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]], which this page focuses on, 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 ==
  
== Models in the Level Editor ==
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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.
  
[[Model]]s are used to create any other objects that may be used as part of the level art - walls, floors, ceilings, non-interactive furnishings, visual effects, etc. To place them click on the [[Image:IconModelPlacement.png]] icon in the toolbar to go into model placement mode.
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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.
  
Trees are added using the "scatter object" mode ([[Image:IconScatterObject.png]]).
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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.
  
== Model palette ==
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'''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]].
  
The model palette contains all the basic building blocks that you'll have available to build a level layout with. These building blocks are created using third-party 3D studio programs such as 3DSMax, a process that we won't go into here.
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=== Basic Integration ===
  
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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{| border="3" cellpadding="5" cellspacing="0" align"left"
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|- 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)]]
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| align="center" style="border-right:2px solid black; background-color:#FFAD6B"|[[Textureformats|Diffuse]]
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| align="center" style="border-right:2px solid black; background-color:#FFAD6B"|[[Textureformats|Specular]]
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| align="center" style="border-right:2px solid black; background-color:#FFAD6B"|[[Textureformats|Normal]]
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| align="center" style="background-color:#FFAD6B"|[[Textureformats|Tint]]
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|-
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| colspan="4" align="center" style="background-color:#FFAD6B"| [[MAO|MAO Material File]]
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|- style="background-color:#E0E0E0;font-weight:bold;text-align:center;"
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| colspan="9" width="700pt" height="50pt" align="center" |
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↑↓
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[[MMH|MMH/PHY Model File]]
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↑↓
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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)]]
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| colspan="2" align="center" style="border-right:3px solid black; background-color:#E0C0C0" |[[APR_base.xls|APR_base.XLS]] [[2DA|(2DA)]]
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| 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.,]]
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| align="center" style="background-color:#FFFFE0" |[[ItemVariations.xls|Longbows_var.,]]
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| 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]]
  
[[Image:Options menu use fake model folders.png|center]]
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|-
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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]]
  
Models are grouped into "tilesets" with pieces that share common structural themes. For example, there might be a "dwarven fortress" tileset that contains a variety of structural pieces and furniture of dwarven manufacture, and a "Tevinter" tileset that contains a variety of pieces with Tevinter architectural motifs.
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|-
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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)'''
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|}
  
Since the names of these models can often be a bit inscrutable, a more convenient way of working with models that you're frequently using on a level (such as wall segments) is to bring them into the level's "scratch space" and copy them as needed. Objects in the scratch space can be positioned within the level just like ordinary objects but will not be exported when the level is exported for use as an area layout.
 
  
[[Image:Level editor scratch space.png|center|thumb|600px|These three fence pieces are in the scratch space, and so will not be exported with the rest of the objects in this level.]]
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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!! -->
  
Also, see [[level models]] for a list of available models with screenshots depicting them.
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== File Formats ==
  
== Selecting objects ==
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Models are principally defined using the following two file formats: [[MMH]] and [[MSH]]
  
When clicking on models in the layout there will often be other foreground objects that are in the way, preventing the immediate selection of the object you wanted. Simply keep clicking on the same spot to cycle through all of the objects that are underneath the mouse pointer.
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A Model's Material is defined in a [[MAO]] file which includes a list of Textures, in DDS format, used in the material.  
  
== Moving and placing objects ==
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Bioware made models are stored in the Dragon Age file system's [[ERF]] files. They all share a [[Naming conventions|Naming Convention]].
  
Clicking on the "snap options" button [[Image:IconSnapOptions.png]] on the toolbar brings up the following options:
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=== Textures ===
  
[[Image:Level editor snap options.png]]
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*[[Textureformats]] in DAO
  
*"snap to grid" causes the position of objects you place or move to be constrained to specific points in an imaginary three-dimensional grid. This is very useful when placing things such as floor tiles, which must be arranged in a precise grid in order for their edges to match up correctly.
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== Modding / Creation ==
*"Snap Z Size Independent" is only available when the Enable Snap To Grid is checked.  It allows for the user to specify a different snap setting solely f or use in the z-axis.
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*"snap rotation" similarly constrains the rotation of objects to specific angles.
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*"snap to surface" This is only used in terrain levels, and will snap all objects when they are placed AND moved to the surface of the terrain. is useful when placing furniture and other objects on an existing surface (terrain, floor, etc.).
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== Model properties ==
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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.
  
When selected, the following common properties are shown for models in the object inspector.
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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.  
  
{{inspector start}}
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Many hardcoded conventions apply, which is best found out individually. On other pages, or by learning.
{{inspector section|General}}
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{{inspector row|Model Instance ID|}}
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{{inspector row|Name| This is the user-friendly name that shows up in the hierarchy window. There is no restriction on the name.}}
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{{inspector row|Selection Lock|  This controls whether this object is selectable or not.  This could prevent someone or the artist him/herself from moving or selecting something accidentally.  }}
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{{inspector row|Visible|  Sets the visibility of the model.  Hidden models are displayed with a grayed-out box in the hierarchy window.}}
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{{inspector section|Export}}
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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.
{{inspector row|Export to Game|  Flag to export this model to the game.  Default is true.  This can be used in conjunction with the Lightmap Export flag to create objects that cast baked light shadows but not display.}}
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{{inspector row|Lightmap|  Flag to send this model to the lightmapper. Default is true.  This can be used in conjunction with the Export to Game flag to create objects that cast baked light shadows but not display.  You can also set both to false in order to create guide-geometry.}}
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{{inspector section|Graphics}}
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=== Meshes ===
{{inspector row|Cut Away Override|}}
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{{inspector row|DefaultAnimation|}}
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{{inspector row|High-LOD|  This displays the full model file name that will be used for high LOD.}}
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{{inspector row|Low-LOD|  This displays the full model file name that will be used for low LOD.}}
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{{inspector row|ModelFile|  This is the base name of the model file (mmh) that the user specifies.  For LODed models, only the root is needed.}}
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{{inspector row|Scale|}}
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{{inspector row|Show High LOD|  Controls the viewport display.  If set to true, the high LOD version is displayed if available.}}
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{{inspector section|Lighting}}
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*Model Import/Export for gmax/3dsmax: see http://social.bioware.com/project/2336/ (Fully featured Model Import Export)
{{inspector row|Texture Size Multiplier|  This multiplies the base texture size of the original model. Default value is 1.0.}}
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*Model Import: see http://social.bioware.com/project/218/ (Converts game resource files into a readable format by external Modelling Applications. Tutorial needed)
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*Model Export for 3dsmax: see http://social.bioware.com/project/563/ (Works for static and animated Models, soon to work for Animations. Tutorial needed)
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*Model Export for Blender: see http://social.bioware.com/project/899/ (Able to mod Meshes, Tutorial needed)
  
{{inspector section|Location}}
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=== Materials ===
{{inspector row|Location|This is the location of the model in world coordinates.}}
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{{inspector section|Location Relative}}
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{{inspector row|Location Relative|This is the location of the model in its parent coordinates.}}
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{{inspector section|Pathfinding}}
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*Model Import/Export for gmax/3dsmax: see http://social.bioware.com/project/2336/ -custom material type accessible within max material editor
{{inspector row|Normal|This property is no longer required}}
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*[[Material editor]] - Part of the Toolset, and will create [[MAO]] files.
{{inspector row|Overlapped| This property is no longer required}}
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*Model Export for 3dsmax: see http://social.bioware.com/project/563/ - which also may generate Material [[MAO]] by demand.
  
{{inspector section|Statistics|The statistics is based on the currently displayed model LOD.}}
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See Related Tutorials for workflows.
{{inspector row|GPU Memory|  The number of bytes this model’s meshes and textures take up in memory.  (This feature is no longer supported)}}
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{{inspector row|Part Count|  The number of parts this model is comprised of.}}
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== Related Tutorials ==
{{inspector row|System Memory|  The number of bytes this model takes in memory, including animation blend trees, physics objects, animation controllers, and triggers. Does not include textures and materials.}}
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{{inspector end}}
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* [[Adding a custom model to the toolset tutorial]]
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* [[Creating a custom placeable from a model tutorial]]
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* [[Reskinning an item tutorial]]
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== See also==
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*[[Art]] --Dragon Age Game Art
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*[[Model list]] --For a list of Models placable in the Level Editor. Static Models.
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[[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.