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Gargantuan Custom Modules


DarkAnsem

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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.

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