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[SOLVED] Woes on Item Variation


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#1
Stippling

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WARNING: n00b alert

I'm looking to add an item variation (weapon) to the toolset so I can change the texture of one weapon and not any others with the same model. So far my GDA is working and the variant is appearing in the toolset where it should, but when I open it up all I see if black (or it doesn't even act like there is a model if its opened before another model).

My only guess is that there's something wrong with the file naming, or possible not having a .met file (which I have no idea what that is/does). This may be a longshot but I am hoping someone here can take a look and tell me if I am completely screwing up the naming or point me in the direction to fix my problem. Thanks! 
  • GDA: longsword_variation_bb.gda
    • ID - 990
      Label - BB
      ModelTY - lsw
      ModelSU - lsbb
      ModelVA - a
      IconName - [blank]
      DefaultMa - 2
  • MAO: w_lsw_lsbba_0.mao
  • MMH: w_lsw_lsbba.mmh
  • PHY: w_lsw_lsbba.phy
  • MSH: w_lsw_lsbba.msh
  • DDS:
    w_lsw_lsbba_0d
    w_lsw_lsbba_0n
    w_lsw_lsbba_0s

Thanks again folks!<3

Modifié par Stippling, 04 octobre 2012 - 09:47 .


#2
DarthParametric

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Your ID is too high. Make it under 255. Refer to this - http://social.biowar...but_not_in_game

You should correct your model filename to add in the LOD. Refer to this - http://social.biowar...nventions#Items Basically the way you have your MAO named is how your MMH and PHY should be named (the MSH is fine as is). If you manually edit the filename, make sure to open both files in the GFF editor and change the MMH/PHY name references. Might just be easier to re-export the model.

The MET file is metadata. It's for lightmapped props, so you don't need it for a weapon model. You can delete it.

#3
Stippling

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Excellent, I followed what you said and I successfully got the item to show in the toolset. However it seems to still be referencing the default textures. Did I miss something with that? What would I need to change to make it take my custom textures?

Thanks a bunch with your help so far!

#4
DarthParametric

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Did you set the proper textures before exporting, or edit the MAO afterwards? Open the MAO in a text editor like Notepad. It should look something like this:
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
	<MaterialObject Name="w_lsw_lsbba_0">
	<Material Name="Weapon.mat"/>
	<Texture Name="mml_tLightmap" ResName="LM.dds" RequiresID="true"></Texture>
	<Texture Name="mml_tDiffuse" ResName="w_lsw_lsbba_0d.dds"></Texture>
	<Texture Name="mml_tNormalMap" ResName="w_lsw_lsbba_0n.dds"></Texture>
	<Texture Name="mml_tSpecularMask" ResName="w_lsw_lsbba_0s.dds"></Texture>
	<Texture Name="mml_tTintMask" ResName="Default_Black.dds"></Texture>
	<Vector4f Name="mml_vFalloffParams" value="0.00 1.00 1.50 1.50"></Vector4f>
	<Float Name="mml_fSpecularReflectionMult" value="1.00"></Float>
</MaterialObject> 


#5
Stippling

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DarthParametric, I love you! Everything is working, thanks a bunch for your assistance! =)

#6
Stippling

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Gah, I need one more thing haha. So, I am trying to retexture Blightblood. So far, from what I can tell, the uti name for it is:

prc_im_wep_mel_lsw_drk_dao.uti

I've been trying to create a custom uti and name it the above name, but when I do this I've had mixed results, ranging from nothing happening to it turning Blightblood into a generic Darkspawn Longsword, in name and appearance.

Typically when editing a dlc uti, is it recommended to do the method I am approaching above? If so, what would cause my problems? If it's easier (or even possible) to extract the uti file and edit it in the toolset directly, how would I go about doing this?

I appreciate all your help and if you or another individual would be willing to help me on the last leg of creating this mod, I'd be very grateful!

Modifié par Stippling, 02 octobre 2012 - 08:11 .


#7
Stippling

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Small update:

Randomly tried reopening my uti file in the toolset, some things caught my eye. LocalizationName and Description are listed as 'TBD'.

Also tried opening up the uti file in notepad, and it shows up including the name 'Darkspawn Longsword' and the generic description, despite using custom name and description when I made my uti.

Lastly, tried looking at the item on a different character, and the Blightblood turned Darkspawn Longsword appears to scale as well, which is weird.

#8
DarthParametric

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UTI files are GFF. They will need to be edited in the GFF editor, either the standalone one or the one built-in to the toolset (just opening the file in the toolset will load it into the GFF editor). This is a compiled game file, so generally you don't want to be trying to edit it that way. You can change the appearance here, by editing the value for the ModelVariation field right at the top. Change the number to whatever ID you used for your custom model in the extended GDA.

A better way to do it would be to create a new item in the toolset and export it, then afterwards change the filename of the UTI to the same as the item you want to override. You'll still need to open the UTI in the GFF editor and change the Tag field to the same as the original, but by working in the toolset you'll much more easily be able to customise it to your liking.

#9
Stippling

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Item checks out so far, seems to be working! Last thing and I'll stop abusing your knowledge. =P How can I stop an item from scaling? It's working as intended for my high level character but new characters have it scaling down, losing rune slots, etc. Is there a way to make it like the normal DLC item where it starts at tier 7 and you simply have to wait until you can use it? Haha thanks.

#10
Stippling

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Update: Reopened the UTI file and changed the Material number from 0 to 46, which I read was for dragonbone weapons. It worked so I'm basically good. Unless anyone knows a way to update a weapon for the current save. Tried disabling and reenabling. I changed Blightblood's poison effect to nature damage so it wouldn't vanish, but it isn't showing up on the save where I already acquired it.

Modifié par Stippling, 03 octobre 2012 - 10:49 .


#11
DarthParametric

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You'd have to edit the save file. UTI changes won't affect items in your inventory, as they are all stored in the save itself (because of runes and such changing stats).

#12
Stippling

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Started a new game, found the item in the backpack of the new character and compared the Item Properties and added the appropriate things to add nature damage, so all is well.

Darth if I could give you some kind of community medal I would. It's rare to find such genuine desire to help others. Kudos for you! :)