Dragon Age: Inquisition Modding Tools

All about modding tools for Dragon Age: Inquisition
It is currently Fri Jun 23, 2017 11:56 pm

All times are UTC



Welcome
Welcome to the Dragon Age Modding tools forum

You are currently viewing our boards as a guest, which gives you limited access to view most discussions and access our other features. By joining our free community, you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content, and access many other special features. In addition, registered members also see less advertisements. Registration is fast, simple, and absolutely free, so please, join our community today!


Post new topic Reply to topic  [ 15 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: BF3 Mesh importer
PostPosted: Tue Jun 21, 2016 2:55 am 
Offline
Site Admin

Joined: Fri Dec 05, 2014 3:26 pm
Posts: 635
Has thanked: 921 time
Have thanks: 314 time
Looks good

Image

https://twitter.com/Hattiwatt1/status/7 ... 7997658112

_________________
ar-lath-ma-vhenan


Report this post
Top
 Profile  
 
 
 Post subject: Re: BF3 Mesh importer
PostPosted: Tue Jun 21, 2016 10:59 am 
Offline
Site Admin

Joined: Thu May 07, 2015 1:50 am
Posts: 219
Location: Solavellan Hell
Has thanked: 29 time
Have thanks: 373 time
? What's this?

_________________
~~Dawn~~

Tumblr: http://dawnatwork.tumblr.com/ (For updates, PSA, progress reports, etc)
Discord Server :https://discord.gg/xs6Mktq


Report this post
Top
 Profile  
 
 Post subject: Re: BF3 Mesh importer
PostPosted: Sun Jun 26, 2016 10:18 pm 
Offline
User avatar

Joined: Sun Jan 11, 2015 4:10 am
Posts: 51
Has thanked: 23 time
Have thanks: 40 time
DawnlessSky wrote:
? What's this?


Looks like this guy found/made a mesh importer for his Battlefield 3 tools from 3DS. Since BF3 is Frostbite, I'm guessing that means this 3DS mesh importer could be repurposed for DA needs. Perhaps it's not restricted to only allowing the same number of vertices?

_________________
Updated 9.05.16: Google Doc list of neat Inquisition mods: here


Report this post
Top
 Profile  
 
 Post subject: Re: BF3 Mesh importer
PostPosted: Sat Jul 02, 2016 1:05 am 
Offline
User avatar

Joined: Sat Jul 02, 2016 1:05 am
Posts: 3
Has thanked: 1 time
Have thanks: 0 time
Can anyone confirm this? Or looking into it?


Report this post
Top
 Profile  
 
 Post subject: Re: BF3 Mesh importer
PostPosted: Sat Jul 02, 2016 1:13 am 
Offline
Site Admin

Joined: Thu May 07, 2015 1:50 am
Posts: 219
Location: Solavellan Hell
Has thanked: 29 time
Have thanks: 373 time
That's never been an issue so no, not looked into it.
The "same vertices" thing was just something eham did. Was never a problem.

_________________
~~Dawn~~

Tumblr: http://dawnatwork.tumblr.com/ (For updates, PSA, progress reports, etc)
Discord Server :https://discord.gg/xs6Mktq


Report this post
Top
 Profile  
 
 Post subject: Re: BF3 Mesh importer
PostPosted: Sat Jul 02, 2016 1:22 am 
Offline
User avatar

Joined: Sat Jul 02, 2016 1:05 am
Posts: 3
Has thanked: 1 time
Have thanks: 0 time
So is there going to be a release where it's able to import new meshes without the same verticles or no?


Report this post
Top
 Profile  
 
 Post subject: Re: BF3 Mesh importer
PostPosted: Sat Jul 02, 2016 2:01 am 
Offline
Site Admin

Joined: Thu May 07, 2015 1:50 am
Posts: 219
Location: Solavellan Hell
Has thanked: 29 time
Have thanks: 373 time
Well yeah, that was always the plan xD

_________________
~~Dawn~~

Tumblr: http://dawnatwork.tumblr.com/ (For updates, PSA, progress reports, etc)
Discord Server :https://discord.gg/xs6Mktq
DawnlessSky has been thanked by:


Report this post
Top
 Profile  
 
 Post subject: Re: BF3 Mesh importer
PostPosted: Sat Jul 02, 2016 2:22 am 
Offline
User avatar

Joined: Sat Jul 02, 2016 1:05 am
Posts: 3
Has thanked: 1 time
Have thanks: 0 time
This is why I love you <3


Report this post
Top
 Profile  
 
 Post subject: Re: BF3 Mesh importer
PostPosted: Sun Jul 10, 2016 5:23 pm 
Offline
Site Admin

Joined: Fri Dec 05, 2014 3:26 pm
Posts: 635
Has thanked: 921 time
Have thanks: 314 time
Have more info here, all from kiwidog who does the bf4 tools

http://pastebin.com/7uafkCzL
http://pastebin.com/5J0tGvTR
http://pastebin.com/K4mUavJa

[6/5/2016 11:01:21 PM] kiwidog
for bf4
they are slightly different
when reading
I remember
its not int
its short
for bf4

[TestMethod]
public void ConvertMeshToObj_Test()
{
var s_Reader = new RimeReader(new FileStream(@"P:\Rime\Rime Working\bf3-model-research\aav-7a1\aav-7a1_mesh\aav-7a1.mesh", FileMode.Open, FileAccess.Read));
var s_MeshSetLayout = new MeshSetLayout(s_Reader);
var s_ChunkReader = new RimeReader(new FileStream(@"P:\Rime\Rime Working\bf3-model-research\aav-7a1\aav-7a1_mesh\aav-7a1.chunk", FileMode.Open, FileAccess.Read));

TextWriter s_ObjectWriter = new StreamWriter("dualisafgt.obj");
s_ObjectWriter.WriteLine("# Created with Rime");
s_ObjectWriter.Flush();

var s_Object = s_MeshSetLayout.Lods[0].Get; // Only extract highest level of detail

var s_Subset = s_Object.Subsets.Get[0];

var s_BlockList = new List<VertexData>();

for (int i = 0; i < s_Subset.VertexCount; ++i)
{
// Set the correct position
s_ChunkReader.BaseStream.Position = (s_Subset.VertexStride * i) + s_Subset.VertexOffset;

// Read out the information we need
var l_VertexBlock = new VertexData(s_ChunkReader);

s_BlockList.Add(l_VertexBlock);

s_ObjectWriter.WriteLine("v {0} {1} {2}", l_VertexBlock.X.ToString("F6"), l_VertexBlock.Y.ToString("F6"), l_VertexBlock.Z.ToString("F6"));
s_ObjectWriter.WriteLine("vt {0} {1}", l_VertexBlock.UV[0].ToString("F6"), l_VertexBlock.UV[1].ToString("F6"));
s_ObjectWriter.Flush();
}

// After parsing the above statements we are at 963100 not 1834544
s_ObjectWriter.WriteLine("g {0}", s_Subset.MaterialName);

s_ChunkReader.BaseStream.Position = s_Object.VertexDataSize;

for (var i = 0; i < s_Subset.PrimitiveCount; ++i)
{
var l_X = s_ChunkReader.ReadUInt16();
var l_Y = s_ChunkReader.ReadUInt16();
var l_Z = s_ChunkReader.ReadUInt16();

s_ObjectWriter.WriteLine("f {0}/{0} {1}/{1} {2}/{2}", (l_X + 1), (l_Y + 1), (l_Z + 1));
s_ObjectWriter.Flush();
}

s_ObjectWriter.Close();
s_ChunkReader.Close();
s_Reader.Close();
}
[6/5/2016 10:37:58 PM] Jules Writer: ^^ nice
[6/5/2016 10:38:15 PM] kiwidog | A. Thomas: public class VertexData
{
public float X { get; set; }
public float Y { get; set; }
public float Z { get; set; }
public float W { get; set; }
public byte[] BoneIndicies { get; set; } = new byte[4]; // Len4
public byte[] BlendWeights { get; set; } = new byte[4]; // Len4
public float[] VertexNormals { get; set; } = new float[4]; // Len4
public float[] VertexTangents { get; set; } = new float[4]; // Len4
public float[] UV { get; set; } = new float[2]; // Len2

_________________
ar-lath-ma-vhenan


Report this post
Top
 Profile  
 
 Post subject: Re: BF3 Mesh importer
PostPosted: Sun Jul 10, 2016 5:27 pm 
Offline
Site Admin

Joined: Fri Dec 05, 2014 3:26 pm
Posts: 635
Has thanked: 921 time
Have thanks: 314 time
DawnlessSky wrote:
? What's this?

I posted it on your skype when I found out but you haven't used your skype lately

_________________
ar-lath-ma-vhenan


Report this post
Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 15 posts ]  Go to page 1, 2  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
suspicion-preferred