so..i've created my nice custom armor and weaponset, all is well, my first venture into the realm of modding. The stuff looks gorgeous. But i have a problem.
The attributes took
The shape and style took
The special effects took
But the colour...hmm..ok heres the deal
my armor set is set
materialBehaviour 'armor, silverite'
but the APPEARENCE of my armor i painted with
materialType 'robes, mage' (im new please bare with me, i have no idea about any other ways to edit the colour of an item)
Now, THIS WORKS..as you might know. I start my game, equip my items and they are exactly the way i want them in EVERY way. Except...They are at base level. ie 7 damage for sword, 8 armor for my plate and so on. I take them to Soldiers Peak and let Levi Level them UP. This works, BUT, when i get my items back from Levi Dryden, they are NO LONGER the
materialType 'robes, mage' colour that i wanted them, they are the materialBehaviour 'armor, silverite' colour. The stats are perfect , the bonuses and rune slots are all there, but the colour they were when i imported them has changed.
Now my question. (sorry for the long read, i just had to be thorough with my explaination)
Is there any way to get my gear to it's MAX MATERIAL STATS ie 'armor, silverite' and still keep it the 'robes, mage' colour it imported with?
I'll settle for a way to import my gear at max level, so i dont have to give it to levi dryden to upgrade..if thats possible? Thanks any and all for any help you can provide.
Help. Custom gear colour changing after levi dryden upgrades it. read on.
Débuté par
Juk3n
, août 11 2010 11:08
#1
Posté 11 août 2010 - 11:08
#2
Posté 12 août 2010 - 03:33
You can force an item to be any colour you want using a tint override.
If you do that, the item will still scale, but its colour won't change.
AFAIK the item scaling logic is in the engine, so it's not easy to tweak it.
I guess you might be able to define a new material progression.
If you do that, the item will still scale, but its colour won't change.
AFAIK the item scaling logic is in the engine, so it's not easy to tweak it.
I guess you might be able to define a new material progression.
#3
Posté 12 août 2010 - 07:42
oh, ok..but the tint override selection of colours isnt that great, it doesnt have all the types from the game, like the 'materialType' option., meh, it's ok, ty for the help anyway.
#4
Posté 12 août 2010 - 04:25
Pretty sure you could go into tints.erf (the file that stores all the main tints used in the game) and extract the ones for the materials, and then rename them and use them as tint overrides. All you'd have to do is edit the tint_overrides 2DA to add them to the list. Look up 2DAs on the wiki if you don't know how to change them. That's probably the most useful thing to know in the toolset... or outside of the toolset, rather.
#5
Posté 12 août 2010 - 05:06
That's a good thought. Also, as the tutorial shows, you can make custom tints of any colour you like. I tend to use Photoshop to sample colours from textures to get the colour numbers, but it's easy enough to get a reasonable facimile by eye.





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