Hello~
I hope I didn't mess up while picking a forum for this question. I'd like to ask for advice if I might. Please.
I've recently started learning the Toolset and am still rather new to it. This is just to say I might need the kind of explanation you would give a cart full of hay... ahem. Sorry. Here's the thing. I'd like to make a custom armour from the resources I have. Everything seems to be working fine so far except that I can't figure out how to use already existing tints I have from mods like Universal Dye Kit. I know that the item I'm using as a resource already has the necessary tintmaps, but I'm simply lost here. I've tried inserting the files of UDK into my module's override folder, as I've seen suggested somewhere, but that did nothing. I haven't been successful in finding anything about how or if you can even make existing tints work in the Toolset anywhere else.
So far, I'm really just learning and making stuff for fun and my personal purposes, so no content will be misused, if anyone is concerned.
Thank you for reading me.
Using already existing tints
Débuté par
Vanilka
, nov. 28 2013 11:30
#1
Posté 28 novembre 2013 - 11:30
#2
Posté 29 novembre 2013 - 08:33
Like most assets, the toolset won't recognise tint (TNT) files without them being specified in the appropriate GDA. The general way weapon and armour tints work is through the material system. The materialtypes.gda defines which materials (dragonbone, red steel, etc.) use which tints. Alternatively, in the item editor you can use a tint override to always apply a specific tint regardless of material type. These are defined in tint_override.gda.
To do what you want, you'll need to extend the appropriate GDA, depending on whether you want a new material tint or an override tint (sounds like the latter). The source files you want are <DA install directory>\\tools\\Source\\2DA\\rules\\materialtypes.xls and <DA install directory>\\tools\\Source\\2DA\\Tints.xls. Look for the materialtypes and tint_override worksheets, respectively. Read this tutorial for info on extending GDAs - http://social.biowar...g_GDAs_tutorial
If you have been poking through the UDK files, you'll see that it uses an extended materialtypes, materialtypes_nezd.gda. If your mod is being used in conjunction, make sure that you don't have conflicting IDs. If you want to use the UDK tints, and intend on keeping that mod active, you don't need to make additional copies of its source files. Just specify the appropriate filenames in your extended GDA. Note however that this will only work for the game itself - the toolset will only display content from the loaded module and the general Override folder, so it is worth temporarily putting copies of the TNT files in My Documents\\BioWare\\Dragon Age\\packages\\core\\override\\ just to make sure everything is working as intended. You can delete them afterwards. Also note that tint overrides can be a bit buggy, so if you run into problems with things not showing up and you have checked your GDAs, etc. try restarting the toolset.
To do what you want, you'll need to extend the appropriate GDA, depending on whether you want a new material tint or an override tint (sounds like the latter). The source files you want are <DA install directory>\\tools\\Source\\2DA\\rules\\materialtypes.xls and <DA install directory>\\tools\\Source\\2DA\\Tints.xls. Look for the materialtypes and tint_override worksheets, respectively. Read this tutorial for info on extending GDAs - http://social.biowar...g_GDAs_tutorial
If you have been poking through the UDK files, you'll see that it uses an extended materialtypes, materialtypes_nezd.gda. If your mod is being used in conjunction, make sure that you don't have conflicting IDs. If you want to use the UDK tints, and intend on keeping that mod active, you don't need to make additional copies of its source files. Just specify the appropriate filenames in your extended GDA. Note however that this will only work for the game itself - the toolset will only display content from the loaded module and the general Override folder, so it is worth temporarily putting copies of the TNT files in My Documents\\BioWare\\Dragon Age\\packages\\core\\override\\ just to make sure everything is working as intended. You can delete them afterwards. Also note that tint overrides can be a bit buggy, so if you run into problems with things not showing up and you have checked your GDAs, etc. try restarting the toolset.
#3
Posté 29 novembre 2013 - 03:02
As far as the item ID's, these lovely ladies have put together a spreadsheet for this~
Item Variation ID spreadsheet by valerie1972 and theskymoves
Item Variation ID spreadsheet by valerie1972 and theskymoves
#4
Posté 29 novembre 2013 - 05:14
Thank you for your advice! Both of you. That would have taken ages for me to figure out on my own. I'm going to give it a shot and see how it goes. Thank you once again!
#5
Posté 01 décembre 2013 - 04:09
So, I've tried it out and I think it's worked! Tweaking Tints.xls was enough for me to get the tint I wanted. Well, before I progress further. It also helped to have a look at this tutorial because of the compilation:
http://social.biowar...t_override_m2da
I'm sure that for many experienced users, it must be laughable, but I had never worked with armours and tints before, so every little piece of advice helps.
Once again, thank you for your advice! It helped me learn a lot.
http://social.biowar...t_override_m2da
I'm sure that for many experienced users, it must be laughable, but I had never worked with armours and tints before, so every little piece of advice helps.
Once again, thank you for your advice! It helped me learn a lot.
Modifié par Vanilka of the Sword Coast, 01 décembre 2013 - 04:11 .





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