Oh and before I forget, you will need to re-export any meshes you may have already exported, with the new DAI Tools when I am done, as unfortunately the older version has the wrong coordinate system. The new version will actually change the coordinate system on export, ensuring the mesh comes out correctly (Unmirrored)
DAI Tools
#2676
Posté 11 janvier 2015 - 12:02
#2677
Posté 11 janvier 2015 - 12:05
Oh and before I forget, you will need to re-export any meshes you may have already exported, with the new DAI Tools when I am done, as unfortunately the older version has the wrong coordinate system. The new version will actually change the coordinate system on export, ensuring the mesh comes out correctly (Unmirrored)
oh i see well i have all the meshes extracted with ur old cmnd tool... so i will have to wait for a new update on the tool to re extract them? Also will u make it possible to extract everything at once instead of one by one?
#2678
Posté 11 janvier 2015 - 12:07
Yeah that will be possible now, due to the DB restructure, all the data is available.
EDIT: For static meshes, u dont have to re-export them, you should just be able to mirror them along the X Axis (I think), and thats fine, when reimported later, they will be flipped back to the correct coordinate system. For skinned meshes, its a lot trickier, so best just to re-export them.
#2679
Posté 11 janvier 2015 - 12:12
Not sure what you mean but the basenude models have their own _d and _s textures which you can possibly use as guidelines (though the _s texture appears to be different, wouldn't surprise me if only the green channel was exchangeable)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?
The 'skin' parts used to be marked in alpha channel of _t texture in DA but it doesn't seem DAI uses that anymore. For that matter not sure if DAI even uses this system (parts of the model tinted with the skin colour) at all -- the characters which do show any skin are companions and such so they may well be locked down to their 'default' skin tone, and I can't recall any player-wearable outfits that show any skin, now that I think of it.
edit: well on second thought there's the Skyhold pajamas which shows the bare hands iirc, maybe can check that one for the channel use.
#2680
Posté 11 janvier 2015 - 12:13
Yeah that will be possible now, due to the DB restructure, all the data is available.
EDIT: For static meshes, u dont have to re-export them, you should just be able to mirror them along the X Axis (I think), and thats fine, when reimported later, they will be flipped back to the correct coordinate system. For skinned meshes, its a lot trickier, so best just to re-export them.
last question.. i promise regarding the skeleton in the upcoming new tool will u be able to make it as an FBX/collada or whatever is easier for u and with some idle animations for us to test if the mesh clips? Or do we have to make our own custom test animations?
#2681
Posté 11 janvier 2015 - 12:18
I will be sticking to PSK for now, still havent got the FBX format down, and changing to collada would mean rewriting the whole export part. So until we need a new format I won't change.
Also no animations, still have no idea how they are stored.
#2682
Posté 11 janvier 2015 - 12:37
You can also do it manually already -- either with a mirror tool if your 3d program has it, or scale the meshes by -100% on the left-right axis to flip them around, then if needed flip the direction (normals) of polys to match.oh i see well i have all the meshes extracted with ur old cmnd tool... so i will have to wait for a new update on the tool to re extract them?
(it works for skinned meshes too, since currently when they get exported with the old version of the tools the 'left' side of the mesh winds up driven by the 'right' side bones and vice-versa. The scale trick fixes that and you wind up with the weight maps and the sides of the mesh matching properly)
#2683
Posté 11 janvier 2015 - 01:37
Not sure what you mean but the basenude models have their own _d and _s textures which you can possibly use as guidelines (though the _s texture appears to be different, wouldn't surprise me if only the green channel was exchangeable)
The 'skin' parts used to be marked in alpha channel of _t texture in DA but it doesn't seem DAI uses that anymore. For that matter not sure if DAI even uses this system (parts of the model tinted with the skin colour) at all -- the characters which do show any skin are companions and such so they may well be locked down to their 'default' skin tone, and I can't recall any player-wearable outfits that show any skin, now that I think of it.
edit: well on second thought there's the Skyhold pajamas which shows the bare hands iirc, maybe can check that one for the channel use.
there were no _t texture, just the _s, so I extracted it to have a look
thanks for the tip!
#2684
Posté 11 janvier 2015 - 02:18
You can also do it manually already -- either with a mirror tool if your 3d program has it, or scale the meshes by -100% on the left-right axis to flip them around, then if needed flip the direction (normals) of polys to match.
(it works for skinned meshes too, since currently when they get exported with the old version of the tools the 'left' side of the mesh winds up driven by the 'right' side bones and vice-versa. The scale trick fixes that and you wind up with the weight maps and the sides of the mesh matching properly)
i haven't , got the tool with the skinned mesh yet.. as a matter of fact i haven't updated the tool since his cmnd one looks like i need to do that and get more familiar with things and the skeleton itself
#2685
Posté 11 janvier 2015 - 03:00
Okay so after some experimentation, I can safetly say that the Blue and Alpha channels of the tint texture (_t) are used to define metallic surfaces. The blue channel indicates the surface is metallic, and the alpha channel controls how metallic (The alpha may be used differently depending on which channel is defined).
Below is a screenshot of blue channel set and alpha channel set to 255 (Highly reflective metallic): 
Below is a screenshot of the blue channel set to 255 and alpha set to 0 (Very dull metallic):

Nothing else about the diffuse and spec were changed (Besides me making it purple and less spec, but after that the only changes were made to the tint)
#2686
Posté 11 janvier 2015 - 03:05
Has anyone noticed how small the meshes must be? Because the bones in 3DSMax are enormous... If the import process is anything like it was with ME3Explorer, I presume we won't be able to scale or move the model to work on it. Is there a way to make the bones look smaller in Max? Also, because the meshes are so small and soft selection works on distance, making small localized changes is much more difficult.
#2687
Posté 11 janvier 2015 - 03:14
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.
Thanks for answering. Been using the old tool for now but I probably won't do any "real" modelling until the new tool has this functionality and you solved the mirroring issue. You say just a few days which is great news and worth waiting for.
#2688
Posté 11 janvier 2015 - 04:29
@Mrjack - In terms of scaling? I just use the base nude body skinned as a reference to scale down to. I'm not sure what you mean by the bones are enormous, all i see is a ridiculous amount of them. As of now all of it is at the mercy of the psk importer, so till we get a different format like fbx we'll have to just work with it lol.
When Eham gets the time to make an import/export script for 3ds max I'm pretty sure we'll see a feature that removes unused bones.
So when I did the tera armors, I just scaled them down to the nude body and shaped them accordingly. I had no issues using soft selection. Though, I typically use my skyrim modding habit...meaning weld 0.001 convert to editable poly etc.
To me this is how the skeleton appears with the elven female nude body, for example:
Another example of the same bones without a mesh inside it:
Or did I misunderstand you, and you were trying to create new bones in 3ds max to be used on the DAI meshes?
#2689
Posté 11 janvier 2015 - 04:35
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?
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.
Since I made my own face texture I just matched the color I chose for her face and drew her chest and back by hand. So yeah I drew on top of the pajamas's texture (the diffuse map) theres no transparency involved.
If you guys want a effect like this I can recommend take some screen shots in various lights of your Inquisitor and try to match the skin color this way.
I made my own s and t maps.
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
It didn't break to me, and I did used the s map in this way yes. Also by editing the t map I can clearly see differences even if the item is craftable.
#2690
Posté 11 janvier 2015 - 04:40
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
And I will endorse it ![]()
#2691
Posté 11 janvier 2015 - 05:04
@Mrjack - In terms of scaling? I just use the base nude body skinned as a reference to scale down to. I'm not sure what you mean by the bones are enormous, all i see is a ridiculous amount of them. As of now all of it is at the mercy of the psk importer, so till we get a different format like fbx we'll have to just work with it lol.
(snip)
Re: bolded text.
Here is the elf male head with bones as it appears 3DS Max. The mesh is highlighted in red
And here is what I'm used to which is the human male head from ME3 (also .psk format) zoomed in to fill the screen at about the same level.
While I understand that the DAI head mesh seems to contain bones for the entire skeleton and not just the head, they are also massive (because I assume the mesh is small). I realise I can hide the bones to work on the mesh but if it comes to the point where I need to move bones slightly, I don't see how it will be possible unless there is a way to change the display size of bones.
Re: soft selection, I'm used to working on a small area with falloff set to about 3 or 5. With these meshes, it has to be set at 0.05 or lower, which is fine but an adjustment to what I'm used to from Skyrim/ME3 (and has nothing to do with the modding tools, it's just the way the game is designed)
Hope I've managed to explain what I was going on about ![]()
#2692
Posté 11 janvier 2015 - 05:09
Re: bolded text.
Here is the elf male head with bones as it appears 3DS Max. The mesh is highlighted in red
SpoilerAnd here is what I'm used to which is the human male head from ME3 (also .psk format) zoomed in to fill the screen at about the same level.
Spoiler
While I understand that the DAI head mesh seems to contain bones for the entire skeleton and not just the head, they are also massive (because I assume the mesh is small). I realise I can hide the bones to work on the mesh but if it comes to the point where I need to move bones slightly, I don't see how it will be possible unless there is a way to change the display size of bones.
Re: soft selection, I'm used to working on a small area with falloff set to about 3 or 5. With these meshes, it has to be set at 0.05 or lower, which is fine but an adjustment to what I'm used to from Skyrim/ME3 (and has nothing to do with the modding tools, it's just the way the game is designed)
Hope I've managed to explain what I was going on about
try to play with the units setup, might work. i have mine in mm, i think.
#2693
Posté 11 janvier 2015 - 05:32
@MrJack - Yea, I understand what your saying. Though, I moved some bones, and only some seemed to effect the mesh (like I rotated the shoulder and it worked, but I rotated the wrist and it didn't effect the wrist of the mesh). I was just messing around for posing purposes, but we don't have the keyframes yet for animations.
In terms of soft selection I go anywhere from 10 to 0.1..so I know exactly what you're talking about lol. I'm quite a perfectionist when it comes to shaping armor, so the more "fine tuned" like you said..the better.
I've also noticed with 3ds max the more meshes or objects in the instance, the harder it is to maneuver around. I typically maximize the lower right window and work in perspective. So I try to get as close as possible. Its probably a habit I picked up from poser/daz 3d.
I may have to try your suggestion out Kiitosu!
I've modded alot of games, and I admit that the skeleton for these bodies is quite overwhelming in terms of how many actual bones are displayed. Though, the good news is I was able to copy the skin data from the body to the armor for weighting purposes. So good ole skin wrap will work thankfully.
Example of weighting:
#2694
Posté 11 janvier 2015 - 05:56
Okay so after some experimentation, I can safetly say that the Blue and Alpha channels of the tint texture (_t) are used to define metallic surfaces. The blue channel indicates the surface is metallic, and the alpha channel controls how metallic (The alpha may be used differently depending on which channel is defined).
Below is a screenshot of blue channel set and alpha channel set to 255 (Highly reflective metallic):
Below is a screenshot of the blue channel set to 255 and alpha set to 0 (Very dull metallic):
Nothing else about the diffuse and spec were changed (Besides me making it purple and less spec, but after that the only changes were made to the tint)
whenever i try to change the t map on a custamizable armor aka an armor that uses schematics it wouldn't let me change the color of it and that was without changing the defuse at all, just the t map, but when i messed around with the specular to make it more shiny i saw the difference made, so im not sure if there is an issue on my pc for that or not, but then again i see the same rgb colors on tattoos and makeup... does that mean that those can be metallic too then?
#2695
Posté 11 janvier 2015 - 05:59
Hmmm, I guess the first mesh mod I want to see is a new body for male elf characters and as there's no point waiting for someone else to do what you can do yourself, I thought I might tackle it. What I may end up having to though is replace it (and all the armours) with the human body (and armours) and then use the human head with elf style ears. I'm worried about what that'll do to the character creator though. I'm guessing I need to keep the same number of vertices in the head mesh.
Maybe I should just wait until someone more skilled tackles this ![]()
#2696
Posté 11 janvier 2015 - 06:08
whenever i try to change the t map on a custamizable armor aka an armor that uses schematics it wouldn't let me change the color of it and that was without changing the defuse at all, just the t map, but when i messed around with the specular to make it more shiny i saw the difference made, so im not sure if there is an issue on my pc for that or not, but then again i see the same rgb colors on tattoos and makeup... does that mean that those can be metallic too then?
I don't think so because the head meshes don't use the tint maps for that.
#2697
Posté 11 janvier 2015 - 06:15
It didn't break to me, and I did used the s map in this way yes. Also by editing the t map I can clearly see differences even if the item is craftable.
Hmm then it might just be an issue on my part then, i wonder if its because im using eham's old tool? The new one with the mod manager doesn't work for me it either crashes or gives me an error, but as i mentioned earlier when i change the t map in anyway and then go to craft an armor and change its color to like a nug skin for example, or any other material it doesn't show at all... the armor remains the same that's why i was saying earlier not to mess with it because of what i experienced while testing
#2698
Posté 11 janvier 2015 - 06:22
I don't think so because the head meshes don't use the tint maps for that.
Yea idk what the deal is then, it seems that Ehams 1st hunch about the color map was correct after all
#2699
Posté 11 janvier 2015 - 08:27
Since I made my own face texture I just matched the color I chose for her face and drew her chest and back by hand. So yeah I drew on top of the pajamas's texture (the diffuse map) theres no transparency involved.
If you guys want a effect like this I can recommend take some screen shots in various lights of your Inquisitor and try to match the skin color this way.
I made my own s and t maps.
It didn't break to me, and I did used the s map in this way yes. Also by editing the t map I can clearly see differences even if the item is craftable.
I have the skin painted on to my texture. The problem I'm having is that it is now showing in game. I'm still getting the pajamas under it with the lines of the seams showing through. I assumed this was because of the t map, but any attempt to edit it in any way crashes the game. Maybe it's another map causing issues?
Kamael, is there any way you'd let me look at the t map of the texture you did for the elf pjs? I just want to see what you did and see if I can perhaps replicate how you got it to work. I know you don't want to share the texture, and I'm okay with that.
I'm only interested in the t map if you'll allow it.
#2700
Posté 11 janvier 2015 - 09:17
I decided to give mod menager a shot one more time and I merged only one mod (Shantias female complexion 01) with official patch and it worked! I have no idea why it won't work before. It was bad combination of mods I guess. I have version with polish subtitles and it's working. Just wanted to let you know. ![]()





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