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#2576
Elanor

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OK, sorry if this sounds over simplistic.
 
1) To begin make sure that in your "Update" folder there is nothing but the official patch and any official DLC
 
C:\Program Files (x86)\Origin Games\Dragon Age Inquisition\Update
 
Should look like this if you have the Digital Deluxe (I don't have multiplayer):

Spoiler

2) You need to create a MODS folder. You can actually call it whatever you want and put it anywhere you want. For our purposes I made a new folder called MODS on my desktop.
 
3) Now you have to copy and paste the folder called "Patch" in the updates folder to your MODS folder. EDIT: You don't have to do this.
 
4) Place the distributable patch folder in your MODS folder. I'm using the "Skyhold Outfit Recolor BlackWhite" from the Nexus as an example. It should now look like this: EDIT: The "Patch" folder won't be there as we are skipping step 3
Spoiler

5) Open up Mod Manager and click Browse in the top right. Navigate to your MODS folder, which you should have on your desktop if you're doing it like me (my desktop is on my D drive but yours will probably be on your C). Click to highlight the folder and click OK.
 
You should now see this:
Spoiler

6) Click Merge and then navigate to your "Update" folder. Create a New Folder and rename it "Merged". So it looks like this:
Spoiler

7) Double click the newly created "Merged" folder and click Save
Spoiler

8) Wait for the patch to be created and you should get this message:
Spoiler

9) Close the program. Your "Update" folder should now look like this:
Spoiler
and your "Merged" folder should look like this:
Spoiler

10) You're all set. In the future just place all distributable patches in your MODS folder and create a new merged folder. Each patch should be a separate folder named by its creator. At the moment mine (the one I actually use - not this example) looks like this:
Spoiler

and when I open up Mod Manager, it looks like this:
Spoiler

I can select each one and enable or disable it before hitting Merge Each time I do this though, I first have to DELETE the old folder called "Merged" (or move it somewhere else) and recreate a NEW "Merged" folder. You can only have one merged patch at a time (with as many mods as you want).
 
Hope this helps.

 

I did everything like you said. My merged folder looks like this:

Spoiler

And this is mod menager and update folder.

Spoiler

And my game crashes when I'm trying to make new character. :( Game saves are not opening neither. 

 

Sorry for bothering you guys with little things like that but I'm not sure what I'm doing wrong. 



#2577
Ehamloptiran

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So, I came to the conclusion that the red/green/blue colors doesnt really determine weather its leather /metal or cloth etc (the spec map determines what "material" it is by the gray scale value)  the rgb colors for the _t map appears to determine  the Tint colors

 

ive looked through different maps armor , makeup, hair, and they all have the same rgb colors  the colors don't change and sometimes  on the armor for example where the color blue "suppose"to be metal i've seen it applied on cloth, or something else so by that stance and other research the rgb colors seem to just determine colors for the armor/hair/makeup ect

 

Everything I had written was pure speculation based on viewing textures, I had not actually tested any of my hypothesis, so I am not surprised if they were incorrect assumptions.

 

I did everything like you said. My merged folder looks like this:

Spoiler

And this is mod menager and update folder.

Spoiler

And my game crashes when I'm trying to make new character. :( Game saves are not opening neither. 

 

Sorry for bothering you guys with little things like that but I'm not sure what I'm doing wrong. 

 

Your probably not doing anything wrong, currently does not work for some people, the reasons are unknown.



#2578
SheWildWolf

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In GIMP, uhm_makeup_m appears to be a lip tint mask but I haven't seen any for eye shadows or eyeliners.. which is why I asked. It's hard to tell, even putting a solid color behind the inquis and female qunari textures in any paint program, if there is "drawn" eyeshadow or not. I was just wondering how difficult it would be to soften the area of the qunari eye shadow without having to draw directly on the texture.



#2579
Adela

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Everything I had written was pure speculation based on viewing textures, I had not actually tested any of my hypothesis, so I am not surprised if they were incorrect assumptions.

 

 

Oh Im not blaming you for anything, heck i could be wrong too but its just what i've came across so far based on some changes that i try to make

 

also regarding specular... keep in mind im still researching myself so don't take this as high value yet im just saying what i have experienced personally:

 

That B channel doesn't look like a metallic mask to me. Frostbite takes as input base color, metallic, AO, and a specular tweak map that can suppress Fresnel reflections below .25 linear and maps to semiconductor base reflectivity above .8 linear or so. To me it looks like R for the specular texture is metallic, G is the smoothness map, and B could be AO used for occluding diffuse irradiance. B could also be the specular tweak texture, which seems more likely since it's in the specularity texture and since it's mostly near 50% grey, with a few areas lighter and the cavities darker.



#2580
Ehamloptiran

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All sounds a lot more legit than my explanation, but one thing. Are you sure you haven't got red and blue mixed around? As for me Red appears with the 50% grey with lighter and darker areas, where as blue appears as a straight mask



#2581
Adela

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All sounds a lot more legit than my explanation, but one thing. Are you sure you haven't got red and blue mixed around? As for me Red appears with the 50% grey with lighter and darker areas, where as blue appears as a straight mask

here is my screen shots of Alistair armor spec looks like in the rgb channels ofc it could vary depending one the armor 

 

the red channel appears to be more darker with lighter colors  as the lighter colors indicates the metal shininess 

 

Spoiler

 

G one as i mentioned is smoothness, you don't see that much darker colors

 

Spoiler

 

and the blue channel seems alot like and AO/ cavity map from what it looks like, and its *almost* 50% gray

 

Spoiler



#2582
Ehamloptiran

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here is my screen shots of Alistair armor spec looks like in the rgb channels ofc it could vary depending one the armor 

 

the red channel appears to be more darker with lighter colors  as the lighter colors indicates the metal shininess 

 

Spoiler

 

G one as i mentioned is smoothness, you don't see that much darker colors

 

Spoiler

 

and the blue channel seems alot like and AO/ cavity map from what it looks like, and its *almost* 50% gray

 

Spoiler

 

Interesting. Appears there are different types of spec then, take a look at cullens armor, and you will see something that looks very different. I think its time to start looking at the shaders to find out whats what



#2583
Adela

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Interesting. Appears there are different types of spec then, take a look at cullens armor, and you will see something that looks very different. I think its time to start looking at the shaders to find out whats what

Wow.. i see what u mean... that is weird.... hmm will look into it and see what i can figure out



#2584
Athymhormia

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In GIMP, uhm_makeup_m appears to be a lip tint mask but I haven't seen any for eye shadows or eyeliners.. which is why I asked. It's hard to tell, even putting a solid color behind the inquis and female qunari textures in any paint program, if there is "drawn" eyeshadow or not. I was just wondering how difficult it would be to soften the area of the qunari eye shadow without having to draw directly on the texture.

 

Well, in Photoshop everything looks fine to me. Same with tattoos - there are 3 rgb channels and 1 alpha, each contains one tattoo in black and white, so in total 4 tattoos in every tattoo texture. I've found only 3 makeup textures - qhm_makeup01_m, uhm_makeup_m, uhm_makeup01_m, though I'm not sure which uhm texture works in game for females or males or whatever. Also 4 channels in every texture, lips are in alpha, so that might be a reason why you can't see other textures, while they are stored in rgb channels:

Spoiler

So I'd say it's pretty easy to edit them if you have an idea in mind. I personally do not plan to touch them 'cause with solid color tinting they will always look worse to me than a natural looking makeup right on inquisitor' skin texture.



#2585
SheWildWolf

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Well, in Photoshop everything looks fine to me. Same with tattoos - there are 3 rgb channels and 1 alpha, each contains one tattoo in black and white, so in total 4 tattoos in every tattoo texture. I've found only 3 makeup textures - qhm_makeup01_m, uhm_makeup_m, uhm_makeup01_m, though I'm not sure which uhm texture works in game for females or males or whatever. Also 4 channels in every texture, lips are in alpha, so that might be a reason why you can't see other textures, while they are stored in rgb channels:

Spoiler

So I'd say it's pretty easy to edit them if you have an idea in mind. I personally do not plan to touch them 'cause with solid color tinting they will always look worse to me than a natural looking makeup right on inquisitor' skin texture.

 

I suppose it's just GIMP then I am out of luck until I can afford PS :)



#2586
Renmiri1

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And my game crashes when I'm trying to make new character. :( Game saves are not opening neither. 

 

Sorry for bothering you guys with little things like that but I'm not sure what I'm doing wrong. 

 

post what you want on the bugs thread on the daitools forum and I'll make a merge for you

http://daitools.free...am-t206-30.html



#2587
Kamael

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I see that meshes are coming, oh yes please!  I can't wait for it (Silvist armors, Adela hairs.. I'm almost crying here)  :D



#2588
PorcelynDoll

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Who is that ? XD

I would like to help but I don't know who is it.

He hangs around Val Royeaux. Every time I see him I want to steal his armor. I'll see if I can get some pics of him.

 

Edit:Here's some. I was lazy and didn't fire up Cin Tools but I can if these aren't what you need.

DragonAgeInquisition2015-01-0921-09-08-0



#2589
wepeel_

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Does anyone have insight into what controls the configuration of the different complexions? I.e. what setting determines that complexion #1 might have stubble, complexion #2 might have wrinkles, and so on? Since changing a texture (unless it's a very specific one) seems to affect the looks of a lot of characters throughout the game, altering the complexion properties seems like it would make for a more elegant change.



#2590
Shantia

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Does anyone have insight into what controls the configuration of the different complexions? I.e. what setting determines that complexion #1 might have stubble, complexion #2 might have wrinkles, and so on? Since changing a texture (unless it's a very specific one) seems to affect the looks of a lot of characters throughout the game, altering the complexion properties seems like it would make for a more elegant change.

 

I never had the problem with it changing alot of characters, I've only seen mine on the servant girl you meet when you wake up at Haven. The wrinkles and all that seems to be an "overlay" so you will have that on the complexion you make too. There seem to be 3 basic complexion that then have the overlays, which are the rest of the complexions.

 

I know the paths for the female ones, unfortunatley I haven't played around so much with the male ones, but it seems like complexioon 1 for females also alters complexion 1 for males, so it is a bit of a mess actually.



#2591
wepeel_

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The wrinkles and all that seems to be an "overlay" so you will have that on the complexion you make too. There seem to be 3 basic complexion that then have the overlays, which are the rest of the complexions.

 

Yeah, I also got this impression. It was kind of illustrated after patch #2 when shaders (as I understand it) were auto-set to low, which reduced the number of complexions by around two thirds and removed stubble and possibly wrinkles, though aged faces remained.

 

 

I know the paths for the female ones, unfortunatley I haven't played around so much with the male ones, but it seems like complexioon 1 for females also alters complexion 1 for males, so it is a bit of a mess actually.

 

Hm, what paths are those if you wouldn't mind? I've found that some complexions seem to be a mix of male and female textures, indeed.



#2592
Meganna

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Can anyone merge anything right now with the mod manager? I've got the index out of range problem and was wondering if anyone can merge my mod with the official patch?



#2593
Elanor

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Everything I had written was pure speculation based on viewing textures, I had not actually tested any of my hypothesis, so I am not surprised if they were incorrect assumptions.

 

 

Your probably not doing anything wrong, currently does not work for some people, the reasons are unknown.

 

I hope it will start working. Maybe it's mod menager. Well, I have no idea. xd 

 

post what you want on the bugs thread on the daitools forum and I'll make a merge for you

http://daitools.free...am-t206-30.html

 

Thank you but I wish I could make it work by myself. I change my mind often and I don't want to bother you every time I want to try new mod. 



#2594
Shantia

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Yeah, I also got this impression. It was kind of illustrated after patch #2 when shaders (as I understand it) were auto-set to low, which reduced the number of complexions by around two thirds and removed stubble and possibly wrinkles, though aged faces remained.

 

 

 

Hm, what paths are those if you wouldn't mind? I've found that some complexions seem to be a mix of male and female textures, indeed.

 

Sure

complexion #1:

da3/actors/baseheads/humanfemale/textures     <---- that one also changes male complexion 1, so I don't use that

 

complexion #2:

 

da3/actors/baseheads/dwarffemale/textures

 

complexion #3:

da3/actors/baseheads/inquisitor/textures       <---- There's both female and male complexion 3 in that one



#2595
wepeel_

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Sure

complexion #1:

da3/actors/baseheads/humanfemale/textures     <---- that one also changes male complexion 1, so I don't use that

 

complexion #2:

 

da3/actors/baseheads/dwarffemale/textures

 

complexion #3:

da3/actors/baseheads/inquisitor/textures       <---- There's both female and male complexion 3 in that one

 

Thanks a lot! It's still unknown how to control shaders/overlays?



#2596
Shantia

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Thanks a lot! It's still unknown how to control shaders/overlays?

 

I think I have seen them somewhere, I know I found wrinkles :)

 

pretty sure it's in

 

da3/actors/baseheads/textures

 

there you can find the make-up too and lots of other things :)

 

I've only changed the qunari eyeshadow, not sure how the rest works.



#2597
SheWildWolf

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I've only changed the qunari eyeshadow, not sure how the rest works.

 

That's what I wanted to do but couldn't figure out if it was a tintmask etc. Apparently I have not been seeing the full dds images in GIMP though, as someone else linked what they saw in PS and it was not what I was seeing when I opened the file in GIMP. Not sure why. How goes your progress with the Qunari texture? 



#2598
wepeel_

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I think I have seen them somewhere, I know I found wrinkles :)

 

pretty sure it's in

 

da3/actors/baseheads/textures

 

Aye, I have seen those, but I'm thinking that somewhere there has to be values that assign wrinkles to e.g. complexions #2, #5 and #9, and so on.



#2599
Shantia

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That's what I wanted to do but couldn't figure out if it was a tintmask etc. Apparently I have not been seeing the full dds images in GIMP though, as someone else linked what they saw in PS and it was not what I was seeing when I opened the file in GIMP. Not sure why. How goes your progress with the Qunari texture? 

 

I haven't really worked any more on the qunari texture, working on the normal maps in general to figure them out, because if I import a normal map that I have exported and haven't even edit it comes out looking different, specially on the left side of the faces.

 

 

Aye, I have seen those, but I'm thinking that somewhere there has to be values that assign wrinkles to e.g. complexions #2, #5 and #9, and so on.

 

I have no idea about that. I just assumed every complexion got one of each overlay, but I might be totally wrong, as I havent really played with it.



#2600
Joyce

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I need some coloring advice: what goes with black and blue?