Sabriana wrote...
Oh she will, Charsen. Poor thing has been waiting around long enough 
It would be great if there were tutorials around on how to change/edit conversations properly, and how to touch up screenshots. Unfortunately, they get lost in this thread. Perhaps the group...?? We do, after all, usually do those things if/when they affect Zevran in some way.
I've been trying to find stuff, such as the CharGeneration in the toolset and such, but I seem to have lost my memory of where they are in here. I also lost the piece of paper with the page numbers on it. That's it. It's a sad fact. I'm losing it.
touch up screenshots like in photoshop? i know very little about photoshop sadly. i use MS Paint for my screenshots.

CZ and a few others in this thread might know more.
for editing/changing conversations, that's tricky. depends on what you want to do.
for one thing, any new or moved NPC lines that change the UID of the line must be re-voiced. Even if you are copying it directly, the new UID is not pointed to from the old UID. you have to rebuild the .fsb (voice file) but i have written a tutorial on this. it's not impossible at all, it's just a little cumbersome at first. i was working on a shianni dialogue with borrowed lines (still wanna get back to that someday...)
but if you use all responses as links and not copies, then you can add more PC responses and copy any NPC response and paste as a link. this will let you add any PC response and modify what is said but it's very limited. you cannot paste as link a single line response, for example, you must paste the entire branch of the dialogue tree.
one thing that is easy to do and doesn't require any changes to dialogue voice overs is just to modify the PC's dialogue text alone without moving anything. it's not a very big change though but you can change some things, like for example the PC response to Leliana concerning a male warden + zevran. i haven't done that change but someone could, if they were inclined, go to that branch and change one of the responses to be somewhat appropriate.
do you mean
head morphs in the toolset? i can write up a quick tutorial for that right now.
open toolset
File -> New -> Morph
At the top of the toolbar, under "Help", there is a drop-down menu that says [Choose base].
Click this menu and select your base (HM = Human Male, EF = Elf Female, etc)
It should now load up a mannequin head
On the right side of the toolset (default) there is an Object Inspector window
---> if you don't see the window go to View -> Other windows -> object inspector
In the Object inspector, you can edit the different sliders for your head. These will use any MODS you have installed, so make sure you are aware of that before you distribute your head.
Using the Object Inspector:* If you click on 01. Material, you will see 01. Skin Color. Click on the field by this and you will see
[...] three dots, and click on that and it will open up a list of all the skin files you can use. Sadly you cannot preview these. =X
*
Blending Skin Texture & Skin Type is generally not used for PCs, but it adds some different effects. Play with it, but save your head before you do so.
* in fact, it is good practice to
save your head before switching tabs.
*
Tattoos are interesting. 02. Part Selection has your tattoo masks. Each mask has 4 tattoos. Whether a tattoo shows up is dependent on the darkness of the color it has. a 0.00 tattoo will not be visible. If you select a mask, then apply different colors to each of the 4 tattoos (02=green, 04=blue, 06=red, 08=white) then you can usually see the tattoos on each mask. Set the sliders to 1.00 to make the colors darker. When you find the tattoo you like, just turn the other colors down to 0.00 again.
Most other stuff in the inspector is self-explanatory. Some of the fields exclude other fields. You cannot have a nose that is upturned and also downturned. Stuff like that.
You shouldn't mess with the View Settings unless you have a specific need.
Export: .mor for use in the toolset, and .mop is for using your head in the game. You can set to one, export, set to the other & export again.
One thing that is funny/interesting is 15.
Unique Shapes.Zevran is a preset, Leliana, Wynne, etc are also. You can use a slider to turn any head into a Zevran head, for example. Fun to play with, but weird.
When you are happy with your head, save it again, go up to the tab at the top of the toolset that says Yourhead.mrh and right-click it.
Go to export -> Post to local.this will post your head in your
Documents/Bioware/Dragon Age/Addins/ModuleName/core/override/toolsetexportIf it's a .mor and you want to use it in the toolset for an NPC, put it here:
C:/Program Files/Dragon Age/packages/core/override (or similar path)
If it's a .mop and you want to use it to replace a preset, then i will refer you to
another post since mine is already quite long.
Here are some more
references for making head morphs:
Beerfish's post on morphs for PCsCore & Single player head morphs (Resource)Jackfuzz's post on changing NPC morphsAlso for either head morphs or the conversation tutorials, i would mention the
wiki:
Toolset wiki list of tutorialswhile it is a little messy it's a good starting point..
this probably seems overwhelming. but trust me it's not bad! if i wasn't heading to bed i would have cleaned this up into a proper tutorial. i hope it is enough to at least get you going.
i am just a little rambly. darn insomnia... gotta be up in 4 hrs too. *fails at sleeping* night folks.
Modifié par Charsen, 07 avril 2010 - 11:18 .