 for example, the Starfang model is restored, but the custom weapon now also shows the Starfang model lol. It's driving me nuts, lol.

#79
th3_selectah

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What is starfang? Another custom you made, or a basic model? If so where to find it in Toolset, so i can test.

#80
cw8

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th3_selectah wrote...

What is starfang? Another custom you made, or a basic model? If so where to find it in Toolset, so i can test.


Nope, It's a unique sword that can be forged if you have both DLCs, Shale and Warden's Keep. You get a Meoterite Ore from one of the random encounters on the road and you can forge it in Warden's Keep, either a 1H or 2H version. I tried looking for it in the toolset under the Global Folder, it's not there.

#81
th3_selectah

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Hmm, since i only got shale dlc i can`t help you there. Seems like they added starfang as number 8 longsword and don`t let anyone mess with it. But you could make your sword a new sword type giving it same stats as longswords if nothing else is possible. Iam writing a tut on how to do that atm. Should be available later today.

#82
cw8

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Yeah, that's what I think too. Hope Bioware can hint or release a good solution for this. Coz Longsword category seem to cover alot of territory, custom item wise and also about custom items not being able to Flame-On or Frost-On lol. Worse for worse, I'll take a longsword model and put it in the 1H-Axe category.

Thanks th3_selectah, you've been totally awesome.

Modifié par cw8, 08 décembre 2009 - 02:43 .


#83
cw8

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I uploaded a video of my 2nd project on Youtube:


#84
ChewyGumball

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With regards to the enchanted weapon glow issue, You might try added a node crust to the mmh.xml manually. I believe that is what crusts are for.
<NodeCrustHierarchy Name="CrustHook7" HookID="1"><Translation><![CDATA[-0.000902709 9.86828e-005 0.563424 1.0]]></Translation><Rotation><![CDATA[-1.51729e-006 1.51729e-006 -0.707107 0.707107]]></Rotation></NodeCrustHierarchy>
is an example one, just put it in the node mesh part. You will probably have to adjust the translation and rotation though.

Modifié par ChewyGumball, 09 décembre 2009 - 03:55 .


#85
th3_selectah

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Nice ChewyGumball!



Works. Kind of hard to figure out the rot trans vectors though.

#86
cw8

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Wow! It works! You're amazing, how you guys figure out stuff like that.

#87
th3_selectah

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what vectors did you take cw8?

#88
cw8

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Still trying to figure it out, got it to glow at the tip of my weapon, I can't get it to glow the entire blade. It's only the small glow at the tip.

#89
cw8

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I don't get how to spread the glow through the blade. I've tried changing the translation coordinates, the first 3 coords seem to be the X,Y,Z axis, no idea what the last 1.0 is supposed to be. Is there a way to specify a range of coords for like the Y axis?




#90
Ambaryerno

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The last 1.0 may be intensity?

#91
cw8

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No matter where I shift the glow to, it's still a small glow.



Then I copied that statement 3 times, it gave 3 glows, but at least the blade is covered lol, though a little weird looking lol.

#92
Awildawn

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cw8 wrote...

I uploaded a video of my 2nd project on Youtube:


Great job !

#93
ChewyGumball

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The translation is a vector in R4 so you can have homogeneous transform matrices. You don't really have to worry about that though, just leave the last coordinate as 1. The rotation is a quaternion. I found that by looking at some of the example weapon files, unfortunately there are only 2 so you might have luck finding how to make the glow bigger by looking at mmh files in the toolset. It might have to do with NodeEmitters. They are complicated beasts though and I don't know if it would be feasible to manually add them to mmh files.

#94
cw8

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Awildawn wrote...

cw8 wrote...

I uploaded a video of my 2nd project on Youtube:


Great job !


Lol, thanks! :)

#95
cw8

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ChewyGumball wrote...

The translation is a vector in R4 so you can have homogeneous transform matrices. You don't really have to worry about that though, just leave the last coordinate as 1. The rotation is a quaternion. I found that by looking at some of the example weapon files, unfortunately there are only 2 so you might have luck finding how to make the glow bigger by looking at mmh files in the toolset. It might have to do with NodeEmitters. They are complicated beasts though and I don't know if it would be feasible to manually add them to mmh files.


Don't mind me asking a stupid question, but where can I find the 2 example weapon files lol.

#96
cw8

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Emissive Maps works guys, I played around with it for a while. Check the differences:

Posted Image
Posted Image
Not exactly the lightsaber glow, but it's a start nonetheless.

Modifié par cw8, 11 décembre 2009 - 06:50 .


#97
ChewyGumball

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I have them uploaded to my project. They aren't that interesting besides the node crusts though.

#98
Ambaryerno

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REALLY needs a script that activates the blade when you enter combat. Looks awful silly like that.

#99
mutantspicy

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Over at Dragon Age Nexus "NewbyPower" has released new nude models. He is using a custom made blender script to export msh files. The interesting thing about it is that his mod is msh only and they work with existing animation, no need for mmh. Which is perfect if your just looking to override a mesh. I was under the impression you couldn't override a msh without also overriding the mmh. Of course we will need the ability to import/export msh and mmh into and out of blender so that true DLC's can be made without the need for overriding. However, this guy has a good start and is also almost ready to release a python script for blender that will open msh files directly, as well as export to msh. Just a heads up for blender users, you may want to keep on eye on this guys work. Because if this script pans out its gonna open a lot of doors.
 

Here is a link to his script update and status.  I'm waiting eagerly for this release.
http://www.dragonage...file.php?id=268

Modifié par mutantspicy, 12 décembre 2009 - 02:37 .


#100
tazpn

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@mutantspicy, I'm not suprised that it works with the standard mmh. The things you need to change largely change the mmh file for is if you want new materials without overriding existing textures or changing which bones are used in the skin. There is a strong coupling between bone indices in the MMH and used in MSH but can be finessed around if you are careful.