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Attempting to mod actual body meshes


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#1801
ForgottenWarrior

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color itself is a variable that is stored in material, not in texture.

#1802
Tup3x

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Yes, I know that. In ajax it was purple. I redraw some of those because DXT compression butchered them really badly in the original texture when I tweaked Kaidan's version to replace the cerberus theme. I was talking about what would look better, paint or lights. Edited the post to make that more clear.

Modifié par Tup3xi, 15 février 2014 - 07:17 .


#1803
survivor_686

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@Tup3xi &@ Forgotten Warrior

Hot damn! That is amazing! I must say, I'm tempted, very tempted to simply download your textures and use them instead. But I would like to say I at least gave it my best shot.

Well today was spent trying out thing with texture:

In order to see what triggered what, I decided to try the following:

Give Ashley a red texture for her armour plates and keep her cloth black:
Image IPB

And I adjusted the spec map to look so:
Image IPB

And here are the results:
Image IPB
Image IPB
Image IPB
Image IPB
Image IPB
Image IPB

Basically the blue sheen is limited to the cloth. For the life of me, I cant seem to figure it out.

Thanks again for both your help. Am really trying to nail the Hazard or the HK shadow works suit from ME1.

#1804
survivor_686

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I wish there was a way to load the texture onto the model without having to go through me3explorer every single time.

#1805
Getorex

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Survivor- is that THE spec or is it the alpha you used on the spec? I leave a couple me3explorer windows open all the time. One with texplorer open and one with tpf tools open. Also open is a notepad window with a basic def file loaded for the textures I'm working with and, unfortunately, texmod running too. I edit the spec, rename it on save, edit the def to match, run texmod to build the tpf, etc. Can't just install the texture with texplorer as it refuses to do it and I fear it will wreck the database (and texture modding) if I let it try. No more simple and fast way.

There's just no way around all this, unfortunately. Texplorer will not load the texture I'm working with

#1806
survivor_686

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@Getorex

The first one is the Diff texture.

The second one is the Spec (dark yellow tells Unreal Engine based games, to use a medium-low reflectivity)

I noticed that on one of your previous screenshots, you had the model with the texture overlaid on it in 3ds max. How did you do it? Is there a link you used to inform you..

If you want I can add a link to the DDS and GIMP files am working with (along with the PSK if you so wish).

#1807
Tup3x

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By the way... what happens if you use this as spec?
http://www.mediafire...s35mbt/test.zip

#1808
survivor_686

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@Tup3xi

This is what the spec texture looks after it goes through me3explorer (and after I convert it to the DXT5 format)

Image IPB

And these are the results:
Image IPB
Image IPB
Image IPB
Image IPB

Somehow you managed to change or replace the blue tint that used to bug me. Think the blue tint issue is a spec related one?

#1809
Tup3x

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Erm... You got rid of the alpha channel in the process by the looks of it. It was uncompressed RGBA DDS format. By the way, what armour are you replacing? IMO, it would be easier to use texmod when trying to get textures to look right and use me3explorer once you've finished with the texture.

It should look like this (since it's semi transparent, background makes difference):
Image IPB

Image IPB
I used your spec but added alpha channel. It should by no means look right yet though.

Ajax armour spec example:
Image IPB

Image IPB
^^Alpha channel

Image IPB
How it looks like with alpha channel visible. You have to have both done correctly or things looks off.

Modifié par Tup3xi, 16 février 2014 - 02:56 .


#1810
Getorex

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survivor_686 wrote...

@Getorex

The first one is the Diff texture.

The second one is the Spec (dark yellow tells Unreal Engine based games, to use a medium-low reflectivity)

I noticed that on one of your previous screenshots, you had the model with the texture overlaid on it in 3ds max. How did you do it? Is there a link you used to inform you..

If you want I can add a link to the DDS and GIMP files am working with (along with the PSK if you so wish).


Its easy in 3ds or Blender but be careful in 3ds because it can sometimes screw up material assignments so check the material numbers before you do anything and then again just before you export.

In 3ds the fastest way is to select element in editable mesh modifier and select the entire portion of the mesh you want to assign the texture to. With armors it is really easy, just draw a selection box around the entire mesh and when it's highlighted, open a window to where yor textures are stored and then just drag-drop onto the mesh (any image format works but I use dds) Done.  Really useful for checking/adjusting uv mapping or to adjust vertices in edit mode to smooth out the overall look.  In blender you put your main window in edit, select all vertices (hit the "a" key), drag open a second window (top right pyramid shape) and put it in uv mode, select image and navigate to the texture.

You can also drag drop textures in 3ds to the material spheres in the material editor with the bonus of being able to apply the norm and spec as well (not sure how to do it in blender yet).  You then drag drop that material (from the sphere) onto your selected elements.  Done.  This WILL likely alter material assignment and you will need to reassign before exporting.

#1811
survivor_686

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@Tup3xi

Am actually replacing Ashley blue hard suit (which I then rename to the PCC for the pink catsuit and use it to replace her CE suit).

I just converted it to a DXT5 format (using DirectxSDK).

I opened it in GIMP and it is a semi-transparent format.

I'm a little stumped wrt to the Alpha Channel thing. For the life of me, I just cant find that option in GIMP.

#1812
Getorex

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Survivor, was going to suggest texmod as Tup3xi mentioned. Since it is only one texture the delay in game start should be minimal.

#1813
Getorex

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survivor_686 wrote...

@Tup3xi

Am actually replacing Ashley blue hard suit (which I then rename to the PCC for the pink catsuit and use it to replace her CE suit).

I just converted it to a DXT5 format (using DirectxSDK).

I opened it in GIMP and it is a semi-transparent format.

I'm a little stumped wrt to the Alpha Channel thing. For the life of me, I just cant find that option in GIMP.


It's there but under add layer mask in the layers menu. You add a mask and then you have the option of transferring the alpha.  There's other ways too but to me it is easier and quicker to do the alpha stuff (remove it for editing the under image) in Paint.NET.  its also easier to add it back in Paint.net too.  Gimp is much better for editing images than paint.net which is only good for the simplest stuff.  Paint.net is free and small so no harm to your wallet.

In gimp you want to add the dds plugin so you can do everything in it. Paint.net can handle dds well too.  I don't have directx sdk (cannot install it) so I use nvdxt (nvidia tools) for converting to or from v8u8 norm maps. That's all I need it for.

#1814
Getorex

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The benefit of paint.net for doing alpha adding or removal is when you remove the alpha the image beneath retains it vibrant colors. If you remove alpha in gimp you end up with a washed out image (there's probably a way to not do this in gimp but I don't know it. I do use gimp to save an alpha map for adding it back in paint.net - you add a layer mask in gimp, transfer the alpha to it, go into the layers window and alt-click the alpha image to select it, then I select all in the image window and paste it into a new image at same resolution. You save it as a png and you now have the alpha layer saved independent of the image. In paint.net it will allow you to add that png to an opended dds as the alpha layer. Then save the whole thing as dds of whatever type you want.

#1815
hiraeth

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Getorex wrote...

You need to install the two dlls (placed in the win32 binaries folder for the game) to fix the authorization issue: http://www.mediafire...khu/binkw32.rar
Install those dlls and you can mod your DLC to your heart's content and never get the authorization issue again.

As for the texture issue...I don't know.  It's working on my system but it is fragmented so perhaps that's the issue.

The Collector's Edition MIGHT be an issue (the pink uniform?).  Here's the textures for her uniform.  You may need to install them yourself via Texplorer  http://www.mediafire...rm-Textures.zip

Start Texplorer, go to "find texture" and do an advanced search for ASHa.  The list of her textures for that uniform will appear.  Select diff, right click on the image icon in the Texplorer window, select "Easy" and do an "Add biggest image" and then select the diff file in the zip provided, then the same thing for norm and spec.  If you have multiple entries for ASHa diff, norm, spec then do the same thing for each but save changes at each one.  If you try to do the changes and save them all you are likely to crash Texplorer and have to start again. 

Anyone else have the problem?


Quick question re: the .dll files:

There's alreayd a binkw32.dll file in the win32 folder (and the one .dll file in the zip file is also named binkw32.dll). If I replace the old one with the .dll file in the zip folder, the game won't start. Am I misinterpreting the instructions?

Thanks!

#1816
Getorex

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MassEffectFShep wrote...

Getorex wrote...

You need to install the two dlls (placed in the win32 binaries folder for the game) to fix the authorization issue: http://www.mediafire...khu/binkw32.rar
Install those dlls and you can mod your DLC to your heart's content and never get the authorization issue again.

As for the texture issue...I don't know.  It's working on my system but it is fragmented so perhaps that's the issue.

The Collector's Edition MIGHT be an issue (the pink uniform?).  Here's the textures for her uniform.  You may need to install them yourself via Texplorer  http://www.mediafire...rm-Textures.zip

Start Texplorer, go to "find texture" and do an advanced search for ASHa.  The list of her textures for that uniform will appear.  Select diff, right click on the image icon in the Texplorer window, select "Easy" and do an "Add biggest image" and then select the diff file in the zip provided, then the same thing for norm and spec.  If you have multiple entries for ASHa diff, norm, spec then do the same thing for each but save changes at each one.  If you try to do the changes and save them all you are likely to crash Texplorer and have to start again. 

Anyone else have the problem?


Quick question re: the .dll files:

There's alreayd a binkw32.dll file in the win32 folder (and the one .dll file in the zip file is also named binkw32.dll). If I replace the old one with the .dll file in the zip folder, the game won't start. Am I misinterpreting the instructions?

Thanks!


There are two dlls, Binkw32.dll and Binkw23.dll.  They both go into the folder, with the first one replacing the old one. 

#1817
hiraeth

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Getorex wrote...

MassEffectFShep wrote...

Getorex wrote...

You need to install the two dlls (placed in the win32 binaries folder for the game) to fix the authorization issue: http://www.mediafire...khu/binkw32.rar
Install those dlls and you can mod your DLC to your heart's content and never get the authorization issue again.

As for the texture issue...I don't know.  It's working on my system but it is fragmented so perhaps that's the issue.

The Collector's Edition MIGHT be an issue (the pink uniform?).  Here's the textures for her uniform.  You may need to install them yourself via Texplorer  http://www.mediafire...rm-Textures.zip

Start Texplorer, go to "find texture" and do an advanced search for ASHa.  The list of her textures for that uniform will appear.  Select diff, right click on the image icon in the Texplorer window, select "Easy" and do an "Add biggest image" and then select the diff file in the zip provided, then the same thing for norm and spec.  If you have multiple entries for ASHa diff, norm, spec then do the same thing for each but save changes at each one.  If you try to do the changes and save them all you are likely to crash Texplorer and have to start again. 

Anyone else have the problem?


Quick question re: the .dll files:

There's alreayd a binkw32.dll file in the win32 folder (and the one .dll file in the zip file is also named binkw32.dll). If I replace the old one with the .dll file in the zip folder, the game won't start. Am I misinterpreting the instructions?

Thanks!


There are two dlls, Binkw32.dll and Binkw23.dll.  They both go into the folder, with the first one replacing the old one. 


when i unzipped the file, there was only one .dll file named "binkw32.dll"--i tried several times. could it be something on my end?

#1818
Tup3x

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survivor_686 wrote...

@Tup3xi

Am actually replacing Ashley blue hard suit (which I then rename to the PCC for the pink catsuit and use it to replace her CE suit).

I just converted it to a DXT5 format (using DirectxSDK).

I opened it in GIMP and it is a semi-transparent format.

I'm a little stumped wrt to the Alpha Channel thing. For the life of me, I just cant find that option in GIMP.

I forgot to put this but it looks like you actually replaced diff with spec (and also got rid of alpha channel).

DXT5 has alpha channel and it should keep it if you use DxTex or GIMP with DDS plugin. So in this case it looks more like you replaced diff with spec. I personally would use uncompressed format but then again I have 4GB VRAM (still though even with 4xSSAA it's hard time to hit 1GB usage unless every texture on screen is uncompressed).

Ashley's default blue armour spec:
Image IPB
In alpha you could make everything else black except metal part white so that metal would be shiny only.

Image IPB
You could try greenish orange for metal parts. Blue colour is for lights.

Unless it ends up using the catsuit materials...

Modifié par Tup3xi, 16 février 2014 - 05:04 .


#1819
Getorex

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MassEffectFShep wrote...

Getorex wrote...

You need to install the two dlls (placed in the win32 binaries folder for the game) to fix the authorization issue: http://www.mediafire...khu/binkw32.rar
Install those dlls and you can mod your DLC to your heart's content and never get the authorization issue again.

As for the texture issue...I don't know.  It's working on my system but it is fragmented so perhaps that's the issue.

The Collector's Edition MIGHT be an issue (the pink uniform?).  Here's the textures for her uniform.  You may need to install them yourself via Texplorer  http://www.mediafire...rm-Textures.zip

Start Texplorer, go to "find texture" and do an advanced search for ASHa.  The list of her textures for that uniform will appear.  Select diff, right click on the image icon in the Texplorer window, select "Easy" and do an "Add biggest image" and then select the diff file in the zip provided, then the same thing for norm and spec.  If you have multiple entries for ASHa diff, norm, spec then do the same thing for each but save changes at each one.  If you try to do the changes and save them all you are likely to crash Texplorer and have to start again. 

Anyone else have the problem?


Quick question re: the .dll files:

There's alreayd a binkw32.dll file in the win32 folder (and the one .dll file in the zip file is also named binkw32.dll). If I replace the old one with the .dll file in the zip folder, the game won't start. Am I misinterpreting the instructions?

Thanks!


Here's a link to BOTH files (I think the alliance texture zip must be missing the second): http://www.mediafire...6/Binkw_dll.zip

#1820
hiraeth

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Getorex wrote...

Here's a link to BOTH files (I think the alliance texture zip must be missing the second): http://www.mediafire...6/Binkw_dll.zip


Works great--thanks so much!

#1821
survivor_686

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Tup3xi wrote...

survivor_686 wrote...

@Tup3xi

Am actually replacing Ashley blue hard suit (which I then rename to the PCC for the pink catsuit and use it to replace her CE suit).

I just converted it to a DXT5 format (using DirectxSDK).

I opened it in GIMP and it is a semi-transparent format.

I'm a little stumped wrt to the Alpha Channel thing. For the life of me, I just cant find that option in GIMP.

I forgot to put this but it looks like you actually replaced diff with spec (and also got rid of alpha channel). I wouldn't use DXT compression for specs but it's your choice. DXT5 has alpha channel and it should keep it if you use DxTex or GIMP with DDS plugin. So in this case it looks more like you replaced diff with spec.


Me3explorer insists on using the format of the original format (am using the Asset Explorer suit).

Am using GIMP with the DDS plugin. I used the DirectxSDK to generate the mipmaps and change the format (Sometimes the gimp plugin screws up)

So..From our little experiment, I would say the spec map has something to do with the overall tint applied to the texture.

#1822
Getorex

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survivor_686 wrote...

Tup3xi wrote...

survivor_686 wrote...

@Tup3xi

Am actually replacing Ashley blue hard suit (which I then rename to the PCC for the pink catsuit and use it to replace her CE suit).

I just converted it to a DXT5 format (using DirectxSDK).

I opened it in GIMP and it is a semi-transparent format.

I'm a little stumped wrt to the Alpha Channel thing. For the life of me, I just cant find that option in GIMP.

I forgot to put this but it looks like you actually replaced diff with spec (and also got rid of alpha channel). I wouldn't use DXT compression for specs but it's your choice. DXT5 has alpha channel and it should keep it if you use DxTex or GIMP with DDS plugin. So in this case it looks more like you replaced diff with spec.


Me3explorer insists on using the format of the original format (am using the Asset Explorer suit).

Am using GIMP with the DDS plugin. I used the DirectxSDK to generate the mipmaps and change the format (Sometimes the gimp plugin screws up)

So..From our little experiment, I would say the spec map has something to do with the overall tint applied to the texture.


Paint.net will also generate mip maps very well.  

As for the tint...in my experiments with the spec map for FBDi (the Ajax in Alt Appearance Pack 1) I found that the red layer puts a red tint on everything, regardless of diff map colors.  The blue layer handles glow/lights.  The green layer...WTF...who knows.  It's supposed to handle shininess is it not?  I zeroed out the green layer in one experiment and the armor in-game was, if anything, shinier than ever before.  My next try was going to just turn the entire spec map into a sepia tone (which is why I wondered if your posted spec image was the spec or the alpha applied to the spec because the default Ajax spec has a sepia-toned alpha layer while the spec itself is orange/yellow/red/green as per usual).

#1823
survivor_686

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Just to be clear we're on the same page (and I really appreciate your helping me).
Here's the Diff I've been running with, so far:

Image IPB

Here's the spec I generated for it (I first desaturated the image and then applied differing shades of yellow for the armour plates and the cloth)

[img]http://s24.postimg.org/6y6qrjjpx/V3_Spec_Import2.jpg[.img]

And here's the result:
[img]http://s24.postimg.org/rnfbzp6s5/2014_02_15_00019.jpg[/img]
- Her hardsuit became pinkish and the blue cloth still has a blue sheen to it.

I then applied your spec texture (I converted it to a DXT5 textures via GIMP)
[img]http://abload.de/img/test2qk34.png[/img]

And got this:
[img]http://s18.postimg.org/mbcczfwu1/2014_02_16_00001.jpg[/img]

Modifié par survivor_686, 16 février 2014 - 05:32 .


#1824
Iakus

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Probably a dumb question, but I gotta ask:

I'm a little unclear on these DLC packages. Does this mean that if I want Ash to wear the Alliance uniform and have the ponytail in From Ashes or Citadel, I need those extra files as well?

#1825
Getorex

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That's what I thought and the coloration of the spec is so close to sepia that I thought of just going sepia and seeing...or putting a lot of yellow into the spec in place of the red or green. The sepia alpha I originally used on the Colossus armor went the farthest in getting it looking correct.

With the N7 (Iconic armor from ME3) there's red and white stripes down one arm and a red N7 on the chest plate in the DIFF map but when rendered in-game they are entirely invisible no matter what I do with the spec map (so far). I've switched to urban camo (and also applying urban camo over top of the Iconic) and am trying to get it looking right. So far it is VERY shiny but no more red tint or glowing lights (pointless to have a camouflage uniform and then totally dick it up with lights - eliminates the point of the camo :/