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Can toolset edit an existing mod (from DAZIP)


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20 réponses à ce sujet

#1
PapaGrant

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OK, so if I want to tweak some items contained in the Trailer Edition mod (http://social.biowar...t/966/#comments), can I use the Toolset to open the mod files and edit them?

I am not sure which files to pull open for the items... how do I get them to appear in the Palette window?Image IPB

#2
TheMutator

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You can open the ERF files and extract the resources used in them. However, I think you need to reconstruct the mod from scratch and since the scripts are not reversible once compiled you might run into serious troubles.

#3
PapaGrant

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Well, I can rewrite the scripts, but I am trying to use custom images/textures for the new items. Can I somehow extract the art (DDS files right?) and create new items tied to art from the downloaded DAZIPs?

#4
TheMutator

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Yes you can do that but you should be careful. Looking at other mods and then using the knowledge and inspiration to make your own is a good thing, ripping the stuff and making your own for personal use is acceptable but then re-releasing it to the public would be a nogo.

#5
Magissia

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PapaGrant, if you use someone's work, ask him/her the right to

#6
AssassinAce

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Also I would recommend contacting the modder and getting them to give you a builder to builder mod. That way you can just edit their work. Most modders would most likely do so if you asked nicely.

#7
PapaGrant

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Yeah I have no intention of releasing other people's artwork publicly, it would entirely be for my own use.



I did indeed contact the modder for a b-2-b release but have not heard back from him.

#8
PapaGrant

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bumps mcbumpington

#9
Phaenan

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You can pretty much extract the DDS from any (non-encrypted/bioware) ERF using the toolset. After that, well, directdraw DDS are pretty common so there are a bunch of programs/plugins dealing with them. And once modified, you don't even have to repack the ERF, as long as the DDS are loaded from the override folder(s) after the initial ERF...

#10
PapaGrant

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I don't really even want to modify them. This guy made some great armor, but he didn't write descriptions, didn't pick materials, and made them way too overpowered.



I just want to keep the same art/models, but be able to rename them, replace the stock description text and actually give them materials.



So you're saying I can just extract his DDS files and place them in the override folder? What then?



I have your excellent mod but it doesn't do everything I need to do here. Also I tried to copy his armor using your Elven craftswoman but she says it can't be copied b/c the model was not part of the distribution or something.

#11
Phaenan

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Oh, a model. Models won't be a DDS file, DDS are basically 2D images so they're used for UI elements, icons, presumably textures, stuff like that.
If you're looking to extract and reuse an item model/mesh I'm not actually sure what you need to extract from the ERF. All I can presume is that you'll have to expand the ItemVariations table to get a new item variation using the new models. Sorry I can't tell or help more, I'm pretty much ignorant about meshes editing myself. :o

Modifié par Phaenan, 03 décembre 2009 - 08:25 .


#12
PapaGrant

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No, I think I misspoke. On close examination his "new" armor is actually retextured versions of existing armor. When I open the ERFs associated with his mod, there are only DDS files, so he had no models.



So... how do I use HIS textures in DDS format to create new items?

#13
EJ42

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TheMutator wrote...

Yes you can do that but you should be careful. Looking at other mods and then using the knowledge and inspiration to make your own is a good thing, ripping the stuff and making your own for personal use is acceptable but then re-releasing it to the public would be a nogo.

Unfortunately, you are making a bit of a mistake in your comment there.

Items released for DA:O are released into the public domain.  One cannot release anything for this game for commercial purposes.

Take a better look at the EULA for the Toolset before suggesting anything such as IP ownership for Toolset-generated content.

#14
sillyrobot

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Non-commercial != public domain. Righrs over the material still exist. The purposes the material can be put are constrained by the original license.

#15
EJ42

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sillyrobot wrote...

Non-commercial != public domain. Righrs over the material still exist. The purposes the material can be put are constrained by the original license.

Might want to look into the "user-submitted content" rules.

Make sure you really understand what you've agreed to.

You're not going to be able to sue someone for reusing your content that they download off this site.

#16
PapaGrant

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Well this is all moot since I am messing around for my own edification.



Anyone have any idea on how to DO it?

#17
blondesolid

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PapaGrant wrote...

Well this is all moot since I am messing around for my own edification.

Anyone have any idea on how to DO it?


For using those extracted dds files, put them into your INSTALL directory override folder, just remember the name of them.  I re used some of the DLC icons for some items and named them my_ring etc etc.  All I used was icons though, but i will assume textures will work the same.

#18
PapaGrant

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Once I put them there, how do I select a different texture for the armor item in the Toolset? Obviously you can do this with icon files, there's the "..." button, but there is no option to load textures other than the Item Variation dropdown menu, which does not have a "..." button.

#19
Proleric

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EJ42 wrote...

sillyrobot wrote...

Non-commercial != public domain. Righrs over the material still exist. The purposes the material can be put are constrained by the original license.

Might want to look into the "user-submitted content" rules.

Make sure you really understand what you've agreed to.

You're not going to be able to sue someone for reusing your content that they download off this site.

That's right. This site is about sharing - read the Terms of Service carefully.

I recognise that the OP isn't bothered, as it happens, but this is so important that I make no apology for reiterating it - we are a community who post material for other builders to share and deploy. That's not my opinion, those are the terms that we agree to by posting here.

Those of us amateurs who are building large and complex new adventures for DA need this protection. It's in everyone's interest to keep us focussed on creative work. Legal FUD is a distraction we don't need. Thanks to the TOS, we don't have to worry about it.

Modifié par Proleric1, 04 décembre 2009 - 06:31 .


#20
PapaGrant

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bumpy mcbumpsterson

#21
R3v3r3nD420

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As for the easy answer:
http://social.biowar...kinning_an_Item

As for the hard answer:
I believe someone found a way to expand an item table to effectively copy an armor/weapon/item model to be another unique item that you then could apply custom textures to.

For example: You wanted to make some new robes based off the enchanters robe model, but wanted a custom texture that did not replace all default textures for enchanters robes. You would have to find the entry in the item table for enchanters robes, lets say its rob_ench_a for the sake of the example. You would need to copy the entry, and change the name of it to something like rob_ench_b. Now you have an enchanters robe model for an item with no textures associated to it. Then modify your textures, and import them in the toolset. Create a new item using the rob_ench_b model base in the toolset, and direct it to use your new textures for the item. The result would be enchanters robes that look like your custom texture, without making all enchanters robes look like your texture.

There are some posts here that discuss this in greater detail, I am just stating generic info from what I remember of the conversation.

Also, keep an eye on a project by Adinos, who is making a 3rd party tool to ease in texture replacement here: http://social.bioware.com/project/41/

Modifié par R3v3r3nD420, 07 décembre 2009 - 08:49 .