I am new to the toolset and I was trying to make a new texture for a Longsword just to practice. I altered all the files below just trying to change the pommel. I was using the DATool0.5 by Adinos to view my changes but nothing happened. I have only seen a tut on swapping skins someone else has created. Does one exist that shows you how to create skins? Seems like each file when opened in photoshop has 4 layers RGB and alpha.
any help would be appreciated.
w_lsw_ls01a_0d
w_lsw_ls01a_0n
w_lsw_ls01a_0s
w_lsw_ls01a_0t
Texture how to's?
Débuté par
IronBug
, déc. 26 2009 05:53
#1
Posté 26 décembre 2009 - 05:53
#2
Posté 26 décembre 2009 - 06:37
w_lsw_ls01a_0d <- Diffuse/colour map.
w_lsw_ls01a_0n <- Normal map. Bioware (for some reason) use a screwy non-standard normal map. A regular normal map is RGB, the channels representing X, Y, and Z respectively. Bioware however use a 4 channel image but only effectively use 2 channels. X is in the Alpha channel and Y is duplicated across the RGB channels. The only reason seems to be to make our life more difficult.
w_lsw_ls01a_0s <- Specular map. Not everything has a separate specular map. Face textures for instance have their specular in the aloha channel of the diffuse map.
w_lsw_ls01a_0t <- Tint map. This defines either the area tints are applied to (tints are specified per channel of the mask), or is used as a "noise" mask for tints that get applied to a whole texture (like hair tints). Only used in conjunction with TNT files.
Retextures for DA follow the same basic procedure they do for most other games. There should be a gazillion tutorials on the net. For simple colour and pattern changes, edit the diffuse file. For more advanced changes that alter details like patterns on armour and weapons, you'll also need to edit the normal map. Just follow the procedure for making an ordinary normal map and then swap the channels around as detailed above when you are finished. Once your edits are done, place the files in My Documents\\BioWare\\Dragon Age\\packages\\core\\override\\ I'm not sure if DATool reads the Override folder, so just load up the game to check.
w_lsw_ls01a_0n <- Normal map. Bioware (for some reason) use a screwy non-standard normal map. A regular normal map is RGB, the channels representing X, Y, and Z respectively. Bioware however use a 4 channel image but only effectively use 2 channels. X is in the Alpha channel and Y is duplicated across the RGB channels. The only reason seems to be to make our life more difficult.
w_lsw_ls01a_0s <- Specular map. Not everything has a separate specular map. Face textures for instance have their specular in the aloha channel of the diffuse map.
w_lsw_ls01a_0t <- Tint map. This defines either the area tints are applied to (tints are specified per channel of the mask), or is used as a "noise" mask for tints that get applied to a whole texture (like hair tints). Only used in conjunction with TNT files.
Retextures for DA follow the same basic procedure they do for most other games. There should be a gazillion tutorials on the net. For simple colour and pattern changes, edit the diffuse file. For more advanced changes that alter details like patterns on armour and weapons, you'll also need to edit the normal map. Just follow the procedure for making an ordinary normal map and then swap the channels around as detailed above when you are finished. Once your edits are done, place the files in My Documents\\BioWare\\Dragon Age\\packages\\core\\override\\ I'm not sure if DATool reads the Override folder, so just load up the game to check.
#3
Posté 27 décembre 2009 - 01:50
Thanks for the reply that helps.





Retour en haut






