kzelsama Posted January 14, 2010 Share Posted January 14, 2010 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. Link to comment Share on other sites More sharing options...
DarkAnsem Posted January 14, 2010 Author Share Posted January 14, 2010 thank you. I can't try it right now since my gaming pc is out of reach, but I'll do my best ASAP. Link to comment Share on other sites More sharing options...
Silvist Posted January 28, 2010 Share Posted January 28, 2010 Any possibility you can explain the same steps in 3d max 2010? lol. I got a plugin: http://social.bioware.com/project/563/discussion/1180/8827/ Which allows me to export into mao or msh. Link to comment Share on other sites More sharing options...
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