oh my the architect without the mask.....
well, maybe it's the 2015. can you share the filenames?
oh my the architect without the mask.....
well, maybe it's the 2015. can you share the filenames?
Dragon: c_dragonb_0
Broodmother, The Mother: c_mother1a_0, c_mtenclea_0
Broodmother, The Mother: c_mother2a_0, c_mtenclea_0 (creepy Predator-face version)
Demon, Pride: c_pdemonb_0
Shade: c_shadeb_0
Armoured Ogre: cn_bdy_aoga_0, cn_eye_aoga_0, cn_hed_aoga_0
Architect: cn_bdy_arca_0, cn_eye_arca_0, cn_hed_arca_0 (not actually sure where the mask is, will need to dig yourself perhaps, maybe in the UTC and GDAs)
Blighted Werewolf: cn_bdy_bwwa_0, cn_hed_bwwa_0
Children: cn_bdy_chda_0, cn_eye_chda_0, cn_hed_chda_0, cn_lmb_chda_0 (these are actually a shared model set, the animations dictate the life stage)
Disciple 1a: cn_bdy_disa_0, cn_eye_disa_0, cn_hed_disa_0 (single body mesh)
Disciple 1b: cn_eye_disa_0, cn_hed_disa_0, cn_leg_disa_0, cn_tor_disa_0 (separate torso and legs meshes)
Disciple 2: cn_bdy_dis2a_0, cn_eye_dis2a_0, cn_hed_dis2a_0 (single body mesh)
Dragon, High (Queen of the Blackmarsh): cn_bdy_hdgb_0, cn_hed_hdgb_0
Golem, Steel: cn_bdy_stlb_0, cn_hed_stlb_0
Wild Sylvan: cn_bdy_wsvb_0, cn_hed_wsvb_0
Might want to check the material editor, make sure the textures show up there. Could just be they are not set to display in the viewport.
thanks for the names. now it won't load the head nor the textures... why is it so dumb?
What do mean by "won't load"? Are there error messages? Post a screenshot of your scene and the scene hierarchy.
I mean that the head is missing, and again, there are no textures. but no error messages!
I did, but I found no difference. no error message, and the textures are still not loaded up. but thanks!
As I said earlier, do the textures show up in the material editor? I think they switched to a node-based editor in 2013 or thereabouts, so the script may no longer work properly with that. I still use 2010 so can't say.
Ah that's what you meant! then no, they don't show up. it IS node-based indeed!
You may have to manually add them yourself then. Does it still create a custom DA material?
By the way, these are the Children animations I mentioned. Dug out some videos I made a few years back.
http://www.youtube.com/watch?v=ucn6hUaT2fo
http://www.youtube.com/watch?v=9pXSMVGc6lo
(Seems it only embeds 2 videos per post)
thanks!
very creepy....
AFA you know, is there a way to extract the full environments as a single 3d model?
No. Levels are made of hundreds of individual models generally. You could try something like this - http://www.deep-shad.../3DRipperDX.htm- but the results are likely to be imprecise at best.
Ninja Ripper is the successor to that program, they are both bogus.
Darth, I can't get my hands on the textured models, thank you 2015 3dsMAX!
Like I said before, does it create DA materials?
It seems like they still have the old material editor in there, it is just called "compact' now - http://knowledge.aut...224D04-htm.html
Open that and use the eyedropper to select one of the meshes. See if it has a DA material applied.
Ok, I checked and it does not create materials.
If you create a new material, can you change the type to Dragon Age Material? If not you won't be able to do exports. Otherwise, just load the textures manually.
I didn't quite understand how you got the Awakening resources into the game. I made a new module and located the awakening files... but where should I copy them to? In which folders should all the files go exactly?
For props, you can just put them in the Override: My Documents\BioWare\Dragon Age\packages\core\override\
or your module's Override: My Documents\BioWare\Dragon Age\Addins\<ADDIN NAME>\module\override\
For creatures, weapons, armour, etc., you will also need to extend the appropriate GDAs. Creatures will require at least an APR_base extension, and probably one or more sub-sheets for parts (like heads, etc.). These may need to be new GDAs if you are not expanding an existing creature type.
Thank you so far. Do the props include pre-made areas? I'll need Vigil's Keep for my project if that's in there.
As for creatures, I'll probably stick to the base game ones for now. I have no clue what GDAs are or how to expand/extend bases ![]()
Edit: While we're at it: Which files exactly include the props/areas?
Props are just static models, like chairs, tables, wall sections, etc. Areas and levels are a whole other thing.
If you copy across the appropriate level data from <DA Install Dir>\addins\dao_prc_ep_1\core\env\ to your module's Addin folder, you should be able to create a new area in the toolset and load in one of those levels.
If you don't know what GDAs are, you are diving in at the deep end messing with this sort of stuff. You need to spend some time reading through the wiki and learning how the game works.
How can I find the approppriate level data? They most likely have some kind of file ending to them, but I feel a little lost among all those available subfolders.
This should cover it I think:
Party Picker - gxa000d
Random Encounter - rxaxxxx
Vigil's Keep - vgkxxxx
City of Amaranthine - amnxxxx
Kal'Hirol - ltlxxxx
Wending Wood - trp100d
Silverite Mine - trp200d
Blackmarsh - stbxxxx
DragonBone Wastes - ltmxxxx
The ARL file is a GFF definition file, the sub-folder with the same name contains the level meshes, light maps, etc. You need to copy both to your module folder. When you create a new Area in the toolset, the ARL is what you load from the level selection list.
Thanks a lot @DarthParametric! That's what I was looking for. And that site will definitely be useful, @Sunjammer!
Yep DarthParametric is amazing!