I have forgotten, what is the way of extracting creature models from Origins and Awakening?
also, has a hi-res pack ever been released for awakening that covers creatures?
I have forgotten, what is the way of extracting creature models from Origins and Awakening?
also, has a hi-res pack ever been released for awakening that covers creatures?
Open the ERFs with the toolset or standalone ErfEditor.exe.
There are no real "hi res" packs. They are all just the base textures upscaled and run through some Photoshop filters like Sharpen.
and with the toolset how do I extract them? it's been a while..
awakening models not working dammit!
Open the appropriate ERF, select the files, right click, extract.
Awakening models work fine. Just make sure you have all the requisite files: MSH, MMH, PHY model files, MAO, any textures, and if you are wanting armour/weapon variants, you'll need to extend the appropriate GDA, just like any other custom content.
No only creatures. I was missing the MAO file, where do I find it?
\packages\core_ep1\data\materialobjects.erf
And, nope. I still fail. Tapz gives this message: conversion may have failed silently.
Tapz?
Tapzn tools and the GUI. but still, I have mmh, msh mao and DDS.
You don't want to use tazpn's tool. It's very limited. You are trying to convert them into another format presumably. For what end program? Max and Eshme's script would be the best vector, but Blender and NewByPower's script is another alternative.
For 3ds max, yes! But before converting, I'd like to view them to ensure I'm converting the right models, with the heads and all the parts...
If you are using Max, you want Eshme's I/O script: http://social.biowar...ect/2336/#files
Easiest way to view Awakening models is just to import them. Origins models you can view with DATool: http://social.biowar...oject/41/#files
ahh so that's why DATtool couldn't view awakening models...
So, off with GMAX, after all this time?
DATool reads the ERFs directly. It could theoretically be updated to also read the Awakening ERFs, but Adinos didn't provide the source code that would allow someone to do so.
As to GMax, you can still use that with Eshme's script, although if your goal is to export to other formats, it's a bit of a dead end. It's fine for exporting back out to the DA format though. Max is obviously superior if you have access to it.
I do, I have the student version. I doubt there is a script that works with the 2014/2015 versions!
No harm in trying the script with the latest version of Max. I think it still worked fine with 2013 at least. But yes, Eshme is no longer updating it, so if there is a problem you are probably out of luck. Although that said, I think Autodesk still provide up to 3 versions previous for student licenses.
I can't install both however, can I?
Yeah you can install multiple versions, as long as they are in different folders.
Ok, the script works with 2015. But it imports a looot of other things, and no textures ![]()
Read the included PDF. It will explain collision volumes, etc.
The script will import textures, assuming you have them and the MAOs either with the mesh files or in a directory specified in the script setup.
I did, but they were still not imported...
Something is wrong somewhere then. What model/s are you trying to import?
awakening models: dragon thralls, the children, the disciples (all), the new shade model and the ARchitect. have only found the shade and the dragon however...