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The Witcher 1 armors in DA: origins


acateatsarat

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Hi guys, I'm trying these days to convert some armors from the witcher 1 game and add them to dragon age,

 

so far I've managed to import witcher armors into 3ds max, and also imported DA armors using eshme's tools, but unfortunately I'm new to modding and new to 3ds max so I would like someone tell me how to add a DA skeleton to witcher models and texturing them

 

thanks and any help will be greatly appreciated

Edited by acateatsarat
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unfortunately the author of this mod is absent now for several months and his project is stopped, so I have to go through all the way alone from the beginning, but that's not a big probelm, if we helped ourselves we can make the armors :thumbsup:

 

I have now a model in 3ds max for the witcher's armor, so it's a normal model like any other models and it doesn't have anything to do now with the-witcher game, so with a little help we can add it to DA

 

and here's an image of the armor rendered in 3ds max

http://i1088.photobucket.com/albums/i339/acateatsarat/order_armor.jpg

 

I hid the collision of the armor, but I don't know how to add a skeleton or texture, so please any help will be appreciated

Edited by acateatsarat
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Before people start flaming the OP for porting Witcher assets into other games, CD-Projekt RED has indicated they are alright with folk using their Witcher resources this way. Thanks. (And a BIG thanks to CD-Projekt!)
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thanks Thandal for your support, and here's another photo for the armor after adding texture to it

 

http://i1088.photobucket.com/albums/i339/acateatsarat/order_armor_textured.jpg

 

hope anyone help with the skeleton matter, because I'm planning to import most of the-witcher's armors and also planning to add some monsters :rolleyes:

 

like the drowner

http://i1088.photobucket.com/albums/i339/acateatsarat/drowner.jpg

 

also planning to import some animals like the horse

http://i1088.photobucket.com/albums/i339/acateatsarat/horse.jpg

Edited by acateatsarat
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If you have already gotten eshmes tools to work I don't think that it should be a problem. Just go to the importer window from eshmes tools, and import any vanilla armor of the race and gender you want the skeleton for. Even if it's just a helmet the whole skeleton will be imported. If you need more advice than that I will be happy to, but I won't be online as much qas usual until after the 27th this month.
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I already have eshme's tools and already created a preset skeleton, I also imported the mesh files from the witcher with its collision and texture, but the problem is rigging the body mesh, it's so difficult as the skeleton is different from the biped created by 3ds max :wallbash:
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I already have eshme's tools and already created a preset skeleton, I also imported the mesh files from the witcher with its collision and texture, but the problem is rigging the body mesh, it's so difficult as the skeleton is different from the biped created by 3ds max :wallbash:

 

 

Just do it like this:

1)Import the witcher armor into the scene. Delete any skeleton that might have followed from the witcher so you only have the mesh with textures in the scene.

2) Now import any vanilla armor from dragon age (preferrably one that is as similar as possible to the witcher armor. for the one in the op picture you might want to import the armor that alistar wears when you first meet him, whatever the name of that armor was). Make sure that it is imported with "collission" and "meshes" ticked in eshmes importer window.

3) Select the DA vanilla mesh, and then look in the upper right field of the menu where it should say:

skin

Edit normals

Unwrap UWV.

 

Select the upper 2 ("skin" and "edit normals"), right click and select "cut". Then delete the DA vanilla mesh (and ONLY the DA vanilla mesh, keep the skeleton and the weird green dots all over the scene)

 

4) Select the witcher armor, and paste the 2 modifiers "skin" and "edit normals" to the same field in the upper right corner.

 

5)While you still have the witcher armor selected, choose one new modifier, the "unwrap UWV", from the list that is right above the previously mentioned field. This adds it to the field together with the others. Move the "Unwrap UWV" to the bottom of the 3, So the order once again is:

skin

Edit normals

Unwrap UWV.

 

EDIT: some steps I forgot:

6) go to the upper left of the menu and find a button named "select and link". Then click and drag from the mesh to the GOB (The GOB is the green box that is down on the very origin of the scene).

7) Go to eshmes tools and choose "ModelManager". Look for the name of the mesh in the list, select "mesh" in the "edit parameters" drop-down, and press "Add/Replace"

 

Then select any bone from the skeleton and move it. If you did everything right, the mesh should move with it.

Now you should be ready to export it. Congrats :dance:

 

EDIT: I'm a bit busy right now, but if you still have problems and want me to I can rig one of the armors for you and make a step by step tutorial with pics in the beginning of next month. I assume at least that you sending me these files wouldn't be against any rules then if CD-project doesn't condemn it (I don't have the witcher game myself)

Edited by amycus
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thanks a lot amycus for your great help :biggrin:

but there's a problem now, whenever I paste the skin modifier from DA armor, the mesh becomes bigger and doesn't fit into the skeleton, so what is the solution for that?

 

thanks and I really appreciate your advice :thumbsup:

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thanks a lot amycus for your great help :biggrin:

but there's a problem now, whenever I paste the skin modifier from DA armor, the mesh becomes bigger and doesn't fit into the skeleton, so what is the solution for that?

 

thanks and I really appreciate your advice :thumbsup:

 

Sometimes such things happen (size changes, the mesh moves to a completely different place as soon as the skin modifier is pasted). I'm not sure exactly why, and I actually posted a topic about it not long ago in the forum specified for DA modders. Until I find that out I usually do the rigging from scratch. Not hard, but it is a bit more timeconsuming and tedious. I'm a bit busy now but I will have lots of spare time the 27th to write you a good tutorial on it.

Edited by amycus
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