Adding a custom model to the toolset tutorial

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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.

Needed Files

Download tazpn's Command Line Tools [1]

Convert your model to DA:O compatible files

It is assumed that the model is finished and textured.

Export your model as and *.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 in some cases. If you do this dont 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 the *.mmh and *.phy to your Toolset

Open "\Dragon Age\pagages\core\data\modelmeshdata.erf" in your Toolset and drag&drop the *.mmh and *.phy files there. Manually save it then. You will get an error but that is normal. Close your Toolkit and go to "\Dragon Age\pagages\core\data\" 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

Adding the *.msh to your Toolset

Open "\Dragon Age\pagages\core\data\modelhierarchies.erf" in your Toolset and drag&drop the *.msh file there. Manually save it then. You will get an error but that is normal. Close your Toolkit and go to "\Dragon Age\pagages\core\data\" 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

Adding the *.mao and *.dds to your Toolset

This is staight forward as before. *.mao file to materialobjects.erf and *.dds to textures.erf

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.