Model

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Revision as of 19:27, 23 January 2010 by Eshme (Talk | contribs) (Basic Integration)

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Models are the smallest pieces in Art creation. 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 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.

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.

Basic Integration

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

↑↓ MMH/PHY Model File ↑↓

ItemVariations.XLS (2DA) APR_base.XLS (2DA) Placeables.XLS (2DA) Model (ResourcePalette)
Cloth_var., Longbows_var., etc. Creature Properties: Appearance Placeable Properties: Appearance Level Editor
Item Properties: Base Item Type
Item Properties: Itemvariation Creature "*.utc" (ResourcePalette) Placeable "*.utp" (ResourcePalette)
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.

Materials

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 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.