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#1
Jonathan Seagull

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Hi all,

I've made a custom recolor of both a mage's robe, as well as a staff.  To be clear, the robe has three existing tint/color areas; the staff has two.  I created the recolors following the wiki, and everything looks fine in the toolset.  I saved and exported both, and then equipped these on a custom NPC and re-exported him.

But running it in-game, they mostly don't show up.  I say mostly because one (or maybe two) of the new robe colors appear (I think, unless my memory is that bad), but not the third; and the staff definitely hasn't changed.  I checked to make sure the new items are equipped on the character and they are.

I'm not sure what would cause only part of a recolor to display.  Any suggestions?

#2
DarthParametric

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You need to clarify if this is an actual custom texture, or just a custom tint. Describe all your steps and post some pictures. You may need to post the files as well.

#3
Jonathan Seagull

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What's a good host to use so I can post pictures?  I haven't used one in a while.

Anyway, sorry, it's just a custom tint, following the exact steps in this wiki to recolor an existing robe and staff.  I've just experimented with checking it multiple times, and every time the Red Channel is the only one that changes ingame.  It changes to whatever color I choose, but the other two always stay as they were to begin with.

One thing:  I know that there is a folder for both textures/high and textures/medium.  Right now the new files are only saved in the high folder.  Could this be the problem, and if so, can I just copy the files into the other folder as well, or does it need its "own" files?

Edit:  Wait, okay, the matproj files that are exported...should those be saving in the regular Dragon Age etc. directory, or should they be in my module texture (or override) directory?

Modifié par Jonathan Seagull, 17 septembre 2010 - 04:48 .


#4
DarthParametric

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The game doesn't use MATPROJ files. You need to Post to Local to export the TNT file the game needs. This is stated in the tutorial.

#5
Proleric

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I'd double-check the tutorial section "Enable the red, green and blue channels". Everything in the tutorial worked for me.

There isn't an option to make LOD variants of your tints, so don't worry about that. When you post to local, the toolset generates your TNT files in your add-in's core override folder, which is probably over-zealous (module override would be far better, I suspect), but that's a general issue with post to local.

Edit : ninja'd, by gad.

Modifié par Proleric1, 17 septembre 2010 - 08:37 .


#6
Jonathan Seagull

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DP, you're right, the TNT files. However, I did do that. Everything posted to local.



Proleric, thanks for confirming that there aren't different LoD tints. But the RGB channels are definitely all enabled (I don't think I could edit them if they weren't). The TNT files are in the my core/override folder (I've also tried them in the module/override folder). The strangest part to me is that one channel/section of the item would update properly and the others wouldn't (and everything appears properly in the toolset).



Out of curiosity, how many TNT files should be generated? I currently have 3 total (1 for the robe, 1 for the staff, and then a third one named tint_0.tnt, not sure what that one is).

#7
Proleric

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You should have one TNT file for each tint in your materials project.

#8
DarthParametric

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Open the TNT files directly in either the toolset or standalone GFF editor and post the contents. If you have custom tint maps, post the RGB channels as JPGs or just upload the DDSs somewhere.

#9
Jonathan Seagull

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Okay, gotta get ready for work now, but I'll post those after I get home. Thanks!

#10
Jonathan Seagull

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Okay, I took a bunch of screenshots to show what everything looks like:

First, for reference, here is what the original robe and staff look like ingame.

This is the tint file for the robe.

This is the tint file for the staff.

This is tint_0 (again, not sure what this one is).

This is the matproj file with the RGB channels for the robe.

This is the matproj file with the RGB channels for the staff.

This is what the robe is supposed to look like.

This is what the staff is supposed to look like.

This is how the robe and staff actually appear ingame.

The green part of the robe (which is the Red Channel) is the only part that has changed.  Nothing has changed on the staff.  Any ideas?

#11
Proleric

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Very odd. Your files are very similar to mine.

For the robe, I notice that your specular colours are white, whereas I've used a slightly brighter version of the diffuse colour to create highlights in game. Since this applies to all 3 channels, this probably isn't the cause of your problem.

Incidentally, you can put all your tints in one matproj file if you like (but that doesn't help, either).

#12
Proleric

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Can you post your 2DA, too?

You might try putting your tint_override M2DA and tint files in the packages override folder - that's not best practice, but when all else fails...

Modifié par Proleric1, 18 septembre 2010 - 09:24 .


#13
DarthParametric

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Not sure what the problem is. The robe works fine here using your values:



Posted Image



If it was a 2DA problem it wouldn't work at all. It is obviously working in the toolset, but for some reason isn't transferring across to the game. Can't think off the top of my head why that would be exactly. Maybe you should give a blow-by-blow account of your export procedure.

#14
Jonathan Seagull

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Yeah, I'll go through everything again and post the whole process. Once I get home, that is -- I'll be out until this evening (it's not quite noon here).



Thanks again guys!

#15
Jonathan Seagull

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Okay, sorry for the delay; I just managed to get back to the computer and go through everything again.  I made an entirely new matproj using different colors.  I named it irobe2, saved it, posted to local.  Then added it to Tints.xls.  Processed the GDA and dropped it into Documents/Bioware/Dragon Age/Addins/[my modname]/module/override.  Also tried in core/override.
Aaaaand...once again, this is what it looks like in the Toolset (including when I actually open the character it's equipped to, and when I view him in the area), and this is what it looks like in the game.  Different color, same problem.  I'm rather confused.

Do the MaterialProgression and MaterialType slots in the items general properties have anything to do with anything?  I thought it was weird that (for the robe) they were set to "Weapon, Iron" and "Default (Armor, Gray Iron)," respectively, but changing them didn't do anything.

Modifié par Jonathan Seagull, 20 septembre 2010 - 09:08 .


#16
DarthParametric

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Cloth doesn't have a material type, so those are ignored.



Post all your files. I can't figure out the issue from your description.

#17
Jonathan Seagull

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Okay, I think I've got all the files uploaded.  Let me know if I forgot anything (or if the links don't work; I've never used the site before).

The matproj file for the robe.
The matproj file for the staff.
The tint file for the robe
The second tint file I tried for the robe.
The tint file for the staff.
tint_0
tint_override.GDA
Tints.xls

#18
DarthParametric

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A couple of things.

You are overriding the GDA. You want to extend it instead, although that shouldn't be causing your issue.

You didn't post the UTIs. They should be in My Documents\\BioWare\\Dragon Age\\AddIns\\*addin name*\\module\\override\\toolsetexport

By the way, for future reference you may want to zip stuff like that into a single file.

Modifié par DarthParametric, 22 septembre 2010 - 04:28 .


#19
Jonathan Seagull

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Ah, of course.  Here are the .uti files for the robe and the staff.

Thanks for the other tips, too.  I thought about putting the files together, but I wanted to make sure I was clear about what each one was.  And, to ask a dumb question, what is the difference between extending and overriding the GDA?

#20
DarthParametric

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Overriding is just what it sounds like - completely replacing the original with a new version (although the original still exists, hence why it's overriding and not overwriting). Extending merely adds additional lines to the original GDA without any inclusion of the original contents. This is the preferred method because it is compatible with official patches and other mods that may change the vanilla content. You make the GDA in the same manner, except you only include rows you are adding/editing (and the two header rows) and you add a unique tag to the end of the filename. So in your case you could name it tint_override_jsgull.gda and the contents would look like this:



Posted Image



As far as the UTIs go, the only noticeable difference I can see (besides properties) is the Material Progression. Mine is 2 whilst yours is 1.

#21
Jonathan Seagull

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Okay, thanks for the explanation of override vs. extend. I'll make sure to do that from now on.



As for Material Progression, the only place I see that in the Toolset is where I noted a few posts above, where Material Progression is listed as "Weapon, Iron" (rather than a numerical value). Is there somewhere else MP is listed?

#22
DarthParametric

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That's what the toolset's creature editor shows. I was looking at the actual UTI in the GFF editor.



Scrolling through the drop downs, it seems there are indeed material types and material progressions for clothing/robes. I was previously thinking only about physical material properties (e.g. steel vs iron, etc.), but in this case it just controls the tints. I should have realised that from the outset, but I've never played around with items much. Anyway, it shouldn't actually matter in this case regardless, as you are overriding those values. As I said, my version of the same thing showed up in-game fine with just leaving everything at their defaults, so I'm scratching my head as to where the issue is. Try setting the material progression to "Robe, Mage" and the material type to "(none)", saving, checking in, then posting to local.

#23
Jonathan Seagull

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No dice. I had tried previously setting both Material Progression and Type to "Robe, Mage" with no effect, and it does the same thing with Type set to "(none)."



Luckily, this isn't a pressing issue -- I have many other higher-priority things to work on -- but I'm completely confused about why it would change one color channel in the same .tnt file and not the others. Anyway, thanks for all your help so far.

#24
DarthParametric

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Just tried a extended GDA using your values and the tint file you uploaded and the robe works fine for me still. Have you tried it yet with an extended instead of overriding GDA? That's about all I've got left to suggest (although I can't see how that would be the cause).

#25
Jonathan Seagull

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Yep, I tried the extended GDA, too. Same thing. Tonight or tomorrow I'll try making a different item (probably a different robe design) and seeing whether the tints work correctly for it or not.