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#2501
denise12184

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

That's where I'm stuck. I was looking at the s file for the jammie texture and it seems like different parts are on different channels. I'm not really sure how to replicate that, and most of the tutorials I have found for specular maps have shown them in grayscale.



#2502
Joyce

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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.

okay, so where can I find a tutorial about how to turn that theory into action? :)



#2503
Ehamloptiran

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You don't. This sort of thing is unique to each game. ie. UE4 also deploys a PBR renderer, but it stores the metallic data differently. So you will need to analyse the textures, and make a determination based on that. If you get it figured it out in a good way. Write a tutorial for others to be able to follow.

 

As for the specular, it appears its divided up on each channel, depending on the type of material. this is just my guess. but red seems to be something to do with metallic, green is the actual spec, blue is some kind of mask for unknown purposes.

 

Okay so this is how I interpret the _s files:

Red Channel - Roughness Mask. The darker the color, the less rough the surface is

Green Channel - Actual specular data

Blue Channel - Metallic Spec Mask. If blue then material is metallic and therefore should apply metallic spec.

 

Where as the _t files appear to be (Could be completely wrong, but based on a few different textures):

 

Red Channel - Leather

Green Channel - Metallic Diffuse

Blue Channel - Maybe something to do with tinting?



#2504
Joyce

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You don't. This sort of thing is unique to each game. ie. UE4 also deploys a PBR renderer, but it stores the metallic data differently. So you will need to analyse the textures, and make a determination based on that. If you get it figured it out in a good way. Write a tutorial for others to be able to follow.

 

As for the specular, it appears its divided up on each channel, depending on the type of material. this is just my guess. but red seems to be something to do with metallic, green is the actual spec, blue is some kind of mask for unknown purposes.

I still don't understand how to do my textures :S



#2505
Ehamloptiran

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for your _t file. Anything that is metallic, paint in the green channel. Anything that is leather paint in the red channel. Blue channel no idea (Just leave black)

 

For _s file. Create your spec mask as per other games and store in green channel. Red channel starts off as 60, the more rough you want the surface to be, make it brighter, less rough make it darker. Blue channel, mark any areas that are metallic.

 

See how that goes for you. Remember this is all pure speculation on my behalf.



#2506
Adela

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You don't. This sort of thing is unique to each game. ie. UE4 also deploys a PBR renderer, but it stores the metallic data differently. So you will need to analyse the textures, and make a determination based on that. If you get it figured it out in a good way. Write a tutorial for others to be able to follow.

 

As for the specular, it appears its divided up on each channel, depending on the type of material. this is just my guess. but red seems to be something to do with metallic, green is the actual spec, blue is some kind of mask for unknown purposes.

 

Okay so this is how I interpret the _s files:

Red Channel - Roughness Mask. The darker the color, the less rough the surface is

Green Channel - Actual specular data

Blue Channel - Metallic Spec Mask. If blue then material is metallic and therefore should apply metallic spec.

 

Where as the _t files appear to be (Could be completely wrong, but based on a few different textures):

 

Red Channel - Leather

Green Channel - Metallic Diffuse

Blue Channel - Maybe something to do with tinting?

a software called Quixel uses PBR color maps just like for DAI to determine what kind of material it is, for example here is my color map for the armor i just made ofc u can change the color  depending on what kind of material u want to be used

 

Spoiler



#2507
Ehamloptiran

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But for example, you wont be able to take that map and replace the _t map of a DAI armor and have it work the same as it did in quixel, due to the differences in software. We need to figure out what channels are used for what in Frostbite.



#2508
Joyce

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for your _t file. Anything that is metallic, paint in the green channel. Anything that is leather paint in the red channel. Blue channel no idea (Just leave black)

 

For _s file. Create your spec mask as per other games and store in green channel. Red channel starts off as 60, the more rough you want the surface to be, make it brighter, less rough make it darker. Blue channel, mark any areas that are metallic.

 

See how that goes for you. Remember this is all pure speculation on my behalf.

when you say red and green, I assume you don't mean literally paint them red or green? :P I haven't quite figured out how to paint in channels in GIMP, but I'll give it a try :) thanks!



#2509
Adela

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But for example, you wont be able to take that map and replace the _t map of a DAI armor and have it work the same as it did in quixel, due to the differences in software. We need to figure out what channels are used for what in Frostbite.

hmm i'll give it a try and see if i can figure it out

 

I can try and ask one of the devs what they used for those, hopefully he will answer 



#2510
Ehamloptiran

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when you say red and green, I assume you don't mean literally paint them red or green? :P I haven't quite figured out how to paint in channels in GIMP, but I'll give it a try :) thanks!

 

Im not sure how to only paint into individual channels in GIMP either, I just choose the color and paint, so yes I do actually mean red and green. Just make sure to pick the color via the color picker and type in the values, that way if ur working on red, you can set green and blue to 0.

 

hmm i'll give it a try and see if i can figure it out

 

Heres what I have speculated so far:

 

_s map:

 

Red Channel - Roughness Mask. The darker the color, the less rough the surface is
Green Channel - Actual specular data
Blue Channel - Metallic Spec Mask. If blue then material is metallic and therefore should apply metallic spec.

_t map:

Red Channel - Leather (Complete guess, based off the underlying diffuse)
Green Channel - Metallic Diffuse
Blue Channel - Maybe something to do with tinting?



#2511
TrevellianMo

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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.

 

U mean model importing may come sooner even than model swapping? great news!



#2512
Ehamloptiran

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U mean model importing may come sooner even than model swapping? great news!

 

More than likely, yes. We have texture import, before texture swapping. But again it would come with limitations, such as only vertex types already used on the mesh could be used, ie. You couldn't make a non skinned object, skinned. And probably would have to keep the same number of LOD levels. until we can swap assets properly, these limitations will remain.



#2513
Adela

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Im not sure how to only paint into individual channels in GIMP either, I just choose the color and paint, so yes I do actually mean red and green. Just make sure to pick the color via the color picker and type in the values, that way if ur working on red, you can set green and blue to 0.

 

 

Heres what I have speculated so far:

 

_s map:

 

Red Channel - Roughness Mask. The darker the color, the less rough the surface is
Green Channel - Actual specular data
Blue Channel - Metallic Spec Mask. If blue then material is metallic and therefore should apply metallic spec.

_t map:

Red Channel - Leather (Complete guess, based off the underlying diffuse)
Green Channel - Metallic Diffuse
Blue Channel - Maybe something to do with tinting?

thank you, I will look into it and see what i can come up with



#2514
denise12184

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Thank you so much, Eham! I'll play around with that later. I'm having trouble getting the modding tool to open right now. Seems like my antivirus is dead set against me using it.



#2515
Blue_Shayde

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I want Kamael's retexture of Solas's clothes. So much more...elven and warrior-like. :wub:



#2516
TrevellianMo

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More than likely, yes. We have texture import, before texture swapping. But again it would come with limitations, such as only vertex types already used on the mesh could be used, ie. You couldn't make a non skinned object, skinned. And probably would have to keep the same number of LOD levels. until we can swap assets properly, these limitations will remain.

 

Hmm, and what about swap, like export mesh - import same mesh?



#2517
Renmiri1

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hmm i'll give it a try and see if i can figure it out

 

I can try and ask one of the devs what they used for those, hopefully he will answer 

How did you get golds on that cross on your quizzy vest ? I want to make Solas wolf jaw silver for his black outfit but not getting it yet

 

tumblr_nhwefyR5qs1u4bdzio1_500.gif



#2518
Renmiri1

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I had a mishap while retouching my black vest for Solas and quizzy's boots :P

 

tumblr_nhqveac6FD1u4bdzio1_1280.gif



#2519
Joyce

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btw; if you're doing a clothing that only is meant for elves, do you still have to do the bigger texture?



#2520
Ehamloptiran

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Hmm, and what about swap, like export mesh - import same mesh?

 

As I have already said, this is more complex, I have ran into issues that I cannot resolve as of yet, and will take a while. It is currently on hold to get more important things done.



#2521
TrevellianMo

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As I have already said, this is more complex, I have ran into issues that I cannot resolve as of yet, and will take a while. It is currently on hold to get more important things done.

 

i thought mesh swap/import most important now.. And what things u talking about if its not secret ? :)



#2522
Renmiri1

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btw; if you're doing a clothing that only is meant for elves, do you still have to do the bigger texture?

you need to do only the diffuse (d) but by doing that the boots get a bit goofy so sometimes you need to touch up the "t" file. more skilled people also touch up the normals



#2523
Renmiri1

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i thought mesh swap/import most important now.. And what things u talking about if its not secret ? :)

No it isn't

 

Read the dai forum if you want to know the current plans. 

 

And behave, you are on your last warning. Both here and on the dai forum.



#2524
Ehamloptiran

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i thought mesh swap/import most important now.. And what things u talking about if its not secret ? :)

 

Mesh swap and Mesh import are two different things. Mesh importing, besides the format is far easier to do, because it does not have to deal with moving objects around bundles. So mesh swap is not the most important, its a "would be nice to have" feature. But is reliant on understanding how delayload bundles work and bundles in general are loaded and accessed at runtime.

 

More important things at this time (Nothing is secret):

 

- Move import code over to DAI Tools

- Move patch creation code over to DAI Tools

- Move EBX import/export code over to DAI Tools

- Support all types of textures for import

- Preliminary support for mesh import (With major limitations)

- Be able to package patches with textures, EBX, Script, Mesh changes

- Resolve outstanding patch creation errors

 

And probably others that I have forgotten at the moment, but thats the main list at least



#2525
Joyce

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you need to do only the diffuse (d) but by doing that the boots get a bit goofy so sometimes you need to touch up the "t" file. more skilled people also touch up the normals

no, I mean; the human and elf texture are in the same .dds. Do I still need to do the human texture in diff?