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Creating new armor materials?


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#1
EJ42

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I'm trying to figure out how to create brand armor/clothes for use by characters, but I've run into a problem.  I can't seem to find a tutorial that goes through the whole process from start to finish, and some of the files referenced by armors do not appear in the toolset.

What I've been able to do so far is replace the female leather armor models and textures with a proof-of-concept new mesh and texture set, but I want to create an entirely new armor set that doesn't replace anything.  I can tell you what I've done below, and I hope someone can help me fill in the blanks.

The basic concept of my test was related to the new "naked" models.  I wanted to be able to put clothes back on them at will, so the idea was to make an "armor" set of underwear.  I took the basic "bra and panties" model from the standard game files, and modified it to replace the light leather armor.

I ended up with the following files:

hf_arm_lgta_0.mmh
hf_arm_lgta_0.msh
hf_arm_lgta_0.phy
pf_arm_lgta.mao
pf_arm_lgta_0d.dds
pf_arm_lgta_0n.dds
pf_arm_lgta_0s.dds
pf_arm_lgta_0t.dds

The way I got these files was to copy all the hf_arm_nud... files, rename them to the filenames listed above, then open each one in the toolset to change all references to match the new filenames.  Probably the main thing that bothered me was the following line in the *.mao file that I couldn't account for:

dc:source=file:///C:/BioWareDrive/DragonAge/SourceControl/ArtContent/Art/Characters/MATERIAL_PROJECTS/ARM_LGT_Enviro.matproj --

I suppose this means there is some file somewhere called ARM_LGT_Enviro.matproj, but I can't find it in the toolset or anywhere else.  However, when I try to create a new material in the toolset, it seems to be creating a *.matproj file that I can name for myself.

So...assuming I can rename all of the above files to something like ej42_arm_testxxx.xxx, how would I go about putting them together in a new *.matproj file?  Furthermore, how would I assign that to a new armor that I create in the toolset?  The best I can tell, the new item properties just let me choose a MaterialType such as "Armor, Leather" or similar.  There is a "Base Item Type" field, that lets me choose things like "Armor - Light" too, but I can't figure out where those things are defined.

Do I need to modify some files outside the toolset, like 2DA files?  How do I get that to show up in the toolset?

If anyone has done this before, any assistance would be appreciated.  Once I figure out how to do this properly, I hope to be able to create entire new models for armor.  (I've spent the better part of the last two days fighting with Blender to figure out how to use NewByPower's import/export scripts, since that's all there seems to be now)

#2
EJ42

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Ok. Well, after searching around on Dragon Age Nexus, I was able to find links back to this site (that I couldn't find through this site's search...go figure...) which look promising. If I get this to work, I'll possibly post some results.



http://social.biowar...1689/blog/1120/

#3
ChewyGumball

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That line is a comment, it has no bearing on what the toolset or the game does with the mao. I believe almost everything predefined like those base types or material types are defined in 2da files. If you can't get newbypower's script working, you could try using tzpan's tool, or if you can't get that to work the last ditch effort would be to try my script in gmax. Unless you want to re rig the model in gmax though, I would not recommend it. I assume you don't have 3dsmax, if you do then you could use my script easily with no re rigging required.

#4
EJ42

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ChewyGumball wrote...

That line is a comment, it has no bearing on what the toolset or the game does with the mao. I believe almost everything predefined like those base types or material types are defined in 2da files. If you can't get newbypower's script working, you could try using tzpan's tool, or if you can't get that to work the last ditch effort would be to try my script in gmax. Unless you want to re rig the model in gmax though, I would not recommend it. I assume you don't have 3dsmax, if you do then you could use my script easily with no re rigging required.

You have scripts for 3dsmax?!  OMG!  All the time wasted figuring out Blender's little quirks.

Anyway, thanks for the heads up about the comment line.  There are just so many strange things about how DA:O works that I didn't want to take anything for granted.

In any case, I did manage to get the materials into the game using Krayzie_3334's blog entry tutorial (the link I posted in my second comment), and everything seems great now.

I highly recommend looking at her tutorial if anyone else is trying this.  I've now made several different model updates that don't override anything else in the game, so that's great.

NewByPower's Blender scripts work quite well, and I guess they're possibly more versatile since the average player won't be able to afford 3dsmax.  One point to note is that I found that his scripts fail if you try to add too many new vertices at once.  The best I could do was split a couple of edges, then run his replace on the *.msh I imported, and keep that up each time I added new vertices.  It was a little cumbersome, but it all worked out in the end.

One little gotcha with Krayzie_3334's tutoria is that it failed to note that the modified *.GDA file can't have more than a 2-letter tag just before the .GDA, which caused me a bit of grief until I saw her response in the comments below the tutorial.