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A couple of questions about the toolset...


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#1
Sshodan

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To people who actualy so it probably :)
1. Is it posible to import custom meshes, or do we have to wait for third party program to do that? If yes, than what mesh format is used?
2. Is ther a way to load face morphs form 3d programs? (as in export the default head to 3d edit, make a morph, import the morph back)
3. Now that the CC is out, anyone got the head model out? I'd like to make a couple of hair meshes that will be usable later while I have the time :)

#2
Adinos

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Bioware has said that models are stored as .MMH (model mesh hierarchy), MSH (mesh) and MAO (material object) (see post by Fernando Melo in the old Toolset forum). They are not giving out any further details at this point, and any community members who have analysed the file formats are under an NDA.



I have one model-related project now, but that's just about all I can say.


#3
Sshodan

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So no importing, let's say .obj files with toolset? I realize they keep their own files packed with some custom format, bit does toolset support other more common extensions? I'd really like to know just how much pain importing a custom mesh will be :D With some past games it took me as long to import the mesh as it took to make it...

#4
CID-78

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1) Toolset can't do it. it needs the right format.

2) No

3) Hold your horses a while longer.

#5
Adinos

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The problem with Lightwave OBJ files is that they don't support the kind of animation-related data you need.



Using .OBJ as an export/import format for non-animated models might be doable, though.

#6
EvilEdison

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All I want to know is whether or not 3DS Max 2010 will be sufficient or if we will have to find an older version (as with NWN2).

#7
Adinos

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The problem with NWN2 was its use of Granny, and the fact that the Obsidian-provided plugin did not work with the latest 3DS Max.



DA:O does not have that specific problem. We don't fully know yet which community-written export/import tools and plugins will be written, or whether they will be ready by game launch time, but I would not worry about specific problems with certain 3DS max version.

#8
Astorax

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As with any customizeable game like this, some enterprising community members will undoubtedly create and make available importers and exporters for the DA file formats.

#9
EvilEdison

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I never worry about the things community members provide because they are generally awesome and up to date. Can't imagine what the NWN2 modding world would have been without folks like Adinos, RunnerDuck and Tazpn :) I'm more concerned about the official plug-ins that Bioware puts out. Not being able to export animations is a huge limitation and is very frustrating when the reason is b/c your software is too new.

#10
Adinos

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I cannot go into the subject of animation export/import - all I can say is that it will take a bit longer to handle than non-animated models, but seems not as problematic as it was for NWN2.



For now, don't worry ... there will be some export/import tools by game launch date or soon thereafter, even though they might not be full-featured right away.




#11
EvilEdison

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Thanks Adinos. Can you comment on the resolution of the game models in DA:O? Just wondering how many more polygons we get to work with :)

#12
Niko Daemon

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Interesting. I will b patient