QuenchedSteel Posted March 15, 2016 Share Posted March 15, 2016 (edited) So I couldn't be later to this party if I tried, but I wanted to start poking around with 3d modeling stuff, both in the sense of "exporting models to play around with in XNALara" and in the more immediately relevant sense of "creating that custom hairstyle I'd always kinda wanted for my Tabris Warden" I poked around and found a bunch of tools and eventually managed to export my hairstyle into Blender. I made the changes I wanted, exported it to a .FBX, and pulled up the Tazpn command line tools GUI (which I'm told does have some issues compared to the command line version, but I can't seem to find a single tutorial for the command line version that doesn't just point me back to the GUI, so I'm hoping I can make it work), and... here begins my problems. First off, whenever I use the "FBX->MMH.xml/MSH.xml" option, I don't get any sort of .mao files, which I am getting the impression from some of the other tutorials I've poked around should be a thing. Second of all, whenever I blatantly ignore that warning sign and attempt to compile my .xml files into their relevant game forms, the MMH.xml->MMH conversion seems to go off without a hitch, but the MSH.xml->MSH conversion gives me absolutely nothing. It says at the bottom that it's been successfully exported, but when I go to the appropriate folder, nada, not even junk. And if I blithely ignore THAT, and also decide that .dds files are for losers and I just want to test out my basic model without any of those fancy textures, and try to add it to my Tabris in-game, it, fairly predictably, just completely erases my hair. And since it looks like this forum isn't a total ghost town, I'm hoping someone can point me in the right direction here, or at least help me figure out at what step I'm messing up? I have a strong feeling I'm doing something wrong with the GUI, since my attempt to convert my Warden's face for that aforementioned XNALara usage also failed on the .msh creation step when I tried to use this tutorial, but I can try to upload the .fbx file in case some dear and kindhearted soul wouldn't mind taking a look to see if the problem's in the .fbx file itself rather than in the Tazpn GUI. It's over 250kb, though, so I'd rather not upload it if it's not needed. Any help would be sorely, SORELY appreciated. Edited March 15, 2016 by QuenchedSteel Link to comment Share on other sites More sharing options...
mcgoy Posted March 15, 2016 Share Posted March 15, 2016 I can't be sure that this will help, but it seemed useful when I had time to look at it. https://www.youtube.com/watch?v=LcqVvrEKDV0 Link to comment Share on other sites More sharing options...
Risibisi Posted March 15, 2016 Share Posted March 15, 2016 Which format do you need for the import of XNA-Lara?Is the fbx format the one you need for XNA- Lara.. because I don't understand why you use it and the tazpan tool..there are simpler ways to get the hair into the game...except you want it for DA2? Link to comment Share on other sites More sharing options...
QuenchedSteel Posted March 15, 2016 Author Share Posted March 15, 2016 (edited) Which format do you need for the import of XNA-Lara?Is the fbx format the one you need for XNA- Lara.. because I don't understand why you use it and the tazpan tool..there are simpler ways to get the hair into the game...except you want it for DA2?Ah, sorry, I think I explained it poorly. As far as this thread is concerned, I'm not trying to do anything with XNA-Lara; I'm trying to make a hair mod. I made the new hair mesh I wanted and exported it as a .fbx, but I can't get it into the game. When I try to use Tazpn's "FBX->MMH.xml/MSH.xml" option, it doesn't give me a .mao file, just two XML files (the msh.xml one and the mmh.xml one), and when I try to use the XML compiling tools Tazpn has, it doesn't make the .msh file I need at all. I'm saying I think the problem is with Tazpn rather than with my .fbx itself, because when I tried a completely separate thing that also involved using the .msh XML compiler, it also didn't work. I'm not sure where you got DA2 from - I want this for DAO. Basically I have a hair mesh I'm trying to get into DAO and I think it's breaking at the stage where I compile my XML files. I'm trying to figure out how to get the files I need in order to get it into the game, starting with a .fbx McGoy, I'll check out your video when I have more time - I'm just squeaking on after work and before dinner right now. Thanks! Edited March 15, 2016 by QuenchedSteel Link to comment Share on other sites More sharing options...
Risibisi Posted March 15, 2016 Share Posted March 15, 2016 Ahhh, okay.. then follow the video tutorial of Boodrl. ( Mcgoy's link) she describes how to port hair for DA:O and how to get it ingame.You will just need Newbypowers Import/Export script.. and Blender 2.49b.With the script you can replace a vanilla hairstyle with your hairstyle...ah and you will need the DA:Tool for extracting the vanilla meshes.If you have any questions about the steps the vid shows etc.. I can maybe help you.. I have done a few hair ports for DA:O. :) Link to comment Share on other sites More sharing options...
QuenchedSteel Posted March 16, 2016 Author Share Posted March 16, 2016 Aaaaa, success! Thank you both so much! I will need to get Tazpn working at some point, because I'm not sure how to get a character's face (.mor file) into a Blender-usable format except by the method I linked earlier, but that's a subject for more experimentation and another thread. You all rock! Link to comment Share on other sites More sharing options...
vestafarms Posted August 24, 2017 Share Posted August 24, 2017 (edited) Greetings, I have a similar problem in that I can get the hair msh to appear in the toolset but it is backward and under the model head. I know it is something silly I have missed but I have difficulty figuring out how to get the msh to come up in the right place. Any help would be greatly appreciated. Thanks vf. Edited August 25, 2017 by vestafarms Link to comment Share on other sites More sharing options...
Risibisi Posted August 26, 2017 Share Posted August 26, 2017 That means you haven't turn/switched or mirrored it in Blender. Is your mesh an edited vanilla mesh or have you ported a hair mesh from another game? Link to comment Share on other sites More sharing options...
magpiedragon Posted August 29, 2017 Share Posted August 29, 2017 If you are using Blender to import the hairstyle into game, go into Object mode in the blend file and type 'n'A small window should pop up. Check if all Loc and Rot parameters are 0, if not change them to it and go into edit mode to fix any location/rotation issues you just uncovered I made this mistake sooo many many times and it's the most common cause of such error for me Link to comment Share on other sites More sharing options...
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