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Open awakening resources and files


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27 réponses à ce sujet

#1
King_Orius

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Of course with the release of awakening, i would know if it´s possible, to load the resource files or the new files of
the awakening expansion with the version 1.01 toolset, or i must wait until a new patch of the toolset?

#2
ladydesire

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Wait for a patch for the toolset, since the stuff we really need isn't supplied with the game.

#3
King_Orius

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I was trying to open that files, with ERF editor, can import for example this files from there to override directory?

#4
Adonnay

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The DLCs, and the expansion as well I suppose, are encrypted to prevent the contents from spreading through mods. Are they really planning on "fixing" that?

#5
Phaenan

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The Awakening ERF isn't encrypted so using the content is fairly possible. However the sources aren't available, so modifying the content is another story. :o

#6
_Randy_

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I am currently using awakening areas in the main game. using creatures,objects, scripts is another thing. I wish the toolset didnt store that data in the sql, instead in a folder. That way you can move the files to it. the only thing that can be moved though is the area layouts. rest the toolset wont see

#7
King_Orius

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Yes i didn´t find another dabdata file to import the resources... i find a folder called core_ep1, there are the awakening files... if i could create a new database a import to the toolset :/

#8
_Randy_

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someone needs to come up with a dabdata builder for resources outside of the toolset. so that they can be imported.

That would be awsome

#9
Proleric

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Like ladydesire said, it might be better to wait for a while, in case there's a toolset patch.

#10
Bibdy

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I think someone mentioned you were able to import models into the editor? I'm trying at the moment with little success. Has anyone been able to pull it off? I'd like to use some of the castle walls, textures and stuff.

#11
King_Orius

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I don´t know, i have extracted them from ERF editor, of course if there is another way to import them but i think is better to wait until a patch come, i wouldn´t like to crash my toolset.

#12
avantoreon

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I've been able to use Awakening models, textures, and areas in the toolset, and import that content into the original game. The trick is to make a module, and then copy all the files you need from

C:\\\\\\Program Files\\\\\\Dragon Age\\\\\\packages\\\\\\core_ep1

and C:\\\\\\Program Files\\\\\\Dragon Age\\\\\\addins\\\\\\dao_prc_ep_1 to the corresponding locations in your new module.



For example, if you just want to use the models, at the very least you'll need:

* C:\\\\\\Program Files\\\\\\Dragon Age\\\\\\packages\\\\\\core_ep1\\\\\\data\\\\\\modelmeshdata.erf

* C:\\\\\\Program Files\\\\\\Dragon Age\\\\\\packages\\\\\\core_ep1\\\\\\data\\\\\\modelhierarchies.erf

* C:\\\\\\Program Files\\\\\\Dragon Age\\\\\\packages\\\\\\core_ep1\\\\\\data\\\\\\materialobjects.erf



Those will have to go in your module's module\\\\\\override folder.



You'll also need the textures (core_ep1\\\\\\textures) to go into your module's core\\\\\\override.

#13
King_Orius

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Yes, i´ve tested and i can see the awakening models and open them, thanks avantoreon¡¡

#14
Awildawn

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great answer !
Although I would welcome a more thorough explanation because I can't  see the models in game. A best, I see lines of written information.

I really hope we get a patch or at least an update (Is it me or are there less devs chiming in then before ?)

Modifié par Awildawn, 08 avril 2010 - 02:09 .


#15
King_Orius

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The only way i have found to watch the models is creating new creature and change appareance, you can see a list with (GXA) before the name appareance, for example "(GXA) disciple heretic", and here you have. Of course to watch them correctly all *. erf files with textures directories from C:\\\\\\\\\\\\Program Files\\\\\\\\\\\\Dragon Age\\\\\\\\\\\\packages\\\\\\\\\\\\core_ep1, must be in your module's module\\\\\\\\\\\\override folder.

#16
Awildawn

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Thanks a lot, this is the info I was missing.

#17
Nattfodd

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Someone discovered how Bioware added earring to Anders?

#18
JaegerBane

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avantoreon wrote...

I've been able to use Awakening models, textures, and areas in the toolset, and import that content into the original game. The trick is to make a module, and then copy all the files you need from
C:\\\\\\\\\\\\Program Files\\\\\\\\\\\\Dragon Age\\\\\\\\\\\\packages\\\\\\\\\\\\core_ep1
and C:\\\\\\\\\\\\Program Files\\\\\\\\\\\\Dragon Age\\\\\\\\\\\\addins\\\\\\\\\\\\dao_prc_ep_1 to the corresponding locations in your new module.

For example, if you just want to use the models, at the very least you'll need:
* C:\\\\\\\\\\\\Program Files\\\\\\\\\\\\Dragon Age\\\\\\\\\\\\packages\\\\\\\\\\\\core_ep1\\\\\\\\\\\\data\\\\\\\\\\\\modelmeshdata.erf
* C:\\\\\\\\\\\\Program Files\\\\\\\\\\\\Dragon Age\\\\\\\\\\\\packages\\\\\\\\\\\\core_ep1\\\\\\\\\\\\data\\\\\\\\\\\\modelhierarchies.erf
* C:\\\\\\\\\\\\Program Files\\\\\\\\\\\\Dragon Age\\\\\\\\\\\\packages\\\\\\\\\\\\core_ep1\\\\\\\\\\\\data\\\\\\\\\\\\materialobjects.erf

Those will have to go in your module's module\\\\\\\\\\\\override folder.

You'll also need the textures (core_ep1\\\\\\\\\\\\textures) to go into your module's core\\\\\\\\\\\\override.


I'm guessing that this doesn't result in being able to access the new material Tiers. All I wanted to do was to upgrade my custom helm up to White Steel from Silverite.

#19
avantoreon

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@JaegerBane



Actually, you can make custom items with the new material tiers using the method I've described.



You might want to poke through the ERFs though and just pull out the files you'll need---putting all of the Awakenings resources into your module might be overkill if you're only interested in accessing the new material tiers.

#20
Tiberius Seclorum

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how do I get the items and characters themselves to show up in the toolset?

#21
DarthParametric

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You can't. The toolset uses a database to store that sort of information (the reason why you install MS SQL). You'd have to recreate them from scratch.

#22
Tiberius Seclorum

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im guessing that goes for items too huh?Posted Image

#23
Tiberius Seclorum

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but wait... if you cant edit npc's in the toolset how do mods like DA redesigned that replace npc heads work?

#24
DarthParametric

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The same way that any other MOR replacement works. Create a new morph in the editor, export, give it the same name as the one you want to override. Origins morphs may or may not have started using the original MRHs as part of the Origins resources that Bioware made available, but there are no resources for Awakening, beyond what is in the game files themselves.

#25
Tiberius Seclorum

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thanks for explaining that, so if wanted to re-skin items for awakening I would just have to make my own from scratch in the toolset and add them into awakening with a script huh, or can I place them in merchant inventories in awakening?