So, I'd very much like to start my mod career by learning how to make hairstyles for DA:O. I downloaded Blender and some other programs (can't afford the expensive programs sorry) but the .mor file seems to be incompatible with Blender formats. How do I get a raw elven female head (and body for long hair) from the toolset into Blender so I can build hair around it? I want it to fit the heads in the character generation screen once it's exported back to DA:O.
Thanks SO much for any help you can provide. I am a total newb at this so the more explicit instructions, the better. Maybe there is a tutorial out there somewhere? I can't seem to find one though.
Help- Sending a DA:O head to Blender
Débuté par
Torilund
, févr. 12 2010 06:21
#1
Posté 12 février 2010 - 06:21
#2
Posté 13 février 2010 - 03:36
#3
Posté 15 février 2010 - 09:43
Very helpful, Darth! Thank you so much!
#4
Posté 22 février 2010 - 07:55
I can't find ef_uhm_basa_0 and ef_har_blda_0. I can access ef_uhm_basa_0 in the toolset but I can't figure out how to use Tazpn's tool to get them into Blender. I downloaded the "core & single player head morphs" but they don't seem to be in there either. I also have tazpn's GUI but, since I can't find the files, this doesn't help. What is the file path? Once I find them, do I extract them using the Toolset? Blender? Tazpn's Gui? I will try to figure out how to convert to OBJ using Tazpn's tool as that seems to be the most stable way to go but I need to get them first.
I really do appreciate your patience. This is probably as obvious to you as tying your shoes and I know it must be difficult talking to someone who doesn't have years of experience but I have read over several web posts & tutorials for Blender, Tazpn's tools & Gui and nothing explains how to do this.
Thanks!
I really do appreciate your patience. This is probably as obvious to you as tying your shoes and I know it must be difficult talking to someone who doesn't have years of experience but I have read over several web posts & tutorials for Blender, Tazpn's tools & Gui and nothing explains how to do this.
Thanks!
#5
Posté 23 février 2010 - 01:45
It's clearly explained in the readme file. All you need is the names - tazpn's tool with do all the work for you. Forget the GUI - it's pretty useless. If you don't know how to use a command prompt/DOS box, just makes some batch files. Create a new text file. Enter the following:
fbxcmd Convert ef_uhm_basa_0.mmh ef_uhm_basa_0.obj
Save the file and close it. Rename it to something like convert.bat (make sure you aren't hiding file extensions - it needs to be *.bat, not *.bat.txt - if you don't know how see here). Put the file in the same directory as tazpn's tool and then double click it. You should get the model (OBJ + MTL) and texture (DDS). Repeat for ef_har_blda_0, changing the names in the BAT file (you can still edit it in Notepad etc., just right click on it and choose "edit" or "open with...").
fbxcmd Convert ef_uhm_basa_0.mmh ef_uhm_basa_0.obj
Save the file and close it. Rename it to something like convert.bat (make sure you aren't hiding file extensions - it needs to be *.bat, not *.bat.txt - if you don't know how see here). Put the file in the same directory as tazpn's tool and then double click it. You should get the model (OBJ + MTL) and texture (DDS). Repeat for ef_har_blda_0, changing the names in the BAT file (you can still edit it in Notepad etc., just right click on it and choose "edit" or "open with...").
#6
Posté 24 février 2010 - 06:31
I downloaded Tazpn's tool "fbxcmd" from Dragon Age Nexus. I unzipped the files into my data folder which includes the modelhierarchies.erf file. I opened a command box and typed in the daocmd line with the correct path as it states in the description. I got an error saying the "Path is not a valid file or directory." It was not a spelling error. The modelhierarchies.erf file is definitely IN that folder so the path is correct as far as I can tell.
I also tried your batch file option but, after double-clicking, that just flashed on my screen and then disappeared. I can see white, red and yellow text but it flashes too fast to read so I don't know what the errors are.
Obviously I'm doing something wrong I just don't know what.
I also tried your batch file option but, after double-clicking, that just flashed on my screen and then disappeared. I can see white, red and yellow text but it flashes too fast to read so I don't know what the errors are.
Obviously I'm doing something wrong I just don't know what.
#7
Posté 24 février 2010 - 07:35
Ok, I finally got it to work by skipping the path entirely (since I was already in the correct directory) and just typing the file name. I was even able to convert a hair file .mmh to an .obj which I placed in a working folder. Although now when I try to open the object in Blender I get this error: "In BPY_call_importloadrer(name=c:\\...hf_har_hc4a_0.obj)" The "..." is the path.
#8
Posté 24 février 2010 - 07:38
PS: the working forlder has NewByPower's files BlenderIO.cfg, IOTools_v011.blend, and lang_default.txt in there as well, so that's not the problem. It should load into Blender, right?
#9
Posté 24 février 2010 - 08:00
Finally figured it out. Thanks for your help Darth!
I'm going to write a tutorial for people who are doing this for the first time. The tutorials leave out a lot of "simple" steps but they are steps a first-time newb would NOT know so.. yea that was very time-consuming and frustrating to figure out.
You're the best!!
I'm going to write a tutorial for people who are doing this for the first time. The tutorials leave out a lot of "simple" steps but they are steps a first-time newb would NOT know so.. yea that was very time-consuming and frustrating to figure out.
You're the best!!
#10
Posté 24 février 2010 - 08:49
dup
Modifié par Torilund, 24 février 2010 - 08:50 .
#11
Posté 23 mars 2010 - 06:42
what did you do Torilund? I'm having some similar problems. It keeps on saying that my files are not "blender files". I've saved the item files I wanted from the model viewer into my work folder. I have all the mmh and msh files etc. But, I can't seem to convert them into the right file in order to open them up in blender. I try to look at some of the tutorials on here, but all of those are for exporting them INTO the toolset. I'm trying to get an item out to edit in blender.
#12
Posté 23 mars 2010 - 07:56
Perhaps you need to "import" it into blender, not open. Open is for blender files, import is for many other file formats like obj. I guess?
#13
Posté 24 mars 2010 - 01:58
ok, do I do that from blender?
#14
Posté 24 mars 2010 - 06:44
thanks a ton. figured it out





Retour en haut









