Ultimately I want an elven companion to change head morphs and skin tone several times. Obviously this can be done by transferring gear, approval, and skills to a brand new elf creature with the new head morph and skin tone. That's how I have it set up currently, but it causes some inconveniences to both myself and the player. Is there a more convenient way to do this? I'd really like a script function that simply changes the head morph and skin tone of the original creature. I don't think one exists, however, so I thought maybe these transformations could be done with shapeshifting. Unfortunately when I look at APR_base, I'm not sure if/where I can specify the new head morph and skin tone. Is this possible, and if so how do I implement it?
Humanoid to Humanoid Shapeshifting?
Débuté par
Karma
, juil. 17 2012 03:54
#1
Posté 17 juillet 2012 - 03:54
#2
Posté 18 juillet 2012 - 06:31
APR_base is for actual models, not morphs. You could implement it that way via converting your morphs into models (as per the process detailed in this thread), but there are various issues that arise with that route in terms of tints for skin, hair, etc. not working properly. The only way to circumvent that issue in my experience is to abandon the use of tints altogether and go with straight custom textures. It's eminently doable, just not entirely practical.
Modifié par DarthParametric, 18 juillet 2012 - 06:33 .
#3
Posté 20 juillet 2012 - 09:15
I converted the morph into a model. I created all the relevant GDAs. I can see the options in the toolset under creature creation. I haven't gotten to the eyelashes or normal maps yet. I'm stuck on the issues below:
Issue #1: I need to apply Morrigan's eye texture (pn_eye_mora_0d.dds) rather than an eye color. I made a custom eyes gda and can see the reference to it in the toolset, but my elf has no eyes when I choose that option. So what do I do?
Issue #2: My elf needs a sheppard haircut. I'm not sure how to apply it. Is it a hair style or a texture for the top of the head? I'm guessing it's a texture for the top of the head.
Issue #3 (related to #2): When I darken the skin color of my elf in the creature options, the top of his head remains the original white color. Not a problem for haircuts, but if the sheppard haircut is in fact a texture, how would I go about changing the color?
Issue #4: I need to apply a few textures to the head model (a tattoo, two skin textures, and eyebrows). So far, I have three layers (one for each skin texture and one for the eyebrows), but GIMP is giving me trouble with the tattoo mask layer. It seems as if it would be the same process as the eyebrows, but I don't know what I did to get the eyebrows to sort of work (they're rainbow colored but present). Needless to say modeling and texturing is not my thing.
Issue #5: If I manage to get all of this working, in terms of scripting, then what? How do I script the change in-game? The function SetAppearanceType() is what gave me the idea in the first place, but I'm not sure if it would actually work. If it would work, how do I set up all the appearance parameters (head, hair, eyes, skin color, textures, etc.)?
Issue #1: I need to apply Morrigan's eye texture (pn_eye_mora_0d.dds) rather than an eye color. I made a custom eyes gda and can see the reference to it in the toolset, but my elf has no eyes when I choose that option. So what do I do?
Issue #2: My elf needs a sheppard haircut. I'm not sure how to apply it. Is it a hair style or a texture for the top of the head? I'm guessing it's a texture for the top of the head.
Issue #3 (related to #2): When I darken the skin color of my elf in the creature options, the top of his head remains the original white color. Not a problem for haircuts, but if the sheppard haircut is in fact a texture, how would I go about changing the color?
Issue #4: I need to apply a few textures to the head model (a tattoo, two skin textures, and eyebrows). So far, I have three layers (one for each skin texture and one for the eyebrows), but GIMP is giving me trouble with the tattoo mask layer. It seems as if it would be the same process as the eyebrows, but I don't know what I did to get the eyebrows to sort of work (they're rainbow colored but present). Needless to say modeling and texturing is not my thing.
Issue #5: If I manage to get all of this working, in terms of scripting, then what? How do I script the change in-game? The function SetAppearanceType() is what gave me the idea in the first place, but I'm not sure if it would actually work. If it would work, how do I set up all the appearance parameters (head, hair, eyes, skin color, textures, etc.)?
#4
Posté 21 juillet 2012 - 02:34
1. You may need to export a custom eyes model for that, and point the MAO to the Morrigan texture.
2. I think you can do that via the MAO from memory.
3. This is the issue I mentioned in my post above and in the original thread. Tints for heads (and associated parts) are bugged it would seem. It's an issue BGR has also encountered previously with creatures. Using textures instead of tints is the only way around it. For hair, that means you'll need to rejig the default textures, as they are a unique packed texture different to normal texture sets.
4. I can't really help with that. As far as I know, GIMP is made to be broadly similar to Photoshop, and I outlined the process for PS as clear as I could. Someone familiar with GIMP will have to jump in on that one.
5. Scripting is out of my league. Seeing as this is the scripting forum, hopefully someone that can help out with that will read this and chime in. What you will need to do though as far as the characters go is set up UTCs for both of them that the script can refer to.
2. I think you can do that via the MAO from memory.
3. This is the issue I mentioned in my post above and in the original thread. Tints for heads (and associated parts) are bugged it would seem. It's an issue BGR has also encountered previously with creatures. Using textures instead of tints is the only way around it. For hair, that means you'll need to rejig the default textures, as they are a unique packed texture different to normal texture sets.
4. I can't really help with that. As far as I know, GIMP is made to be broadly similar to Photoshop, and I outlined the process for PS as clear as I could. Someone familiar with GIMP will have to jump in on that one.
5. Scripting is out of my league. Seeing as this is the scripting forum, hopefully someone that can help out with that will read this and chime in. What you will need to do though as far as the characters go is set up UTCs for both of them that the script can refer to.
Modifié par DarthParametric, 21 juillet 2012 - 02:35 .
#5
Posté 26 juillet 2012 - 04:25
1. That worked. Thanks!
2. Haven't gotten to this yet.
3. I haven't gotten to this for my elf, but while I was testing shapeshifting into DA2 qunari models, I found similar weirdness. I took the ported qunari models and merged them into one body model (hands, torso, and feet). Tint was applied to the torso but not the hands. The tint map for that texture appears to include the hands. Is there a way to fix the hands so that they tint as well? I assume not, but I'd prefer to tint rather than texture.
4. Still haven't solved this one. I assume it has something to do with trying to paste only a single channel as a new layer. I don't know enough about GIMP to fix it.I'll keep trying.
5. I managed to shapeshift, but the qunari body I was testing it with is walking around without a head. I assume then that shapeshifting can change only one model? I'll keep playing around with this to find out if I can switch heads without attaching it to a body but still keep the default body for elves. Even if that works, I suspect the eyes will be problematic as they have to be (?) a separate model from the head to get the eye texture to work.
UPDATE: I toyed around with shapeshifting the elf model. It's not quite working as well as it needs to. I can change the eyes, head, and hair by extending the M2DA_base and referencing them in APR_base. Unfortunately, each new appearance will require new eyes, head, and hair gda files. APR_base seems to use the first eye/head/hair on the list (there's no way to specify which head you want to use in APR_base as far as I can tell). Also, there are slight variations between the head morph and the head model, so eye lashes and eyes are not aligning properly. I can readjust them, but they still look weird. I think I'm giving up on shapeshifting the elf and just going to do it the old way. I would like to know about the qunari tint thing though. I'd still like to walk around as a qunari.
2. Haven't gotten to this yet.
3. I haven't gotten to this for my elf, but while I was testing shapeshifting into DA2 qunari models, I found similar weirdness. I took the ported qunari models and merged them into one body model (hands, torso, and feet). Tint was applied to the torso but not the hands. The tint map for that texture appears to include the hands. Is there a way to fix the hands so that they tint as well? I assume not, but I'd prefer to tint rather than texture.
4. Still haven't solved this one. I assume it has something to do with trying to paste only a single channel as a new layer. I don't know enough about GIMP to fix it.
5. I managed to shapeshift, but the qunari body I was testing it with is walking around without a head. I assume then that shapeshifting can change only one model? I'll keep playing around with this to find out if I can switch heads without attaching it to a body but still keep the default body for elves. Even if that works, I suspect the eyes will be problematic as they have to be (?) a separate model from the head to get the eye texture to work.
UPDATE: I toyed around with shapeshifting the elf model. It's not quite working as well as it needs to. I can change the eyes, head, and hair by extending the M2DA_base and referencing them in APR_base. Unfortunately, each new appearance will require new eyes, head, and hair gda files. APR_base seems to use the first eye/head/hair on the list (there's no way to specify which head you want to use in APR_base as far as I can tell). Also, there are slight variations between the head morph and the head model, so eye lashes and eyes are not aligning properly. I can readjust them, but they still look weird. I think I'm giving up on shapeshifting the elf and just going to do it the old way. I would like to know about the qunari tint thing though. I'd still like to walk around as a qunari.
Modifié par satans_karma, 27 juillet 2012 - 03:32 .





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