Post a sample tattoo texture that I can use as a test and I'll look into it.
Tats, tats, and more tats
Débuté par
Wyldsong
, mars 10 2011 09:46
#51
Posté 17 mars 2011 - 01:46
#52
Posté 17 mars 2011 - 02:28
Okay, I got an update. I figured out what I did wrong in one of my many attempts that would have been successful had I been paying closer attention to what I was doing.
It's like I mentioned in my first post. The entry in your chargen has to match the directory structure within the ERF file you create. So, for example, if you put your tattoo in a folder called "tattoo" and place that folder in a folder called "tattoomod", then convert it to an ERF file. So that it would be "tattoomod.erf" and placed it in your override directory. Then the entry in the chargen would need to match the directory within your new ERF file. Which in this case would be:
<resource name="tattoo\\mt_tat_h03b_0t"/> "mt_tat_h03b_0t" being the name of the tattoo file.


This is also the way you need to do it when adding skin complexions such as scars to the character creator. If you want to replace a texture in the game, such as retexturing the dog for example, then the file structure in the ERF you create has to match the file structure within the ERF file that dogs texture is located in.
On a side note, I've noticed that some modders are packing their chargen files in an ERF with their mod. This is an unnecessary practice and it is my opinion that doing so will ensure that your mod will be incompatable with other mods that also use the chargenmorphcfg file. I looked on the Nexus site and the compiler there has been updated to work on DA2.
Also, when creating tattoos for DA2, you don't need to make mao files or low res versions. I couldn't find any mao files for tattoos or low res versions of tattoos in any of the ERF files that I unpacked. I didn't make any for my tattoo and it worked just fine.
It's like I mentioned in my first post. The entry in your chargen has to match the directory structure within the ERF file you create. So, for example, if you put your tattoo in a folder called "tattoo" and place that folder in a folder called "tattoomod", then convert it to an ERF file. So that it would be "tattoomod.erf" and placed it in your override directory. Then the entry in the chargen would need to match the directory within your new ERF file. Which in this case would be:
<resource name="tattoo\\mt_tat_h03b_0t"/> "mt_tat_h03b_0t" being the name of the tattoo file.


This is also the way you need to do it when adding skin complexions such as scars to the character creator. If you want to replace a texture in the game, such as retexturing the dog for example, then the file structure in the ERF you create has to match the file structure within the ERF file that dogs texture is located in.
On a side note, I've noticed that some modders are packing their chargen files in an ERF with their mod. This is an unnecessary practice and it is my opinion that doing so will ensure that your mod will be incompatable with other mods that also use the chargenmorphcfg file. I looked on the Nexus site and the compiler there has been updated to work on DA2.
Also, when creating tattoos for DA2, you don't need to make mao files or low res versions. I couldn't find any mao files for tattoos or low res versions of tattoos in any of the ERF files that I unpacked. I didn't make any for my tattoo and it worked just fine.
Modifié par Beeto, 17 mars 2011 - 02:55 .
#53
Posté 17 mars 2011 - 04:18
Again Beeto, you are a friggin genius!
I am going to run some test tats shortly to make sure I have this down, then I think I'll try some true blue conversions of my tats. Hopefully it goes well!
I am going to run some test tats shortly to make sure I have this down, then I think I'll try some true blue conversions of my tats. Hopefully it goes well!
#54
Posté 17 mars 2011 - 07:05
Again, you are a genius Beeto, and I will confirm that the method works. Apparently, I was close myself, but I guess using my old tat format was what screwed it up for me.
I was able to successfully load up two of my old tats though. Kudos to you Beeto!
I think the non-modders and non-toolset users who want to use new tats will find the new method preferable, as they won't have to go through a toolset or override base tats to use the new ones.
I was able to successfully load up two of my old tats though. Kudos to you Beeto!
I think the non-modders and non-toolset users who want to use new tats will find the new method preferable, as they won't have to go through a toolset or override base tats to use the new ones.
#55
Posté 17 mars 2011 - 07:47
I must admit, I like the idea of being able to add tattoos to the character creator. If you haven't already, you should take a look at my thread at the Nexus site. www.thenexusforums.com/index.php I put some info in there on how the DA2 tattoos are different from the DAO ones. And I have a jpg version of a DA2 skin complexion there that might help you in reformatting your tatts.
#56
Posté 18 mars 2011 - 01:29
Thanks so much Beeto. This works for tint files as well
#57
Posté 18 mars 2011 - 03:43
Beeto wrote...
I must admit, I like the idea of being able to add tattoos to the character creator. If you haven't already, you should take a look at my thread at the Nexus site. www.thenexusforums.com/index.php I put some info in there on how the DA2 tattoos are different from the DAO ones. And I have a jpg version of a DA2 skin complexion there that might help you in reformatting your tatts.
Yup, I grabbed the facemap and have been using it. Thanks Beeto, you most definitely rockB)





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