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Tints!


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#1
TaHol

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I want to tint an armor I made. Now, I have .tnt-files I want to use. I have red every tutorial, searched every thread and just can't get this right. I can get so far as transform the values from .tnt-file to Object Inspector, then I save, post to local, and I can't get the  tint override to show up in the armors screen where  you should choose the tint override. And so the armor refuses to use my tint-file. I have tried now 2 days and I think I just get the hammer and...you know. This toolkit is such a nightmare to use. How can recoloring something be this difficult? It is just colour, dammit. So, help is needed and asked now. I have tried the batch-file system, no hope there. How I address the freaking armor to use the tint-file I already have? I have managed to make a material group to change colour by just renaming the files (no more red steel for me), but to get one certain object to use these tint-files makes me crazy. I have .tnt-files made by JOG for his of Nobel Origins-mod. They are in all colours and it would be so handy to use them.

#2
-Semper-

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you have to create a m2da with your custom tint file. it's all explained here.

#3
TaHol

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I have red that tutorial many many times before asking here, and that is excatly the part I don't manage.

#4
-Semper-

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perhaps you should describe in detail were your problem lies. you just have to open tints.xml, copy the appropriate worksheed into a new excel file and add your custom tint (you need the correct name) Posted Image
Posted Image
in this picture the correct name is tint_0.

now set a new id (e.g.: 140), delete all bioware's entries, save your excel file and compile it to a .gda. place this gda within my documents/bioware/dragon age/addins/your_module/core/data and there you go.

Użytkownik -Semper- edytował ten post 30 kwiecień 2010 - 10:27


#5
TaHol

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I give up. I obviously can't even descripe the problem so I could get help. But thank you anyway for trying. It was nice of you. I try to figure this out.

#6
tmp7704

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As long as you have your custom .tnt file exported, what remains is the part described in the tutorial:

You'll need a spreadsheet program, so if you don't have MS Office, go pick up OpenOffice (if you don't have it already, naturally). Done? Right. Navigate to (Dragon Age directory)/tools/Source/2DA, and copy Tints.xls to your documents area, or wherever. Open up the copy, and choose the tint_override sheet. Add your new tint in at the next available blank line (put whatever you want as the label, something like "My Custom Tint 1" or something that makes it obvious what it is, and the file name in the tintfile box, which, in the case of our example, would be t3_arm_xyz. Star out the last column like the other tints). Save the worksheet and close it. Now, you're going to need to export that to the 2DA format. There's a handy tutorial over at the DA Builder wiki - Compiling 2DAs - which looks a bit scary at first, but is nothing to be worried about. If you don't know how to create a batch file, all you do is create a new text document, and change the extension from .txt to .bat. Once you've exported, chuck the tint_override.gda file into the game's override folder, as described in the 2da tutorial. Now, close the toolset and open it again. Check out your piece of armor, and check the tint overrides. Lo and behold, your new tint is there.


Which step, if any of these, is causing you problems? One thing to watch out for is, if you are using Microsoft Excel then you should save your .xls file in "office 97" format or something similarly named, because the newer formats aren't handled by the .xls converter.

#7
TaHol

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I feel myself really Sandal here. Now, why there is GDA-file and .tnt file? Witch one is needed, or both? And I assure you, I have never had problems with saving something, but now I have. When I press "save" (doing whatever with Toolkit) where the **** the tool saves? I haven't found out. And I have searched all possible thinkable locations.




#8
tmp7704

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The .tnt file is a description of tint, that is, a definition what colours should be applied to the clothing/armour model.



On the other hand, the .gda file is something that creates a "link" for the game between that .tnt file and a human-readable name you might want to give the tint. When you set the properties of your item in the Toolset, the game uses list of these 'human readable' names to refer to the tints, rather than file names directly. That's why you really need both these things in order to be able to apply your tint to an item.



For location where the files go, you can check the Log window in the Toolset after you export your thing. Typically, the files land in one of sub-folders of the "Dragon Age" folder located in your Documents/Bioware directory. If you run a search for file name there, it should be able to get the exact location.

#9
jsd313

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You need your tinted defined in a 2da, then a tnt file that actually is the tint. Also when saving you can see where it puts the file in the log window at the bottom of the toolset. Make sure to show it if you disabled it.

#10
TaHol

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Thank you both, now I understand this better. I try again to produce that freaking .gda, that is where my skills seem to end. And of course, I use OpenOffice, but I understood it shouldn't be an issue.

#11
tmp7704

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For the .gda thing this tutorial may be of help: http://dragonagemodd...ding-2da-files/

it explains in nice details exactly how these .2da files work, and how you'd go about making one that just adds extra entries.

#12
-Semper-

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open office ain't the best solution.

#13
kamui.90

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So I'm having a similar issue, the wiki seems to either have invisible text or missing steps. I've got my new tint object with RBG enabled no idea what to do with it now, searched for the .dds extension in my system only hits I got were from the addins and mods I have. It appears I can't export the tint object or library and the only thing it looks like I can do is save the material which produces a .maproj file which is most definitely not what I'm looking for I gather. I looked in the high texture sub-directory and all I've got in there is the chargentexturepack.gpu.rim and texturepack.erf. Currently trying to tint a pair of custom gloves that are light glove variant C which is the same as the Angled Strikers. Attempting to do this because the while changing the Material Type in toolset to Robes Mage gives me about what I want in the preview, it doesn't have the same effect when I wear them in the game. Was also wondering, since this involves making a new material file does that mean I can give the new material a tier and properties?



Big thanks to whoever keeps me from putting my hand through the computer or finding other inventive ways of cathartic electronic destruction -_-;

#14
Proleric

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If you're looking for .dds files, try opening the appropriate .erf in the toolset.

You can then extract selected .dds files to the folder of your choice.

The .matproj file is a different matter. Open it in the toolset, select the entire file, then Edit > Post Selection To Local to create the .tnt files.

#15
Ravenesque21

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I realize this thread is pretty old, though I've only just started poking around into modding DA: O a little bit. I can make a tint just fine, and the tutorial on the Bioware wikia is all well and good, no problems there. When I go to select all and post selection to local, I can't find it anywhere. I'm a bit at a loss as to where it went. Do I need to make a new module when making a tint or..something, or use Single Player? Just a tad confused on this part.



#16
DarthParametric

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From memory I think tint files will only export from the Single Player module, so you'll need to export them via that rather than a custom module. You can export them directly via the Material Editor. Afterwards you'll need to hunt down the TNT files in My Documents and move them to your Addin folder.

#17
Ravenesque21

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Unfortunately I'm still extremely confused. Once I save the tint, it saves as (example) test_tint.matproj. I select all and post selection to local, but when I do a folder wide search for "test_tint" nothing comes up but the .matproj. Does my tint not save with that name? Like t3_test_tint.tnt ? I don't know if I'm missing a step somewhere or overlooking something entirely, but I just can't find it. The whole point and purpose is to make my own for the Universal Dye Kit, since the tint generator is broken on the website.



#18
DarthParametric

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Assuming you export from the Single Player module, they will be exported to the root of the My Documents\BioWare\Dragon Age\packages\core\override\ folder.

You can only use 7 characters in the Name Descriptor field, so the most you could get would be something like T3_Test_Ti.tnt, which would mean multiple tints with that name would overwrite one another.