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Padme4000 — DAI PSK into Blender Tutorial

#blendertutorial #dragonageinquisition
Published: 2015-05-22 00:41:07 +0000 UTC; Views: 6474; Favourites: 37; Downloads: 804
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Description To get Tutorial click on download to the right >

Update: The actorx script I link below is causing issues for people. So I searched for another version and realised this is the version I use the one linked here; Blender psk Importer Tutorial Part 1  when wanting to run it drag the file 'actorX-Blender249-importer.blend' over the 'blend.exe' for blender 2.49 and let go of the mouse button. otherwise it will load in the latest version of blender if you have any other versions other than 2.49

Finally got around to finishing this tutorial. I hope it helps. This tutorial is for getting the DAImoddingtool's PSK into the latest version of blender.

Also applying textures and exporting it to XPS for those that want to know about that as well.

Programs Used;

Blender 2.49 - download.blender.org/release/B…
Latest version of Blender - www.blender.org/download/

Plugins Used;

Blender 2.49 actorx importer - forum.xentax.com/viewtopic.php…
Remember to extract the files to the blender 2.49 folder.
XPS Import/Export for Blender - Blender 2.7x XPS tools 1.5.2
and follow these instructions to install it XPS to Blender 2.7x(Blender internal the easy way)

Other Related Tutorials;

Extracting DAI Models using the DAI Modding Tool
Convert DAI Normal Maps
Related content
Comments: 29

mknightt [2018-09-06 03:07:05 +0000 UTC]

Hi the link to the actorx script download page is dead. Is it possible for you to upload the script here? Thank you. 

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Padme4000 In reply to mknightt [2018-09-16 14:36:46 +0000 UTC]

I sadly lost the script as my hard drive died recently. Sorry.

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jediserenity82 [2016-09-17 08:53:41 +0000 UTC]

Hi. I'm so sorry to bother you, but I seem to be having issues with the actorx importer as well. I'm not sure if I'm missing something or if I've put the files into the wrong folder (I've moved them to the main blender 2.49 folder). I can drag the .blend file onto the blender.exe and it opens fine, but when I right click on it to execute, the only options I get are to import or cancel in the main blender folder. I'm sure I've missed something, I just can't seem to figure it out. I'd appreciate any help you could offer

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Padme4000 In reply to jediserenity82 [2016-10-28 12:50:29 +0000 UTC]

extremely sorry for the late reply I forgot to write that the link was updated as the old version stopped working for some and sadly that version only has import and cancel and doesn't have an option for importing animation. 

However this tutorial How to extract XPS models form ME: 1. Software  has a link to Blender 2.49 which has the one I show in the tutorial included in its folder. 

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Dragons-Girl [2016-03-30 18:26:13 +0000 UTC]

This is amazing and perfect and wonderful and I just have one question, what does it mean if I have removed the alpha and the face is still transparent?

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Padme4000 In reply to Dragons-Girl [2016-04-01 09:10:58 +0000 UTC]

What render group did you name the head? If you name it 25 then it will become transparent due to the texture itself having an alpha layer. Render group 24 is usually best for heads unless you delete the alpha layer in the texture

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Dragons-Girl In reply to Padme4000 [2016-04-03 21:43:10 +0000 UTC]

deleting alpha layer worked!

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Padme4000 In reply to Dragons-Girl [2016-04-06 16:57:32 +0000 UTC]

glad it worked

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MayaPatch [2016-02-21 12:49:15 +0000 UTC]

Unh, the DAI Tool crashes. Do you know where I can get another version that doesn't crash? Unluckily, the link you gave in one of the previous comment doesn't work D:
This tutorial is great and made me understood a lot of things X3

EDIT Woooops, The comment was for the "Extracting DAI Models", I posted in the wrong place! XD

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Padme4000 In reply to MayaPatch [2016-02-21 16:51:54 +0000 UTC]

Do you have the tools I mentioned that need to be installed? As I know that can cause crashing. 

daitools.freeforums.org/post99… is the version I use as sadly v1.1.0.19 exports models with the bones all at one position meaning they can't be used. 

I'm glad the tutorial helped and no problem about commenting on the wrong one.

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MayaPatch In reply to Padme4000 [2016-02-21 17:27:36 +0000 UTC]

Yup, I have everything o.o And I also read that the Modding tool crashes often. The problem is that the mine crashes everythime XD
The problem now is that they removed the Modding Tools from the Loader O.o

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Padme4000 In reply to MayaPatch [2016-02-21 17:38:55 +0000 UTC]

I imagine its because it hasn't been updated in some time possibly. though I know they are working on the tools; dawnatwork.tumblr.com/

I generally avoid the loader just in case it overruns a version that is working okay for me. 

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MayaPatch In reply to Padme4000 [2016-02-21 18:51:10 +0000 UTC]

I agree XD Direct links are the best!
Anyway, as I read, THey removed it because it crashes X°

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uglydrawling [2016-01-02 06:13:27 +0000 UTC]

I'm not sure what to do with the actorx importer. I have the entire file in my blender 2.49 folder. Whenever I try to execute the code, I get a 'Bad magic number' error. Any ideas on what I'm doing wrong?  

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Padme4000 In reply to uglydrawling [2016-01-04 16:47:54 +0000 UTC]

Sorry for the late reply. I am not 100% sure what the issue is. But I'll give an example to see if its what I think it might be.

Once you have the actorx importer in the folder do you drag that over to blender 2.49 exe? So the exe in the blender 2.49 folder.  So when you drag that over the blender.exe it will load it in that version of blender. Otherwise it will load up in a later version of blender.

I realise now I should have shown that. I am going to be making a video tutorial so hopefully that shows it better. 

If that isn't the issue can you take a screenshot of the error? 

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uglydrawling In reply to Padme4000 [2016-01-05 03:16:00 +0000 UTC]

To be honest, I have no clue what I'm doing.     I've extracted the file I downloaded from the xentax forum and I get a file called 'Blender249[Psk][Psa][2014-08-31]. In that file are three things: a file called newGameLib, a blender blend file called Blender249, and a python file called 'importer'. Moving the entire file onto the Blender 2.49 extension brings up blender but without the code. Moving just the blend file over the extension brings up Blender with the code but when I try to run it, I get an error about the missing newGameLib file. 

I put all the files from the downloaded and extracted actorx importer into my Blender 2.49 folder separately to see if that helped but I get the 'Bad magic number' error and it says it's in \newGameLib\__init__.pyc. Sorry I can't upload any screenshots right now but I hope this was enough information. 

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Padme4000 In reply to uglydrawling [2016-01-05 18:18:18 +0000 UTC]

okay finally realised the problem since I just tried it again. I think the issue is that there are a few versions of the actorx importer script. I tried again with the one I linked to and it wasn't working. So I tried to find one I use to use which is actually the one shown in the tutorial. So I've updated the information on the description.

Download the one linked on this deviation. Blender psk Importer Tutorial Part 1  If you haven't got a later version of blender you should just be able to double click it to run it. but if not when wanting to run it drag the file 'actorX-Blender249-importer.blend' over the 'blend.exe' for blender 2.49 and let go of the mouse button. otherwise it will load in the latest version of blender if you have any other versions other than 2.49.

sorry really had hoped I'd have recognised the issue sooner. hope this helps and works for you now.

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uglydrawling In reply to Padme4000 [2016-01-06 01:00:29 +0000 UTC]

Okay I downloaded the one you linked and it works now!   Thanks! I've opened my model in Blender and have already set up 'diff.001' but I don't know how to make a lightmap. If you can give me some easy instructions, I would be grateful! Thanks for your help and patience! 

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Padme4000 In reply to uglydrawling [2016-01-06 02:06:06 +0000 UTC]

Glad it worked

and there are two versions of lightmaps XNALara + Blender - Lightmaps  those which imitate light/shadows based on how a model is posed when creating the lightmap or a simple white texture which means programs like blender can make the light/shadows. You can try the one I linked too or simply have a white texture and use that as the lightmap. 

however there is an issue sometimes where the lightmap doesn't bake but I haven't figured out why it doesn't. sadly its one of the main reasons why I just use a simple white. though not pure white as XPS doesn't read pure white and instead shows it as black.

hope that helps

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Kesiah [2015-10-17 06:53:47 +0000 UTC]

Hi, I'm trying to follow your tutorial but when I try to execute the python script in Blender, it throws and error and I can't proceed. Have you run into this before?

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Padme4000 In reply to Kesiah [2015-10-17 16:02:16 +0000 UTC]

Hi

Can I ask which version of blender are you using? As the only time I ran into a situation similar was when I a newer version of blender loaded instead of 2.49.

If the error is with 2.49 then I am not too sure what it could be. If you can take a screenshot of the error though I might be able to work out the issue.

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Kesiah In reply to Padme4000 [2015-10-21 23:53:28 +0000 UTC]

Apologies on the delay! I managed to get it sorted out, apparently the first time I downloaded the mod it was corrupted somehow and the newGameLib folder was missing.

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Dienutzaa [2015-08-07 19:19:40 +0000 UTC]

Thank you, thank you, thank you, thank you so much for this! It was perfect. Finally got DAI tools to work and tried my hand at porting something and thanks to your amazingly detailed tutorials now I have a fully rigged Corpse in XPS. I am so excited! For some reason ctrl+A wasn't working for me (a weird menu kept popping up) and I kept porting a static model but then I selected both the armature and the model with shift click and it finally worked. I think I spent the most amount of time trying to navigate the damned Blender window, until I found a tutorial that explained how to select things with right click and to move around with the middle button. Sheesh, that is one weird way of doing things.

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Padme4000 In reply to Dienutzaa [2015-08-09 16:01:16 +0000 UTC]

I am so glad my tutorials have helped you hun

Congrats on your first model into XPS. And for using blender. A lot of people avoid blender due to it being a pain to get use to. 

Ah sorry. If you press just the letter A it should select everything. I am to use to Ctrl+a with most other programs that I must have wrote it automatically. 

Blender is definitely a hard program when you first start with it. But once you get use to it the program can be easier than others. 

Also not sure if you know or not but there is a new DAI tools; daitools.freeforums.org/post88… which has less problems with crashing.

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Dienutzaa In reply to Padme4000 [2015-08-09 18:00:24 +0000 UTC]

Thank you! I had a lot of fun with it. The corpse was easy since it was only one mesh and three textures but I went and tried to extract an outfit for Dorian and I ended up spending a whole day on it, mostly because of all the different textures and Blender kept throwing an error when I wanted to export it. It drove me crazy for half a day.Turned out I was missing one tiny dds. The arm texture I extracted is transparent and had to put a layer underneath in PS, Dorian's metal parts don't shine as they're supposed to and I'm getting some weird "fade" greenish tints on my corpse but I don't care because I only need it for posing for my drawings, not for rendering. I really don't want to end up spending hours fiddling with the colors and stuff. Maybe after I get more proficient with it. And my god, there are a lot of objects. I'm excited about getting those. 

The new DAI tools don't work for me unfortunately. I contacted the girls with the error I was getting but it's a problem on my end, not theirs. So, I'm stuck with version 1.27. The only thing I regret is not being able to extract meshes for cloth. I read that it's possible now. At the moment my Dorian is missing his skirt.

In any case, I am very, very grateful for your tutorials. They were so clear and easy to follow it made my attempt 75623134 times easier. I have only one question at the moment? How do you rename the bones so nicely? Into their own little tree structure. I really like how your models have renamed bones for easier access.

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Padme4000 In reply to Dienutzaa [2015-08-16 19:58:09 +0000 UTC]

Yeah blender tends to tell you when you have a missing texture for XPS. Sadly XPS gives major problems for adding shine to armour. You have to separate all the metal parts or do a work around by duplicating the whole outfit and making a texture that has only the metal on it. 

May make a tutorial on how to do it. Sadly due to issues it gave my PC I don't really do it anymore.

The greenish tint will be from the specular texture. The game uses that texture to know what parts needs what sort of shine. it is made up of several parts.

I know you're not using cycles in blender but in this tutorial I explain the different channels in the specular texture from the game; orig15.deviantart.net/6d9e/f/2…

Page 72 starts the explanation. Shows mass effect textures since they have a similar set up to dragon age. I then show an example with dragon age inquisition texture.

So basically to get rid of the green tint open the texture and make the green channel the main texture. In PS I don't know if you know how to select channels. But if you see the channels on the side. Simply click on the one you want to see, select all with ctrl+a then copy it into the RGB layer. Then save and that will get rid of the green shine. 

As for the bones. In XPS you can add a .txt document with the names of bones and the renamed version you want them to be.

BoneDict  includes the DAI and ME one. No idea if you ever want to use the mass effect models but I included it in case. All you have to do is extract them into the xnalara folder. Get rid of the DAI or ME in the name depending which one you need. 

It needs to be called BoneDict in order for XPS to use it. I just have several so only get rid of the name of the one I currently need to use. 

But to make sure the model keeps the new bone names just simply go to Modify > Save Generic Item and save it. This means even without the bonedict it should keep its renamed bones.

Hope any of that helps hun and I am glad my tutorials helped you

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Dienutzaa In reply to Padme4000 [2015-08-25 10:30:20 +0000 UTC]

I'm not at home right now but as soon as I get back, next week, I'm giving it another shot. I wanna get to the bottom of it and maybe share some with the community as thanks for all the awesome things they've shared. I just want to make sure it's the best possible quality. For me, they're good even as they are now but for people who actually make renders I want to put up a good model.

I'll give the tutorial a look over and see if I can't crack this cookie. Thank you for the BoneDict and thank you so much for the great insights. 

I keep reading that you can't export the heads of the side characters but I don't understand why they are different from the main ones. I'd love to have all the Chargers for a scene with Bull but I don't get why their heads aren't available the same way the companions and the other main heroes/villains are.

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Padme4000 In reply to Dienutzaa [2015-08-25 11:11:38 +0000 UTC]

Believe me when I say people appreciate models even if they aren't 100% perfect but I understand what you mean as I feel the same way. Its why when I've uploaded one and find out there is a fault I didn't notice I feel bad. 

You're welcome

It's because the main characters heads were made as separate models where NPC's like the chargers were made using the character creator we also use in game to create our inquisitors. So the data is different as its data based on the default base head and what was moved around on it in a character creator to create the NPC head. 

It does look like at some point it will be possible to port NPC's like the chargers but for now until the DAI tool is updated for it. It isn't possible. Though I am still trying to work out if I can find a way to do it. I have no previous knowledge of coding like they use for the tool so I might be at a loss until they update it so the EBX is more editable in the tool itself. 

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PistachioInfernal [2015-05-22 01:50:24 +0000 UTC]

Very cool, I've downloaded it for future use! (Assuming I ever get brave enough to do so !)

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