Hi all,
I'm new here, and first of all, I want to apologize if my english is bad, it's not my first language.
I have some modding experience with other games (specialy on 3d modeling and texturing) and I have some question on DA modding possibilites. I know that I could possibily find my answer by searching myself, but if someone knows the answers, it will saves me a lot of time.
So here is my question list :
-What is the 3d model, animations and texture format for this game ?
-Does usable scripts exists to export 3d models, animations and textures in a format the game will read
-Specially for 3d, wich 3d program is this script (if it exists) is for ? Specially, I want to know if there's an export script for blender since it's the 3d modeling program I use
-Does this script has its limitations (can't export shaders, animation or collision?)
-What is the average polycount of an object (let's say a sword for example) and the texture size.
-I heard somwhere that the normal map are a bit tricky in this game ? Does someone know if Zbrush can export compatible normal map ? Details sculpting in Zbrush is my favorite part of 3d modeling.
And finaly,
-Where is the real lair of DA's modders. Is the modding community stays here, or on an external site like dragonage nexus.
Thanks for the answer.
Quick questions on DA modding and graphic engine
Débuté par
LeCortege
, déc. 30 2009 02:51
#1
Posté 30 décembre 2009 - 02:51
#2
Posté 30 décembre 2009 - 04:58
I do believe there is a blender script written by newpower. Last I checked it was an early prototype, not fully functional, but he is still working on it. I have one which is a bit more progressed for 3dsmax, though its not fully functional either. If you can export to FBX, you can use tzpan's tool, which is, again, not fully functional
Basic models should be fine, but more complex things may cause you problems.
The normal maps are DTX5, an easy conversion from other types if zbrush can't export those natively.
The normal maps are DTX5, an easy conversion from other types if zbrush can't export those natively.
#3
Posté 30 décembre 2009 - 06:14
Models are a custom format. They are generated out of the 3D app as XML files and then converted to binary format for use by the game. Textures are DDS. Most models have a diffuse/colour map, a normal map, and a specular map, but there are a few quirks.LeCortege wrote...
-What is the 3d model, animations and texture format for this game ?
If you are interested in making static meshes like weapons you can use Blender, export the model as an OBJ and convert to MSH/MMH using tazpn's tools.LeCortege wrote...
Specially, I want to know if there's an export script for blender since it's the 3d modeling program I use
The tools are in a very early stage. ChewyGumball's 3DS Max/GMax script has started to implement collision, although it still needs some revision from my own experiments. Animations aren't overly practical at present, especially in Blender. You'll need to wait a bit for that.LeCortege wrote...
-Does this script has its limitations (can't export shaders, animation or collision?)
Average poly count is around 800-1500 triangles for weapons, around 8,000-10,0000 tris for body meshes (without head). Textures vary from 512x512 to 1024x1024 for the most part.LeCortege wrote...
-What is the average polycount of an object (let's say a sword for example) and the texture size.
Normal maps aren't the standard RGB format. They use RGBA, with X in the A and Y duplicated across RGB. If you generate a standard normal map to use it in DA copy the R channel to A, and copy the G channel to RGB.LeCortege wrote...
-I heard somwhere that the normal map are a bit tricky in this game ?
I'm not sure there is one central place. As far as tools go though you'll probably want to keep an eye here on the projects section. These are the tools:LeCortege wrote...
-Where is the real lair of DA's modders. Is the modding community stays here, or on an external site like dragonage nexus.
tazpn's Command Line Tools - http://social.bioware.com/project/218/
ChewyGumball's DA:O Toolset Model Exporter - http://social.bioware.com/project/563/
NewByPower's Blender Import-Export Script - http://social.bioware.com/project/899/
Modifié par DarthParametric, 30 décembre 2009 - 06:21 .
#4
Posté 30 décembre 2009 - 09:41
Thanks for your answer, I may try to create a new weapon if I can find the time. By the way, is there's a way to import game models ? Does the obj converter can do the trick backway and convert a game model to obj to edit in Blender (and ZBrush) ? Well, I guess I'll begin with simple retexture first.
#5
Posté 30 décembre 2009 - 10:13
Yes you can use tazpn's tool to convert game models to FBX, OBJ, DAE, and 3DS. FBX is the only format suitable for animated meshes, but OBJ is fine for static meshes.





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