Difference between revisions of "Model"

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Models are the smallest Pieces in Art Creation, that make up any visible Entity in the Game, consolidated into the complete visible appearance of the Gameworld by the Worlddesigner.
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Models are the smallest pieces in Art creation. They make up a bit 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 belonging to the Category: [[Art Resources]]
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A Model belongs to the category: [[Art Resources]]
  
 
== Overview ==
 
== Overview ==
  
A Model is made up of a collection of Files, that define its Shape, Material, and other important Information. These are created using external modelling Applications ,that export these Files into a Game-readable Format. Models can be static, or animatable.
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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.
  
When creating Levels or Playeritems, these Models will be used. Oftentimes they will be reused in different places, so changing one will likely yield multiple results.
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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.
  
 
== File Formats ==
 
== File Formats ==
  
Models are principally defined by using the following two file formats: [[MMH]] and [[MSH]]
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Models are principally defined using the following two file formats: [[MMH]] and [[MSH]]
  
A Models Material is defined in a [[MAO]] File. Which includes a list of Textures in DDS Format, that make up the Material.  
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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.  
  
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 as well as the [[MSH]] and [[PHY]] files.
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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.
  
Models as a Resource are stored in the Dragon Age Filesystem's [[ERF]] Files. They all share a [[Naming conventions|Naming Convention]].
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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]].
  
 
=== Creature models ===
 
=== Creature models ===
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== Modding / Creation ==
 
== Modding / Creation ==
  
Creating or Modding a Model can be done in multiple of ways. Common for Modding is Retexturing an existing Model. However entirely new Models can also be created.
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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.
  
*Model Import: see http://social.bioware.com/project/218/ (Converts Gameresource Files into a readable Format by external Modelling Applications. Tutorial needed)
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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)
 
*Model Export for 3dsmax: see http://social.bioware.com/project/563/ (Works for static Models, soon to work for Animated Models and Animations. Tutorial needed)
 
*Model Export for 3dsmax: see http://social.bioware.com/project/563/ (Works for static Models, soon to work for Animated Models and Animations. Tutorial needed)
 
*Model Export for Blender: see http://social.bioware.com/project/899/ (Able to mod Meshes, Tutorial needed)
 
*Model Export for Blender: see http://social.bioware.com/project/899/ (Able to mod Meshes, Tutorial needed)
  
See Related Tutorials on some Approaches.
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See Related Tutorials for workflows.
  
 
== Related Tutorials ==
 
== Related Tutorials ==

Revision as of 23:32, 13 January 2010

Models are the smallest pieces in Art creation. They make up a bit 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 belongs to the category: Art Resources

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.

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

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.

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.

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

Creature models

Materials

Props and placeables

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.

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.
  • Vegetation --For a list of Vegetation models placable in the Level Editor. Static Models.