Hey everyone
So i have been searching for a very long time for a solution to this problem. Basically what i wanted to do was to create a tint for a custom armor and apply it to the armor later on, as dicribed on this wiki tutorial http://social.biowar..._existing_items
Now i have followed the steps, everything works fine, but when i start applying the tint override to the armor, it doesnt change the color of the armor. This is how the armor looks without any tint override:
http://s879.photobuc...t=tint_none.jpg
However when i put the tint override on, almost nothing changes, like this:
http://s879.photobuc...tint_orange.jpg
This might be a stupid question, but any help on this is really apprisiated.
Thanks in advance
Armor: New tints failing to apply
Débuté par
Spartan19423
, févr. 01 2011 02:55
#1
Posté 01 février 2011 - 02:55
#2
Posté 01 février 2011 - 03:15
Presumably there is some issue with your GDA. The quickest solution is to just to post it for someone to have a look at.
#3
Posté 01 février 2011 - 07:01
Basically, this is my .GDA file, if anyone could check it out, that would be awsome:
www.mediafire.com/myfiles.php
www.mediafire.com/myfiles.php
Modifié par Spartan19423, 01 février 2011 - 07:06 .
#4
Posté 02 février 2011 - 07:14
That's not a proper link. For Mediafire you need to click on the Share button and then click on one of the Copy Link buttons next to the sharing URLs.
#5
Posté 02 février 2011 - 03:50
Sorry, im kind of new to these things. im used to forums, where you can just upload files to the forums itself. Anyhow, i hpoe this one will work:
http://www.mediafire...sjlz55m23v7w1np
If the link doesnt work, please let me know and i will try to fix it, because it would really help, if i learned how to do it properly.
http://www.mediafire...sjlz55m23v7w1np
If the link doesnt work, please let me know and i will try to fix it, because it would really help, if i learned how to do it properly.
Modifié par Spartan19423, 02 février 2011 - 04:00 .
#6
Posté 02 février 2011 - 06:24
That link worked fine.
You are overriding the GDA. You should be extending it instead. That shouldn't be causing the issue though. Post your TNT files.
You are overriding the GDA. You should be extending it instead. That shouldn't be causing the issue though. Post your TNT files.
#7
Posté 02 février 2011 - 07:18
I am not so sure that i grasp the idea of the tnt file correctly. Like i said before, i am a bit new to this, so could the tnt file be ecual to the tint file? If so then i hope this matproj file will work. If not, please correct me.
http://www.mediafire...0uulkquccdkqb34
Also, if i messed something up in the .tlx file, then il post it here too:
http://www.mediafire...os75klk201fi15w
http://www.mediafire...0uulkquccdkqb34
Also, if i messed something up in the .tlx file, then il post it here too:
http://www.mediafire...os75klk201fi15w
#8
Posté 03 février 2011 - 02:43
The TNT is the tint file. If you didn't export that then that is your issue. A MATPROJ is just a toolset organisation asset. You need to choose Post to Local for the TNT files to export them. They are what actually specifies the tint.
#9
Posté 03 février 2011 - 08:28
Quick and easy way to make custom tints. What you will need is Tint.xml spreadsheet from 2DA folder; for me it's in "C:\\Program Files\\Dragon Age\\tools\\Source\\2DA" and a tint file which you can extract with the da toolset from tints.erf; for me it's in "C:\\Program Files\\Dragon Age\\packages\\core\\data". If you look at the Tints spreadsheet, you should see at the bottom a sheet called "tint_override". Right mouse click on it and create copy to new book. You just want this sheet not the whole Tints.xml. Also, you should see some tints override there"Red.....GhostArmor_Test". Go to next available blank line which should be under "GhostArmor_Test" and put in the name of your tint such as "My Armor tint" etc...Now put the name of your actual tint file "MyArmorTint.tnt" etc... in the box next to it and follow by four "****" in the next box. Save your "tint_override" sheet as "mycustomtints". Very important step, convert it to .GDA file by using ExcelProcessor; for me it's in "C:\\Program Files\\Dragon Age\\tools\\ResourceBuild\\Processors". Just drag and drop "mycustomtints".xml on to ExcelProcessor and it should give you a mycustomtints.GDA file most likely place in \\Documents and Settings\\"current user" folder. Lastly, put this file and your tint file in your module\\core\\override folder etc...You can change/adjust/save your tint colors by opening your tint file in the da toolset.
#10
Posté 03 février 2011 - 12:51
Could you guys specify a bit the tint file finding and how to process it a bit? I mean i did follow the tutorials, they were really spesific there: make a matproj file, save it, post selection to local it, open the tint.xml spreadsheet, put in there a random label, tintfile as the file you saved it (with t3 infront of it) , then throw it in ExecelProcessor and later on put the .GDA into the packages\\core folder.
I did all of that, but they dont mention not once .TNT files, i mean ive read to some articles on the forums before and seen it pop up, but i didnt pay much attention to it as i thought it was irrelevant. So if someone could tell me where the TNT file appears (as from Hector's post i think it should be in tints.erf, but i checked it wasnt there) and how to export that, that would be great.
Thanks for the idea thought, where the problem lies for me.
I did all of that, but they dont mention not once .TNT files, i mean ive read to some articles on the forums before and seen it pop up, but i didnt pay much attention to it as i thought it was irrelevant. So if someone could tell me where the TNT file appears (as from Hector's post i think it should be in tints.erf, but i checked it wasnt there) and how to export that, that would be great.
Thanks for the idea thought, where the problem lies for me.
#11
Posté 03 février 2011 - 01:08
Basically i tested out and found out that i can export any .tnt files from the tints.erf folder myself and they work on the armors, i have tested, so thanks for that guys! 
However, i still cannot put any of my tints into the tints.erf and it does not create a tint file into any spesific location i could find either. Therefore my own tints still done work. If someone could help me with that, then it would be good aswell, but thanks already, for solving the previous issue for me.
However, i still cannot put any of my tints into the tints.erf and it does not create a tint file into any spesific location i could find either. Therefore my own tints still done work. If someone could help me with that, then it would be good aswell, but thanks already, for solving the previous issue for me.
#12
Posté 03 février 2011 - 04:52
Open the MATPROJ in the toolset's material editor. Right click on the tint object and choose Post Selection to Local. Make sure in the tint object's properties that For Export is set to True. A TNT file will be exported to your Addin directory. You have to do this for every tint object. This should have been detailed in the tutorial.
#13
Posté 03 février 2011 - 06:01
Ahh! Everything works fine now! This problem has been solved for me.
Thank you both so much for putting up with stupid questions, because this really helped me
Thank you both so much for putting up with stupid questions, because this really helped me
#14
Posté 04 février 2011 - 12:55
Glad to see you got it working. just to clear up some things. You extract the tints.erf to get a sample "tint.tnt" file but you don't put your custom tint file into the tints.erf. But If you already have a "customtint.tnt" file then in the "tint_override".xml put the name of your "customtint.tnt" and make your .GDA file. You put this .GDA and customtint.tnt file in your game \\...\\override folder. Later on, say you want to use another tint color some one else made and you want to see how it looks on your item. Without having to remake another .GDA file you could just rename the tint file to your "customtint.tnt" and put that in you game \\...\\override folder. This way you don't have to go through the matproject tutorial way. To edit a tint file just use your da toolset --->file--->open--->"your tint.tnt" file. Here, you will see numeric values for diffuse, specular RGB and alpha. Let say you want to know the value for a good gold color; you would open a sample tint file like t3_arm_gold and copy its value to your tint file and save.
I agree the tutorial using the matproject way didn't even mention that when you post to local it will spit out a tint file called "tint_0". Which then you should rename this to something more relevant to your item like my "gold_armortint.tnt" and make sure this name is put in the tintfile box in the "tint_override".xml before you make the .GDA file else nothing will change when you try to apply your custom tint override.
I agree the tutorial using the matproject way didn't even mention that when you post to local it will spit out a tint file called "tint_0". Which then you should rename this to something more relevant to your item like my "gold_armortint.tnt" and make sure this name is put in the tintfile box in the "tint_override".xml before you make the .GDA file else nothing will change when you try to apply your custom tint override.





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