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


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#101
Jain-Mor

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Thanks guys and gals, thank the maker there are people in teh internetz that understand all this computer stuff :)



cheers

#102
ChickenDownUnder

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Before I go rummaging into buttons and potentially corrupting my game again (Just did that a few days ago, none of the fixes worked and basically had to uninstall and reinstall everything), does this tool have the capability of exporting the Lady of the Forest body and head w/ bones still attached?

#103
IKe0s

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So far, nope .. or at least there no vertices assigned to the joint on the model which I've tryed to convert from the ".mmh". EDIT: Mine mistake, using a wrong asset for import the model, see the above post.

Modifié par IKe0s, 20 décembre 2009 - 10:27 .


#104
ChickenDownUnder

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A true pity. :(



This would make having custom characters a great deal harder, since it'd be pure guesswork over what the basic polygon model ratio is and if they did anything fancy to the bones to make animations work. I heavily suspect they did something a bit unusual, going by the mods that are out which can replace certain 4 legged creatures with other 4 legged creatures, but in cutscenes the replaced model manages to flip onto its back and treat the tail like the neck moves in the original creature file. And this is with models already in the game.



Starting from scratch is going to be a rite mess.

#105
ChewyGumball

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I've used it to convert the c_berkbear model, its skin was fine.

#106
ChickenDownUnder

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It may be because English is not my first language, but I do not understand your point.



I'm not talking about reskinning objects, but manipulating the actual polygon portion of it. Especially in how then said altered polygons would work with the bones.

#107
ChewyGumball

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Skin as in skin modifier. The vertex weights were exported properly, and the bones where exported properly. Not its textures.

#108
ChickenDownUnder

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Ah, alrighty then.

#109
IKe0s

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ChewyGumball, mind to share one .FBX with the bones still attached to the vertex? I m using the tool provided by tazpn and Im unable to get it as intended.  So, hard time for me to figuring out 3 definition utilized in that skeleton.

Posted Image

Modifié par IKe0s, 19 décembre 2009 - 09:18 .


#110
ChewyGumball

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What program are you using?
Every mmh I convert with his tool that uses bones properly imports into 3dsmax 2010 with a skin set up.

Modifié par ChewyGumball, 20 décembre 2009 - 01:04 .


#111
IKe0s

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Nevermind, I found out that I had to use the FBX 2010 to get a consistent model imported properly, eg with the vertex still assigned to the bones.
Im not using Max, so here the converter for the Alias FBX;
http://images.autode...nverter_win.exe

Modifié par IKe0s, 20 décembre 2009 - 12:21 .


#112
Exede

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Ahm when i drag my FBX over the dabuilder.bat nothing happens and the window is open just for a half second...

nevermind

Modifié par Exede, 30 décembre 2009 - 10:26 .


#113
DeepImpact

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Is this the way to bring an retextured creature back into the game?

#114
TehDarkPrince

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Forgive me if I sound brazen in my request, but would it be possible to post the Katana as a mod? In failing that, how can I get the builder to accept the given katana model? Thus far the DAO Builder crashes with the w_lsw_kat01 model but is successful with the tsuba. Thanks for reading, and if I getz me some helps, thanks again!

#115
catspajamas19

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I modeled new weapons and am trying to follow the tutorial When I drag and drop my FBX file onto the daobuilderbat where do the 3 files show up at. I can't find them.

#116
Ambaryerno

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Well, this seems to be a thematic problem for me....



I have my mesh and it shows up just fine in the toolset. I go to check it out in the game and....



It's not there. The game ACTS like it is, but the model doesn't actually show up.

#117
catspajamas19

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Now when I drop my fbx file onto daobuilder.bat the cmd window
 says

Call to KFbxImporter Initialize failed
Error returned Corrupted or invalid file
mmh.xml conversion failed

Modifié par catspajamas19, 08 janvier 2010 - 07:12 .


#118
Redfender

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Ambaryerno wrote...

Well, this seems to be a thematic problem for me....

I have my mesh and it shows up just fine in the toolset. I go to check it out in the game and....

It's not there. The game ACTS like it is, but the model doesn't actually show up.


you've made a module and compiled a script and so forth to give it to the player etc.?  your normals are facing the right way?

#119
Ambaryerno

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Item is already in inventory. I changed the model used for Longsword Variation 3 by putting my new mesh (with the old name) in the override folder. The mesh shows up just fine in the Toolset, but in the game there's nothing.



I mean that. Literally. NOTHING. Normals all face out just like they should, so no backward faces in the modeling program.

#120
Redfender

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ive never tried to replace anything unfortunately. im guessing its something to do with an entry in an array.

on another note if anyone follows this tutorial, if you name your material in blender the correct name of the .mao file then you don't have to put a pause in Tazpn's tool. The name of the material seems to decide the name of the output .mao. so that pause and rename is an extra step.

#121
TehDarkPrince

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catspajamas19 wrote...

Now when I drop my fbx file onto daobuilder.bat the cmd window
 says

Call to KFbxImporter Initialize failed
Error returned Corrupted or invalid file
mmh.xml conversion failed


I've also been having issue with the model. Peering into previous activity showed that one of the contributers managed to get the katana working as a placable, his method into how he managed to do so isn't spelled out well enough for my rather passable understanding as a modeller or user of the toolset, (beyond adding custom inventory items with the pre-existing resources).

If we could get the the generated files that go into the toolset that would be capital. But a concise tutorial within a tutorial into how the builder crash was remedied would be awesome as well. I'm a shameless katana lover who wants his mythical world-vivisecting god sword composed of unobtanium. That madel looks sweet from the screens, the textures and compsited maps blend into the games vis-dev very well!

#122
DeepImpact

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Found out how to retexture a creature without overwriting.
http://social.biowar...2935/blog/1633/

Modifié par DeepImpact, 11 janvier 2010 - 09:09 .


#123
Redfender

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TehDarkPrince wrote...

catspajamas19 wrote...

Now when I drop my fbx file onto daobuilder.bat the cmd window
 says

Call to KFbxImporter Initialize failed
Error returned Corrupted or invalid file
mmh.xml conversion failed


I've also been having issue with the model. Peering into previous activity showed that one of the contributers managed to get the katana working as a placable, his method into how he managed to do so isn't spelled out well enough for my rather passable understanding as a modeller or user of the toolset, (beyond adding custom inventory items with the pre-existing resources).

If we could get the the generated files that go into the toolset that would be capital. But a concise tutorial within a tutorial into how the builder crash was remedied would be awesome as well. I'm a shameless katana lover who wants his mythical world-vivisecting god sword composed of unobtanium. That madel looks sweet from the screens, the textures and compsited maps blend into the games vis-dev very well!

if youre just trying to get a weapon into the game you might try exporting an obj instead of the fbx.  i had some issues with the tool using an fbx so someone suggested i use an obj and it worked better.

#124
Dark_Ansem

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.obj works better.



I have another question: the textures must be in .dds format?



and can you make more but clearer steps (like, explaining why the naming is important, where to place the textures and so on). more detail please. I succesfully imported a model but it had no texture on it. I wonder where I got wrong.



also, what to do when exporting a .obj file it creates also a .mtl file?

#125
catspajamas19

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I am exporting a model from Maya into an fbx file. All my textures were done in photoshop and saved as dds files. I then use tapzns GUI and get all my files and put in my override file and the model shows up in the toolset window viewer when i go to new>material>rightclick window>insert>new>model. I then open 2daerf and find something similar to my model and extract resource then edit the file. The tutorial I am going by says to create module>create new item. I do this and the name of my model shows up in the pull down list of weapon type but doesnt show up in the viewer. But it does show up when I create new material in the viewer. I pieced together from different tutorials and have gotten this.Please help. I plan on posting a tutorial when I am done to help others out. Modeling I have no problem. I have about seven swords to post 

Modifié par catspajamas19, 12 janvier 2010 - 08:51 .