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Old hair ... new tricks


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16 réponses à ce sujet

#1
bjcuda

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Yes, this is another question about changing hair.  However, I think I've added a bit of a twist.

I would like to take Duncan's hairstyle and put a streak of white in it that goes from the temple to the end of the ponytail.  If it works out, I would like to make some presets of these streaky styles.

I have exported the hair DDS files, but I don't think that's what I'm looking for.  I've converted the MMH to and OBJ to edit in Blender, but I'm not sure that's the correct approach either.

I have burned the forums looking for a tutorial that might give me a clue, but have yet to find one.

Suggestions?

#2
Eshme

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I dont have a suggestion at hand. But i can post something i know. Hairs do not have a tint texture, but instead have a tint noise texture, that uses tiling as well. The hair texture itself is just grey and you cannot apply colors to textures for hair. So it seems this is impossible to me.



Im not entirely certain, but it may be that multiple hairstyles also share one texture, which means changing one texture may change all hairstyles that is not a good idea.



I can only imagine that the only way to do this is split the mesh into parts with blender and play unorthodox tricks with the material. But im not sure what the Blender tools are capable of doing since i use gmax tools.

#3
mikemike37

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you could easily enough duplicate the hair model, give it a new name and change the texture it points to. i wouldnt worry about the hair models sharing a texture - im sure we can help you around that problem.

#4
gtr201

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It's not impossible but it would be tricky. You can't texture hair but you can texture the bald scalp model. You would need to export that and the model for Duncan's hair into blender and then combine them into a single mesh. Generate new UV maps and then copy over the bone weight from the original scalp and then export it and put it back into the toolset as a scalp model. Then you'd need to create a new tint map for your model so that any skin on the scalp changes to match the skin on the face.



I made some horns for my male desire demon model in a similar way. It was a massive headache but that's partly because I was still learning to use blender and pretty new to texturing as well.

#5
DarthParametric

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It doesn't necessarily require any UV map editing. As Mike said, you could just make a custom named copy of the existing model so that you could assign custom textures and tint maps. Whilst the default mapping isn't exactly spectacular, it is sufficient to produce multiple streaks.



If you wanted a single streak though (so he looked like a skunk), that would require a new UV map. The process is not as complex as gtr201 described though. You don't need to touch the scalp mesh or alter the weighting of the hair mesh at all.

#6
gtr201

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I could be wrong but I didn't think it was possible to apply a diffuse style texture to a hair model?

#7
DarthParametric

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Hair just uses a "packed" texture, of which the diffuse is a single channel (i.e. greyscale).

#8
bjcuda

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Okay, I'm inspired, but I need a little help. I teach geometry, so I know the lingo--vertices, sides, edges, etc. I also spent 25 years in the publications industry so understand the concepts of masking, color separations, and that sort of thing. I've worked with graphics packages since they were invented and know all about layers and everything.



What I don't know is which files I need to use and what I need to do to them.



I have Blender and Gimp (with the DDS plugin) along with Corel Draw and PhotoPaint.



Where do I start?


#9
mikemike37

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just to explain how to find this sort of thing... in case people think its wizardy or something telling me this... it might be helpful as general investigative practice. It applies to working with any DA model to retexture, or indeed for those wishing to duplicate and remodel existing models... not just hair.

Identifying the model
open toolset. new head morph. any race. part selection. Hair ellipses to browse hair. change filter to all hair models. hm_hair_duca_0. Does that look right? yep.

Finding the model
Open Program Files\\Dragon Age\\packages\\core\\data\\modelhierarchies.erf in toolset. Find hm_har_duca_0.mmh and _2 and _3. Extract those someplace.

Why work with mmh file?
mmh files contain data about the model, but not the mesh itself. Since you only need to redirect the texture being used and create a new, selectable model we only need to modify the mmh.

When do I need to modify the msh or phy?
only if you're changing the verts, collision or UV map of the model. You are not. For other readers wishing to modify these, they can be found in Program Files\\Dragon Age\\packages\\core\\data\\modelmeshdata.erf.

Modifying the mmh
rename the mmh files to hm_har_ducstreaka_0 or similar. Open them in toolset. Expand all branches to find what were looking for. We need to chance Top/MMH_NAME (bbut not model name) and (much browsing required to find this) top/MMH_CHILDREN/0/MM_CHILDREN/6/MMH_MATERIAL_OBJECT. Rename this (pn_har_ducstreak) and remember the name it was previously (pn_har_all). Save the three mmh files.

Finding the material
So we have the name. Open Program Files\\Dragon Age\\packages\\core\\data\\materialobjects.erf in toolset. Find and extract pn_har_all.mao and _l2 and _l3 someplace.

Editing the material.
Rename the materials pn_har_ducstreak.mao. _l2 and _l3. Open in notepad/similar. Change to MaterialObject Name="PN_HAR_DUCSTREAK"> Remember uh_har_0d and change packedtexture to <Texture Name="mml_tPackedTexture" ResName="uh_har_ducstreak.dds"></Texture>. repeat for all mao files (with matching "l2, l3 extensions") and save.

Getting the texture
open Program Files\\Dragon Age\\packages\\core\\textures\\high\\texturepack.erf and find uh_har_0d and l2 and l3. Extract someplace.

Working with the textures.
Using photoshop with dds plugin or Gimp with dds plugin in your case, modify the textures. Im afraid i dont really know anything about the hair textures, but it looks like whitening the green and/or alphas may do what you're after. If that doesnt work, modify the material to be a "typical" material (using diffuse RGB for colour) and just paint it however you like.

All done
Save and place all your files (3x mmh, 3x mao, 3x dds) in one of your override/data folders. Restart toolset and your new hair model should be selectable in the "all hair models" filter.

good luck!

Modifié par mikemike37, 06 juillet 2010 - 02:57 .


#10
bjcuda

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Thanks MM, I'll give it a whirl. I'll also copy the info to my HD.

#11
bjcuda

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So far so good, but how do I know which of the hair models to tinker with?



There are some that are obviously not part of Duncan's hairstyle.

#12
mikemike37

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you just guess. but at least if you're using the head morph editor to brose through them, it only takes a second to check if its the one you're after. Thats what I did:



mikemike37 wrote...

Identifying the model

open toolset. new head morph. any race. part selection. Hair ellipses to browse hair. change filter to all hair models. hm_hair_duca_0. Does that look right? yep.



#13
bjcuda

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Hey Mike,



I appreciate all your help.



I've extracetd all the files and identified the piece I want to change. I'm not exactly sure how to "modify" the textures or how to modify the specific piece I want to change.

#14
mikemike37

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err... you dont know how to use GIMP? i probably cant help you there. But you should have got down as far as extracting the texture following the instructions I made. From there its just a case of painting onto it to get it to show what you want. perhaps check tutorials on texturing for help there... or else, better explain your problem... thisch step are you on? what do you have so far? what is the current result?

Modifié par mikemike37, 11 juillet 2010 - 12:58 .


#15
bjcuda

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I've got all the files loaded into Gimp and I can isolate the channels. I just don't know how to alter only one section of the hair sections without changing them all. That is, I know how to make a change at the channel level, just not to one part of the texture.



I'm assuming that all of the textures exist on a single layer and that to isolate and change one portion of that layer I have to use a mask.



Of course, I could be wrong.

#16
mikemike37

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okay, cant help you there, sorry I don't use GIMP. i hear google does though... could try asking google?

#17
bjcuda

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Fair enough. Thanks.