Aller au contenu

Photo

[Released] WyldTats Strikes Back -- 20 or so tats now


  • Veuillez vous connecter pour répondre
13 réponses à ce sujet

#1
Wyldsong

Wyldsong
  • Members
  • 460 messages
 Yup.  Busted my hump, reworked some stuff, put some new stuff in, and I now have 20 tats out for DA2, all CC accessible.  Let me know if there are any problems!

http://www.dragonage...ile.php?id=2280

#2
dingoxiiiii

dingoxiiiii
  • Members
  • 4 messages
nice

#3
Beeto

Beeto
  • Members
  • 13 messages
Nice, will endorse when I am able to. 
I got an error when compiling your chargen with mine.  So I took the liberty of finding the problem with it.
In line 348 of your chargen the entry is:  </morph_config>
That entry should be on line 349 and line 348 should be:  </skins>
After I made that change in your chargen, the new compiler worked perfectly. :lol:

#4
Wyldsong

Wyldsong
  • Members
  • 460 messages
Alrighty then=)

I have a few things to do today, but I will work on updating the chargen when I get home.

#5
Wyldsong

Wyldsong
  • Members
  • 460 messages
While you guys are waiting on my updated chargen, if you have chargen that currently works from another mod, right click on it to edit it with notepad. Scroll down to the tat section of it near the bottom, and add the following lines to the chargen at the end of the tat section:


<resource name="tattoo\\mt_tat_h04_0t"/>
<resource name="tattoo\\mt_tat_h04b_0t"/>
<resource name="tattoo\\mt_tat_h04c_0t"/>
<resource name="tattoo\\mt_tat_h04d_0t"/>
<resource name="tattoo\\mt_tat_h04e_0t"/>
<resource name="tattoo\\mt_tat_h04f_0t"/>
<resource name="tattoo\\mt_tat_h04g_0t"/>
<resource name="tattoo\\mt_tat_h04h_0t"/>
<resource name="tattoo\\mt_tat_h04i_0t"/>
<resource name="tattoo\\mt_tat_h04j_0t"/>
<resource name="tattoo\\mt_tat_h04k_0t"/>
<resource name="tattoo\\mt_tat_h04l_0t"/>
<resource name="tattoo\\mt_tat_h04m_0t"/>
<resource name="tattoo\\mt_tat_h04n_0t"/>
<resource name="tattoo\\mt_tat_h04o_0t"/>
<resource name="tattoo\\mt_tat_h04p_0t"/>
<resource name="tattoo\\mt_tat_h04q_0t"/>
<resource name="tattoo\\mt_tat_h04r_0t"/>

Click save, make sure you have only one chargen in the override, and it should work just fine. Or, do what Beeto did=)

#6
Wyldsong

Wyldsong
  • Members
  • 460 messages
I added an updated chargenmorph. Everything should, in theory work correctly now.

#7
Beeto

Beeto
  • Members
  • 13 messages
I tested out your tattoos, and they work great. :D  The only real problem is more of an anoyance than it is a bug.  Very frequently when moving the slider from one tattoo to the next you will get a black face instead of a tattoo.  This is because on each dds file, there is one channel that you are not using.  More than likely, it's the alpha channel and it's probably all white instead of black.  If it was all black, this probably would have gone unnoticed by everyone, including me.  I'm sure you know that everything that's colored white in a tattoo file will show the tint color on the face.  So, if you have a channel that is colored all white, the whole face is going to be covered with the tattoo tint color.

This wasn't much of a concern with DAO because there was no way to add a tattoo to the chargen and have it work.  So it was unnecessary to make sure that all channels either had a tattoo on em or were colored all black.  You would just tell the toolset what channel to use and what color to make it.

Now that we can add tattoos to the chargen, we have to pay attention to that.  The way the game looks at a tattoo file.  It treats each channel like it's a seperate tattoo.
Posted Image

If you don't use all 4 channels, then you need to make the channels that you don't use completely black or you will have black faces showing up in the tattoo slider.  Also, using all 4 channels will cut down on the number of files you have to make when creating a tattoo pack.

#8
Wyldsong

Wyldsong
  • Members
  • 460 messages
Alright, admission time: I am slightly technically inept.

For the first WyldTats, I learned and did the bare minimum, which was single channel tats. It wasn't until talking with Roma and several packs later, that I learned about the multichannel bit (R/G/B and what happens when you make the tats white).

So, while I understand the basic concept of what you are talking about, I am still not entirely certain on how to correct the problem.

For example: On one tat, I colored it using three channels (R/G/B) for different parts of the tat. After adding it and testing it in the CC, I got the R/G/B channels to show up, but never all three at once (which as you have pointed out would be the alpha).

While I am quite certain it is a simple fix, let me throw my process out here, and maybe you guys can lead me in the right direction.

So, I use GIMP (it's free) and a DDS converter. On my single channel tats, I open up the face map with GIMP and open a transparent layer over the facemap. I then open up the design (the designs usually in black), and move it over onto the transparent layer and match it up against the facemap. Once I have modified it, and made my adjustments, I'll delete the facemap layer, and invert the color of the tat to white.

Then I'll create a new layer (black), and merge the layers, so I have a white tat with a black background. Once done with that, I'll click an option in GIMP that allows me to remove various channels, in which case the green and blue channel are removed, leaving me with a red tat and black background.

I save the file by its proper name in DDS format, and there it is.

Now, with the multichannel tats (as done in my last DAO pack), I have been just generally coloring the individual tat parts in R/B/G, and not disabling any of the channels as above in my single channel method.

So, knowing that, what would you recommend?

(I apologize for any typos, typing this while eating and dealing with kids...)

#9
Roma Victa

Roma Victa
  • Members
  • 122 messages
Not sure how things work in Gimp for alpha channel as I use Paint.Net.

I follow a similar process to the point of getting a white tat design on a black background.  If it is gonna be multi-channel I just duplicate that layer for RGB channels and modify each accordingly.

The last step I do is the Alpha channel.  In Paint.Net, I have the white on black design saved as a separate image.  I copy that and then paste it to the Alpha Channel of the tattoo image and save as dds.

#10
Beeto

Beeto
  • Members
  • 13 messages
The alpha channel is basically like a 4th color channel. You have the right idea with the way your doing it. All you need to do now is add a tattoo or blacken out the 4th channel. I use photoshop myself, which gimp is loosely based on. I do have Gimp installed though, I'll play around with it a bit and see if I can come with a better explanation of how to do what I'm talking about.

#11
Beeto

Beeto
  • Members
  • 13 messages
Ok, well I messed around with Gimp for a bit and found that simply copying and pasting into the alpha channel isn't at all as easy to do as it is in Photoshop.  So hats off to you for being able to this with Gimp, that's quite impressive.

Anyway, I figured out what you need to do and I worked up some images for you to go by.  This will solve the problem and may result in combining the tattoos in the RGB channels into a single tattoo on the Alpha channel resulting in a new tattoo that you weren't expecting.  That's not necessarily a bad thing, but you may want to plan ahead when placing different tattoos in the channels.  The tattoo in these images is a good example of that. 

So, for example, if you were to take one of your tattoos that shows on the right side of the face and put that in the red channel.  Then take a tattoo that shows on the left side of the face and put that in the green channel.  Then take one that shows on the neck or forehead and put it in the blue channel.  After you follow the steps in the images below, you will have your 3 tattoos in the creator plus a 4th tattoo that consists of all 3 tattoos being worn at the same time.

When it comes to tattoos that cover the whole face.  You may want to break them down into 3 parts.  Or break em down to 2 parts and use a tattoo that only covers the neck for the 3rd color channel.  Or leave it completely intact and use a tattoo that goes on the right side of the neck on one color channel and use a tattoo that goes on the left side of the neck on another color channel.  Anyway, I think you get general idea of what I'm saying.

Posted Image

Posted Image

Posted Image

#12
Wyldsong

Wyldsong
  • Members
  • 460 messages
@Beeto - Alrighty, this is something I will set up and get an update out with later on tonight.

You rock=)

#13
Wyldsong

Wyldsong
  • Members
  • 460 messages
Quick question to anyone using this mod...check out the comments section of my mod on the nexus, namely Zirator's comments, and let me know if any of you have encountered this problem:

http://www.dragonage...2280#fileanchor

Modifié par Wyldsong, 19 mars 2011 - 03:05 .


#14
Roma Victa

Roma Victa
  • Members
  • 122 messages
@ Wyldsong - I left a note for Zirator in the mod comments as to why CGM Compiler breaks the Chargen Revamp mod.  Had a little mini-tut typed up for manual chargen combining, but I saw you beat me to it.