This time its a rather simple one
First Basics:
diffuse - defines the color of the light that is reflected off of the surface
emissive - defines the color of the light that is emitted from the surface (ie, the color that the surface glows)
normal - the "slope" of the surface. This simulates roughness by varying how light reflects off of the surface, creating shadows and hightlights on an otherwise flat plane.
relief - the "bumpiness" of the surface. This map displaces the surface, for instance allowing a flat plane to be painted with a cobblestone material that creates bumps and cracks. Unlike normal maps these bumps are "real", with rises that are able to occlude dips when viewed from a low angle.
specular - the "shininess" of the surfacetint - A uniform color that can be applied to modify the shade of a material. This allows materials to be given variant appearances with very little additional work.
Since emissive and relief arent supported within DA:O (or at least i didn`t find how to add them so far) we`ll focus on the other 4. (Emissive would be pretty awsome though imagine the possibilitys --- Iam your father luke)
Ok, you should have already prepared the NormalMap and SpecularMask Textures, we dont need a Texture for TintMask so far, as i don`t know yet how to make only a part of the Model tinting. (Iam working on that matter though)
If you don`t have NormalMap and SpecularMask for your Texture and dont know how to make it, i suggest Shadermap, as it is simple in
handling and free.
Note that generating normal/displacement/specular maps from a diffuse map generally yields very poor results.
Normal and displacement maps are best generated from a high resolution (and more detailed) copy of the 3D model, while specular maps should be artist-created at the same time as the diffuse map.
Actual Adding:
Thats pretty simple. Edit your Models *.mao file.
It should look something like this in the end:
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<!-- Exported by Material Editor --><!--
dc:source=file:///c:/BioWareDrive/DragonAge/SourceControl/ArtContent/Art/Characters/MATERIAL_PROJECTS/W_LSW.matproj --><MaterialObject Name="W_LSW_KA01a_0">
<Material Name="Weapon.mat"></Material>
<Texture Name="mml_tLightmap" ResName="LM.dds" RequiresID="true"></Texture>
<Texture Name="mml_tDiffuse" ResName="w_lsw_ka01a_0d.dds"></Texture>
<Texture Name="mml_tNormalMap" ResName="w_lsw_ka01a_0n.dds"></Texture>
<Texture Name="mml_tSpecularMask" ResName="w_lsw_ka01a_0s.dds"></Texture>
<Texture Name="mml_tTintMask" ResName="w_lsw_ka01a_0t.dds"></Texture>
<Vector4f Name="mml_vFalloffParams" value="0.00 1.00 1.30 1.27"></Vector4f>
<Float Name="mml_fSpecularReflectionMult" value="0.54"></Float>
</MaterialObject>
Note: w_lsw_ka01a_0 is the name of my Model.
The Material line is for the Tintmask i think.
A lightmap is a 3D engine light data structure which contains the brightness of surfaces (I simply don`t change that line)
The Diffuse Map, Normal Map and SpecularMask are explained above.
The Tint Mask is if the game will change the appearance of the texture given after the Material the object is of.
For Example: If i got a Red Steel sword the Texture will be overlayed with red. If i got a Silverit sword it will be overlayed with silber.
If you don`t want your Textures to be overlayed (for Uniques most probably) delete the tintmask Line.
The falloffparams ... Hmm actually i don`t know
SpecularReflectionMult is how strong the surface will shine.
Now you just have to copy the Textures and the new *.mao file to your "/Dragon Age/core/pagage/override/" and it should be available in the game.





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