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kzelsama

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  1. this line : <Texture Name="mml_tTintMask" Respn_har_blda_0t_white.dds"></Texture> should be <Texture Name="mml_tTintMask" ResName="pn_har_blda_0t_white.dds"></Texture> and this is a material used for the face, is it the one you're using for your hair too ? Because you should be using pn_har_all.mao or an edit of it. If you want me to take a look at the hair, you can upload it anywhere (except Mediafire apparently) and send me the link via PM.
  2. Here a way from Pauravi from the Bioware Forums. You'll need to open your savegames .das files in the toolset, and you'd better back up your saves first.
  3. I've occasionally had this problem, what I do then is separate the mesh into two objects (after selecting the vertices to separate, hit P), sort with different cursor positions for both, and then merge them (select both and CTRL-J). In your example you could separate the whole back of the hair, sort it with a lowered cursor and then merge it back with the front. Strange that tints don't work if you use the same material as the vanilla hair. Make sure you use Default_White.dds as the Tint Mask in the .mao, other than that I can't really tell without looking at the files.
  4. 1&2 : I don't use tazpn's tools to export, they seem to be made for 3dMax's .fbx and don't like Blender's much. NewByPower's scripts allow you to export new models if you do a little editing here and there, here's what I do : http://thenexusforums.com/index.php?showto...0&start=10# 3 : First, you don't want to use DXT1 compression unless you don't use the alpha channel. Most of all, do not use it for normal maps as the alpha channel is used for the X information. Prefer DXT3 or DXT5, or uncompressed RGBA4. To create mipmaps, make sure the texture's height and width are in powers of 2 (1024, 2048), not necessarily the same for both. To make the game use your renamed texture you need to edit the texture path in the model's material object (.mao file). 4 : all armor models need to be weighted along the proper skeleton, I'm guessing yours is not. The fastest way is to use BoneWeightCopy from another set of gloves.
  5. I'm afraid I wouldn't know how to add it to vendors/chests. If you tell me the stats you'd like on the item I can do it easily. An obvious restriction would be human females only, but I don't think there's a female option for restrictions...
  6. I know nothing about 3dMax, I tried it once but I was completely lost, as I learned to model using Blender. Nevertheless, this is a very common issue with models using extensive alpha blending, so I doubt there's nothing in there to sort it out. Anyway, in Blender I sort by Cursor Distance, just after placing said Cursor (the little ring that you can move by left-clicking) at the center of the head using front and side views (Numpad 1 and 3).
  7. @Deceptive Warrior: if you don't rename the files (step 3), they will replace the model you took as base. If you do it carefully (not choosing a name already taken), it will be a completely new model ready to be added to whatever_varation.gda. I added the armor here as a new variation of heavy armor, without replacing any other armor, so I know for a fact it is possible.
  8. Your problem is face sorting. What you need to do is make sure the layers of hair closest to the face are drawn first, and only then draw the outer layers. To do this, you need to organize the face data so that the first faces correspond to the first layers of hair. In Blender, you can do this by using the face sorting tools (Ctrl-F in Object Mode). I imagine there's something similar in 3DsMax. I sort faces by their relative distance to the center of the head, and it worked quite well.
  9. I'll send you the .blend so that you can take a look at the weighting yourself. That you can't import the .msh in Blender is sort of normal, because I changed the reference in the toolset and the script doesn't like the .msh files saved by the toolset. I took the closest armor I could find (heavy armor) for the bone weight copy. I could link metal plate to only one bone so that it doesn't deform and just moves, but I fear it will clip much. Still, worth a try, I'll get to it once I finish up the next version of my mod. @Deceptive Warrior : I used Blender, the Gimp and the DA:O Toolset. Here I detailed the procedure I followed : http://thenexusforums.com/index.php?s=&amp...t&p=1516767
  10. Blender scripts won't export new models right away but they can replace mesh parts. Swords only have one mesh part, so you can : - Find a sword model in the game. Copy its files (.msh, .mmh, .phy, .mao, *d.dds, *s.dds, *t.dds, *n.dds) in a working directory. You can find a model's material object (.mao) by looking at its .mmh. You can find a model's textures by looking at its .mao. - Replace the mesh part in the .msh with your new mesh using the Blender IO scripts - Rename all files with a different suffix (the first letters should be kept the same for naming consistency). For swords, you want something like w_lsw_ls**. - Replace all the textures with your new model's textures. Make sure normal maps and such have the correct format. - Open the .mmh in the toolset, and edit the MMH_NAME, MMH_MODEL_HIERARCHY_MODEL_NAME and mesh part MMH_MATERIAL_OBJECT so that they link to your new files. The material object needs to be linked without its .mao extension. Here's a screen : http://img695.imageshack.us/img695/1147/mmhedits.th.jpg - Open the .msh in the toolset and change the NAME string so that it matches the file name - Open the .phy in the toolset and change the MMH_NAME string so that it matches your .mmh - Open the .mao in notepad and edit the texture paths. For a sword, it will look like this : <?xml version="1.0" encoding="UTF-8" standalone="yes"?> <MaterialObject Name="W_LSW_LS01a_0"> <- edit this to match the .mao file name <Material Name="Weapon.mat"></Material> <Texture Name="mml_tLightmap" ResName="LM.dds" RequiresID="true"></Texture> <Texture Name="mml_tDiffuse" ResName="w_lsw_ls01a_0d.dds"></Texture> <- link here to your diffuse texture <Texture Name="mml_tNormalMap" ResName="w_lsw_ls01a_0n.dds"></Texture> <- link here to your normal texture <Texture Name="mml_tSpecularMask" ResName="w_lsw_ls01a_0s.dds"></Texture> <- link here to your specular texture <Texture Name="mml_tTintMask" ResName="w_lsw_ls01a_0t.dds"></Texture> <- link here to your tint texture <Vector4f Name="mml_vFalloffParams" value="0.00 1.00 1.50 1.50"></Vector4f> <Float Name="mml_fSpecularReflectionMult" value="1.00"></Float> </MaterialObject> - Move all files to your override directory. - (Optional) repeat all steps for LOD2 and LOD3 versions of the files, if they exist. Weapons don't use LOD, so you're in luck :) Then all you have to do is add the new model to sword_variations and it'll be selectable in the toolset, but you probably already did this if you can see your model in-game.
  11. Last I checked, tazpn's export tools (incl. fbxcmd) were still bugged concerning bones weights, not exporting them correctly. About your other image in spoiler tags (sorry, didn't see the edit), it looks like the material is still wrong. Check in the .mmh that the mesh parts are using the right material object. Or you could skip the hair shader altogether and just use the default material with diffuse/normal/specular/tint textures. Seems to work alright for J1nx's hair mod.
  12. Here's what it looks like in-game : http://img46.imageshack.us/img46/4869/screenshot2010011402525.th.jpg
  13. That's some texturing work ! I'll send you a PM with my mail address, export the model and send the DA:O files back to you if you want to test/release a mod.
  14. No, nothing like that, although you probably had better save the file before exporting... wierd that the scaling you do in Edit Mode doesn't do anything though. Do you have a link to the "nightmarish procedure" you followed when exporting your new model ? I'll give it a try., maybe I'll see what's wrong. Other than that, you can try the Blender scripts. It requires a bit of work for new models but it works fine.
  15. I don't know what gave your the impression that exporting from Blender was doomed to failure. I don't know the "nightmarish procedure", but if your object's too big there's a scale factor wrong somewhere. All I'm saying is that all transformations must be made in Edit Mode, it's the only 100% sure way they will actually impact the mesh data. If Scale parameters in Object mode are at 1.0 and the model is still too big, try (once again, in Edit Mode) to scale it down, and see if it helps.
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