You're right about the face, I need to go to bed, lol.
That's a really good news.
What did you had to discard to get down to 13k from 67k poly ?
That's it. Lol. I can't explain.
Topology is all wrong, w/e >.> still can be rigged.
You're right about the face, I need to go to bed, lol.
That's a really good news.
What did you had to discard to get down to 13k from 67k poly ?
That's it. Lol. I can't explain.
Topology is all wrong, w/e >.> still can be rigged.
Edit : I guess I'm more into traditional haircuts like these than the mohawk style (no offense, just personal taste)
Spoiler
I like those to. Sometimes you want a sweet hairstyle, other times you want a rogue. ![]()
Although, somethings like this would look awesome...
But I'd just like to see some hairstyles for the guys as well.
@Metalmaster - No, you didn't do it wrong at all. Just there's a different way to get skeletons, I was just showing that. I like to do everything manually.
Also I attempted to copy skin modifier over, and it worked!
Weight paint successfully converted to my armor!
It did crash when deleting the wrap, but skyrim used to do the same thing. Just make sure you backup prior to doing it lol.
@Metalmaster - No, you didn't do it wrong at all. Just there's a different way to get skeletons, I was just showing that. I like to do everything manually.
Also I attempted to copy skin modifier over, and it worked!
Weight paint successfully converted to my armor!
Spoiler
O: does it need any adjustments after? Would be really cool if not >.>
It has alot of extra bones, so if the exporting script takes care of that, then hopefully it won't. It really depends how it looks in game. Hard to tell without animations. May look fine idle, then as soon as you take a one step it goes crazy..lol.
I'm going to try to export when i'm done with all the pieces to see what happens.
Hmm, don't think my scripts are setup right, keeps telling me actor X isn't loaded...wtf.
To hair modders, I would love to request this hair for my male elf...
Spoiler
I would love you forever?
That looks a lot like one of the qunari hairstyles Adela modeled that I've been salivating over for my dude characters (and females) of all races *v*
[the last one in her post here, only the that the drawing has a bit of a pompadour instead]
It has alot of extra bones, so if the exporting script takes care of that, then hopefully it won't. It really depends how it looks in game. Hard to tell without animations. May look fine idle, then as soon as you take a one step it goes crazy..lol.
I'm going to try to export when i'm done with all the pieces to see what happens.
Hmm, don't think my scripts are setup right, keeps telling me actor X isn't loaded...wtf.
Do you mean you're trying to export the model out 3d max? o.o batch export right?
@Kiitosu - No, I can export with the native 3ds max exporter just fine. I was trying to use the same scripts that came with the psk importer, to export to psk format. I have a feeling we will have to do that in order to inject the meshes into the game. So I'm having an issue specifically with that exporter ;p
@Kiitosu - No, I can export with the native 3ds max exporter just fine. I was trying to use the same scripts that came with the psk importer, to export to psk format. I have a feeling we will have to do that in order to inject the meshes into the game. So I'm having an issue specifically with that exporter ;p
it is importer. it needs exporter if i understand right
http://udn.epicgames...Two/ActorX.html
#3DS Max Exporter Plugins
"The ActorX plugins are used to export skeletal meshes and their animations to binary file formats (.psk and .psa, respectively)"
No idea how to use it and it only supports 2011 version
@Kiitosu - Thanks, and oh great I use 2013 lol.
Luckily i have 2011 max too and tried to export. Worked just fine ![]()
Lots of options, can't even squeeze in a tab D:
----
I don't like 3ds max 2011 >.>
I could download 2011, but once I get used to one version I prefer to stick with it. The tend to move things around in other versions just for the sake of change lol. Its all good, I was able to test it by exporting as a gamebyro nif. I just wanted to test if it exported with any corruption ;p
Also you can see the edges clipping inside of nifskope, which is a good way to test your LOD of your mesh ;p
b..but 2013 version has many more useful features
i go cry ok
Tried to search for other max to psk exporters and seems like only actorX is capable to do that.
Well yea, you could use the edge display to see what's clipping. Then zoom out, to see how it gets further distances. Its probably cause I use the default UI, that I can't see everything. I've just noticed that stuff likes to move a bit after exporting, I'm not sure if its due to bones being removed or what. I just like quick ways to verify, instead of having to go into the game and back out to fix minor issues.
To hair modders, I would love to request this hair for my male elf...
Spoiler
I would love you forever?
i already made that hair

I though it will be race exclusive XD
That's cool ![]()
@ Adela - By any chance is possible to make this hair style combined with Morrigan's bangs? I think that would probably be the perfect hair for me!
And this one for males
I would be sooo very happy :')
@Adela
just wondering something; when you do the hair in 3ds, how do you export it to the right file-format? Like, DA;O had .msh and NewByPower on Nexus had a script that allowed you to export it to .msh. What format does DA;I use, and how do you export it to the game? If that's even possible at the moment?
@Adela
just wondering something; when you do the hair in 3ds, how do you export it to the right file-format? Like, DA;O had .msh and NewByPower on Nexus had a script that allowed you to export it to .msh. What format does DA;I use, and how do you export it to the game? If that's even possible at the moment?
That will deppend on the modders. I believe they will stick with PSK for now, since most of the work is already done.
Also would be awesome, a Mod, Tool, or Code?? that you can ingame switch to the character creator, and change a bit in your face...sometimes I think, WOW what a pretty Elf Girl..and then...in Game, after seeing a bit, naaaaaaah she is not pretty :-(
but thats to far away isn't it?^^
Also would be awesome, a Mod, Tool, or Code?? that you can ingame switch to the character creator, and change a bit in your face...sometimes I think, WOW what a pretty Elf Girl..and then...in Game, after seeing a bit, naaaaaaah she is not pretty :-(
but thats to far away isn't it?^^
Developers are going to add possibility to change your inquisitor's appearance later.
Finally I can join the group.
How does LOD exactly works? For instance, second life did LODs on uploading automatically. How do I make one for DA:I? Do I have to make them myself and rig each LOD ( there are 5 of them right? Where 0 is original). I don't inderstand
Each LOD level needs to be made by hand, there is no automatic LOD creation. There doesn't need to be 5 LOD levels, just however many as is required, the rest is defined in the model header, or EBX descriptors. For now I am not sure how we will have this be importable, probably just a new model file for each LOD level.
Also would be awesome, a Mod, Tool, or Code?? that you can ingame switch to the character creator, and change a bit in your face...sometimes I think, WOW what a pretty Elf Girl..and then...in Game, after seeing a bit, naaaaaaah she is not pretty :-(
but thats to far away isn't it?^^
The chargen screen appears to be its own level, so I am not sure at this time how feasible this would be, once I can view levels as one big block, it might help to be able to see the big picture.
That will deppend on the modders. I believe they will stick with PSK for now, since most of the work is already done.
PSK I believe will become insufficient very soon, for now its a good easy format for exporting skeletal meshes to allow people to view and have fun, but once we need to export all available data, PSK can't handle that, each mesh can have vertex colors, and up to three separate tint colors per vertex, plus other unknown data. So a new format will be required, I am still investigating FBX.
Welcome Ehamloptiran!
Thank you so very much for all the work that you are doing, I can't thank enough for your hard and awesome work!
I have no codding knowledge, but if I can help in any way (even if is by donating) I really would like to support.
Finally I can join the group.
Each LOD level needs to be made by hand, there is no automatic LOD creation. There doesn't need to be 5 LOD levels, just however many as is required, the rest is defined in the model header, or EBX descriptors. For now I am not sure how we will have this be importable, probably just a new model file for each LOD level.
The chargen screen appears to be its own level, so I am not sure at this time how feasible this would be, once I can view levels as one big block, it might help to be able to see the big picture.
PSK I believe will become insufficient very soon, for now its a good easy format for exporting skeletal meshes to allow people to view and have fun, but once we need to export all available data, PSK can't handle that, each mesh can have vertex colors, and up to three separate tint colors per vertex, plus other unknown data. So a new format will be required, I am still investigating FBX.
Have my thanks too ![]()
Very interested in modding the game, for the first time in my gaming life, and it's becoming true, thanks for your tools it's easy to understand how to get data exported ![]()