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Understanding MaterialType and MaterialProgression; How to create items with an intended texture


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#1
Scourch

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The title is a bit of a mouthful, I know lol. But basically what I am trying to do are two thing; One is to understand exactly what "MaterialType" and "MaterialProgression" are, or the differences between them.

Secondly, and more importantly how to get the texture I'd like without sacrificing MaterialType.

As an example, we all know Dragonbone is the strongest type of material for armor. Now, if I choose that for both type and progression I get the maroon tinted armor with a high armor rating. Now, if I chose Dragonbone for the Progression and Silverite for Type. In game I'll get something tot he effect of "Armor of Awesome ()" and it's rating is defaulted to what I think is the lowest material progression.

I'm just wondering if there is a way to choose Dragonbone, or any material for that matter and a different type for the purpose of it's texture... without having the issue of loosing your armor rating.

#2
Raanz

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This is a good question. I experimented some with those two last night, and found that the "tint override" actually changed the hue of the mesh in the toolset viewer. For some reason, that value never makes it into the game though.



Maybe I am doing it wrong.



I would think the MaterialProgression is the ID that gives the mesh/model it's game mechanic properties (i.e. Tier level, dmg, protection, etc.) and MaterialType would give it actual display material properties, but it doens't seem to work that way.

#3
Vae_Victis

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I don't understand the point of MaterialProgression either since MaterialType seems to do all the work.



Some of the chosen tints are just awful. In the end I just changed what material uses what tints in materialtypes.gda. So Armor, Dragonbone and Weapon, Dragonbone in my game now use the Armor, Crown tint.



Right now I'm looking at making custom tints but it seems to be a very convoluted process. For everything this Toolset does better than the Aurora one it seems to have taken a step backward elsewhere.

#4
Gralamin

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This might help a bit: http://social.biowar.../5339/blog/651/

#5
Scourch

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Vae_Victis wrote...

I don't understand the point of MaterialProgression either since MaterialType seems to do all the work.

Some of the chosen tints are just awful. In the end I just changed what material uses what tints in materialtypes.gda. So Armor, Dragonbone and Weapon, Dragonbone in my game now use the Armor, Crown tint.

Right now I'm looking at making custom tints but it seems to be a very convoluted process. For everything this Toolset does better than the Aurora one it seems to have taken a step backward elsewhere.


How could I go about doing this? Because that is basically the long short of what I'd like to do.

#6
Sarcen

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MaterialType = the type of the material by default

MaterialProgressing = the available Materials if the item gets scaled (scaling is done by treasure and shops i think).



e.g. (Just a basic example, and not realistic since i am not really sure what the scaling is really based on, like stats or levels, also i am not exactly sure when the scaling happens, if its on opening chests or when you enter the zone for the first time).



You place a chest with a item with the material type "Iron" and the MaterialProgression "Iron \\ Grey Iron", if you open that chest on level 20 you will get a "Grey Iron" quality item, and if you open it on level 1 you get a "Iron" quality item.

#7
Vae_Victis

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Scourch wrote...

Vae_Victis wrote...

I don't understand the point of MaterialProgression either since MaterialType seems to do all the work.

Some of the chosen tints are just awful. In the end I just changed what material uses what tints in materialtypes.gda. So Armor, Dragonbone and Weapon, Dragonbone in my game now use the Armor, Crown tint.

Right now I'm looking at making custom tints but it seems to be a very convoluted process. For everything this Toolset does better than the Aurora one it seems to have taken a step backward elsewhere.


How could I go about doing this? Because that is basically the long short of what I'd like to do.


If your just wanting to change tints around extract materialtypes.gda out of 2da.erf which is in:

\\dragon age origins\\packages\\core\\data

Open the extracted file in the toolset, change the tints, save the file, and put it in

\\dragon age origins\\packages\\core\\override

I'm sure there's a better way but that's what I did.

#8
Guest_daneman200_*

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Vae_Victis wrote...

Scourch wrote...

Vae_Victis wrote...

I don't understand the point of MaterialProgression either since MaterialType seems to do all the work.

Some of the chosen tints are just awful. In the end I just changed what material uses what tints in materialtypes.gda. So Armor, Dragonbone and Weapon, Dragonbone in my game now use the Armor, Crown tint.

Right now I'm looking at making custom tints but it seems to be a very convoluted process. For everything this Toolset does better than the Aurora one it seems to have taken a step backward elsewhere.


How could I go about doing this? Because that is basically the long short of what I'd like to do.


If your just wanting to change tints around extract materialtypes.gda out of 2da.erf which is in:

\\\\dragon age origins\\\\packages\\\\core\\\\data

Open the extracted file in the toolset, change the tints, save the file, and put it in

\\\\dragon age origins\\\\packages\\\\core\\\\override

I'm sure there's a better way but that's what I did.


do you know the exact location of the crown tint? I have been looking for it for a while now but i just can't find it.Posted Image If anybody knows please tell me.

#9
nezroy

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By the way, I've just released a Universal Dye Kit which should hopefully help solve this exact kind of problem. It puts the end users in control of which tints they want to use on their items. No more rainbow gear based on material scaling, and no more fear from mod authors about using tint maps in their custom works because you could never control the final look.

I've also created a post over at DANexus about the UDK from the perspective of mod authors.