Aller au contenu

Photo

[Solved] New tint maps from scratch?


  • Veuillez vous connecter pour répondre
13 réponses à ce sujet

#1
FictionalBreger

FictionalBreger
  • Members
  • 211 messages
I've searched the forums and found no answer, but I might've missed it, it is possible.

I was browsing through the helmet models a few days ago, and while looking through the massive helmet models, the model for Duty caught my eye. I thought that it would be perfect, but it didn't use tints. I realised that was because it didn't have a tint map. So I thought: "Let's make one!"
I extracted a texture of the helmet in question, pn_hlf_t02a I believe, and also another helmet texture with a tint map, so I could study it and learn how to do one myself.
Then I made the tint map. Wasn't that hard, I thought, and promptly made a new variation model, so that I wouldn't have to find the Duty helmet, and added it to the game.
Of course, I didn't believe I was entirely finished, but a man can hope, right?
Understandably, it didn't work. I had forgotten to add an entry in the .mao file that pointed to the tint map. In game the helmet looked like normal. Then I added that line to the .mao file and tried again. Still didn't work. Now the helmet was one shiny piece of metal. It was steel. Or, the tint was supposed to be steel.

Steel tint In-Game
A tint comparison from toolset

As you can see, I have a problem. Somewhere.
Now, I am no texturer, nor a modeler, so I probably made some mistake somewhere along the road.

But does anyone know how to create completely new tint maps for models that don't have one? I would really like to add a tint map to the Duty model, and the Templar Armor + Helmet models.
Thank you.

Modifié par FictionalBreger, 19 janvier 2010 - 04:20 .


#2
Eshme

Eshme
  • Members
  • 756 messages
You can find the Duty helm in the toolset thou.. Go to Items, then Global / Armor Helmets / Massive / UNique / Duty...



You see it is Variation Templar Helmer2A and it has indeed a Tint (Materialtype Silverite).



I think you can extract that File (its an UTI) and change the Materialtype to something else and put it into override.



The texturename is alright yes, but i wouldnt change it to large amounts, because it is assigned for all Helmets that use that Templarhelmets2A



I would rather create a new tint.

#3
thebigMuh

thebigMuh
  • Members
  • 98 messages
You also have to edit the "DefaultSemantic" tag in the .mao file.



The helmet you're modding has "NoTint" by default, but it should be "LerpedTint". You can also try "ArmourSkinTint", which is used by the body armor in game. YMMV.



Ciao, muh!




#4
Eshme

Eshme
  • Members
  • 756 messages
Doesnt use tints? That confuses me now, because in the Toolset, it sais Silverite when i open it up.

#5
FictionalBreger

FictionalBreger
  • Members
  • 211 messages
Yes, it says Silverite in the toolset, but that is the material of the helmet/armor in-game. The model itself has no tint map, and cannot use tints. Unless you make a one, which I'm trying to do.



thebigmuh:

I'll have to check if that could be it. I'll report back!

#6
Eshme

Eshme
  • Members
  • 756 messages
Materialtype is the Tint as far i understand.. as you can see in the materialtypes.xls.

But now i believe this is some default setting which has no meaning if the Tint is disabled like that, which i was unable to see without browsing thru the materialfiles.

#7
thebigMuh

thebigMuh
  • Members
  • 98 messages
The Material Type in the toolset chooses the whole material package for the item, stats, flavor text and tint. But it depends on the material object file itself if it uses the tint settings.



One example would be the standard templar armor, and the knight-commander's armor. The first is made from steel, the latter from silverite, which changes the stats, but they both look identical in game, since there are no tint maps for it.



Ciao, muh!

#8
DarthParametric

DarthParametric
  • Members
  • 1 409 messages

Eshme wrote...

Materialtype is the Tint as far i understand

Material type is the tier/grade/quality of the item. While the different material types each have a tint associated with them, they aren't inextricably linked. You can have one without the other.

#9
Eshme

Eshme
  • Members
  • 756 messages
Is the Material object file the MAO?

#10
thebigMuh

thebigMuh
  • Members
  • 98 messages
Yep.



Ciao, muh!

#11
FictionalBreger

FictionalBreger
  • Members
  • 211 messages
Well, I think I now what the problem is. It isn't in the mao file, for changing the tint map to one from another helmet works. I tried it, and fired up the game, and behold, the helmet now had a normal tint map.

So I changed it back to mine, and it went back to that wrong shininess.

So something with the tint map is wrong. Perhaps I should try and remake it, to see what happens?

#12
FictionalBreger

FictionalBreger
  • Members
  • 211 messages
No, remaking it didn't help squat.
Perhaps I should try changing the settings for the dds? I've tried to save it as DXT1, just to see if that would work, but it didn't. I only did that because that setting does not add an alpha layer, which the tint maps I have looked at do not have.
I've also tried DXT3, I believe, and that did not work either. Still looks like the first picture I showed.
I'll try DXT5, but I don't want that alpha layer. I don't know what it does right now, probably nothing, but since the tint maps I've looked at doesn't have one, I'd rather be without one too.
EDIT: Still looks the same with DXT5. I'm going crazy over here. What am I doing wrong?

Modifié par FictionalBreger, 18 janvier 2010 - 09:01 .


#13
thebigMuh

thebigMuh
  • Members
  • 98 messages
Where is your tint texture located?



Not all locations scanned by the toolset get used by the game.



Ciao, muh!

#14
FictionalBreger

FictionalBreger
  • Members
  • 211 messages
The tint texture lies in the textures/high folder of my mod.
The tint map doesn't work in-game or in the toolset.

EDIT: Just moved it to the override folder of my install path. That did it. So simple, and I didn't even try it.

Modifié par FictionalBreger, 19 janvier 2010 - 10:27 .