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Tint Override


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14 réponses à ce sujet

#1
Rothmer

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 Can anyone please explain the process involved in getting the game to reference my tint_override.gda file instead of the tintsxls?

#2
thebigMuh

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-) Name your own file tint_override_<something>.gda

-) Remove all lines except those containing your data (so you don't override the default lines with your contents)

-) Place it into your addin's subdirectories, <addinName>\\core\\data for example.



That should do it. If a very large ID fails to work, it might be because of a certain bug with the M2DA ID system ( http://social.biowar...but_not_in_game ), try a smaller ID if you want to make sure.



Ciao, muh!

#3
Rothmer

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Thanks Muh,



I have tried this and while i can get the toolset to reference the Tint Override, when i put armor that is using that override into my Char's inventory the tint remains the standard armor tint (silverish grey)

#4
thebigMuh

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Ah-ha!



Well about actually getting the armor to use the tint override - no idea. Never got that to work (didn't try very hard), I just changed armor tints by creating new materials with corresponding tint entries.



Ciao, muh!

#5
Rothmer

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the tutorial on the wiki shows a screenshot of it working... i cant for the life of me get it to work tho

#6
imkilo

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I too am having this problem. I can see it being different colors in the toolset, but not in game.

(Was using tutorial here: http://social.biowar..._existing_items )

#7
Jimmy Fury

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has this been figured out yet? I'm driving myself crazy here.

#8
tmp7704

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Simplest way to override a tint seems to be create one with the material editor, then export it with a name of already existing tint file.



If what you're trying is to add to existing tint range, then no idea, sorry.

#9
IriathZhul

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I can't get the toolset to change it either. Obviously it can be done because there are some great custom armors out there with original tint overrides... But when I load an override in the toolset, it only turns flat gray, like with all the overrides that already came with the game.

#10
Guest_daneman200_*

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anybody know were to find the crown tint?

#11
Proleric

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I have tint_overide.gda working, but it seems to be yet another case where the id needs to be in the range 0-255 for the items to display correctly on creatures (in the toolset or in game).

Modifié par Proleric1, 30 juin 2010 - 11:34 .


#12
Loc'n'lol

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I have a custom tint_override gda with ids in the millions and it works fine on items.

#13
Proleric

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The Tint Override dropdown seems to be bugged.

So far, it always works for the first item. If you open another item (existing or new), the dropdown generally reverts to the default list. The workaround is to reopen the toolset.

A better workaround is to open all the items you want to tint first, then set the Tint Override on each of them without saving or exporting anything until they've all been changed.

I notice that the 2DA spreadsheet contains a formula which makes all ID numbers consecutive. I'm now wondering whether this is a requirement. The above-mentioned result is with an M2DA using IDs 201 onwards.

#14
Proleric

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Just saw _Loc_N_lol_'s post. Not sure what I'm doing wrong.

#15
Loc'n'lol

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Proleric1 wrote...
I notice that the 2DA spreadsheet contains a formula which makes all ID numbers consecutive.


I had troubles with that too, the excelprocessor didn't get it and it was making all of my IDs the same (as seen with GDApp), so even though it's bothersome it's probably safer to assign all IDs manually.
I've had the tint overrides no longer appearing in the list for no apparent reason too. Make sure you restart the toolset whenever you update a gda file, and maybe put them into the packages/core/override so long as you need to see them in the toolset. It seems to have stopped problems for me since I've been doing that.