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[Release] An Actual Hood


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#1
ChickenDownUnder

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After waaay too much time, it is finally done. A proper hood for rogue/mage types that is now downloadable here: http://social.biowar...m/project/3713/

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Whew.... :wizard:

#2
Never

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Sweet! Does it work for lady Wardens as well?

#3
ChickenDownUnder

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Only for human males now, I'm afraid. Though I do have no problem making it for more than one type, there just has to be enough interest. I just don't want to spend extra days on something not many people would actually want to use.

#4
Challseus

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I'm VERY interested in this! Cloaks coming down the pipeline too? :)

#5
Talisander

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definitely interested. This would be the first piece of decent looking headgear for mages in Dragon Age.



And it looks really good -- how does it look animated? I'll try it out later. Exciting :)




#6
TimelordDC

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+1 for interested! I would love to use this in my mod.

Maybe a noob question - is it tintable?

Modifié par TimelordDC, 28 octobre 2010 - 10:12 .


#7
ChickenDownUnder

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@Chaliseus

Cloaks present something of a problem because of how the various armor Bioware made sits on the body. Because the heavy platemail, for example, is so much wider in back than say leather armor, a traditional cloak would cause a huge amount of clipping. Possibly to the point of the upper half of a cloak completely disappearing into the armor.

The only real way to get something like that to look decent is if it was more of a cape that attaches (floats) on the back like the shield and weapons do, but even then for it to be compatible with multiple armor types... while it'd look right on heavy armor, there'd be a huge empty gap in light armor. I'd have to make multiple versions.

It is something to consider making, though.

@Talisander

Ah, the flattery! ;)
The hood was designed to work with a minimal amount of clipping when the character moves his head and so on, with nothing moving that shouldn't be moving. Hopefully. >.> I took a screenshot of it while a character is fighting, if that helps any. And if you squint real hard you can tell that it also become splattered with blood.

@TimelordDC

It's a bit rudimentary tintable. It'll change color slightly if a different material type is assigned to it.

Modifié par ChickenDownUnder, 28 octobre 2010 - 10:17 .


#8
-Semper-

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ChickenDownUnder wrote...

It's a bit rudimentary tintable. It'll change color slightly if a different material type is assigned to it.


why not making the standard diffuse gray so that it plays nice with a custom tint?

#9
ChickenDownUnder

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-Semper- wrote...

ChickenDownUnder wrote...

It's a bit rudimentary tintable. It'll change color slightly if a different material type is assigned to it.


why not making the standard diffuse gray so that it plays nice with a custom tint?


Harder to get a nicer black that way, as well as any tints coming out a bit duller. At least, so I discovered by messing with it. Having it tintable to  bright colors is near the bottom of the list of things to do, I'm afraid. And I just think that would look funny

It's a trick to the eye, mostly. Put a color next to black and that color appears automatically brighter, but put that color next to a shade of gray, and the whole thing now looks dull.

Modifié par ChickenDownUnder, 28 octobre 2010 - 11:00 .


#10
alschemid

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Yay it works! Nice to see it in game.:o
@Chicken: You could also make a tintable version of the hood, for those that need/want it, just another 2da line and a few texture changes.

*cough* did I hear cloak? *cough*:whistle:

Modifié par alschemid, 29 octobre 2010 - 01:15 .


#11
ChickenDownUnder

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If you are still willing to teach me how, than I am willing to implement it. :)



But that cloak is just for Loghain! What about the rest of us? ;p



I've recently attempted creating a human female version of this hood and so on, and being pleasantly surprised it actually wasn't very difficult to do after all. So the next time I update this, all playable races and sexes should be able to wear it. And I'll be updating the files fairly soon, with it more depending on how how long it takes to make things fully tintable or no.

#12
Ambaryerno

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You wouldn't be interested in actually modeling armor as well, would you...?

#13
-Semper-

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ChickenDownUnder wrote...

Harder to get a nicer black that way, as well as any tints coming out a bit duller.


no. if you make it tintable on a white/gray basis than every color will be displayed without disturbing effects. a precolored diffuse will have a huge impact on all tints. to make it tintable you just have to edit one line within the .mao and offer a tint texture (just the default texture of your object tiled into 3 channels - red, green and blue).

#14
Proleric

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Thanks for sharing this for everyone to use - very nice, and so useful dramatically.

For those of us making standalone campaigns, it's great that you've made the M2DA so that we can just drop your folder into our module override, then use it in the toolset without further ado.

On the tint issue, is is possible to make the colour map similar to the existing robes? It would be convenient to use the same tint override for both, which already works pretty well with the Bioware armour and helmets. Not a big deal - I can probably work around this.

We could definitely use some more headgear, e.g. executioner / assassin hood, jester, mitre, crown, princess etc.

#15
alschemid

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ChickenDownUnder wrote...

If you are still willing to teach me how, than I am willing to implement it. :)


I'm just learning this stuf myself... as far as I understand you need to make the tint map it is a texture based on your diffuse texture where you paint red, green and blue on it, each of those channels (the part of the texture colored by those red-blue-green colours), can have the diffuse and specularity changed by the toolset, and you can save those changes of colours as a tint file.

ChickenDownUnder wrote...

But that cloak is just for Loghain! What about the rest of us? ;p

Of course it is just for him I need some inspiration to get me working!:P
But it is also a proof of concept, if it works it can be expandable... hmm... by someone else. :whistle:


Joking apart, don't forget also about the LOD models, if you use the hood on a follower or NPC without the LOD the hood will change or disappear when viewed at a distance.

Modifié par alschemid, 30 octobre 2010 - 01:09 .


#16
ChickenDownUnder

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@Ambaryerno

It's interesting that you bring that up, since I already am working on mage robes and rogue armor to go along with the hoods.

@-Semper-

No. Tints are just that--tints. A thin, translucent layer of color that should definitely not be the soul source of on a 3d model. Turning the diffuse into all gray shades is very much doing it wrong. If/When I make the tint map more specific in what areas are effected, I'll use more Bioware's method.

It's cool if that is what you want to do on your own objects, though.

@Proleric1

Yes, it is possible. I had enough hindsight to divide up the diffuse into easy adjustable sections on the off chance that later it could be done in more than one color. Right now it is just set to respond to just one tint channel. :)

Once I finish up on the robes and armor if I'm not burnt out I'll go ahead and make more head items. Like a circlet or straw hat.

alschemid wrote...

I'm just learning this stuf myself... as far as I understand you need to make the tint map
it is a texture based on your diffuse texture where you paint red,
green and blue on it, each of those channels (the part of the texture
colored by those red-blue-green colours), can have the diffuse and
specularity changed by the toolset, and you can save those changes of
colours as a tint file.


Well okay, it seems simple enough.... :P

But it is also a proof of concept, if it works it can be expandable... hmm... by someone else. [smilie]../../../images/forum/emoticons/whistling.png[/smilie]


Uh oh.

Joking apart, don't forget also about the LOD models, if you
use the hood on a follower or NPC without the LOD the hood will change
or disappear when viewed at a distance.


LOD models? :crying:

#17
alschemid

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ChickenDownUnder wrote...
LOD models? :crying:


When you extract the model files from the toolset you have the whatever_0.mmh file, there are LOD models with the name whatever_2.mmh and whatever_3.mmh those models have less vertices, bones and you also have the textures whatever_0dl2.dds and whatever_0dl3.dds (for diffuse and and the same for all the specular, normal, tint map too) which are smaller than the _0 file, when you change the game configuration to use low res models/textures or the model is far away the game uses those _2 and _3 files instead of the _0.

Put the hood on one of the NPC in camp and walk far away... and see what happens, with luck it will not get all deformed as my custom models.:pinched:

Modifié par alschemid, 30 octobre 2010 - 09:38 .


#18
ChickenDownUnder

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Alright, just tried that. I can see the change in some of the other custom armor I have installed. Luckily my hood doesn't look like it changes shape. At least, not very noticably. Knew it was a good idea to keep it at a lower polycount than existing game mage helmets. Woohooo! Less editing for me.



But that is definitely something to keep an eye on and may need to do as I make mage robes and so on.

#19
Proleric

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Robes=:wizard: