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Trying to understand how custom armor works


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#1
andysks

andysks
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I posted a thread a while ago, about Aleane's armors, this one though is a general thing.
I downloaded the Shirtless Saga as well, since I think gives some good appearances for pirates etc.
I don't get however, how one makes the head texture blend with the body texture.
I made it with Aleane's, to hell if I even know how. It just worked. But the SS seems to not want to.

On the release, they say some stuff about bleaching and GFF editors, that I have no idea what they are.
Is it worth it to make them work? Can one make them work to perfection, that is with totaly matching textures, and if please tell me how.

Another thing. This package, has a armorvisual.2da included. I have downloaded a lot of custom armor hak packs, but I was extremely picky to not include any that had this 2da as a requirement, since I generaly don't like messing with the 2das. The fact that this one has, will it cause something to my other armors, or the standard toolset models?

Thanks for your time,
Andy.

#2
Dann-J

Dann-J
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I've created a few custom heads and bodies, and getting the base skin colours and tint map strengths to match is always a major headache. I suspect there's a reason why most of the armour variants in the game don't show any skin - it's easier on the content developers' sanity.

It doesn't help that some of the head variants in the game (mostly human, since they have the most options) sometimes have different base skin colours and tint strengths. Creating armour variants that show a lot of skin for humans means there will always be heads that don't quite match up in colour or shade.

I've never looked at armorvisual.2da, and I've certainly not needed to edit it for any of the custom work I've done.