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


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166 réponses à ce sujet

#151
ChewyGumball

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No, only models which use a materialobject which uses static.mat as a material need 2 sets of texture coordinates. Any other model works fine with only one set.

#152
IronBug

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Well, i got through step 4 with no problems. My sword shows up in the tooset but its HUGE compared to the in game swords that you view in the toolset. Do all the custom meshes show up larger or have I made a mistake somewhere?

#153
IronBug

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it also looks like its 90 degrees off counter clockwise in the Y coordinate of the bounding box. I hope that's understandable to everyone. Any help would be appreciated.

#154
Fluix

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Hi,
my item works fine in the toolset with rigth texture, and its
also set to the game but there it doesn´t show up... i write down my
steps maybe somenone find the error...

1. modeled with 3ds, mesh model,
unwrap uvw (uvwmap w_axe_sc01a_0d.dds),
named the material like the model (w_axe_sc01a_0)
diffuse map = w_axe_sc01a_0d.dds
specular map = w_axe_sc01a_0n.dds

2. made collison and root objects like in the export instructions
3. exported with export mao file
4. checked the mmh xml, MaterialObject="w_axe_sc01a_0"
5. checked the w_axesc01a_0.mao file:

MaterialObject Name="w_axe_sc01a_0"
Material Name="Prop.mat" Renamed in Weapon.mat
Interessting is, if i write material like in other mao.files, the texture doesn´t show up in the toolset ???
Checked the DDs:
Texture Name="mml_tLightmap" ResName="LM.dds" RequiresID="true"
Texture Name="mml_tDiffuse" ResName="w_axe_sc01a_0d.dds"
Texture Name="mml_tNormalMap" ResName="w_axe_sc01a_0d.dds"
Texture Name="mml_tSpecularMask" ResName="w_axe_sc01a_0n.dds"
Vector4f Name="mml_vFalloffParams" value="0.00 1.00 1.30 1.27"
Float Name="mmlfSpecularReflectionMult" value="0.8"
MaterialObject

6. Used the GUI to create the mmh and msh
7. Put the mmh, msh, phy, mao and dds in the override folder
8. toolset, new material, insert model, everthing shows up fine
9. edit the waraxe_variation.gda
10. Use the Tutorial to make new items and give it to your player
11. Item shows up in the inventory but no if equiped, why?
Hope someone can help me?
Big THX
  • ladyofpayne aime ceci

#155
Guest_Rebel-O-Conner_*

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I have some problem with your tutorial.
i tried to follow step by step but in toolset, i don't see the new model

my goal is to make morrigan's robe variation ( i name the mesh hf_rob_mor_A0.msh )

th3_selectah wrote...

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.

the model don't be showed in toolset, only a cube and a sphere
and now, how i can do to the toolset recognize the new model?
what's wrong?
how the mao must be modified to match with the model?

Give example please

th3_selectah wrote...
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 :P )
-6 is empty (at least in my example, dont know at other models)
-7 is "2"  (at least in my example again)

Save it.


what name must i put in 3-5?

the original robe have: 3 rob 4 mor 5 a
but the mesh name is: hf_rob_mor_0

i tried to put
3   rob
4  mor
5  A0  (names after my new mesh)
but i can't choose the model anyway


th3_selectah wrote...

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 ;)


what's the method to pack in .erf?

th3_selectah wrote...

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.
 


i think i did nothing wrong, i tried 4 times, but i don't have the model in toolset

Modifié par Rebel-O-Conner, 24 janvier 2010 - 09:28 .


#156
Jenosavel

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I'm having the same problem Fluix. To make things even more confusing, I actually had these two weapons of mine in the game and working 4 days ago. Then I added in an NPC merchant to spawn them without the script, played with some conversations, and now all of a sudden the weapons don't show up in-game. I did not change the file names of any of the art resource (texture/material/msh/mmh) files or edit them in any way.

The most frustrating part, as Fluix will agree no doubt, is that the items show up fully textured and correctly displaying in the toolset. The toolset knows where all of my textures and materials are just fine. However, when I load up the game itself, the weapons are not visible.

They're there, as the characters can use the invisible weapons just fine.

So to recap our problem here.

-the weapon has appropriate materials and textures in the toolset
-the weapon is functional in the game
-the weapon does not display in game

Here's the screen cap of my little bow before it decided to disappear.
Posted Image

My toolset sees everything just fine:
Posted Image

But the game has me weilding an invisible weapon:
Posted Image

Modifié par Jenosavel, 24 janvier 2010 - 07:22 .


#157
Jenosavel

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Okay... by meticulously undoing all the work I've done over the past 4 days step by step I've managed to narrow down the problem!  I'm not too happy with it though.

Originally I had, in my newbish ignorance, created my custom bow skin by overwriting the existing longbow_variation.gda file with one that had my two new skins added to the end.  This worked, and all was well in the world.

...until I got a little further through the wonderful tutorials floating around and found out that this is a big no-no that will fight with other mods.  The proper way, I read, is to use M2DA files.  So I happily converted my longbow_variation.gda to a longbow_variation_jeno.gda and removed all but my two entries, which I gave unique IDs out of left field so that I wouldn't have to worry about stepping on any other modders' toes (or more importantly, vice verse ;) ).

This is where the trouble started.  My bows show up fine in the toolset but no longer can display in-game.

So like a dog with a bone I tested a ton of different variant set-ups to try narrowing things down.  My M2DA file longbow_variation_jeno.gda works great if and only if the additional entries leave no unused ID #'s between them and the entries which came before.  So, if I make my two entries ID'd 8 and 9 to butt up directly against the core bow resources which end at 7, then the bows display perfectly in game!  If I make them 9 and 10, then bow 9 works (showing bow 10's skin) and bow 10 does not display.  If I go higher still, then none of them display.

And since I know someone will ask, yes I adjusted the toolset to match the M2DA IDs each time I changed them.  Yes, I also tried adding blank dummy IDs to fill in the M2DA.  Neither thing made a difference.

What I'd like to know is why some of us are able to use random IDs in our M2DA files, and others are not.  To try and find the difference: I'm personally using GDApp to edit my gda files directly, since I don't have excel and read that open office can sometimes give issues.

Not that it should matter, but I'm also running Dragon Age through Steam on Win 7, with an unconventional install drive (not C).

#158
Fluix

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YEAHHH, i found the error!!
I made an error at Tutorial Step 5 the GDA - because i deleted the colum list too, from 2 - 7...
Maybe for all of you where the item shows up in your toolset but not in the game, check the gda.variation you created.

Modifié par Fluix, 24 janvier 2010 - 06:08 .


#159
hunharibo

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I read somewhere that some m2da's read entries sequentially, which is a bug, some BIOWARE guy ackownledged it.I hope they put it up high in their bug list and fix it soon. This is becoming more and more of a problem.

#160
Jenosavel

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Agreed hunharibo. For now I'm stuck using sequential IDs in my M2DA files, which partially defeats the point of them.

#161
Eshme

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Oh this is bad, i am therefore probably running into the same problem very soon. I will pay attention

#162
Eshme

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Yep and it is true, somewhat.
I added to the helmet_light_variation.. and only ID 10-254 seem to work. At 257-260 or so the wrong helmet shows. And more above the toolset crashes. But only when i equip it on a NPC in the toolset. The Item itself works fine, even with 2000000 ID.
Havent tested it in game because of the crashes yet.

Modifié par Eshme, 25 janvier 2010 - 02:57 .


#163
Dark_Ansem

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one should update this, for armor too.

#164
Fosson

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I'm gone at step 5. I have no clue what it means and what I should look for. everything is the same, I couldn't find anything similar.. a lot of nothing to make out. I see nothing of any variation types anywhere. *head explodes*

#165
Nuitaristeve

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So, I did as was instructed in the first step, but the program does not give me the .mao file, just the other two. am I doing something wrong, or is there something wrong with my model? Thanks in advance.

#166
mikemike37

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I suggest you try using eshmes model exporter. a bunch of things have changed since this tutorial was last updated (its 6 months old).



http://social.biowar...m/project/2336/



it has a readme that hopefully you can follow.

#167
Nuitaristeve

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Yeah, I noticed that, but I was hoping that it would still at least kind of work...