Aller au contenu

Photo

DAI Tools

* * * * * 113 note(s)

  • Veuillez vous connecter pour répondre
6382 réponses à ce sujet

#2651
denise12184

denise12184
  • Members
  • 630 messages

Okay I can't test the qunari female skyhold outfit, since I dont have a Qunari female character. So I tried the elf female one. And the results were fine. No crash. Outfit changed to be very reflective:

 

fElTkq8.jpg

 

So this doesn't really help you too much, as it appears to be fine at my end, maybe this is just a continuation of the issues others are having.

Honestly, it wouldn't surprise me if the issue was something I was doing wrong. I really am new at this, and I suppose I picked the wrong game to jump into, lol.

 

I'll just be patient, then. By the time I figure this out, someone will likely have something 10x better than anything I could do. I really appreciate you taking the time to work with me though.



#2652
Adela

Adela
  • Members
  • 6 633 messages

Personally i wouldn't mess with the t map on armors as that sometimes gives wonky results i would leave it alone  and more mess with  d, n  and s for better results

 

the only time i would mess with the T map is when adding a new tattoo  or eye shadow/makeup but it has to stay the same color as others RGB and not change it to something else



#2653
Kamael

Kamael
  • Members
  • 142 messages

To make the Inquisitor and Solas's pajamas I edited the t map, the parts I wanted with full shine (metal and the latex corset) I left on green and alpha channel, the red and blue I left fully black with nothing there.



#2654
Renmiri1

Renmiri1
  • Members
  • 6 009 messages

I'm still having issues with T map as well. Works on lod1, but original size glitches

 

Spoiler

 

PS: On first screenie you can see my attempt to make Solas shirt be sleeveless. Failed but getting there :P 



#2655
Ehamloptiran

Ehamloptiran
  • Members
  • 415 messages

are u generating mips for the _t texture?



#2656
Renmiri1

Renmiri1
  • Members
  • 6 009 messages

Yup

 

are u generating mips for the _t texture?

yup



#2657
Renmiri1

Renmiri1
  • Members
  • 6 009 messages

What is getting me bonkers is that I'm using "T" files that worked before -.- nevermind, it was either the difuse or the specular (see below)

 

Hey Eham when you guys do the new import, is there a way to save a little "import log" ?  I'm manually putting the names of the textures I'm importing on the comments field but would be nice to have a little text file saying "replaced em_solashead_d with em_egghead1_d" and whatever else you did, for people trying to learn the tool



#2658
Renmiri1

Renmiri1
  • Members
  • 6 009 messages

Hmmm.. seens the problem is my specular texture, not the tint

 

Managed to get Solas legs transparent while only replacing the _d and _s textures

 

tumblr_ni04ervpyI1u4bdzio1_500.gif

 

This is the _s I was trying to use to make his wolf jawbone made of silver. It looks "gray" on lod1 but messes up on lod0

 

tumblr_ni04ervpyI1u4bdzio2_r1_500.gif



#2659
denise12184

denise12184
  • Members
  • 630 messages

I'm nearly certain it is the t map giving me trouble. The game loads and I can see the texture if I use the original t map and stick with only editing the other maps. The problem is that the U can see white 'holes' where the seams and buttons are for the original texture. My texture loads over top of the original, but the parts I painted as skin aren't showing for some reason. I can't say I have the s maps completely figured out, though. Maybe that's what is making it look wrong and I can leave the t map alone. 



#2660
manonyuf

manonyuf
  • Members
  • 52 messages

Hello.

Unfortunatley you need the mod manager for it to work :(

 

And is there perhaps a way to manually type in the Mod Path in the manager? When clicking "browse" it will not let me select the folder for the mods, and that is the only problem:( 



#2661
Renmiri1

Renmiri1
  • Members
  • 6 009 messages

And is there perhaps a way to manually type in the Mod Path in the manager? When clicking "browse" it will not let me select the folder for the mods, and that is the only problem:( 

Make a new folder ? My mod folder is right of c:\ and works very well



#2662
Ehamloptiran

Ehamloptiran
  • Members
  • 415 messages

And is there perhaps a way to manually type in the Mod Path in the manager? When clicking "browse" it will not let me select the folder for the mods, and that is the only problem:( 

 

What does it do then? Please explain the issue in its entirety



#2663
Ehamloptiran

Ehamloptiran
  • Members
  • 415 messages

What is getting me bonkers is that I'm using "T" files that worked before -.- nevermind, it was either the difuse or the specular (see below)

 

Hey Eham when you guys do the new import, is there a way to save a little "import log" ?  I'm manually putting the names of the textures I'm importing on the comments field but would be nice to have a little text file saying "replaced em_solashead_d with em_egghead1_d" and whatever else you did, for people trying to learn the tool

 

Yeah probably, wouldn't be too difficult since all the info is there. But this depends on how I do the new import. I'm considering an alternative approach.



#2664
denise12184

denise12184
  • Members
  • 630 messages

To make the Inquisitor and Solas's pajamas I edited the t map, the parts I wanted with full shine (metal and the latex corset) I left on green and alpha channel, the red and blue I left fully black with nothing there.

How did you get the skin to show? I was fooling around and tried painting the red black. I was able to get the game to load that time and the texture was all black except for where the buttons and things are - the part that's transparent on the map. That was also transparent in the game, and I could see my texture underneath. I'm just not sure what that means.



#2665
Joyce

Joyce
  • Members
  • 476 messages

I've asked this before, but I really need answers and am afraid my comment was lost in this jungle xD when you texture skin, does the s and t already exist so you don't have to do it yourself? If not, how do I texture skin?



#2666
manonyuf

manonyuf
  • Members
  • 52 messages

What does it do then? Please explain the issue in its entirety

 

Okay, So I created all folders, navigated to my installation folder, but when I click "Browse" next to the mod folder, this is what comes up :
Clipboard01.jpg

This is the only program where such an issue occurs for me.:(



#2667
Ehamloptiran

Ehamloptiran
  • Members
  • 415 messages

Okay that is very strange, unfortunately I have no idea what the issue could be. What version OS are you using? (Include Service Pack). .NET Framework version?



#2668
Tarkov33

Tarkov33
  • Members
  • 179 messages

Okay I can't test the qunari female skyhold outfit, since I dont have a Qunari female character. So I tried the elf female one. And the results were fine. No crash. Outfit changed to be very reflective:

 

fElTkq8.jpg

 

So this doesn't really help you too much, as it appears to be fine at my end, maybe this is just a continuation of the issues others are having.

Woah. I want that. I like latex :o



#2669
Ehamloptiran

Ehamloptiran
  • Members
  • 415 messages

Haha maybe I will release as a mod (I'll make it black first). Since as the partial creator of the tools, I should at least get one mod out I suppose. Altho I might wait till I can get a mesh replacement working, then I can have the first mesh replaced mod :D



#2670
Adela

Adela
  • Members
  • 6 633 messages

To make the Inquisitor and Solas's pajamas I edited the t map, the parts I wanted with full shine (metal and the latex corset) I left on green and alpha channel, the red and blue I left fully black with nothing there.

Yea,  that is not what the T map is suppose to do... for a PVC  look you can safely acheave that with the spec map , while messing around  and changing the t map on armors  may result that if the item u are trying to edit is craftable u wont be able to see any changes anymore 

 

If you want to experiment just for fun and science  thats fine but it pretty much "breaks" the armor



#2671
Adela

Adela
  • Members
  • 6 633 messages

Haha maybe I will release as a mod (I'll make it black first). Since as the partial creator of the tools, I should at least get one mod out I suppose. Altho I might wait till I can get a mesh replacement working, then I can have the first mesh replaced mod :D

YES PLEASE :D



#2672
mrjack

mrjack
  • Members
  • 1 193 messages

I'm still wondering if/how people are extracting meshes with the latest tools. Is the only way to do it to use the command line tool and do a full resource dump?

 

If that's the case, would somebody be kind enough to give me a step-by-step on how they did it? For example, does the tool have to be in any specific folder and what exactly are they typing into the command prompt. I thought I got it working based on the instructions included with the tool but it bugs our trying to find a particular file. I must be doing something wrong.

 

Of course if there is a way to extract individual meshes with DAI_Tools, that would be better but I can't see a way to do it anymore since the program was renamed from DA_Tools to DAI_Tools.



#2673
Ehamloptiran

Ehamloptiran
  • Members
  • 415 messages

Meshes can be exported using the DA Tools old, one by one. There does seem to be a problem (For some users I think?) with extracting static meshes, wrong vertex index. Otherwise skinned meshes are fine for exporting. The old cmdline tool I wrote, is pretty deprecated by now, since it does not export skinned meshes as skinned in anyways. But for a usage guide on using the old cmdline tools, check the usage.txt that comes with the tools, it explains exactly what to do.

 

EDIT: I see you mentioned DAI Tools. Not yet for that tool, thats something I am working on as we speak, to get all the functionality converted across to the new DB format. So hopefully soon, next day or so, all that functionality will be available.



#2674
Adela

Adela
  • Members
  • 6 633 messages

Eham, when u mention importing meshes u also said that it will have a lot of limitations? What do u mean by that? Also are u trying to make it possible to import skinned meshes or static?



#2675
Ehamloptiran

Ehamloptiran
  • Members
  • 415 messages

Currently the limitations will be:

 

- Any additional vertex types will be reset to a default value (ie. vertex tints). I have no idea what effect this will have, but has to be done for now, since we only can work with Position, Normal, TexCoord, Bone Index, Bone Weight (Without a custom import/export script)

 

- Mesh has to have the same number of LODs as source mesh (Maybe)

 

- Can't add any additional vertex types, or remove any (So can't make a skinned mesh, non skinned, vice versa)

 

- Skeletal meshes should be able to be supported, but we'll see, since this requires all sorts of bone lookups and such to be modified

 

- No change to cloth data at this time, since I barely know anything about it

 

And probably others, thats about all I can think of right now.