Modifié par DreGregoire, 28 mars 2011 - 12:06 .
[Release] Pineappletree's "Vibrant Colors" and other addons for DA2
#26
Posté 28 mars 2011 - 12:05
#27
Posté 28 mars 2011 - 01:27
All tints are basically just a good handfull of numbers, describing the colors you want.
For the kind of tint that's used for hair all those numbers have to be much smaller (read darker) now than before. That's what causes the neon hair when we use the DA:O tints in DA2; values are too big - colors get too bright.
The actual problem is, that I don't know what guides these reductions.
I compared the vanilla tints of both games and some values change by a factor of 3, others by a factor of 30 or sometimes even 100.
I can't make out any coherent rules behind this and as long as I don't know them, all I can do is basically guessing some numbers, building the mod package, starting the game, looking at the result, closing the game again - rinse and repeat.
And that for about 50 tint files with 18 relevant values in every single one of them - no thank you...
#28
Posté 28 mars 2011 - 01:59
#29
Posté 28 mars 2011 - 03:03
/Happypanda!
#30
Posté 28 mars 2011 - 04:33
Edit:
I guess I'm satisfied for now with the result or at least I'm done for the day. My patience for such things is limited. LOL
For Diffuse g and b I placed a 0.10 in front of the numbers already there. It takes the glow away but I'll probably tweak it a bit more.
Modifié par DreGregoire, 28 mars 2011 - 07:47 .
#31
Posté 28 mars 2011 - 06:12
#32
Posté 28 mars 2011 - 06:55
LOL now I don't like it because it's too grey. I got used to it being glowly white haha. I guess I'll start from scratch, heh.DreGregoire wrote...
Have spent hours fiddling with zeros on white 1. LOL.
Edit:
I guess I'm satisfied for now with the result or at least I'm done for the day. My patience for such things is limited. LOL
For Diffuse g and b I placed a 0.10 in front of the numbers already there. It takes the glow away but I'll probably tweak it a bit more.
Edit: okay it's back to white this time I have diffuse g and b as 0.2 and the rest of their numbers
Thanks for the Awesome Mod's here's what I've been able to do in DA2 thanks to you! *hugz* Skin and eyes (eyes maybe a dao original by you but modified by me; not sure, they nearly look the same. LOL) by you, and hair by you from DAO modified by me.
http://social.biowar...1410/105660.jpg
Modifié par DreGregoire, 30 mars 2011 - 11:55 .
#33
Posté 28 mars 2011 - 07:44
#34
Posté 28 mars 2011 - 08:00
#35
Posté 28 mars 2011 - 09:26
( http://social.biowar...ect/4305/#files )
Modifié par Killjoy Cutter, 28 mars 2011 - 09:26 .
#36
Posté 28 mars 2011 - 09:28
Killjoy Cutter wrote...
I'm guessing that this mod and Sunnie22's CCaddsV2 mod won't work and play well with each other.
( http://social.biowar...ect/4305/#files )
They will if you use CharGenMorph Compiler
#37
Posté 28 mars 2011 - 10:34
It's a new high resolution eye texture (painted from scratch ) which is deliberately designed and optimized to go with the eye colors of my "Vibrant Colors" addon.
You can find it here: www.dragonagenexus.com/downloads/file.php
@ DeGregoire: Hehe, I guess you can understand now why I didn't port all the old hair colors to DA2 yet
#38
Posté 28 mars 2011 - 10:48
#39
Posté 29 mars 2011 - 04:39
On a totally off note, there's a mod to change the hair textures to match the Origins ones. Something about how they process the specular. I wonder if that makes a difference? Ohhhh, things to test.
ETA: Okay, also... There's the way I fixed my black tint. Find a comparable tint ingame, extract it, and compare numbers. Maybe if everyone does that enough, we can find a goddamn pattern. This is just silly.
Modifié par Midnight Voyager, 29 mars 2011 - 04:46 .
#40
Posté 29 mars 2011 - 05:14
Midnight Voyager wrote...
On a totally off note, there's a mod to change the hair textures to match the Origins ones. Something about how they process the specular. I wonder if that makes a difference? Ohhhh, things to test.
That mod just nulls the specular map. I've seen screenshots of it, and it seems much more "plastic-y" than the default hair textures, but maybe it's subjective?
#41
Posté 29 mars 2011 - 07:22
#42
Posté 29 mars 2011 - 08:10
#43
Posté 29 mars 2011 - 07:37
Midnight Voyager wrote...
[...]
Find a comparable tint
ingame, extract it, and compare numbers. Maybe if everyone does that
enough, we can find a goddamn pattern. This is just silly.
Hair color tints are exactely the same for example.
As I wrote earlier, I tried compared a bunch of them but so far couldn't find any rules behind the changes.
Some less important values are exactely the same in old and new files, but allmost all the color related ones are varying wildly.
My guess is that they changed the system, took the old files and modified them by hand to be as close to the old colors as possible. But that still doesn't really help our situation...
ishmaeltheforsaken wrote...
Midnight Voyager wrote...
[...]
.
That mod just nulls the specular map. I've seen screenshots of it, and it seems much more "plastic-y" than the default hair textures, but maybe it's subjective?
Yes, that unfortunately doesn't change anything about the tint situation.
But I have to say I like that mod regardeless, allthough I modified it once more myself to be a bit more subtle...
#44
Posté 29 mars 2011 - 10:25
It's too bad that the changes are so bloody random. It's going to be a pain to port any other hair color mods. I'm just glad I only had one color to work with in mine!
#45
Posté 02 avril 2011 - 06:12
#46
Posté 02 avril 2011 - 06:16
FdL_Ananas wrote...
Released version 1.1 of my eye textures, details in OP
Downloaded
Did you notice marquiseondore's hair color pack? I wonder if she has any insights as to the DAO to DAII hair tint issue.
#47
Posté 03 avril 2011 - 08:36
Seems it comes all down to the dreaded trial and error method...
#48
Posté 08 avril 2011 - 10:08
Valadras21 wrote...
Sweet, my Hawke's gonna have red eyes when he becomes a Reaver. Thank yooou!
I can't seem to find the red eyes...
#49
Posté 10 avril 2011 - 09:21
It's a new high resolution hair texture to replace the underdetailed vanilla one.
You can find it here: www.dragonagenexus.com/downloads/file.php
And red eye colors should be at the right end of the slider, right before the purples.
They're not deep, saturated reds however, which is 50% design and 50% Bioware's changes of the tint system in DA2.
Modifié par FdL_Ananas, 10 avril 2011 - 09:31 .
#50
Posté 10 avril 2011 - 09:26





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