Aller au contenu

Photo

Need help with a texture swap


  • Veuillez vous connecter pour répondre
10 réponses à ce sujet

#1
JEbach138

JEbach138
  • Members
  • 82 messages
hello all, so I have recently started playing origins again after nonstop playing da2 since the release...I downloaded a few different mods that add duncans armor to the game (these include grey warden garments, armor of sten, and dark duncan armor) My problem is a) stens armor is only wearable by sten so i cant wear his sweet textured version of duncans armor...B) the grey warden garments mod and the seperate retexture of that armor is only on the female version...(this is the same texture as stens armor i believe if not its very similar) so what I am wanting to do is switch the male version of grey warden garments textures with the female or sten armor texture..how do I go about doing this? I have the toolset but have limited knowledge on how to use it for anything other than morphs and item property tweaking..The tutorials I have found dont really help because they are mostly for texturing existing game items..If someone could give me a step by step (I mean pretty dumbed down...lol)I know I am supposed to change the names of the texture files on the item to the files i want them to be but I have no idea how to go about doing this and where to find/open/edit the model/texture files...Thanks in advance! Posted Image

#2
DarthParametric

DarthParametric
  • Members
  • 1 409 messages
A useful starting point would be providing links to the mods in question.

#3
JEbach138

JEbach138
  • Members
  • 82 messages
this is the grey warden garment mod http://social.biowar...t/2771/#details

and this is the retexture http://social.biowar...t/2975/#details

when you equip the armor as a male, its just duncans armor, but as a female it is retextured. I would like to make it so the male version has the "chiz" retexture (the 2nd screenshot in the retexture mod)

#4
DarthParametric

DarthParametric
  • Members
  • 1 409 messages
OK so it seems that the altered female and Elf meshes preserve the UV map of the original Duncan model, so they all use the same texture layout. That makes life easy. So as not to override Duncan's vanilla texture (which the male models use), you just need to override the mod's original male MAOs to point to the custom female textures.

Go to where you extracted the "Chiz" textures in your Override folder. Create a new text file. Paste in the following:

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<MaterialObject Name="pm_rob_duna">
	<Material Name="Character.mat"></Material>
	<DefaultSemantic Name="ArmourSkinTint"></DefaultSemantic>
	<Texture Name="mml_tDiffuse" ResName="pf_bdy_duna_0d.dds"></Texture>
	<Texture Name="mml_tNormalMap" ResName="pf_bdy_duna_0n.dds"></Texture>
	<Texture Name="mml_tSpecularMask" ResName="pm_bdy_duna_0s.dds"></Texture>
	<Texture Name="mml_tTintMask" ResName="pn_rob_duna_0t.dds"></Texture>
	<Vector4f Name="mml_vFalloffParams" value="0.60 11.00 1.50 1.50"></Vector4f>
	<Float Name="mml_fSpecularReflectionMult" value="1.00"></Float>
</MaterialObject>

Save the file, then rename it to "pm_rob_duna.mao". Make sure you aren't hiding file extensions. You also need an LOD2 MAO. Make another text file and past in the following:

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<MaterialObject Name="pm_rob_duna_l2">
	<Material Name="Character.mat"></Material>
	<DefaultSemantic Name="ArmourSkinTintL2"/>
	<Texture Name="mml_tDiffuse" ResName="pf_bdy_duna_0d.dds"></Texture>
	<Texture Name="mml_tSpecularMask" ResName="pm_bdy_duna_0s.dds"></Texture>
	<Texture Name="mml_tTintMask" ResName="pn_rob_duna_0t.dds"></Texture>
	<Vector4f Name="mml_vFalloffParams" value="0.0 0.85 1.50 1.50"/>
	<Float Name="mml_fSpecularReflectionMult" value="1.00"/>
</MaterialObject>

As before, save and change the filename, this time to "pm_rob_duna_l2.mao".

A problem exists here though because the MAOs references Duncan's vanilla spec map, which the Chiz rextexture then proceeds to override. That will be problematic for Duncan's armour, as it will likely make it look screwy. The way around that is to change the filename of the Chiz spec map from "pm_bdy_duna_0s.dds" to something like "pn_bdy_dunchiz_0s.dds". Then you'll need to amend the reference to the spec map in both MAOs with the new filename. If you are using the female variants of the armour, you'll also have to make new MAOs for them, as they will need the spec map reference changed as well. Just make copies of your two existing MAOs and change the "MaterialObject Name" lines to "pf_rob_duna" and "pf_rob_duna_l2", and then save them with the appropriate filenames.

#5
JEbach138

JEbach138
  • Members
  • 82 messages
wow thanks, I havent quite got it yet tho, i made the 2 .txt files and renamed them as you said but is it supposed to become a .mao file or remain a .txt file? also, does this replace the texture for duncans male robes for that mod? because I did the steps where you make the 2 txt files and rename them and started the game to see if it changed anything and it didnt, and is the spec map referance the same as the "specularmask" line? thanks and sorry for being noobish

#6
DarthParametric

DarthParametric
  • Members
  • 1 409 messages
Yes, the file should have the extension mao, not txt.

Replace the line:

<Texture Name="mml_tSpecularMask" ResName="pm_bdy_duna_0s.dds"></Texture>

with:

<Texture Name="mml_tSpecularMask" ResName="pn_bdy_dunchiz_0s.dds"></Texture>

Substitute pn_bdy_dunchiz_0s.dds with whatever you renamed the spec map filename to, as described in my previous post.

As far as in-game usage goes, try a save from before you first used the mod and/or in the current save try selling/destroying the item and spawning a new copy. Make sure the files are in My Documents\\BioWare\\Dragon Age\\packages\\core\\override\\ (they can be in a sub-folder inside the Override folder).

#7
JEbach138

JEbach138
  • Members
  • 82 messages
hmm when i save the file it remains a txt file? so its like pm_rob_duna_12.mao.txt...and when I goto saveas there doesnt seem to be a way to change file format?

oh and I should change the m in pm to an n as in pn instead? or is that a typo?

p.s. thanks for your patience and help...i appreciate you helping out a noob such as myself Posted Image

Modifié par JEbach138, 29 avril 2011 - 06:56 .


#8
DarthParametric

DarthParametric
  • Members
  • 1 409 messages
No, the n isn't a typo. It denotes a unisex file (as opposed to f for female and m for male). It's irrelevant though - you can call the spec map whatever you want, as long as the reference in the MAO matches it. I merely used that as an example.

Just change the filename in Windows Explorer rather than trying to save it out directly as an MAO.

#9
Ottemis

Ottemis
  • Members
  • 3 600 messages

JEbach138 wrote...

hmm when i save the file it remains a txt file? so its like pm_rob_duna_12.mao.txt...and when I goto saveas there doesnt seem to be a way to change file format?

If you turn on "show extentions for known filetypes" in windows folderoptions, you'll be able to change the extention of files more easily.
As a workaround without having that turned on, rename the file by saving it using doublequotes around the name, as so:
"filename.mao"

Modifié par Ottemis, 30 avril 2011 - 12:19 .


#10
JEbach138

JEbach138
  • Members
  • 82 messages
Ok so now ive somewhat got it working...well not so much working as another step in the right direction..haha. Thanks to both your advice I finally turned the txt to an mao file, and in game the armors texture has changed, but it doesnt look right, there are a few misplaces colors and also it looks really and I mean REALLY shiney! almost like it has heavy layer of gloss painted onto it..Im pretty sure everything is correct in the MAO files...got anymore knowledge to throw my way?? =)

#11
DarthParametric

DarthParametric
  • Members
  • 1 409 messages
Not sure what you mean by misplaced colours - you need to post a screenshot.

For the shininess issue, that is related to the spec map. A quick test I did loading up a save at the start of the Human noble origin showed no real problem I could see on Duncan using the "Chiz" texture set. The spec map alpha is a bit patchy because the author used DXT1 instead of DXT5, but other than that it seems fine. That was indoors though, so maybe it is different outside or in other lighting. Again, you need to post some screenshots, preferably in a variety of different lighting conditions, illustrating the issue.