I was investigating how DAO works when it comes to reskinning existing placeables/models and was a little bit confuse.
I understand most of the steps. I located the model on the toolset, the ERF file where I should find the texture... But I do not know how may I do to know which texture from the ERF list I should extract.
So can somebody explain to me that step? Once I have the model located on the toolset what should I do?
About reskinning existing models
Débuté par
Taniwha
, mai 15 2010 09:19
#1
Posté 15 mai 2010 - 09:19
#2
Posté 15 mai 2010 - 09:33
There´s easier way to do that.
Use DA Tool
http://social.bioware.com/project/41/
Steps how to save textures should be written in discussion, but basicly, you need to find the model and then go for Files->Save All
Once you do so, youll have several files in folder, from which 3(at least) are .phy .mao and .mmh, Dont need to change those.
However there are other .dds files that you have to change in order to change texture.
The one ending with _d is the upper layer, difuse mask, you need to change that to get a visible outcome.
Its most likely once you do so and import it into the game, it might look a bit weird, thus youll need to change also spectacular (_s) or normal (_n) mask.
Anyway, tutorial how to add retextured creatures into the game :
http://social.biowar...2935/blog/1633/
And weapons :
http://social.bioware.com/11689/blog/
Use DA Tool
http://social.bioware.com/project/41/
Steps how to save textures should be written in discussion, but basicly, you need to find the model and then go for Files->Save All
Once you do so, youll have several files in folder, from which 3(at least) are .phy .mao and .mmh, Dont need to change those.
However there are other .dds files that you have to change in order to change texture.
The one ending with _d is the upper layer, difuse mask, you need to change that to get a visible outcome.
Its most likely once you do so and import it into the game, it might look a bit weird, thus youll need to change also spectacular (_s) or normal (_n) mask.
Anyway, tutorial how to add retextured creatures into the game :
http://social.biowar...2935/blog/1633/
And weapons :
http://social.bioware.com/11689/blog/
Modifié par ponozsticka, 15 mai 2010 - 09:34 .
#3
Posté 15 mai 2010 - 09:39
Thank you very much. I will try that way.
#4
Posté 16 mai 2010 - 08:49
One uestion guys - how to get the normal map look properly.
I have Photoshops (DDS plugins), I have Crazybump and I made normal maps before for other games, but something just ain't right with these ones.
DAO normal maps are silverish/grayscale-ish with a grascale alpha channel.
The ones I get are blusih with a white alpha channel.
Now, the converter here has a kazzilion settings and I can spend days just experimenting with them. Can anyone tell me me exactly what type of normal maps is used? What settings?
I have Photoshops (DDS plugins), I have Crazybump and I made normal maps before for other games, but something just ain't right with these ones.
DAO normal maps are silverish/grayscale-ish with a grascale alpha channel.
The ones I get are blusih with a white alpha channel.
Now, the converter here has a kazzilion settings and I can spend days just experimenting with them. Can anyone tell me me exactly what type of normal maps is used? What settings?
#5
Posté 17 mai 2010 - 04:48
honestly, ive not used any converter, but i can tell you whats actually going on "underneath"...
DA normal maps use only X and Y - not heightmap (this is a seperate texture used only for static models in lightmapping - or at least i think thats all the heightmap is used for)....
The reason they are grey is because the four channels that a DA normal texture uses are red green blue and alpha... the red green and blue are all identical and hold the Y normal data (which is why it appears to be grey) and the alpha holds the X data (but is not ordinarily "visible" in many imaging packages).
If you want to convert your blueish ones to DA format, take a look here. I would imagine using a converter is probably quicker, but I tend to do it by hand - just cant kick the habit
http://bg2redux.stud...Advanced#Normal
hope that helps.
DA normal maps use only X and Y - not heightmap (this is a seperate texture used only for static models in lightmapping - or at least i think thats all the heightmap is used for)....
The reason they are grey is because the four channels that a DA normal texture uses are red green blue and alpha... the red green and blue are all identical and hold the Y normal data (which is why it appears to be grey) and the alpha holds the X data (but is not ordinarily "visible" in many imaging packages).
If you want to convert your blueish ones to DA format, take a look here. I would imagine using a converter is probably quicker, but I tend to do it by hand - just cant kick the habit
http://bg2redux.stud...Advanced#Normal
hope that helps.
Modifié par mikemike37, 17 mai 2010 - 04:50 .





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