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Question about item editing.


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#1
Guest_Sir Jools_*

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Hi everyone.

I just approached DA:O modding and I started off by simply wanting to change some of the in-game items' appearance. The process I am following is very easy and has been provided to me by Avaraen: basically I edit the local copies in read-only mode and export them to override folder, so that I don't actually mess up with the single player files (which we all know is bad, as bad as swooping), and it only creates "override" files for the items I want.

Now, when editing items such as armour or weapons, there are a lot of options, but I am requiring assistance about a few only, namely the one concerning the appearance of the item:

Item Variation - this allows me to select a given model for the specific type of item, and there doesn't seem to be much to be said about it. Any tips or useful things I should know about this value?

MaterialProgression & MaterialType - these two are pretty obscure to me. sometimes they seem to change the item's material to the selected one, sometimes they don't seem to have any effect, sometimes they need to be both changed, sometimes one is enough. Can anyone explain to me how to use these two values?

Tint Override - last, the most obscure of them all. This seems to have random effects: sometimes it affects the item, sometimes it doesn't. Only a few of its options seem to have any effect at all. Any clues, please? :)

I apologise if this may sound noobish, but I really couldn't grasp the criteria behind these, nor I could find a satisfactory explanation on the internet.

Thank you in advance, Jools.

Modifié par Sir Jools, 15 janvier 2010 - 08:07 .


#2
Avaraen

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I wish I had more answers for you, but unfortunately what I explained via PM is about all I know about the subject. One thing I can say is tint override is a little weird - some of the overrides seem to be duplications and cause no visible difference, while others are drastic changes... it's just a matter of experimenting with the various options for each item type.

#3
Craig Graff

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Item Variation - this allows me to select a given model for the specific type of item, and there doesn't seem to be much to be said about it. Any tips or useful things I should know about this value?
- Just as it appears to be - the equivalent model variations.

MaterialProgression & MaterialType - these two are pretty obscure to me. sometimes they seem to change the item's material to the selected one, sometimes they don't seem to have any effect, sometimes they need to be both changed, sometimes one is enough. Can anyone explain to me how to use these two values?
- MaterialType is used for plot items, which are not scaled. MaterialProgression is used for items which are scaled by the core scripts - if the item's container or creature does not use the core scripts, the item will not be scaled and will default to whatever is in the MaterialType.

Tint Override - last, the most obscure of them all. This seems to have random effects: sometimes it affects the item, sometimes it doesn't. Only a few of its options seem to have any effect at all. Any clues, please? :)
- This is meant to change the skinning without changing the gameplay properties of an item.

#4
Sunjammer

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Material type and material progression are covered in a draft article I'm working on for the wiki.

#5
Guest_Sir Jools_*

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Thank you all. I'll get back to work with this new knowledge!

#6
Guest_Sir Jools_*

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Hi again, here I come with another question about the same subject. I noticed that Item Variation only allows for a given set of choices (the ones which appear in the scroll-down menu): is it possible to add more, or to manually select some item appearance which is not in the list?

Also, does changing Base Item Type also affect the item properties (I mean, giving a robe the "heavy armour" type does it actually make that item heavy armour, or is it just about the appearance)?

What I would to do is, specifically, change the Archon's Robe appearance into that of  Duncan's Outfit or a$ Templar's armour/robe.

Again, thank you in advance.

#7
FictionalBreger

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Changing a robe to a massive armor, for example, will make it a massive armor. You can't keep the robe values, unless you change a gda file, the robe variation gda, if you want to make a massive armor-looking robe.
To change the Archon's Robe into either Duncan's Outfit or the Templar armor, you have extract and modify the gda for the robes, which would be "clothing_variation.gda", which is located inside 2da.erf, which so happens to be in /Install Path/Dragon Age/packages/core/data/

Then, once you have extracted it, open it with the toolset, and open "G2DA_ROW_LIST", and remove all tabs, except one. Keep number 1, for example. When you open it, you'll see 8 columns.

The first one, is the number of your variation. Change that to something above 25.

The second one, as you might guess, is the name of your variation in the toolset. Name it Duncan's Robe ® or something that you can remember.

The third, fourth and fifth row refer to the model it uses. Change that to Duncan's appearance.
Write bdy in the third column, dun in the fourth, and a in the fifth.
The last three columns I don't know what they do, so don't touch them :P
Only human males can use Duncan's robe though, for there is only one version of it.

Then save your gda, and add something at the end of the filename, maybe "clothing_variation_joo"?
Then drop it in your override folder. The one in the packages/core, where you installed the game.
It should then appear in the toolset, without removing/replacing any existing robes/clothes.

To make the robe look like a Templar's armor, do the same steps, basically.
The Templar armor name, for columns 3-5 is rob, tmp, and a.

Oh, and I apologize if you don't understand. I'm no good at explaining:bandit:

Modifié par FictionalBreger, 17 janvier 2010 - 02:17 .


#8
FictionalBreger

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Double post, I apologize for that.

Modifié par FictionalBreger, 17 janvier 2010 - 02:19 .


#9
Guest_Sir Jools_*

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It is actually quite well explained. Can I just put a modified copy of the clothing_variation.gda or 2da.erf into \\override? Or do I have to modify the "original" files?

#10
FictionalBreger

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Do you mean the "original" as in the one you extracted from the 2da.erf? If that is the case, then it should not matter. The one you extracted does not affect the original inside the 2da.erf, as long as it has a few unique letters at the end.
Just drop it into the override folder, and it should work. You might have to restart the toolset for the changes to appear, though.

Don't modify the 2da.erf, at least not the one in your /Install Path/. It might break the game if you do that. I'm not sure, because I haven't dared to try yet.

#11
Teraptus2

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I'm completey new to this, I can get into the toolset and change an item's variation and save it, but when I go back in game it looks the same. Am I doing this right?