I just start modding less than a week ago. I copied and modified .dds files to create a custom armor. Finally got it into the toolset with the appearance I was looking for. The following link shows the armor as it is in the the toolset: http://social.biowar.../1237428/142135
I use the following tutorial to give it to my character in the game: http://social.biowar..._custom_modules
However the appearance has changed from the toolset to the game. The in-game image can be found here: http://social.biowar.../1237428/142136
I just spent four hours searching this forum for posts pertaining to this excact problem and I haven't found any yet.
I am hoping someone will be able to point me in the right direciton to resovle this problem.
toolset to game custom armor problem
Débuté par
tjk58759
, juil. 27 2011 12:36
#1
Posté 27 juillet 2011 - 12:36
#2
Posté 27 juillet 2011 - 02:28
Which particular issue are talking about? It seems to me there are two: the change in colour and some sort of normal map quirk with the skin on the chest and stomach.
Did you make the armour tintable? That could explain the colour. You presumably would have had to at least specified the skin tint areas for all the bare flesh. Post your MAO. If that is of no help we'll need to see the textures as well.
Did you make the armour tintable? That could explain the colour. You presumably would have had to at least specified the skin tint areas for all the bare flesh. Post your MAO. If that is of no help we'll need to see the textures as well.
#3
Posté 27 juillet 2011 - 02:29
Thanks for your reply. I don't believe I did make the armor tintable. Where do I make that change at?
For the skin areas I just copied and modified the appropiate sections of skin from the hf_arm_nuda_0n.dds and pasted them on my pf_arm_medz_0d.dds using Gimp.
Here is the link to my MAO file.
http://www.mediafire...xgxq5pwxd7b2voh
Below are links to my other files in case you need tem:
GDA: http://www.mediafire...g6d3305p50cht4g
_0d.dds: http://www.mediafire...idkcy5ih3ltpp9u
_0n.dds: http://www.mediafire...c06zc495g353shz
_0s.dds: http://www.mediafire...3nalbp7sp16b3bl
_0t.dds: http://www.mediafire...w3dwy193yd37whs
.ncs: http://www.mediafire...zg3wk20ipotrkyh
.nss: http://www.mediafire...ydnlqo21ay4xtdm
.uti: http://www.mediafire...gfw4hwz1r1b2zqv
.mmh: http://www.mediafire...e0uhj9hda5b9r5o
.mmh.bak: http://www.mediafire...jbzndia9m3d7joj
.phy: http://www.mediafire...cc3jn2x9zcc7p63
For the skin areas I just copied and modified the appropiate sections of skin from the hf_arm_nuda_0n.dds and pasted them on my pf_arm_medz_0d.dds using Gimp.
Here is the link to my MAO file.
http://www.mediafire...xgxq5pwxd7b2voh
Below are links to my other files in case you need tem:
GDA: http://www.mediafire...g6d3305p50cht4g
_0d.dds: http://www.mediafire...idkcy5ih3ltpp9u
_0n.dds: http://www.mediafire...c06zc495g353shz
_0s.dds: http://www.mediafire...3nalbp7sp16b3bl
_0t.dds: http://www.mediafire...w3dwy193yd37whs
.ncs: http://www.mediafire...zg3wk20ipotrkyh
.nss: http://www.mediafire...ydnlqo21ay4xtdm
.uti: http://www.mediafire...gfw4hwz1r1b2zqv
.mmh: http://www.mediafire...e0uhj9hda5b9r5o
.mmh.bak: http://www.mediafire...jbzndia9m3d7joj
.phy: http://www.mediafire...cc3jn2x9zcc7p63
#4
Posté 27 juillet 2011 - 02:34
The above URL's didn't link properly. I'll try to fix later today after work.
#5
Posté 27 juillet 2011 - 04:59
The armour is tintable. You are using the ArmourSkinTint semantic and you have a tint map (pf_arm_medz_0t) which defines which areas of the armour are affected by which tint channel. That will likely be your problem - the armour is being tinted in-game according to the material it has been assigned (Dragonbone, etc.). If you don't want that to happen, just change the RGB channels of pf_arm_medz_0t to solid black. Oh and by the way, you left its alpha channel black which is a mistake - that is reserved for skin so that any exposed skin uses the same tint that the face morph uses, so make those parts white (only in the alpha channel).
This should all be covered by the toolset wiki.
This should all be covered by the toolset wiki.
#6
Posté 27 juillet 2011 - 09:30
Ok thanks I'll get to work on it.
#7
Posté 29 juillet 2011 - 01:51





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