Difference between revisions of "Model"

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Models are 3D textured meshes that are the basic building block of most things that the player will see in-game. The only editor that makes direct use of them is the [[level editor]], but things like creatures and placeables will make use of them indirectly via 2DA definitions.
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Models are ordinary, textured, static or animatable 3D Meshes. They make up a big part of every visible entity in the game. The builder consolidates models, along with other files, into a complete visible package which is then seen in the game world.
  
Unlike the database resource palette, the model palette doesn't have a heirarchy of folders and subfolders. Since there are usually a vast number of models available this can make the palette cluttered and difficult to work with. To make it more manageable you should set the toolset's configuration to "fake" a folder structure. The toolset will divide models up based on their names, using underscores as dividers; for example the models dwe_face and dwe_orzent would both be placed inside a "dwe" folder. The option for setting this can be found under the palette options menu:
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A Model is an [[Art Resources|Art Resource]].
  
[[Image:Options menu use fake model folders.png|frame|center|Use fake model folders]]
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== Overview ==
  
The base folders and their meanings are:
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A Model is made up of a collection of files which define its shape, material, and other important information. These are created using external modelling applications such as 3DSMax or Blender which then export information into a game-readable Format. Models can be static, or animated.
  
*base
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The only editor that makes direct use of them is the [[level editor]], but things like creatures and placeables will make use of them indirectly via [[2DA]] definitions.
*blk - black boxes of various sizes and proportions, used to obscure the portions of models that lie "outside" an interior level where the player shouldn't be able to see.
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*c
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*cai
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*cav
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*cdr
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*che
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*chi
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*cn
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*cs
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*df - dwarf female accessories and components
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*dm - dwarf male accessories and components
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*dne - dwarf noble exterior level pieces
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*dni - dwarf noble interior level pieces
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*dse - dwarf slum exterior level pieces
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*dsi - dwarf slum interior level pieces
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*dwe
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*dwi
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*ef - elf female accessories and components
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*el
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*em - elf male accessories and components
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*fca
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*fce
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*fci
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*fde
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*fdi
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*fhe
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*fhec
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*fhi - Ferelden human interior level pieces
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*fne - Ferelden noble exterior level pieces
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*frt
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*fti
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*ftr
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*fve
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*fx
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*fxa
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*fxc
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*fxe
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*fxg
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*fxm
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*fxp
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*hf - human female accessories and components
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*hm - human male accessories and components
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*hro
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*kn
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*lightrig
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*material
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*nm
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*plc - placeables
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*prp - props
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*prv
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*qm
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*sb
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*sca
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*sr
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*tce
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*tci
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*tfi
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*tools - models used by the toolset
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*trn
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*tti
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*tve
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*tvi
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*tvm
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*ue
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*uem
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*uh
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*uhm
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*ul
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*ulm
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*v
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*vfx
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*vis - vista objects
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*vst - vista objects
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*w - weapon models
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*water - waterfall pieces
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*zz - models used in debugging
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Since the model names are often inscrutable you will likely wish to make use of the scratch space in the level editor by bringing out all of the models from a particular group of interest and copying and pasting those you wish to use from there.
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One model may be used in many different places and contexts. Changing a single model can cause multiple changes in a game world.
 +
 
 +
'''Note:''' A Model is an intermediate resource, which are used as part to design entities you see in game. To create or change the design of existing entities, based on existing Models, go straight to [[Design]].
 +
 
 +
=== Basic Integration ===
 +
 
 +
{| border="3" cellpadding="5" cellspacing="0" align"left"
 +
|- style="background-color:white;"
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| colspan="5" rowspan="2" style="border-right:3px solid black;background-color:#D3CFA0" align="center" |[[MSH|MSH File (Mesh Data)]]
 +
| align="center" style="border-right:2px solid black; background-color:#FFAD6B"|[[Textureformats|Diffuse]]
 +
| align="center" style="border-right:2px solid black; background-color:#FFAD6B"|[[Textureformats|Specular]]
 +
| align="center" style="border-right:2px solid black; background-color:#FFAD6B"|[[Textureformats|Normal]]
 +
| align="center" style="background-color:#FFAD6B"|[[Textureformats|Tint]]
 +
|-
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| colspan="4" align="center" style="background-color:#FFAD6B"| [[MAO|MAO Material File]]
 +
|- style="background-color:#E0E0E0;font-weight:bold;text-align:center;"
 +
| colspan="9" width="700pt" height="50pt" align="center" |
 +
↑↓
 +
[[MMH|MMH/PHY Model File]]
 +
↑↓
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|- style="background-color:white;"
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| colspan="3" align="center" style="border-right:3px solid black; background-color:#FFFFE0" |[[ItemVariations.xls|ItemVariations.XLS]] [[2DA|(2DA)]]
 +
| colspan="2" align="center" style="border-right:3px solid black; background-color:#E0C0C0" |[[APR_base.xls|APR_base.XLS]] [[2DA|(2DA)]]
 +
| colspan="2" align="center" style="border-right:3px solid black; background-color:#BD9970" |[[Placeables.xls|Placeables.XLS]] [[2DA|(2DA)]]
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| colspan="2" align="center" style="background-color:#C0C0E0" |[[Model Placement|Model]] [[Resource palette|(ResourcePalette)]]
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|-
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| align="center" style="background-color:#FFFFE0" |[[ItemVariations.xls|Cloth_var.,]]
 +
| align="center" style="background-color:#FFFFE0" |[[ItemVariations.xls|Longbows_var.,]]
 +
| align="center" style="border-right:3px solid black; background-color:#FFFFE0" |[[ItemVariations.xls|etc.]]
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| colspan="2" rowspan="3" align="center" style="border-right:3px solid black; background-color:#E0C0C0" |[[Creature|Creature: Appearance]]
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| colspan="2" rowspan="3" align="center" style="border-right:3px solid black; background-color:#BD9970" |[[Placeable|Placeable: Appearance]]
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| colspan="2" rowspan="6" align="center" style="border-bottom:2px solid black; background-color:#C0C0E0" |[[Level editor|Level Editor]]
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|-
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| colspan="3" align="center" style="border-right:3px solid black; background-color:#FFFFE0" |[[2DA base.xls|(M)2DA_base.XLS worksheet ref]]
 +
 
 +
|-
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| colspan="3" align="center" style="border-right:3px solid black; background-color:#FFFFE0" |[[BITM_base.xls|BITM_base.XLS worksheet ref by ID]]
 +
 
 +
|-
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| colspan="3" align="center" style="border-right:3px solid black; background-color:#FFFFE0" |[[Item|Item: Base Item Type]]
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| colspan="2" rowspan="3" align="center" style="border-right:3px solid black; border-bottom:2px solid black; background-color:#E0C0C0" |[[Creature|Creature "*.utc"]] [[Resource palette|(ResourcePalette)]]
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| colspan="2" rowspan="3" align="center" style="border-right:3px solid black; border-bottom:2px solid black; background-color:#BD9970" |[[Placeable|Placeable "*.utp"]] [[Resource palette|(ResourcePalette)]]
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|-
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| colspan="3" align="center" style="border-right:3px solid black; background-color:#FFFFE0" |[[Item|Item: Itemvariation]]
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|-
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| colspan="3" align="center" style="border-right:3px solid black; border-bottom:2px solid black; background-color:#FFFFE0" |[[Item|Item "*.uti"]] [[Resource palette|(ResourcePalette)]]
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|-
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| colspan="3" align="center" style="border-right:3px solid black"|'''Game (as Armour/Cloth/etc)'''
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| colspan="2" align="center" style="border-right:3px solid black"|'''Game (as Creatures/NPC's/etc)'''
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| colspan="2" align="center" style="border-right:3px solid black"|'''Game (as interactive Level Layout)'''
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| colspan="2" align="center" |'''Game (as static Level Layouts)'''
 +
|}
 +
 
 +
 
 +
These are the basic dependencies a model got with the Game, in its forms, where each entry links directly to the next. The Level Editor gets direct access to any Model, where the others are listed in [[2DA|2DA's]]. Where the [[2DA|2DA's]] are the place to begin listing any new Items.
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<!-- At least to my observations!! -->
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 +
== File Formats ==
 +
 
 +
Models are principally defined using the following two file formats: [[MMH]] and [[MSH]]
 +
 
 +
A Model's Material is defined in a [[MAO]] file which includes a list of Textures, in DDS format, used in the material.
 +
 
 +
Bioware made models are stored in the Dragon Age file system's [[ERF]] files. They all share a [[Naming conventions|Naming Convention]].
 +
 
 +
=== Textures ===
 +
 
 +
*[[Textureformats]] in DAO
 +
 
 +
== Modding / Creation ==
 +
 
 +
Creating or Modding a Model can be done in multiple ways. A common activity in modding is retexturing an existing model. However, entirely new Models can also be created. Custom model import is possible by placing the MMH and all custom files referenced by the MMH into your module's override folder. These files would include any custom [[MAO]] files with their associated DDS files and the [[MSH]] and [[PHY]] files.
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 +
See the table above, to work out which dependency is needed to gain the desired endresult. When the goal is to create a Sword, the dependency for a Model has to made with the [[ItemVariations.xls]] in a 2 way connection. In this case, the Itemvariation inquires the Filename and you give the Model the Filename. Bear in mind that such example isnt easily applied to anything, but each 2 items have to have the connection somewhere.
 +
 
 +
Many hardcoded conventions apply, which is best found out individually. On other pages, or by learning.
 +
 
 +
In any case, once the new Model is available to be applied in the Toolset and for the Designer, you should get carried on over to the [[Design]] Portal. This also accounts for any Resource already in use by the Single Player campaign.
 +
 
 +
=== Meshes ===
 +
 
 +
*Model Import/Export for gmax/3dsmax: see http://social.bioware.com/project/2336/ (Fully featured Model Import Export)
 +
*Model Import: see http://social.bioware.com/project/218/ (Converts game resource files into a readable format by external Modelling Applications. Tutorial needed)
 +
*Model Export for 3dsmax: see http://social.bioware.com/project/563/ (Works for static and animated Models, soon to work for Animations. Tutorial needed)
 +
*Model Export for Blender: see http://social.bioware.com/project/899/ (Able to mod Meshes, Tutorial needed)
 +
 
 +
=== Materials ===
 +
 
 +
*Model Import/Export for gmax/3dsmax: see http://social.bioware.com/project/2336/ -custom material type accessible within max material editor
 +
*[[Material editor]] - Part of the Toolset, and will create [[MAO]] files.
 +
*Model Export for 3dsmax: see http://social.bioware.com/project/563/ - which also may generate Material [[MAO]] by demand.
 +
 
 +
See Related Tutorials for workflows.
 +
 
 +
== Related Tutorials ==
 +
 
 +
* [[Adding a custom model to the toolset tutorial]]
 +
* [[Creating a custom placeable from a model tutorial]]
 +
* [[Reskinning an item tutorial]]
 +
 
 +
== See also==
 +
 
 +
*[[Art]] --Dragon Age Game Art
 +
*[[Model list]] --For a list of Models placable in the Level Editor. Static Models.
 +
 
 +
[[Category:Art resources]]

Latest revision as of 13:30, 23 February 2012

Models are ordinary, textured, static or animatable 3D Meshes. They make up a big part of every visible entity in the game. The builder consolidates models, along with other files, into a complete visible package which is then seen in the game world.

A Model is an Art Resource.

Overview

A Model is made up of a collection of files which define its shape, material, and other important information. These are created using external modelling applications such as 3DSMax or Blender which then export information into a game-readable Format. Models can be static, or animated.

The only editor that makes direct use of them is the level editor, but things like creatures and placeables will make use of them indirectly via 2DA definitions.

One model may be used in many different places and contexts. Changing a single model can cause multiple changes in a game world.

Note: A Model is an intermediate resource, which are used as part to design entities you see in game. To create or change the design of existing entities, based on existing Models, go straight to Design.

Basic Integration

MSH File (Mesh Data) Diffuse Specular Normal Tint
MAO Material File

↑↓ MMH/PHY Model File ↑↓

ItemVariations.XLS (2DA) APR_base.XLS (2DA) Placeables.XLS (2DA) Model (ResourcePalette)
Cloth_var., Longbows_var., etc. Creature: Appearance Placeable: Appearance Level Editor
(M)2DA_base.XLS worksheet ref
BITM_base.XLS worksheet ref by ID
Item: Base Item Type Creature "*.utc" (ResourcePalette) Placeable "*.utp" (ResourcePalette)
Item: Itemvariation
Item "*.uti" (ResourcePalette)
Game (as Armour/Cloth/etc) Game (as Creatures/NPC's/etc) Game (as interactive Level Layout) Game (as static Level Layouts)


These are the basic dependencies a model got with the Game, in its forms, where each entry links directly to the next. The Level Editor gets direct access to any Model, where the others are listed in 2DA's. Where the 2DA's are the place to begin listing any new Items.

File Formats

Models are principally defined using the following two file formats: MMH and MSH

A Model's Material is defined in a MAO file which includes a list of Textures, in DDS format, used in the material.

Bioware made models are stored in the Dragon Age file system's ERF files. They all share a Naming Convention.

Textures

Modding / Creation

Creating or Modding a Model can be done in multiple ways. A common activity in modding is retexturing an existing model. However, entirely new Models can also be created. Custom model import is possible by placing the MMH and all custom files referenced by the MMH into your module's override folder. These files would include any custom MAO files with their associated DDS files and the MSH and PHY files.

See the table above, to work out which dependency is needed to gain the desired endresult. When the goal is to create a Sword, the dependency for a Model has to made with the ItemVariations.xls in a 2 way connection. In this case, the Itemvariation inquires the Filename and you give the Model the Filename. Bear in mind that such example isnt easily applied to anything, but each 2 items have to have the connection somewhere.

Many hardcoded conventions apply, which is best found out individually. On other pages, or by learning.

In any case, once the new Model is available to be applied in the Toolset and for the Designer, you should get carried on over to the Design Portal. This also accounts for any Resource already in use by the Single Player campaign.

Meshes

Materials

See Related Tutorials for workflows.

Related Tutorials

See also

  • Art --Dragon Age Game Art
  • Model list --For a list of Models placable in the Level Editor. Static Models.