Modifié par Lucrane, 11 décembre 2013 - 03:05 .
New races and armor (& Skyrim to DAO? Is that possible)
Débuté par
Lucrane
, déc. 05 2013 03:36
#1
Posté 05 décembre 2013 - 03:36
Header says it all, read below for the actual discussion. Thanks
#2
Posté 05 décembre 2013 - 03:44
Odd, posting this from my phone atm, guess it bugged out. Anyhow, getting back into the swing of creating custom detailed levels with the toolset and even some instances having success using awakening resources.
Anywho, my question is kind of two parts. Has anyone had any success making custom races/monsters and armor and adding them to the toolset? Ive been to nexus mod site for years now and its turned out great things, but I couldn't help but notice custom creatures are something i'm never seeing and most armors are reskins or ripped from DA 2.
So how feasible is it to make a new race, or creature in something like blender or 3ds max and put it into the toolset?
Anywho, my question is kind of two parts. Has anyone had any success making custom races/monsters and armor and adding them to the toolset? Ive been to nexus mod site for years now and its turned out great things, but I couldn't help but notice custom creatures are something i'm never seeing and most armors are reskins or ripped from DA 2.
So how feasible is it to make a new race, or creature in something like blender or 3ds max and put it into the toolset?
#3
Posté 06 décembre 2013 - 03:14
Adding custom creatures to the toolset/game is easy (leaving aside actually modelling/rigging them). Adding custom races for PCs is a lot more finicky.
#4
Posté 06 décembre 2013 - 03:04
Hmmm yeah loooking around it seems that way. I was thinking about using sime models in gmax for a set of larger/taller human.models. Anyway to.get something like that from.gmax into the game?
#5
Posté 06 décembre 2013 - 03:32
You'll want to rig any models to one of the existing DA rigs to save yourself a lot of grief. Custom rigs and animations are possible, but not advisable (at least not to start with). Assuming you are happy to do that, sure, it's eminently possible to get new humanoids into the game. How complex it is depends largely on what it is you want to do with them.
If what you want is a simple monster type with minimal variation, along the lines of Darkspawn (i.e. a couple of different bodies, couple of different heads), that doesn't entail much work. Just some GDA extension mostly, aside from the modelling/rigging side of things. Here are some examples from BG2R:
If you want a new playable race, that's a whole other can of worms.
If what you want is a simple monster type with minimal variation, along the lines of Darkspawn (i.e. a couple of different bodies, couple of different heads), that doesn't entail much work. Just some GDA extension mostly, aside from the modelling/rigging side of things. Here are some examples from BG2R:
If you want a new playable race, that's a whole other can of worms.
#6
Posté 06 décembre 2013 - 11:04
Cool thanks, I thought I might need to do some gda editing just want sure on rigging, anims etc. judging by.what you said what I have in mind wouldn't be impossible. I am planning on adding two types of creatures, not playable, to this standalone campaign, one being just a slightly bigger human.
#7
Posté 07 décembre 2013 - 02:24
A slightly bigger human is pretty easy. All you need to do is scale up the existing DA models. It's the same trick I used to make gnomes & halflings for BG2R, just in reverse. You need to use Max/GMax to do the scaling, but there's no need for any modelling/rigging if you use existing models.
#8
Posté 07 décembre 2013 - 08:18
Hmm intriguing I'll test it out this weekend. I would like to have normal sized humans and these slightly larger ones. I don't know if that would be an issue, but from what you're saying it sounds like it would be doable to have both types in game.
So I have gmax. I've made models in it before I've exproted anims and models before. Is there any step by step process I can look at to make sure I don't mess up on importing these taller humans as a new race?
So I have gmax. I've made models in it before I've exproted anims and models before. Is there any step by step process I can look at to make sure I don't mess up on importing these taller humans as a new race?
Modifié par Lucrane, 07 décembre 2013 - 08:19 .
#9
Posté 08 décembre 2013 - 02:36
Have a browse over this - http://social.biowar...86102/2#8180808 The relevant bit is using the WorldScale command. So for instance, if you set the scale to 2.0, import a human model (armour, etc), set the scale back to 1.0 and then export, you'd have a model twice the size of what it was before.
For a monster, the easiest approach is to have a set appearance for each model, and make them multi-part. So you could have an "armoured giant" where you import helmet/chest/gloves/legs/boots massive armour models into the scene and export it as a single model. This shows how to import/export a multi-part model - http://social.biowar...1726964#5811940 I'd start with that first and worry about more complex combos later.
You'll also want some scaled up weapons for them to use presumably. Same trick with the WorldScale. Just a simple import and re-export.
Make sure you use custom filenames for all these that adhere to the naming convention - http://social.biowar...nventions#Items
You'll need to do some GDA extension. APR_Base for the creature/s and whatever weapon variation sheets are appropriate. This may be of use - http://social.biowar...g_GDAs_tutorial
For a monster, the easiest approach is to have a set appearance for each model, and make them multi-part. So you could have an "armoured giant" where you import helmet/chest/gloves/legs/boots massive armour models into the scene and export it as a single model. This shows how to import/export a multi-part model - http://social.biowar...1726964#5811940 I'd start with that first and worry about more complex combos later.
You'll also want some scaled up weapons for them to use presumably. Same trick with the WorldScale. Just a simple import and re-export.
Make sure you use custom filenames for all these that adhere to the naming convention - http://social.biowar...nventions#Items
You'll need to do some GDA extension. APR_Base for the creature/s and whatever weapon variation sheets are appropriate. This may be of use - http://social.biowar...g_GDAs_tutorial
Modifié par DarthParametric, 08 décembre 2013 - 02:38 .
#10
Posté 11 décembre 2013 - 03:01
Awesome I'll have to try this then. I'll test it on some new monsters. I already have their models and animations, attack, hit, death, etc. SO I guess its just a matter of scaling them and getting them in game. I'll have to take a deeper look at adding a new race though, not necessarily playable but customizable like the others in toolset, etc.
#11
Posté 11 décembre 2013 - 03:04
Oh before I forget, again. When I get back in I was going to look at this. I saw that there are some really cool mods out there, particularly Skyrim, that has dragon age armor weapons and even monsters from DAO in Skyrim.
I was wondering has anyone ever done the reverse, i.e. Skryim armors/monsters to DAO? If not is anyone working on such a thing? I'd love to help out on something like that, or start it up myself if possible. Thanks.
I was wondering has anyone ever done the reverse, i.e. Skryim armors/monsters to DAO? If not is anyone working on such a thing? I'd love to help out on something like that, or start it up myself if possible. Thanks.
#12
Posté 13 décembre 2013 - 05:53
Arguably the majority of DA mods are ports of Elder Scrolls mods (the majority of hair mods for instance). Porting actual Bethesda content though would be a big no no.
#13
Posté 15 décembre 2013 - 11:48
Ah I got ya that explains it then
#14
Posté 16 décembre 2013 - 09:59
tnx for sharing this!
#15
Posté 16 décembre 2013 - 09:06
Yeah, informative. I was.just curious since I saw some pretty cool skyrim mods with followers from.dragon age, armor and weapons. Wasnt sure if the reverse was true lol
#16
Posté 17 décembre 2013 - 04:22
Porting any model from any game to DA is possible, as long as you are able to re-rig/skin it to use the DA rig. It's no different than creating custom meshes. That doesn't mean it's actually legal though, at least in terms of public distribution. I doubt EA would be overly happy with people porting their content to other games and posting it on the web. Their blessing for porting DA assets only extends to sharing content between DA and DA2 as far as I am aware.
#17
Posté 17 décembre 2013 - 09:36
yea you don't want to take assets from one game and put it another that gets you in a lot of trouble and is generally frowned upon. While I don't do any work for these games, I have built mesh'es for some Star Trek games in the past and one rule of thumb is never use someone else's assets without permission from the owning entity be it person or company, think of how you would feel if someone stole your work and used it for something without your consent, you'd be upset. I speak from experience here as I have had my work stolen, I thankfully got the offending work removed from the site that was hosting it and the member banned but its not a fun experience to see your work molested in such a way.
As for animation, its a nightmare no matter what game, that is why I build mesh's and do some basic texturing and other people animate it for me, its complicated to say the least.
As for animation, its a nightmare no matter what game, that is why I build mesh's and do some basic texturing and other people animate it for me, its complicated to say the least.
#18
Posté 19 décembre 2013 - 08:27
Very true, what I saw could have been made to simply look.like dao stuff i skyrim, but was modeled etc to look it, not necessarily an import.
#19
Posté 20 décembre 2013 - 08:17
If you are talking about the Nexus, a quick browse would suggest that any DA content for Skyrim there is "inspired by" rather than porting of original content. The companions one for instance is plainly obvious, as they look nothing at all like the DA characters they are purported to be (no offence to the mod author). I'm pretty sure if any porting did occur it would get picked up by the moderators fairly quickly. That sort of thing is against the Nexus TOS.





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