First off, I'm a newbie with the toolset. I've figured out some things but that was from experimentation. Anyways, I wanted to create a morph with a neckscar, so I extracted out uh_hed_elfa_0d, modified it, and saved it to the override folder with a different name (and as a dds). However, when I tried to use it in the toolset it looked like this: http://img64.imagesh...s/i/prob2d.jpg/.
After looking through the forums I figured out that this was a problem with the normal map (I hope anyway), so I've been trying to make a normal map for it. I've tried CrazyBump, SSBump, etc. SSBump was a bust, but CrazyBump got me one I thought would work, so I ran it through the Normal Map DA Converter and got this: http://img576.images...dfemscar0n.png/. After converting that into a dds file, I put it into my override folder and tried again, but nothing changed. I'm at a loss and would appreciate some guidance.
I'm using GIMP 2 with the dds and the normalmap plug-ins
Here's my diffuse map (yes I know it's bad, it was just a test): http://img845.images...dfemscar0d.jpg/
Editing skin textures
Débuté par
LethesDeep
, avril 12 2011 06:49
#1
Posté 12 avril 2011 - 06:49
#2
Posté 13 avril 2011 - 01:06
DA normal maps are RGBA, unlike the usual tangent space (blue) normal maps that are only RGB. If you are generating maps as PNGs or JPGs then you are likely lacking the necessary alpha channel. Look here for more info - http://bg2redux.stud...Textures#Normal
Usually the kind of error you get with a missing normal map is the texture looks a weird blue or grey, not the pic you posted. Depending on what you did to the diffuse, you may possibly be missing the alpha channel for that as well. For faces textures, the alpha channel of the diffuse map holds the specular map. That first pic looks more like a spec issue to me.
Usually the kind of error you get with a missing normal map is the texture looks a weird blue or grey, not the pic you posted. Depending on what you did to the diffuse, you may possibly be missing the alpha channel for that as well. For faces textures, the alpha channel of the diffuse map holds the specular map. That first pic looks more like a spec issue to me.
#3
Posté 13 avril 2011 - 06:35
Great. I had hoped it was a problem with the normal map because I can understand that. I looked at the diffuse and it was missing the alpha channel, so I added one. But I have no idea on how to make a specular map, much less add it to the diffuse in the alpha...
#4
Posté 13 avril 2011 - 07:10
The original diffuse DDS would have already had the spec map in the alpha channel. Presumably you either saved it out as a different format or, if saving it as a DDS, you didn't save it as the correct type (DXT5) and thus lost the alpha. Just copy across one from the original texture and edit the scar area as appropriate (adding highlighting or shading, depending on whether it is a raised or sunken scar).
Working with alphas is no different than working with any other discrete channel, at least in PS anyway. Not sure about GIMP. Last time I checked it out (admittedly several years ago now) it seemed very clunky.
Working with alphas is no different than working with any other discrete channel, at least in PS anyway. Not sure about GIMP. Last time I checked it out (admittedly several years ago now) it seemed very clunky.
#5
Posté 13 avril 2011 - 08:38
Ok. I think I found the problem. I'll detail what I had been doing though.
1. I extracted the dds files from texturepack.erf using the erfeditor in the Dragon Age/tools folder
2. I then used DDS Converter 2.1 to turn the dds file into a psd (originally it was a jpg but after your first post Darth, I thought I'd try it with a format that allowed alphas from the get-go)
3. Open it in GIMP and edited it.
I went back and opened up the dds file in GIMP and decomposed it to see the RGB channels and found this: http://img685.images...conversion.jpg/. I then did the same thing to the unedited .psd file and got this: http://img708.images...conversion.jpg/.
So basically, the problem was my converter was removimg the alpha channel. To fix this I'll just get a better converter or, failing that, just edit the dds file directly. And yes GIMP is kinda clunky, but I didn't feel like paying around a $100 for a hobby when I could do it for free (and given enough time I can figure out how to do something in GIMP from PS directions).
Wait, Darth, when you say "just copy one from the original texture" do you mean copy the alpha from the dds and add it to the psd?
1. I extracted the dds files from texturepack.erf using the erfeditor in the Dragon Age/tools folder
2. I then used DDS Converter 2.1 to turn the dds file into a psd (originally it was a jpg but after your first post Darth, I thought I'd try it with a format that allowed alphas from the get-go)
3. Open it in GIMP and edited it.
I went back and opened up the dds file in GIMP and decomposed it to see the RGB channels and found this: http://img685.images...conversion.jpg/. I then did the same thing to the unedited .psd file and got this: http://img708.images...conversion.jpg/.
So basically, the problem was my converter was removimg the alpha channel. To fix this I'll just get a better converter or, failing that, just edit the dds file directly. And yes GIMP is kinda clunky, but I didn't feel like paying around a $100 for a hobby when I could do it for free (and given enough time I can figure out how to do something in GIMP from PS directions).
Wait, Darth, when you say "just copy one from the original texture" do you mean copy the alpha from the dds and add it to the psd?
Modifié par LethesDeep, 13 avril 2011 - 09:06 .
#6
Posté 14 avril 2011 - 02:52
Yes. Any discrete channel is just a simple greyscale image. Activate the source channel, select all and copy, then paste in the new channel.
As for GIMP, there is at least one plugin to allow it handle DDS natively. You could try this one - http://code.google.com/p/gimp-dds/. The compiled Win32 version is here - http://code.google.c...win32-2.0.9.zip Possibly there are others.
As for GIMP, there is at least one plugin to allow it handle DDS natively. You could try this one - http://code.google.com/p/gimp-dds/. The compiled Win32 version is here - http://code.google.c...win32-2.0.9.zip Possibly there are others.
#7
Posté 14 avril 2011 - 05:09
It worked! I still need to do some touch-up work on the specular map, but it shows up in the toolset just fine. As for the GIMP plugin, I have that already. That's what I used to get the channels with the alpha.
Darth, I'd like to say thank you for helping out a complete n00b with his first mod
Darth, I'd like to say thank you for helping out a complete n00b with his first mod





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