Aller au contenu

Photo

Announcement: Easier creation of retextured models


  • Veuillez vous connecter pour répondre
49 réponses à ce sujet

#1
Adinos

Adinos
  • Members
  • 341 messages
Version 0.3 of DATool has now been released, and offers an easy way to created retextured versions of  existing models.

Please note that I am not talking about replacing an existing model with a retextured one - that is a simple process which is well explained here: http://social.biowar...kinning_an_Item, but rather the creation of additional retextured models which can be made available in the toolset alongside the originals, giving a greater choice.

Posted Image

The tool project is located here: http://social.bioware.com/project/41/

To create a retextured model, follow these steps:
  • Open a model in DATool.
  • To get the diffuse texture file(s) used by the model, it is easiest just to select File->Save All, which will save the MMH, PHY, MSH, MAO and DDS files to the directory you select.
  • Modify the DDS file(s) - either directly or convert to TGA, edit and convert back.  For this you need to use PhotoShop or some similar program. 
  • Open the model again, and select Edit->Retexture.  You will get a pop-up window showing the names of each diffuse texture used.  If you do not want to change it, press OK, otherwise browse to the modified texture and select it.
  • Finally, select File->Save Modified.  This will save the modified MMH, PHY and MAO files, ready to be made available in the toolset and added to the game.  You will get pop-up windows where you can enter a the
    name for the new MAO and MMH/PHY files.  As these names are just "patched"
    into the original files, there is a requirement that they must be of
    the exact same length as the original names - slightly inconvenient,
    but should not be a major problem.
  • This will give you all the files you need for a single model - however (and this is important), most models exist in different LOD (level-of-detail) versions, and they all need to be retextured.  By default DATool will only show the highest LOD version, but if you switch LOD mode on (in the Options menu), you will see the lower LOD versions as well (their names typically end in _2 or _3),.  Open thhe lower LOD models as well, select Edit->Retexture and apply the same texture(s) as fo the first model.
I have also created a group for the purpose of coordinating the creation of retextured models - we do not need 10 different versions of a "black cat" model.   Join if you are interested in contributing http://social.bioware.com/group/712/

In order to actually make the models available in the toolset, a few more steps are needed, but I am hoping someone will write a Wiki page on that topic.  (Edit: See here: http://social.biowar...1689/blog/1120/)

Modifié par Adinos, 04 janvier 2010 - 03:15 .


#2
PavelNovotny

PavelNovotny
  • Members
  • 344 messages
This is wonderful! Thanks!

#3
Flobulon

Flobulon
  • Members
  • 48 messages
Been waiting for this. Fantastic work, Adinos.

EDIT: I'm having a problem opening .dds files outputted by DATool in Photoshop, and I can't preview thumbnails for them. They're the right file size for what they should be, but when I try to open them I get the error "the file-format module cannot parse the file". I've worked with .dds files extensively in the past, so I'm fairly sure this isn't due to personal error.

Cheers

Modifié par Flobulon, 25 novembre 2009 - 03:54 .


#4
Awildawn

Awildawn
  • Members
  • 225 messages
I had an issue too : dds not opening, I used irfanview, and the dds pics appeared totaly black.
Finally I unchecked the show dds/png alpha transparent color and it allowed me to see the texture. BTW irfanvew is great for viewing and converting these files.
Now, I have to find the optimum way to transform the fat human textures to something more classy.  Not easy !

Modifié par Awildawn, 25 novembre 2009 - 04:14 .


#5
Adinos

Adinos
  • Members
  • 341 messages
I prefer actually to convert the DDS files to TGA using the old "DDS converter 2" program - the TGA files open without problems, and once converted back to DDS, they seem to work fine in DA.



Regarding the DDS opening error - it could be a bug - do you have the same problem if you export the files in the toolset? (open the erf file containing the textures, and export the DDS file in question?)

#6
Flobulon

Flobulon
  • Members
  • 48 messages
No, I'm exporting them via toolset as a workaround for now, and it works fine. I haven't tried converting to tga.

#7
Adinos

Adinos
  • Members
  • 341 messages
OK, this must be a bug in the DDS export then ... I'll fix it when I get back home and release an updated version - sorry about this.

#8
Flobulon

Flobulon
  • Members
  • 48 messages
No worries, it's nothing too important, and can be easily worked around for now. Besides, you've no obligation to any of us - the community is lucky to have you and your tool in the first place :)

#9
Hakmon

Hakmon
  • Members
  • 37 messages
Woo! Awesome, thank you very much, Adinos! I'd been looking forward to this release. I appreciate it.

#10
Troggyf06F

Troggyf06F
  • Members
  • 6 messages
excellent thanks for this.. does anyone know what colour to use for the alpha channel?

#11
Balthyr

Balthyr
  • Members
  • 2 messages
really works fine.. thank you ! :)

Modifié par Balthyr, 29 novembre 2009 - 09:25 .


#12
raftoon007

raftoon007
  • Members
  • 6 messages
thank you for your tutorial!!! But i have just a little problem.. when i tried to re-convert the .tga file to .dds file with DDS converter 2, that doesn't work :/ an idea why?

#13
TreasonWall

TreasonWall
  • Members
  • 34 messages
I'm having an issue where, after I edit the .dds file (converting to TGA and back was fine), I press Edit > Retexture, apply the new .dds file. After that no popup window appears and the model looks the same. Help please :(.

#14
Adinos

Adinos
  • Members
  • 341 messages

when i tried to re-convert the .tga file to .dds file with DDS converter 2, that doesn't work :/ an idea why?




I have no idea. Try converting a DDS file to TGA, and then straight back to DDS - if that does work, the problem must be with the program that creates your modified TGA file, otherwise your DDS converter would be to blame.



I'm having an issue where, after I edit the .dds file (converting to TGA and back was fine), I press Edit > Retexture, apply the new .dds file. After that no popup window appears and the model looks the same. Help please :(.




It sounds like the dds file has not been modified. try retexturing with some totally different dds file (just pick one at random) and see if that works.

#15
TreasonWall

TreasonWall
  • Members
  • 34 messages
When I retextured it with a .dds from a random weapon, no popups appear but it does apply the texture to the model.



It seems that my retextured .dds isn't being recognized by the program. However, in the DDS Converter 2, the preview screen shows the colours being changed etc. :S

#16
raftoon007

raftoon007
  • Members
  • 6 messages

Adinos wrote...

I have no idea. Try converting a DDS file to TGA, and then straight back to DDS - if that does work, the problem must be with the program that creates your modified TGA file, otherwise your DDS converter would be to blame.


hum... it's work when i  convert .dds to .jpeg and reconvert .jpeg to .dds, and apprently, i don't find any issue, so, you think i can use this way?

Modifié par raftoon007, 05 décembre 2009 - 12:33 .


#17
Adinos

Adinos
  • Members
  • 341 messages
Don't use JPGs. You lose information when you convert to JPG and back. Are you using version 2.1 of DDS converter?

#18
TreasonWall

TreasonWall
  • Members
  • 34 messages
Do you have any idea why it's playing up for me? :S

Could it have something to do with the .TGA settings I save the edited .dds to in photoshop?
I have '32bits/pixel' ticked and 'Compress (RLE)' UNticked.

Edit: I tried again with another weapon and it worked, still unsure why the first attempt failed.
Although I still don't get those two popups after applying the new .dds

Modifié par TreasonWall, 05 décembre 2009 - 01:20 .


#19
raftoon007

raftoon007
  • Members
  • 6 messages
Ok, find the issue ~~ apprently that's working when i re-convert directly the.tga to.dds without modify it, so i think that's my program who corrupted the file (photofilter)  but i don't have photoshop, is there another soft to work on a TGA, or directly on a .dds? without break the file...

Modifié par raftoon007, 05 décembre 2009 - 02:31 .


#20
Adinos

Adinos
  • Members
  • 341 messages
Actually, the popup messages changed in version 0.4 - I now only bring up the box asking for the new MMH/PHY/MAO names when you actually save the modified model



As for editing TGAs, I'm really not an expert on that - I'm a decent programmer and have some 3D modeling skills, but I'm absolutely hopeless when it comes to texture work. Photoshop is the best, but it is a bit expensive ... maybe GIMP or Pixia would do the trick, but as I said...I'm really not an expert on that.

#21
raftoon007

raftoon007
  • Members
  • 6 messages
Thank you for your help =) I finally get Photoshop with the nVidia .dds plugins, so now i can modify the dds directly.



I still have some problem for add my new texture in the toolset, but this is an other story, wich i'm discussing with Krayzie ^^

#22
TreasonWall

TreasonWall
  • Members
  • 34 messages
Just a quick question, is there any difference in directly converting the .dds to .pds instead of .tga for editing? Would it make the quality better at all? Or would it just be a waste of memory?

#23
ChewyGumball

ChewyGumball
  • Members
  • 282 messages
You can't get better quality by converting it to anything. The only quality change that could happen is to get worse. As long as you convert it to a lossless compressed ( or uncompressed) format, it doesn't matter what format you convert to.

#24
TreasonWall

TreasonWall
  • Members
  • 34 messages
Alright, thanks.

#25
Adinos

Adinos
  • Members
  • 341 messages
Just wanted to mention that version 0.5 of DATool is out now, and it will now export all the DDS files if you select "File->Save All", instead of just the diffuse texture.