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retextured mage robe bright blue in toolset (solved)


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#1
LukaCrosszeria

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Hello all. I thought I'd create some fancy mage robes for my new follower. I followed this tutorial:

http://social.biowar...75/index/301264

and

http://social.biowar...1689/blog/1120/
both resulting in a bright blue reskinned robe appearing. I've written down in detail what I've done. Someone please take a
look at this.

Adinos' tutorial
===========

1) "Open a model in DATool."
> I open the model in DATool and browse to the model I want to retexture: em_rob_appb_0.mmh

2) To get the diffuse texture file(s) used by the model, it is easiest just to select File->Save All, which will save the MMH, PHY, MSH, MAO and DDS files to the directory you select."
>  I select "Save All", which gives me 8 files:
em_rob_app_0.mshem_rob_appb_0.mmhem_rob_appb_0.phypm_rob_appb.maopm_rob_appb_0d.ddspm_rob_appb_0n.ddspm_rob_appb_0s.ddspm_rob_appb_0t.dds

3) "Modify the DDS file(s) - either directly or convert to TGA, edit and convert back.  For this you need to use PhotoShop or some similar program."
I finally managed to install a DDS plugin and got it to work, but "Modify the DDS file(s) ". What does the (s) mean, that sometimes you modify one and sometimes more? There's four files, which one is it? I just reskinned "pm_rob_appb_0d.dds" since that was the first one in the list.

4) "Open the model again, and select Edit->Retexture.  You will get a pop-up window showing the names of each diffuse texture used.  If you do not want to change it, press OK, otherwise browse to the modified texture and select it."
What is a diffuse texture? When I open the model again and select Edit->Retexture, I got a pop up with 1 file name, "pm_rob_appb_0d.dds" and I can select one file to replace it with.I replaced it with "pm_rob_magb_0d.dds" and the texture looked very good on the model, but of course I don't know if replacing one dds is enough.

5) "Finally, select File->Save Modified.  This will save the modified MMH, PHY and MAO files, ready to be made available in the toolset and added to the game.  You will get pop-up windows where you can enter a the name for the new MAO and MMH/PHY files.  As these names are just "patched" into the original files, there is a requirement that they must be ofthe exact same length as the original names - slightly inconvenient, but should not be a major problem."
I selected save modified, first pop up "MAO name replacement" asked me to rename "pm_rob_appb" so I renamed it to "pm_rob_magb". Then came a popup MMH name replacement for "em_rob_appb_0.mmh" so I renamed it "em_rob_magb_0.mmh". I then get a pop up saying "Saved 3 files".

6) "This will give you all the files you need for a single model - however (and this is important), most models exist in different LOD (level-of-detail) versions, and they all need to be retextured.  By default DATool will only show the highest LOD version, but if you switch LOD mode on (in the Options menu), you will see the lower LOD versions as well (their names typically end in _2 or _3),.  Open thhe lower LOD models as well, select Edit->Retexture and apply the same texture(s) as fo the first model."

When I toggle LOD mode I get these models:

em_rob_appb_2.mmhem_rob_appb_3.mmh

I did Edit > Retexture for "em_rob_appb_2.mmh", assuming you need the exact same length of name, I replaced "pm_rob_appb_OdL2.dds" with "pm_rob_magb_OdL2.dds", the MAO "pm_rob_appb_l2" I replaced with "pm_rob_magb_l2" and the MMH em_rob_appb_2.mmh with "em_rob_magb_2.mmh". Again, saved 3 files.
Same for "em_rob_appb_3.mmh", replaced "pm_rob_appb_OdL2.dds" with "pm_rob_magb_OdL2.dds", the MAO "pm_rob_appb_l3" with "pm_rob_magb_l3" and the MMH "em_rob_appb_3.mmh" with "em_rob_magb_3.mmh". Saved 3 files.
Then the tut said: In order to actually make the models available in the toolset, a few more steps are needed, but I am
hoping someone will write a Wiki page on that topic.  (Edit: See here: http://social.biowar...1689/blog/1120/)

Krayzie_3334's blog

"Download these mock up .GDA files [Here] so you can get the armors too show in the toolset. 7-Zip too extract them. I only have the GDA files for Helmet; Chest; Gloves; Boots; for other items/Weapons I'm sorry but you'll have to get other way to getting them. -Updated: The Mock up GDA Files now contain all Armor/Weapon Variations I could find.
I downloaded these GDA's, searched under armor and found this, clothing_variation_[edit].gda

1) Part: 1OK now lets Start.After you followed Adinos guide you should have 4 main Files. for this I'll be making a custom Black Templar Chest Armor.a .MAO, .MMH, .DDS, .PHY Files"

I'm working under the assumption here the since the file "pn_blk_tmpa_0d" is used that I'll need the four files from the first retexture, since that has _0d in the file name.
- pm_rob_magb.mao- em_rob_magb_0.mmh- pm_rob_magb_0d.dds- em_rob_magb_0.phy

2) Open up the Toolset. and open up one of the GDA files for this I'm gonna open the Armor one.

I opened "clothing_variation_[edit].gda".

"COLUMN 1:  I'm not sure what it does just make it bigger then 11 I guess it's the order the armors are in?"I don't know either so I put 30.

"COLUMN 2: This is the Name your Armor will be in the ToolSet for this I'll name it Templar Armor (Black)."

"COLUMN 3: You'll need to name this the same as the .MAO file Example: pn_blk_tmpa.mao you will need to put in the blk."

So in my case, pm_rob_magb.mao, I put here "rob"

"COLUMN 4: Same as above, but you'll need to put the tmp from the .mao file."

"In pm_rob_magb.mao, that would be "mag".

"COLUMN 5: You'll put the a  from the .mao file."
In pm_rob_magb.mao, that would be "b".

3) "After you did this Save & Exit the Toolset."
"You'll want to Rename the armor_massive_variation_[edit].gda too something that you'll remember, for this I'm gonna call it armor_massive_variation_bt.gda  BT for Black Templar something easy to remember and wont replace the default one."
"all you have to do is repeat this with the rest of your ArmorSet."

Below in the comments it says about the GDA: "The name needs to be 26 letters long including the _'s ."
So mine became: "clothing_variation_magerob.gda"

"Part: 2"1) "Ok so now that we got that done, Follow weriKK's guide to make the custom ArmorSet."
"Just make a Muckup Armor and when your done close the Toolset."
I made a new item, a robe.

2) "Move all the edited .gda, .mmh, .phy, .mao files from Part 1 too your Mod's Data folder.

3) Move the .DDs files too the Textures folder  Put a copy of the DDs in one in each subfolder High, Medium.

Well I only have the 1 dds, pm_rob_magb_0d.dds, the new texture, so I copied that to the 2 folders.

4) "Open the ToolSet up, and go to your Armor location open it, and from the Item Variation your Custom armor should be selectable."

I opened the Toolset, selected the new robe uti, and what shows up is selectable all right, if you like the kind of blue that makes you want to poke your eyes out.

Sigh.

Modifié par LukaCrosszeria, 15 janvier 2011 - 02:20 .


#2
DarthParametric

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OK there's a lot of ground to cover there.

First, based on comments like "what is a diffuse texture?", you obviously need to familiarise yourself with general game and DA specific conventions. Here are some starting points:

http://social.biowar...Texture_Formats (more here)

http://social.biowar...t/index.php/MAO

http://social.biowar...index.php/Model

http://social.biowar...t/index.php/2DA

As a general rule, it's inadvisable to use DATool to perform retextures, especially when you are unaware of exactly how things work (i.e. "black boxing"). It's fine to use it to browse for and extract your source material, but the actual editing should be done by hand. That grants much greater flexibility, and you will gain more of an insight as to what is actually going on under the hood.

It sounds like your specific issue is that you are missing the normal and specular maps referenced in your MAO.

Modifié par DarthParametric, 13 janvier 2011 - 03:57 .


#3
LukaCrosszeria

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Hi darth,



thanks for taking the time to reply and give me those links. I'm going to go over them now because I must admit, it bugged me that I didn't understand half of what was said in the tut. I didn't know where to start looking in the wiki though, there's so much information there but you have to know where to find it. It's like being in a library with no catalog. I also didn't know about it not being advisable to use DATool for retexturing.

#4
DarthParametric

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DATool is a handy bit of kit, but its not a magic "make mod" machine. A number of tutorials offer it up as a crutch rather than showing how to do it manually and explaining each step. As you've discovered, that's fine until it doesn't work. Like the old saying goes, you need to learn to walk before you can run. Ground yourself in how DA works behind the scenes and you'll see what DATool is doing and why doing it by hand is actually a far better approach.



The wiki is a bit impenetrable in places, but you should have enough pages there to provide enough follow on links to other pages that cover most of what you need to know. While modding tutorials generally tell you how to do something, they don't always tell you why, so a bit of background reading will hopefully help fill in the gaps.

#5
LukaCrosszeria

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Hi again,



I checked all the links you gave me and I got the robe to show up in game, but the funny thing is, it doesn't look like the dds retexture I made in photoshop. It just looks like a darkened version of the original robe.



1) I extracted the files using DA Tool

2) reskinned the dds files in photoshop

3) edited the mao files manually to refer to the right dds

4) copied everything in the [module]/core/data and /textures folders.



I'm missing something again...:P

#6
DarthParametric

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You might need to post your files so we can see exactly what is going on.

#7
LukaCrosszeria

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 I've just uploaded all my files, thanks again for wanting to take a look at it.

The model that I extracted with DATool is   em_rob_appb_0.mmh. I extracted the high LOD and the other two lower LOD versions.

(Note: I used the settings in this post for the diffuse and specular dds, I didn't alter the normal and tint ones, I just renamed copies of the original ones.)

These are the files I've put in my module's core/data folder:

www.starlitsea.net/DA/cdata/clothing_variation_newmagr.gda

www.starlitsea.net/DA/cdata/pm_rob_magb.mao
www.starlitsea.net/DA/cdata/em_rob_magb_0.mmh
www.starlitsea.net/DA/cdata/em_rob_magb_0.phy

www.starlitsea.net/DA/cdata/pm_rob_magb_l2.mao
www.starlitsea.net/DA/cdata/em_rob_magb_2.mmh
www.starlitsea.net/DA/cdata/em_rob_magb_2.phy

www.starlitsea.net/DA/cdata/pm_rob_magb_l3.mao
www.starlitsea.net/DA/cdata/em_rob_magb_3.mmh
www.starlitsea.net/DA/cdata/em_rob_magb_3.phy

The files in the textures/high and textures/medium folder:

starlitsea.net/DA/t_high/pm_rob_magb_0d.dds
starlitsea.net/DA/t_high/pm_rob_magb_0n.dds
starlitsea.net/DA/t_high/pm_rob_magb_0s.dds
starlitsea.net/DA/t_high/pm_rob_magb_0t.dds

starlitsea.net/DA/t_high/pm_rob_magb_0dL2.dds
starlitsea.net/DA/t_high/pm_rob_magb_0sL2.dds
starlitsea.net/DA/t_high/pm_rob_magb_0tL2.dds

starlitsea.net/DA/t_high/pm_rob_magb_0dL3.dds
starlitsea.net/DA/t_high/pm_rob_magb_0sL3.dds
starlitsea.net/DA/t_high/pm_rob_magb_0tL3.dds

I based the robe on the Robes of the Gifted. I went into the toolset and duplicated the uti, changing nothing except the ItemProperties and the ItemVariation to my texture. Now it just looks like a darker version of the Robes of the Gifted :crying:.

Modifié par LukaCrosszeria, 14 janvier 2011 - 02:25 .


#8
DarthParametric

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Make the RGB channels of your tint map (pm_rob_magb_0t.dds) solid black. Leave the alpha channel - that's for skin (the hands in this case).

Alternatively, if all you are doing is a basic recolour then you could simply point your MAO to the original vanilla textures and use a tint overide to achieve the same results. That's pretty much the reason for the tint system after all - colour variation with minimal texture work. Actual retexturing should really be reserved for fairly radical departures from the vanilla textures.

Modifié par DarthParametric, 14 janvier 2011 - 02:17 .


#9
Eshme

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Hello

There is an issue in the MAO files, the Materialobject line sais "PM_ROB_APPb" which should probably not be.

Try to rename it properly into like PM_ROB_MAGB or whatever's the name of the MAO in use.

#10
LukaCrosszeria

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Hi guys, thanks for looking at my files. Eshme, I have renamed the Materialobject line, but that doesn't seem to have made a difference somehow, thanks for the advice though.

About turning the RGB channels of the tint map solid black, how do I do that? I'm using Photoshop Elements (trial) but that doesn't support channels, does it?

Edit: I'm installing GIMP, mebbe that will work.

Modifié par LukaCrosszeria, 14 janvier 2011 - 05:07 .


#11
Eshme

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Channel stuff, use a black brush to make the RGB channel black.



Mh are you sure the model is blue? Because it works for me lol. Just the hands look really oily. Oh did put everything into override? I believe the usual texture folders arent override. GDA belongs into core override as well.

#12
LukaCrosszeria

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Oily? Eep :P I wonder how that happened. I made sure I didn't retexture the hands I thought >

It doesn't look blue anymore, it looks like a darker version of the original model now. A little improvement :P

I put the dds in the core/textures folder and the mao & gda and such in the core/data of my module.

Edit: I'm using the brush now to make it black. Let's hope this works, this robe is driving me to distraction :P

.... I only repainted the tint maps of the high texture model, replacing the medium texture ones did the trick. Ah, my sanity remains intact :D. Now all I gotta do is fix the oily hands :P Thanks for the help guys.

Modifié par LukaCrosszeria, 14 janvier 2011 - 08:45 .


#13
LukaCrosszeria

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edit: double post

Modifié par LukaCrosszeria, 16 février 2011 - 11:57 .


#14
LukaCrosszeria

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And the oily hands are normal again :P I made a mistake in the specular map. Thanks again for helping.