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Dragon Age Veilguard


id-daemon

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  • Engineer

I'm working on a set of tools for Dragon Age Veilguard.

So far, i have dump tool to extract all files, all models can be converted.

121711780_.png.18febf530116cdfa2a2ded79af7022a1.png

Also i have fixed the usual frostbite distorted faces.

.thumb.png.b18d8cec9d0fbdf284857e17b4ebd091.png

Now checking if something needs to be done with unified skeleton or textures, and then tools will be published here.

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  • Engineer

Tool v1.2 posted. Work is not finished, i'm looking into getting custom characters now. Also maybe i can get real hairs later.
Textures not supported yet, but they can be extracted with tools for other frostbite games.

 

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I can't seem to get the tool to work, I'm not sure if i have the structure set up correctly.

 I've places the oo9core_9_win64.dll, and the default.toc into the folder where the toc_dav.exe tool is, adjusted the ini files to match my game install folder and dump location and when I run the toc.dave.exe an empty command window opens for about 3 seconds and then closes. 

 I'm only after one file specifically, Emmrich Volkarin head model, is it possible I'm not opening the correct .toc?

Edited by novemberlemon
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  • Engineer
5 hours ago, novemberlemon said:

I can't seem to get the tool to work, I'm not sure if i have the structure set up correctly.

 I've places the oo9core_9_win64.dll, and the default.toc into the folder where the toc_dav.exe tool is, adjusted the ini files to match my game install folder and dump location and when I run the toc.dave.exe an empty command window opens for about 3 seconds and then closes. 

 I'm only after one file specifically, Emmrich Volkarin head model, is it possible I'm not opening the correct .toc?

I forgot to remove dependency for libzstd.dll from the EXE. Its not used by this game, but you need it in the folder. I will fix soon.

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1 hour ago, id-daemon said:

I forgot to remove dependency for libzstd.dll from the EXE. Its not used by this game, but you need it in the folder. I will fix soon.

Thank you so much! Iooking forward to the fix! 

Edited by novemberlemon
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(I asked privately but I'll ask here anyway)

Right now - does this tool also enable the morphing of bodies? Like if I wanted a model (so take for instance the Inquisitors meshset) to use the parameters set by an NPCs bdy meshet (lets say I wanted to morph them to have the params of a Dwarf female), would that be doable - since bodies are morphed by certain body morph parameters set and there aren't race/sex specific versions? (Based on your screenshots - looks like you were able to get body deformations)

 

Managed to get the NPC heads working wonderfully due to the faceposer smds you provided. 
 

edit: scratch that. Got it with some 3D program magic. 
 

looking forward to morph targets and custom morphs!

Edited by IceBuckets
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I am interested in localization files. After unpacking all fr.toc, I ended up with a lot of *.chunk files. As far as I understand, these containers include audio data. Additionally, I have *.ebx files that contain the audio header "RIFF..." Should these be combined in some way? Can someone guide me on how to extract audio from *.chunk files into a format playable in foobar2000? Thanks!

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20 hours ago, id-daemon said:

I have not done any work on body deformations yet. Which screenshots do you mean?

First screenshot. 

 

*Although* - I did toy with this a bit and it does "correct" the skeletons on the body mesh sets for party members and specific NPCs (Harding, Morrigan, etc.). I'm not really a Blender user (I like max) so what I did end up playing with was taking Hardings mesh/skeleton, jumping over to max, importing that in. And then took one of the other skeletons for say Davrin (elf male tho it's size really more closely a human sized one) and imported that skeleton in - only selecting to Update the animation and it deformed it as I would imagine the game would too if Hardings outfit was assigned to another character (obviously, Harding isn't designed to be morphed so it doesn't look entirely correct - going from Davrin to say Neve would probably look better).

 

So this maybe probably just user error/misundestanding when it comes to Blender. 

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  • 2 weeks later...

Having some trouble trying to use the model tool.

The dump tool worked perfectly, that's all done and sorted, but I'm a little unclear on the next step with the models. For a start I can't even find the rgz_skeleton.ebx file - the only one I can find in 'techanim' > 'rgz' is called "rgz_swarm_skeleton.ebx"

What's even stranger is if I go into 'techanim' using Frosty Editor, I can literally see rgz_skeleton right there alongside the swarm one, yet it's not in the dumped files for some reason. Of course it would be the one file I actually need.

Spent a while trying to wrap my head around it but at this point I feel like I need it explaining like I'm a kid.

Edit: Found it! rgz_skeleton.ebx isn't in default.toc, but in global.toc - make sure you dump that one too if you need to get at that file. I'll leave this comment here in case anyone in future has my issue.

Edited by OrbitalWings
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