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Changing tattoos


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11 réponses à ce sujet

#1
Nilfalasiel

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Being relatively inexperienced with the toolset (I've only used it successfully once before), I had a question concerning changing tattoos on a headmorph.

Basically, I have the Dragon Age Redesigned and Ferelden Elves mods, and I would like to edit Velanna and Merrill (who now looks like the DA2 version) so that they no longer have unique tattoo patterns, because there's no reason why they should. This means, however, that I have to work with already modified Velanna and Merrill morphs.

The other thing is that I have gotten a new computer since my previous successful use of the toolset, and now, I can't seem to get it to work with Windows 8: I get an "unable to connect to database" error that I can't resolve. So my question is: is it possible to make this kind of edit with the demo module of the toolset?

#2
MerAnne

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I would suggest working out the Windows 8 issue first. There is another thread on that topic that might be able to help you, I wouldn't have a clue!

I'm not sure what 'demo module' you are referring to, but if it is the one in the toolset, then it is unlikely that it will work either.

#3
luna1124

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I have Vista, and I uninstalled the whole toolset, database and all, then reinstalled everything and it works fine now. I had that error too, can't connect to DB. This fixed it.

#4
MerAnne

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Yes, that sometimes works - depending on the source of the problem - but Windows 8 and the DAO toolset are known not to play nicely together so Nilfalasiel should definitely look into the Windows 8 issue first.

And uninstalling (including the toolset) removes any previous work that you've done so I would only suggest it in the most extreme cases.

#5
luna1124

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Yes, if you have a lot of work you need to preserve, I wouldn't suggest it. :)

#6
DarthParametric

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While you should fix the database issue, you don't need the toolset to do what you want (unless the source MRHs are provided). You'll need to edit the MORs in the GFF editor. The toolset comes with a standalone version. Look under MORPH_NODES -> 2 -> MORPH_TEXTUREPARAM -> 4. This should be the node for the variable mml_tTattooMask. The MORPH_TEXTURE_NAME field for it should have an entry something like uh_pmt_001_0t or uh_tat_ed4_0t. What you do next will depend on what end result you want. Do you want to remove tattoos altogether, or change them to something else?

#7
Nilfalasiel

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DarthParametric wrote...

While you should fix the database issue, you don't need the toolset to do what you want (unless the source MRHs are provided). You'll need to edit the MORs in the GFF editor. The toolset comes with a standalone version. Look under MORPH_NODES -> 2 -> MORPH_TEXTUREPARAM -> 4. This should be the node for the variable mml_tTattooMask. The MORPH_TEXTURE_NAME field for it should have an entry something like uh_pmt_001_0t or uh_tat_ed4_0t. What you do next will depend on what end result you want. Do you want to remove tattoos altogether, or change them to something else?


I want to change them to something else. Namely, I want to give Merrill her original DAO tattoo and change Velanna's to a non-unique one. Might have to do it for Seranni (same tattoo as Velanna) and Master Ilen (different tattoo in DA2) as well.

As for the database issue, I've read through the thread concerning Windows 8 and tried out the solutions suggested in there: nothing helped Posted Image

#8
DarthParametric

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Here's a breakdown of where to find the various tattoo parameters inside a MOR.

The tattoo mask, the image file that holds the design for the tattoo, is specified in the MORPH_NODES section, inside the FaceM1 node in the MORPH_TEXTUREPARAM section (note that the node number may vary, dependent on sex/race):

DA_MOR_Tattoo_Mask.jpg

Each of the 4 channels of the tint mask holds a separate tattoo mask, and each can be tinted a different colour. Usually you only use a single channel, as most designs overlap.

Also in the FaceM1 node, under the MORPH_VECTOR4FPARAM section, are the intensity settings:

DA_MOR_Tattoo_Tint_Specs.jpg

The value is for all 4 channels, in the order RGBA, comma separated (known as a vector 4 array). Values for each channel range from 0 to 1, with 0 being transparent (i.e. no tint). You'll also notice that the tint colours for each channel are specified here. I'm not sure why exactly, as these are just the values taken straight from the tint files (see below). Channels with no tint have a colour value of 0,0,0,0.

The tint colours, the TNT files, for each channel of the tint mask are specified in the MORPH_TINTFILENAMES section:

DA_MOR_Tattoo_Tints.jpg

Again, you normally only tint a single channel. Unused channels are left blank.

For Merrill, her original morph uses t1_tat_pnk (colour 0.96,0.71,0.98,1) in the alpha channel of mask uh_tat_ed4_0t with an intensity of 0.59.

#9
Nilfalasiel

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Oh wow, thanks! That's extremely helpful Posted Image I've only tested it out on Velanna (the only one I have an easily accessible save for), but it seems to work just fine.

One more question:

Can you do something similar with DA2 files? Because even if I manage to fix Merrill's DAO tattoo, DA2 Merrill will still have the wrong one.

EDIT: Managed to figure it out on my own. DA2 Merrill now successfully has her original DAO tattoo (and the redesigned DAO one should too!), and all is well. Thank you for your help!

Modifié par Nilfalasiel, 16 juillet 2013 - 10:24 .


#10
khyvari

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Darth Parametric thank you so so much for the above information about the nodes, I knew what I wanted to change would be buried in there someplace I just didn't know where the names were located. I wasn't interested in the tattoo change per se, I wanted to add a new eye texture to my current character, it didn't make sense to me that I would have to make a new character to change one thing on my warden. You can't change eye textures or tattoo textures in the DA Face Replacer, at least not yet. Anyway, this worked great for what I needed to do and I am very grateful for the time you took to post examples! Just in case anyone is interested; eye textures are located under "morph nodes", node 28 (which is eyes), morph_textureparam, click on +0 to open, the name of the eye texture is listed under morph_texture_name. You can type in the name of the new texture or add a new texture, click save and exit the toolset.

One more thing...you need to extract your warden's .mor with DA Face Replacer first, (if you open a current save in the toolset you will get a binary code for your character instead of a head morph), than open that .mor in the toolset. After you are done you can use DA Face Replacer again to use the new tattoos, eye texture, skins, etc. I am assuming that anyone reading this will know a little something about how the toolset works and also knows how to use DA Face Replacer. 

Modifié par khyvari, 29 juillet 2013 - 08:58 .


#11
DarthParametric

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It seems I posted another image with a further breakdown of MOR parts about a year ago, but I can't find the thread. Figured I'd just repost it here in case it is of use.

http://i374.photobuc...re.jpg~original

#12
khyvari

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DarthParametric wrote...

It seems I posted another image with a further breakdown of MOR parts about a year ago, but I can't find the thread. Figured I'd just repost it here in case it is of use.

http://i374.photobuc...re.jpg~original


Wow, thanks, this is very generous! I have been going through each node writing down what they point to, this really saves me time! This sort of "editing" needs to be easier to find, I just stumbled on this thread and the pictures said, "a thousand words" so to speak. I enjoy figuring out how stuff works so this is more fuel for my compulsions! Another thing I figured out, in case anyone is interested, is that you can add string lists and strings under the appropriate heading if they are missing, very much like writing a formula in Excel or writing code. I want to try 3D modeling next, DarthParametric I have read some threads where you have talked about that. Yes world, this is what I do with my summer break! Anyway, thanks again.