[TUTORIAL] How to add custom model to Toolset and the Game
#151
Posté 18 janvier 2010 - 04:15
#152
Posté 21 janvier 2010 - 12:17
#153
Posté 21 janvier 2010 - 12:27
#154
Posté 21 janvier 2010 - 09:21
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_*
Posté 24 janvier 2010 - 07:06
Guest_Rebel-O-Conner_*
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 )
the model don't be showed in toolset, only a cube and a sphereth3_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.
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)
-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
Posté 24 janvier 2010 - 07:21
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.

My toolset sees everything just fine:

But the game has me weilding an invisible weapon:
Modifié par Jenosavel, 24 janvier 2010 - 07:22 .
#157
Posté 24 janvier 2010 - 08:59
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
Posté 24 janvier 2010 - 06:07
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
Posté 24 janvier 2010 - 06:42
#160
Posté 24 janvier 2010 - 06:47
#161
Posté 25 janvier 2010 - 12:50
#162
Posté 25 janvier 2010 - 02:55
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
Posté 17 mars 2010 - 04:01
#164
Posté 28 mars 2010 - 10:13
#165
Posté 02 juin 2010 - 10:57
#166
Posté 02 juin 2010 - 02:33
http://social.biowar...m/project/2336/
it has a readme that hopefully you can follow.
#167
Posté 03 juin 2010 - 09:29





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