Dragon Age: Inquisition Modding Tools

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 Post subject: Re: Current Injection tests
PostPosted: Mon Dec 08, 2014 6:42 am 
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Interesting how skeleton works, if we change cullen armour mesh with heroe's coat mesh will game crush coz of animation difference


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 Post subject: Re: Current Injection tests
PostPosted: Mon Dec 08, 2014 1:49 pm 
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probe88 wrote:
Interesting how skeleton works, if we change cullen armour mesh with heroe's coat mesh will game crush coz of animation difference


There is the potential to crash yes, but unlikely as they most likely use the same skeleton. It would be more, if you wanted to make it so Cullen was wearing a creatures armor, it would more likely break. Unless you reskinned the creature armor, etc.

UPDATE:

I have refactored my cas creation/toc updating code to accept RES/CHUNK pairs. So now if a RES that needs updating in the SB is found but no matching CHUNK entry, it will add it, meaning meshes that normally I could not modify are now modifiable.

Attachment:
TextureReplacement07.jpg
TextureReplacement07.jpg [ 366.81 KiB | Viewed 1511 times ]


Originally the Chantry door could not be modified as the chunk reference does not exist in frostbackmountains.sb bundle. Now with my new code, I added a new chunk so all instances can now be changed.
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 Post subject: Re: Current Injection tests
PostPosted: Mon Dec 08, 2014 5:11 pm 
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Nope i just want wear his armour :)


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 Post subject: Re: Current Injection tests
PostPosted: Tue Dec 09, 2014 1:41 am 
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probe88 wrote:
Nope i just want wear his armour :)


Well I dont forsee any issues with just that, as my guess is they would both be using the same base humanoid skeleton. But we are a long way away from being able to test that. Still need to be able to export skinned meshes.


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 Post subject: Re: Current Injection tests
PostPosted: Tue Dec 09, 2014 5:17 am 
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Ehamloptiran wrote:
probe88 wrote:
Nope i just want wear his armour :)


Well I dont forsee any issues with just that, as my guess is they would both be using the same base humanoid skeleton. But we are a long way away from being able to test that. Still need to be able to export skinned meshes.


Long way.. Hmm. And what if i will not touch meshes, just edit file where there attachment to mesh id - texture id.

I mean is it possible to just set e.g battlemaster coat to use another mesh?

I honestly dont export anything from DAI myself, but all games i modded b4 have such opportunity to just mode text file (appearence.2da in kotor e.g) to get model u want


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 Post subject: Re: Current Injection tests
PostPosted: Tue Dec 09, 2014 6:45 am 
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There are no text files in DAI. EBX is your closest bet, and we can decompile them, but still a ways from recompiling and getting them in game, then you need to watch out for multiple instances, the structures are very large and complex.


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 Post subject: Re: Current Injection tests
PostPosted: Tue Dec 09, 2014 7:22 am 
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Ehamloptiran wrote:
There are no text files in DAI. EBX is your closest bet, and we can decompile them, but still a ways from recompiling and getting them in game, then you need to watch out for multiple instances, the structures are very large and complex.


when u will have some minutes of free time, can u explain it :)


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 Post subject: Re: Current Injection tests
PostPosted: Tue Dec 09, 2014 7:39 am 
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EBX Files are your data structures, they are used to describe everything from static objects, to characters to whole entire levels. They are binary files, but can be described like JSON, or XML, which is why I export them as XML. This is where u can change which resource a particular object uses, but there are also other things you need to take into consideration, if u change its mesh resource, you may have to change its skeleton pointer, its textures, etc. Then when they are cooking the game data down into the form we see it now, it actually cooks some of the data straight into the maps themselves, so you will find the actor cullen for example, his EBX + resources are actually defined multiple times, in multiple maps, this allows for easier loading (They dont have to look up a whole bunch of different SB files). But makes it hard on us, as we have to replace each and every instance if we want things to be consistent
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 Post subject: Re: Current Injection tests
PostPosted: Tue Dec 09, 2014 9:27 am 
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understood :) thanks


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 Post subject: Re: Current Injection tests
PostPosted: Tue Dec 09, 2014 12:53 pm 
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Not a lot of updates today. There is still a lot of unknown data in the mesh resource file. But now I can get modified data back into the game. I can test these fields and see what impact they have in game. So just trying to figure them out.
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