Tutorial-Level: Advanced
This tutorial is written for experienced user of the toolset, because I do not explain every single step, where to click and so on. GDA-edition and monster-creation should be know.
What do we do?
We will create a second appearence for the rage-demon, to give it the look of a air-elemental.
What do we need?
We need the following:
- APR_Base.xls (C:\\Program Files\\Dragon Age\\tools\\Source\\2DA)
- DA-TOOl (social.bioware.com/project/41/)
- DDS-able Program (GIMP, Photoshop,...)
Step 1 - Retexture
Following Adinios Instructions, we extract the ragedemons textures into a new folder.
It is found under Browse Model » Creatures » c_
Press CTRL + RIGHT till you found this:

Now you could edit the file c_ragedmon_0d.dss!
For this tutorial you could also download an alternative file.
http://dl.dropbox.co...al/Tutorial.rar
Back in the DATool retexture the rage-demon with the new DDS-file
[img width=201 height=199]http://dl.dropbox.com/u/2611105/DAO/Tutorial/rage2.jpg[/img]
and then SAVE MODIFIED. Save the files as:
- c_aireleme.mao
- c_airelement_0.mmh
- c_airelement_0.phy (automatically generated)
Step 1b - Copywork
- Copy the three new-files (mao + mmh + phy) in the your Addin-Folder
\\Documents\\BioWare\\Dragon Age\\AddIns\\[YOUR_MOD]\\core\\data
- Copy the DDS-file to
\\Documents\\BioWare\\Dragon Age\\AddIns\\[YOUR_MOD]\\core\\textures\\medium
Step 2 - Editing the GDA
Copy the APR_Base.xls from C:\\Program Files\\Dragon Age\\tools\\Source\\2DA
Open this file and delete every line expect ID 27 - Rage Demon.
Change the follow:
ID = 100 (anything higher than 88 - must be unique)
Label = Rage Demon B
MODELName = c_airelement_0 (Filename of the mmh-file)

Generate a GDA-file from the xls and copy the produced file as APR_base_rage_b.GDA into the folder:
\\Documents\\BioWare\\Dragon Age\\AddIns\\[YOUR_MOD]\\core\\override
Step 3 - Toolset
Now open the toolset.
Search the rage_demon and duplicate it as elemental_air.utc

Open the new creature and look for the attribute "Appearance"

The entry "Rage Demon B" is new! Its labeled via the GDA-file.
The new creature should look like that:

Thats a difference compared to the original creature.

Anything must have be forgotten, but I think we could get that later.
Step 4 - Corrections
For some reason, the DATool didnot show or ask for the EmissiveMask, so we have to correct that manually.
Go for the folder \\Documents\\BioWare\\Dragon Age\\AddIns\\[YOUR_MOD]\\core\\data
and open the MAO-File with an editor (I´m using notepad++)
correct the 6th line like this:
<?xml version="1.0" encoding="UTF-8" standalone="yes"?> <!-- Exported by Material Editor --><!-- dc:source=file:///C:/BioWareDrive/DragonAge/SourceControl/ArtContent/Art/Characters/MATERIAL_PROJECTS/C_RageDmon.matproj --><MaterialObject Name="C_RageDmon"> <Material Name="Character.mat"></Material> <DefaultSemantic Name="EmissiveNoTint"></DefaultSemantic> <Texture Name="mml_tDiffuse" ResName="c_ragedmon_0d_blue.dds"></Texture> [color=red]<Texture Name="mml_tEmissiveMask" ResName="c_ragedmon_0d_light.dds"></Texture>[/color] <Texture Name="mml_tNormalMap" ResName="c_ragedmon_0n.dds"></Texture> <Texture Name="mml_tSpecularMask" ResName="c_ragedmon_0s.dds"></Texture> <Vector4f Name="mml_vFalloffParams" value="0.76 6.61 1.50 1.50"></Vector4f> <Float Name="mml_fSpecularReflectionMult" value="0.52"></Float> </MaterialObject>
Now the elemental should look perfect!
This is an ingame-shot:
Modifié par DeepImpact, 12 janvier 2010 - 09:44 .





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