I am not sure which files to pull open for the items... how do I get them to appear in the Palette window?
Can toolset edit an existing mod (from DAZIP)
#1
Posté 02 décembre 2009 - 06:46
I am not sure which files to pull open for the items... how do I get them to appear in the Palette window?
#2
Posté 02 décembre 2009 - 08:22
#3
Posté 02 décembre 2009 - 01:53
#4
Posté 02 décembre 2009 - 04:34
#5
Posté 02 décembre 2009 - 04:38
#6
Posté 02 décembre 2009 - 05:40
#7
Posté 02 décembre 2009 - 06:22
I did indeed contact the modder for a b-2-b release but have not heard back from him.
#8
Posté 03 décembre 2009 - 03:55
#9
Posté 03 décembre 2009 - 05:25
#10
Posté 03 décembre 2009 - 07:40
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
Posté 03 décembre 2009 - 08:25
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.
Modifié par Phaenan, 03 décembre 2009 - 08:25 .
#12
Posté 03 décembre 2009 - 10:11
So... how do I use HIS textures in DDS format to create new items?
#13
Posté 04 décembre 2009 - 12:50
Unfortunately, you are making a bit of a mistake in your comment there.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.
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
Posté 04 décembre 2009 - 12:59
#15
Posté 04 décembre 2009 - 01:10
Might want to look into the "user-submitted content" rules.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.
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
Posté 04 décembre 2009 - 01:13
Anyone have any idea on how to DO it?
#17
Posté 04 décembre 2009 - 04:21
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
Posté 04 décembre 2009 - 04:42
#19
Posté 04 décembre 2009 - 06:31
That's right. This site is about sharing - read the Terms of Service carefully.EJ42 wrote...
Might want to look into the "user-submitted content" rules.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.
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.
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
Posté 05 décembre 2009 - 03:57
#21
Posté 07 décembre 2009 - 08:48
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 .





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