Difference between revisions of "Adding a custom model to the toolset tutorial"

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{{BSN link}}
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This tutorial describes how to add a custom model to your Toolset. It is assumed that the reader is familiar with the Toolset.
 
This tutorial describes how to add a custom model to your Toolset. It is assumed that the reader is familiar with the Toolset.
  
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==Needed Files==
 
==Needed Files==
Download tazpn's Command Line Tools [http://social.bioware.com/project/218/#files]  
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Download tazpn's Command Line Tools [https://www.nexusmods.com/dragonage/mods/10]
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or alternatively use
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Allstar's GUI interface for Tazpn's Command Line Tools [http://social.bioware.com/project/1060/]  
  
 
==Convert your model to DA:O compatible files==
 
==Convert your model to DA:O compatible files==
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You will get 3 files out of this:  
 
You will get 3 files out of this:  
  
• *.mmh.xml
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• *.[[mmh]].xml
  
• *.msh.xml
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• *.[[msh]].xml
  
• *.mao
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• *.[[mao]]
  
Since the *.mao file is not well named in some cases, you have to manually rename it in some cases. If you do this dont forget to change the reference in the *.mmh.xml file!!!
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Since the *.mao file is not well named in some cases, you have to manually rename it. If you do this, don't forget to change the reference in the *.mmh.xml file!
  
 
== Create *.mmh ==
 
== Create *.mmh ==
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Then do "GraphicsProcessorMSH -platform pc mmdtogff (filename).msh.xml" using your Shell / cmd
 
Then do "GraphicsProcessorMSH -platform pc mmdtogff (filename).msh.xml" using your Shell / cmd
  
== Adding the *.mmh and *.phy to your Toolset ==
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== Adding it to your Toolset ==
  
Open "\Dragon Age\pagages\core\data\modelmeshdata.erf" in your Toolset and drag&drop the *.mmh and *.phy files there.
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Copy all the files (*.msh, *.mmh, *.phy, *.dds, *.mao) to "\Dragon Age\packages\core\override\".
Manually save it then. You will get an error but that is normal. Close your Toolkit and go to "\Dragon Age\pagages\core\data\"
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Optionally you can pack it into an *.[[erf]] file. The [[builder to player]] packaging process can package up these files into an erf for you in the process of creating a [[dazip]] installable file.
There should be a modelmeshdata.erf and a modelmeshdata.erf.$$$. Just move the modelmeshdata.erf to another folder and rename the other one to modelmeshdata.erf
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== Adding the *.msh to your Toolset ==
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== Using it in the Toolkit ==
 
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Open "\Dragon Age\pagages\core\data\modelhierarchies.erf" in your Toolset and drag&drop the *.msh file there.
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Manually save it then. You will get an error but that is normal. Close your Toolkit and go to "\Dragon Age\pagages\core\data\"
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There should be a modelhierarchies.erf and a modelhierarchies.erf.$$$. Just move the modelhierarchies.erf to another folder and rename the other one to modelhierarchies.erf
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== Adding the *.mao and *.dds to your Toolset==
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To use it in the toolkit you have to specify which item variation your item is. Edit the fitting *.gda in the 2da.erf to do so. See [[ItemVariations.xls]].
 
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This is staight forward as before. *.mao file to materialobjects.erf and *.dds to textures.erf
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== Using it in the Toolkit ==
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To use it in the toolkit you have to specify which item variation your item is. Edit the fitting *.gda in the 2da.erf to do so.
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If you did nothing wrong up till now, you should be able to use it in the Toolset by now.
[[File:Toolkit.png]]
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[[Category:Tutorials]]

Latest revision as of 00:27, 26 May 2023

This article contains links to the BioWare Social Network (BSN), which is now closed.

These links should be replaced with working links where possible, and tutorials edited to remove reliance on BSN.

This tutorial describes how to add a custom model to your Toolset. It is assumed that the reader is familiar with the Toolset.

Needed Files

Download tazpn's Command Line Tools [1]

or alternatively use

Allstar's GUI interface for Tazpn's Command Line Tools [2]

Convert your model to DA:O compatible files

It is assumed that the model is finished and textured.

Export your model as a *.fbx file.

Use tapzn`s Tool to convert the *.fbx file to a *.mmh.xml file (fbxcmd convert name.fbx name.mmh.xml). You will get 3 files out of this:

• *.mmh.xml

• *.msh.xml

• *.mao

Since the *.mao file is not well named in some cases, you have to manually rename it. If you do this, don't forget to change the reference in the *.mmh.xml file!

Create *.mmh

Just drag and drop your *.mmh.xml on the "\Dragon Age\tools\ResourceBuild\Processors\MMH\GraphicsProcessorMMH.exe"

Create *.msh

Copy the *.msh.xml file to "\Dragon Age\tools\ResourceBuild\Processors\MSH" Then do "GraphicsProcessorMSH -platform pc mmdtogff (filename).msh.xml" using your Shell / cmd

Adding it to your Toolset

Copy all the files (*.msh, *.mmh, *.phy, *.dds, *.mao) to "\Dragon Age\packages\core\override\". Optionally you can pack it into an *.erf file. The builder to player packaging process can package up these files into an erf for you in the process of creating a dazip installable file.

Using it in the Toolkit

To use it in the toolkit you have to specify which item variation your item is. Edit the fitting *.gda in the 2da.erf to do so. See ItemVariations.xls.

If you did nothing wrong up till now, you should be able to use it in the Toolset by now.