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#2476
Adela

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Renmiri is correct, you cannot use an older version of the tool and make mods for other people, as it will corrupt their game. So please whatever you do, do not release anything you do on older versions of the tool, this is why I replace them when I release, to reduce the number of people having access to these older tools.

do u happen to know why its crashing whenever i push the merge button?



#2477
Ehamloptiran

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Is this the Mod Manager or the Modding Tool?



#2478
Adela

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mod manager



#2479
Ehamloptiran

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Unfortunately it probably falls into the same category as others who are having issues, I do not know the reasons at this time as there is no commonality between languages or versions. I have the deluxe english version and don't have a single issue, yet even other ppl with the same version in english are getting crashes. Im hoping to get a chance to look at it over the weekend.

#2480
Adela

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Unfortunately it probably falls into the same category as others who are having issues, I do not know the reasons at this time as there is no commonality between languages or versions. I have the deluxe english version and don't have a single issue, yet even other ppl with the same version in english are getting crashes. Im hoping to get a chance to look at it over the weekend.

Yea i have the deluxe version and its in English, thank you for replying :) and take ur time at least for now i can test some of my mods with the old tool



#2481
Adela

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hmm now it doesnt seem to crash anymore... but instead i get this error

 

erXEI2p.png



#2482
Ehamloptiran

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Same issue none the less.



#2483
Lady Lemonade

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You are so Amazing! I never thought you could change item appearences so drastically with just retexturing, but the pajamas look fantastic. And Shantias face texture looks so good! And all the hairstyles! <3 

 

But, I am not here tu gush, but to beg:

the longer haistyle for women seems to be one of the more popular ones, and I as well would find it the least offensive, were it not for the fact, that sideburns come with it. <_<

Example: http://static.giantb...inquisitish.jpg

The way I see it the sideburns are only textures (?). Would it therefore be possible to edit them out of the hairstyle appearance? Or did someone already do it?

 

Much creative. So amaze. Wow.



#2484
Ehamloptiran

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That would be far more difficult (not sure if impossible, so wont say it is or not). As the hair textures are repeated over the entire hair mesh, the textures contain a few chunks. So the sideburns may share the same part of the texture as say the fringe, or the top, so removing just the sideburns may inadvertantly remove parts of the hair in a not good way. But someone would need to try and see what happens.



#2485
Fizzie Panda

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You guys are doing such amazing work!! You've all come so much further than I had ever thought possible. All of you are talented, hardworking artists and don't let anyone tell you different!

 

I'm especially excited for the hair mods, as you guys are doing a far better job then Bioware. How is the hair progressing? I assume it is still not able to be imported... and they call these games "next gen."



#2486
Chaos17

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Hairs are mesh and mesh can't be imported at the moment.



#2487
Ehamloptiran

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You guys are doing such amazing work!! You've all come so much further than I had ever thought possible. All of you are talented, hardworking artists and don't let anyone tell you different!

 

I'm especially excited for the hair mods, as you guys are doing a far better job then Bioware. How is the hair progressing? I assume it is still not able to be imported... and they call these games "next gen."

 

Hopefully this weekend I may be able to test some simple mesh import, don't hold me to that tho please.

 

Hair is a difficult subject for these next gen engine. Transparency can be a very expensive exercise and come with their own set of flaws depending on the technique used in deferred rendering engines, so they tend to take shortcuts in this regards and use alpha masking instead for the bulk of semi transparent objects and leave alpha transparency to the things that really need it (ie. Particles), which is what you are seeing.

 

Unfortunately all the great hair you see in here will suffer from the same sorts of issues, unless we can tweak the shaders, and even that may not be enough.



#2488
denise12184

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Once I have a modded texture, how do I get it into the game? I have been looking all over the place for this information, but I'm not sure which tools are needed and which ones are no longer being used. Do I need the mod manager or the modding tools? I already have the DAI tool.

 

Apologies for being a pest :mellow: At this point, I am so confused I'm considering just giving up on the whole thing. I've tried looking for tutorials, but most of the ones I'm finding are for other games. Is the process the same? Thanks for any help



#2489
Ehamloptiran

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No the process is unique to this game, unfortunately you have come in at a time when modding for this game is still brand new, literally only started about a month ago. So things are going to be a bit haphazard for a while, it may be best to just wait until things become consolidated and the process becomes a bit easier.

 

But here is a quick overview of the process.

 

1. Using DAI Tools (or DA Tools at this time) extract the resources you want to edit.

2. Edit resources in whatever tool you are most comfortable with

3. Using the DAI modding tool, replace the resource with the one you created

4. Using the DAI modding tool, save a distributable patch

5. Distribute your patch via whatever distribution means you want

 

For end users (and also to test your mod):

6. Using the DAI mod manager, create a merged patch and place into the DAI Installation Directory/Updates directory and play.



#2490
denise12184

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Thank you so much for the reply! I'll see what I can do.



#2491
Joyce

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could someone give me a tutorial on how to make t and s textures? Or point me to one? :(



#2492
Lady Lemonade

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That would be far more difficult (not sure if impossible, so wont say it is or not). As the hair textures are repeated over the entire hair mesh, the textures contain a few chunks. So the sideburns may share the same part of the texture as say the fringe, or the top, so removing just the sideburns may inadvertantly remove parts of the hair in a not good way. But someone would need to try and see what happens.

Ah, I see. Well, one could always hope. :D  Still, thanks for the reply!



#2493
Adela

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Hopefully this weekend I may be able to test some simple mesh import, don't hold me to that tho please.

 

Hair is a difficult subject for these next gen engine. Transparency can be a very expensive exercise and come with their own set of flaws depending on the technique used in deferred rendering engines, so they tend to take shortcuts in this regards and use alpha masking instead for the bulk of semi transparent objects and leave alpha transparency to the things that really need it (ie. Particles), which is what you are seeing.

 

Unfortunately all the great hair you see in here will suffer from the same sorts of issues, unless we can tweak the shaders, and even that may not be enough.

so the alpha channel in the hair textures doesnt matter?



#2494
Ehamloptiran

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The alpha channel will be used, but you wont get soft blending, instead it will use alpha masking, and just throw out any pixels that are below a given opacity in the alpha channel, giving you the same harsh edges you see currently.



#2495
Renmiri1

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Thank you so much for the reply! I'll see what I can do.

 

 

could someone give me a tutorial on how to make t and s textures? Or point me to one? :(

 

All tutorials we have are here

http://daitools.free...nd-q-a-f13.html



#2496
Adela

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The alpha channel will be used, but you wont get soft blending, instead it will use alpha masking, and just throw out any pixels that are below a given opacity in the alpha channel, giving you the same harsh edges you see currently.

ah i see... thats kind of a bummer..  but at least we  could have some new hair then what we have now... better then nothing i guess... btw where are these alpha masks i haven't seen them .. not in hair textures at least.. could we edit them somehow? Also aren't alpha masks  black and white as well? Or are they different? Sorry for the silly question I haven't worked with masks before



#2497
Ehamloptiran

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Alpha Masking is the term, it uses the same alpha channel as alpha blending, but instead of blending alpha values, it has a designated cut off value (defined usually in the shader itself) where by anything below that point becomes 0 (totally transparent) and anything above is 1 (fully transparent). This way the engine can use shortcuts and render alpha masked objects in the same deferred pass as opaque objects, where as transparent objects are usually rendered separately from opaque, due to the fact they need to be rendered in order from back to front, and have access to the existing opaque data.



#2498
Adela

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Alpha Masking is the term, it uses the same alpha channel as alpha blending, but instead of blending alpha values, it has a designated cut off value (defined usually in the shader itself) where by anything below that point becomes 0 (totally transparent) and anything above is 1 (fully transparent). This way the engine can use shortcuts and render alpha masked objects in the same deferred pass as opaque objects, where as transparent objects are usually rendered separately from opaque, due to the fact they need to be rendered in order from back to front, and have access to the existing opaque data.

Thank you for the explanation, makes much more sense now



#2499
Joyce

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All tutorials we have are here

http://daitools.free...nd-q-a-f13.html

can't find what I'm looking for :( is the t and s just some other colors or are they very different?



#2500
Ehamloptiran

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_s is the specular map, the whiter the map, the more glossy the object. Any tutorial about making specular maps for other games should result in a decent effect. May need to be tweaked to cater for the different rendering system. _t are special, each channel seems to indicate a different type of material. Such as metallic, leather, silk, etc.