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Mmh file - editing


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#1
Raven Darkholme

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My question is about editing mmh files of hairstyles.  I would like to know more about the  value entry under mmh children: Index: 6004 / Label: id_mmh.

 

iQh1VLM3cPuEB.JPG

 

The Toolset wiki gives this information:

"A short and unique string. It is unique across every mesh used in whole Dragon Age. Used by lightmapper to reference the mesh"

 

As you can see the value is here for the vanilla HairM2: _18v.

Other vanilla hairstyles have here a value  _ils or _ta or _17a

 

So, when I add a new chunk to the vanilla mesh. I need(?) there a value. Can I just use the value of the HairM2 or works any other too? What influence has this value for the result ingame?

I know that Lightmapper is necessary for the lightning of layout levels but I don't understand how it influence a hairstyle.


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#2
DarthParametric

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The lightmapper is only used for prebaked lighting on static models, i.e. props. It has nothing to do with dynamic models, e.g. hair, heads, armour/clothes, etc. Mods using Blender seem to reuse existing IDs (a legacy of the way the script works, I gather) with no ill effects, so I wouldn't worry about it unless you are making custom lightmappable static models (which very few people have bothered with). Even then I don't know how much of an issue it is. I never experienced any issues with any of my static models related to that (at least that I am aware of), although they were exported from Eshme's Max/GMax script, which may properly account for that.


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#3
Raven Darkholme

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Thank you very much for your help once more, Darth! :)


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#4
DarthParametric

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To follow up, Eshme's script does generate an ID value on export. Interestingly, it would seem that the values are not (entirely) random. The value generated for a given mesh appears to remain the same across multiple exports. Changes, even radical ones like chopping off bits of the mesh, seem to make no difference. If you import a vanilla model and re-export it, the value is different from the original value, so however it is being generated it seems it's not the way Bioware did it.

 

Poking through the script, there's this comment:

--********************************************************************************************************************
--Getting Node ID,

--should really be using a table of free ID's, because the lightmapper requires unique ID's across all models
--but for now its a random one, unique across the single model.

--********************************************************************************************************************

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#5
Raven Darkholme

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That's interesting. I had a look at Newbypowers script but I couldn't find something similiar which is due to the fact that I haven't any knowledge about the programming language :D

I've sent Newbypower a pm. I wil come back with his answer.. maybe that's interesting/ helpful for the Blender users too. :)


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#6
DarthParametric

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My understanding of NewByPower's script is that it essentially hijacks the MMH of a vanilla model and edits some values (and I think tmp's Lightwave script for DA2 does much the same) rather than compiling a custom one from scratch, as Eshme's script does. That's why you see models from Blender that all have the same ID and/or share an ID with a vanilla model.


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