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Joined: May 2017
stranger
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stranger
Joined: May 2017
Hello, I'm a new wannabe-modder with some 2D & 3D background. Since discord and irc channels are dead now, I'll ask here:

1. Can we import custom meshes with custom textures to game? What's the expectation in GM mode launh?

2. Can we import character and wearables animations? GM mode?

3. Are there any video tutorials on how to setup for full conversion? Unpacking pak-files, importing textures, models, animations etc?

4. Can you overlay a big image(map) on top of the terrain to place stuff according to it?

5. Can you add skills to the game with scripting. (like e.g. fishing)

- Naamapokemen

Joined: Apr 2013
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Hi,

I can only speak about what's technically possible in the current alpha, as I have no idea how the GM mode actually works and how it changes the game engine.

1. The game uses standard DDS textures, so they can be imported quite easily. As there is no GR2 import pipeline available officially (I assume it'll be available when the editor is released) a 3rd party tool is needed for importing meshes; see:
http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=572322
http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=564303#Post564303

2. Same as the above; no official tooling available yet, unofficial tools available.

3. I'm not aware of any "full" modding guides.

4. You mean something like a heightmap?

5. It was not possible in D:OS 1, D:OS 2 status is unknown so far, because the version of the game with GM mode is not publicly available yet.
Edit: Technically it could be possible, however I'm not sure if anyone ever tried something like that.

Last edited by Norbyte; 14/05/17 04:24 PM.
Joined: May 2017
stranger
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stranger
Joined: May 2017
Thank you for taking time to answer to a clueless beginner.

1. Oh, you made those tools. Muy bueno. Larian should hire you! Is there any kind of documentation for the importing pipeline other than what people wrote on those threads? I work mainly with 3ds max, zBrush and PS.

4. A heightmap would work, too, yes, but I was thinking more like a 1km x 1km texture on top of terrain to place buildings on, since pen and paper rpg's have (usually) hand drawn maps.

- Naamapokemen

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1. I've been intending to do a detailed write-up on how gr2 stuff works, but I haven't had the time to do it yet. For static meshes the workflow is quite simple, you just export a .DAE from 3ds, convert it into .GR2 and create a new resource in the editor. Skinning/animations are more complex and i'd recommend reading the referenced threads as they contain most of the info.

4. There is no built-in tool for this, but you could convert the map into a texture and apply it on a semi-transparent plane as a workaround.

Joined: May 2017
stranger
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stranger
Joined: May 2017
Oo awesome, I'll try to work with those and if I get a hang of the importing exporting stuff + whatever I find out, I'll try to work on some video tutorials after work. Thank you again.

As you probably read between the lines, I'm preparing for the GM mode by getting to know the current system and doing static meshes in order to run a full campaign. However for a full campaign I will need to be able to make skills and do animations. All the players have also studied 3D arts and animation so they will most likely work on their characters' appearance and items if I can help them enough with it.

We are planning to run sessions with two game masters.

Keeping fingers crossed big L can deliver.


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