Aller au contenu

Photo

Change Valos Atredum for the right swoop direction


  • Veuillez vous connecter pour répondre
6 réponses à ce sujet

#1
Funkjoker

Funkjoker
  • Members
  • 486 messages
dragonage.wikia.com/wiki/Valos_Atredum

As vanilla Vigilance, this weapon faces the wrong direction. I want to correct it since afaik no modder changed it; maybe the weapon isn't used by anyone ^^

How do I edit the .msh file for this weapon to change the direction? Can anybody give me a quick tutorial?

Modifié par Jean-Funk Van Damme, 27 septembre 2012 - 08:15 .


#2
DarthParametric

DarthParametric
  • Members
  • 1 409 messages
Isn't Vigilance only a sword (1H or 2H)? I assume you are using your own or someone else's mod to change that? I gather you mean the head of the hammer is effectively upside down when used in combat? Presumably that is an artefact of changing Vigilance to a maul. What did you do exactly? I'm guessing overriding the 2H sword model for Vigilance? If that's the case the reason it is upside down is that the game thinks it is a 2H sword and is using the 2H sword animations.

Rotating the model 180° should rectify it in principle, although that will affect every weapon that uses the same model. Seeing as that would appear to be the only new maul model in Awakening (w_mal_ml07a_0), that could possibly be several. You'd want to create a separate model for it. However, if you are simply overriding the 2H sword model for Vigilance, that shouldn't pose a problem. A better option though would be to edit the UTI and change it to use the same maul appearance as Valos Atredum. That would fix the facing issue as the game would know it's a maul and not a sword, so it would use the correct animations.

#3
Funkjoker

Funkjoker
  • Members
  • 486 messages
Hey there! Thanks for the answer! :-)

I'm looking, as you said, for the 180° rotation.

Here's the link to the mod doing the Vigilance fix, as in vanilla it was also wrongly positioned. Look at the before/after screenshot!

Do you know how to change the uti/mesh file just to correct the rotation issue?

Modifié par Jean-Funk Van Damme, 28 septembre 2012 - 08:14 .


#4
DarthParametric

DarthParametric
  • Members
  • 1 409 messages
Ah, I misunderstood what you meant. I thought you were trying to replace Vigilance with a maul, but you were saying both Vigilance and the Awakening maul models were reversed. Try this and see if it works. Extract it into your Override folder.

http://dpmods.wheb.o...versed_Maul.zip

#5
Funkjoker

Funkjoker
  • Members
  • 486 messages
It works wonderfully, thank you very much, good sir! :-)

Did it take to long to fix? What program(s) did you use?

gxa_im_wep_mel_mal_001.uti - Demonslayer
gxa_im_wep_mel_mal_002.uti - Valos Atredum
gxa_im_wep_mel_mal_drk.uti - Some maul for the darkspawn

I don't find the code for the last Awakening maul - Leg Crusher - so I can't check it atm.

I checked the three of them and all three of them are facing the wrong direction - ok, thanks to you, only the other two are facing the wrong direction. Hmm... interesting, BW either didn't test them or didn't have the time (DAA seems rushed anyway) to align them correctly.

Could you write a quick tut for me to change the other two? I don't have the time atm, however in the future perhaps...

will you release this fix in the DAnexus?

oh, what are the .mmh and .phy files?

Modifié par Jean-Funk Van Damme, 28 septembre 2012 - 09:05 .


#6
DarthParametric

DarthParametric
  • Members
  • 1 409 messages
There is only one new maul model for Awakening, w_mal_ml07a_0. Any other mauls in Awakening just use Origins models. Here's a pic of all maul models:

DAO_Maul_Models_TH.jpg

Altering the Origins models will also affect all weapons in Origins that use those same models. Thus the question is, is this a problem that also affects Origins, or is it just something that has changed in Awakening (presumably with the animations) that causes the reversal only to happen there? If it is the former, then the easy fix is to just rotate the models with 1 head (the double headed models - ml04a, ml05a, ml06a - should be fine) as I did for ml07a. If it is the latter, then a different approach will be needed to avoid screwing up the weapons for Origins. In that case, you'd create custom named models that are reversed, extend the maul variations GDA for Awakening, then edit the UTIs to use the new added variations.

Edit: Hrm, just did a check in Origins and it seems they are backwards there too. Well ml02a and ml03a anyway (although arguably you could just as effectively - or more so - use the pointy side of ml02a, as it faces currently). It seems to me that ml01a is probably OK as it is, and maybe dsmla too. In any event, the model override as with ml07a is fine in this instance. I'll post some more info about how to do it when I get some time in the next few days.

#7
Funkjoker

Funkjoker
  • Members
  • 486 messages

DarthParametric wrote...

Edit: Hrm, just did a check in Origins and it seems they are backwards there too. Well ml02a and ml03a anyway (although arguably you could just as effectively - or more so - use the pointy side of ml02a, as it faces currently). It seems to me that ml01a is probably OK as it is, and maybe dsmla too. In any event, the model override as with ml07a is fine in this instance. I'll post some more info about how to do it when I get some time in the next few days.


Nice find, because the other two weapon codes I wrote ^ were wrongly aligned; dsmla seems to be wrong for me, because the "thick" side is not the side I'm attacking the enemies with. Demonslayer uses ml03a, which is also wrongly aligned... I guess.

Could it be the case that _all_ mauls are wrongly aligned, but one cannot fully see it when one uses the doubled-sided mauls?

I know that your fix for the Valos Atredum is correct, since DA2 also uses this model (don't know for which weapon anymore), however in DA2 they were correctly aligned.