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Model not showing on toolset


malkava

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I`m working on some new items for DAO and I went into a problem. Everything went fine for armor and shield models, but when I tried to modeled the sword, somehing went really wrong.

 

I`m using Adonnay's sword model to do this (can be found here: http://dragonagenexus.com/downloads/file.php?id=777). I used the 7th longsword model from which I took the .msh, mmh and .phy files and add new textures (actually a renamed and recoloured texture).

 

The result was really nice but when I opened with the toolset It didn't showed. Just a black screen like that:

 

 

 

Well, here are some details of my mod:

 

The gda file was named longsword_variation_ir.gda. I used the number 36 for the ID. See the picture bellow:

 

 

 

The mesh is called w_lsw_irorl_0.mmh/msh/phy.

 

The mesh uses two diferent textures files; one for the blade and one for the hilt. The names are:

 

Hilt: w_lsw_irorl_0d/0e/0n/0s/0t, for diffuse, emissive, normal, specular or tint texture.

 

Blade: w_lsw_irorl_1d/1e/1n/1s/1t, for diffuse, emissive, normal, specular or tint texture.

 

Naturally I did two different .mao files: w_lsw_irorl.mmh_0 and w_lsw_irorl.mmh_1 for hilt and blade respectivelly.

 

These are the mao files script:

 

For hilt: w_lsw_irorl.mmh_0

 

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>

<!-- Exported by Material Editor --><!-- dc:source=file:///c:/BioWareDrive/DragonAge/SourceControl/ArtContent/Art/Characters/MATERIAL_PROJECTS/W_LSW.matproj --><MaterialObject Name="W_LSW_IRORl_0">

<Material Name="Weapon.mat"></Material>

<Texture Name="mml_tLightmap" ResName="LM.dds" RequiresID="true"></Texture>

<Texture Name="mml_tDiffuse" ResName="w_lsw_irorl_0d.dds"></Texture>

<Texture Name="mml_tEmissiveMask" ResName="w_lsw_irorl_0e.dds"></Texture>

<Texture Name="mml_tNormalMap" ResName="w_lsw_irorl_0n.dds"></Texture>

<Texture Name="mml_tSpecularMask" ResName="w_lsw_irorl_0s.dds"></Texture>

<Texture Name="mml_tTintMask" ResName="w_lsw_irorl_0t.dds"></Texture>

<Vector4f Name="mml_vFalloffParams" value="0.00 1.00 1.24 1.22"></Vector4f>

<Float Name="mml_fSpecularReflectionMult" value="0.88"></Float>

</MaterialObject>

 

For Blade: w_lsw_irorl.mmh_1

 

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>

<!-- Exported by Material Editor --><!-- dc:source=file:///c:/BioWareDrive/DragonAge/SourceControl/ArtContent/Art/Characters/MATERIAL_PROJECTS/W_LSW.matproj --><MaterialObject Name="W_LSW_IRORl_0">

<Material Name="Weapon.mat"></Material>

<Texture Name="mml_tLightmap" ResName="LM.dds" RequiresID="true"></Texture>

<Texture Name="mml_tDiffuse" ResName="w_lsw_irorl_1d.dds"></Texture>

<Texture Name="mml_tEmissiveMask" ResName="w_lsw_irorl_1e.dds"></Texture>

<Texture Name="mml_tNormalMap" ResName="w_lsw_irorl_1n.dds"></Texture>

<Texture Name="mml_tSpecularMask" ResName="w_lsw_irorl_1s.dds"></Texture>

<Texture Name="mml_tTintMask" ResName="w_lsw_irorl_1t.dds"></Texture>

<Vector4f Name="mml_vFalloffParams" value="0.00 1.00 1.24 1.22"></Vector4f>

<Float Name="mml_fSpecularReflectionMult" value="0.88"></Float>

</MaterialObject>

 

If someone knows what I'm doing wrong, please tell me.

 

Regards.

Edited by malkava
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The mesh is called w_lws_irorl_0.mmh/msh/phy.

 

The mesh uses two diferent textures files; one for the blade and one for the hilt. The names are:

 

Hilt: w_lws_irorl_0d/0e/0n/0s/0t, for diffuse, emissive, normal, specular or tint texture.

 

Blade: w_lws_irorl_1d/1e/1n/1s/1t, for diffuse, emissive, normal, specular or tint texture.

 

Naturally I did two different .mao files: w_lws_irorl.mmh_0 and w_lws_irorl.mmh_1 for hilt and blade respectivelly.

 

These are the mao files script:

 

For hilt: w_lws_irorl.mmh_0

 

 

Shouldn't it be 'w_lsw_irorl_0" and not LWS. Don't know if the typo is just on these forums or in your filename. You might want to check.

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The mesh is called w_lws_irorl_0.mmh/msh/phy.

 

The mesh uses two diferent textures files; one for the blade and one for the hilt. The names are:

 

Hilt: w_lws_irorl_0d/0e/0n/0s/0t, for diffuse, emissive, normal, specular or tint texture.

 

Blade: w_lws_irorl_1d/1e/1n/1s/1t, for diffuse, emissive, normal, specular or tint texture.

 

Naturally I did two different .mao files: w_lws_irorl.mmh_0 and w_lws_irorl.mmh_1 for hilt and blade respectivelly.

 

These are the mao files script:

 

For hilt: w_lws_irorl.mmh_0

 

 

Shouldn't it be 'w_lsw_irorl_0" and not LWS. Don't know if the typo is just on these forums or in your filename. You might want to check.

 

Acctually the mesh is w_lsw_irorl_0. I typed Incorrectly. Sorry about the mess. I will correct it in the main post.

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Oh, okay then.

 

Naturally I did two different .mao files: w_lsw_irorl.mmh_0 and w_lsw_irorl.mmh_1 for hilt and blade respectivelly.

 

 

Second guess: is it correct that your maos are named "w_lsw_irorl.mmh_0" and not w_lsw_irorl_0.mao? Or is that another typo. Also, in case you haven't already, make sure both the meshes are paired with the correct mao file in the mmh.

 

Otherwise I'm stumped :confused:

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Oh, okay then.

 

Naturally I did two different .mao files: w_lsw_irorl.mmh_0 and w_lsw_irorl.mmh_1 for hilt and blade respectivelly.

 

 

Second guess: is it correct that your maos are named "w_lsw_irorl.mmh_0" and not w_lsw_irorl_0.mao? Or is that another typo. Also, in case you haven't already, make sure both the meshes are paired with the correct mao file in the mmh.

 

Otherwise I'm stumped :confused:

 

Yes this is another typo. :wallbash:

 

About the mmh. I did rename all model files using DA Tool, that creates a MAO file automatically. There is any way I can check and edit the mmh?

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Open the mmh with the toolset.

 

 

 

The name of your mao file should be listed under under MMH_MATERIAL_OBJECT and (in some cases) MMH_MATERIAL_LIBRARY.

 

Edit: Oh and if renamed all the model files make sure you rename them in the Mmh as well. That's more likely your problem than the mao name. Make sure you edit "MMH_NAME" and "MMH_MODEL_HIERARCHY_MODEL_DATA_NAME" to reflect any changes you made to your file names.

Edited by rainshock
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