Aller au contenu

Photo

DAI Tools

* * * * * 113 note(s)

  • Veuillez vous connecter pour répondre
6382 réponses à ce sujet

#2701
Danariel

Danariel
  • Members
  • 110 messages

~snip

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.

 

Dalish Warrior Armor (Female) seems to have a pretty significant amount of character skin showing, and it changes with the skin color. Perhaps this armor can be "mined" for relevant info.

 

tumblr_ngaijizsQv1sdhr89o1_1280.jpg

 

http://ellementalist...-reference-left



#2702
tmp7704

tmp7704
  • Members
  • 11 156 messages

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).

There's a possibility it's slightly more complicated than that -- it seems the armours in DAI can have up to 4 areas (which can be associated with different materials when you craft the item) These are typically one cloth slot, one leather slot, one metal slot ... but the 4th can vary. E.g. battlemage armour model for Vivienne has two separate cloth areas. So it wouldn't surprise me if the alpha channel was used to define that 4th area on the armour meshes, and whether that's metal, cloth or leather (and what actual appearance it gets) was defined by the item's parameters set in the game.

edit: had a look at it and seems it's trickier than that. for the main part of Vivienne's armour the rgb channels appear to match the separate areas you can have tinted, but alpha looks like combination of all these parts. Some of her other _t textures though have alpha with different shape. May require more poking.

#2703
Adela

Adela
  • Members
  • 6 633 messages

For now i don't think i will be doing any more tests, it seems i get different results, and  some of them such as the T map doesn't seem to be accurate to what I have experienced, im hoping at  least that the spec map test was good, im using Eham's old tool  and i think that may be what is causing the different results?

 

I cant get the new tool to work so i will wait  until i can



#2704
abr

abr
  • Members
  • 140 messages

Feelin' shitty cause i can't contribute anything yet and just waiting for you guys to make magic happen, so here's what i do best: fiddle with grafix! Some desaturation, Contrast added to compensate, Sharpening, and Film Grain.

 

Spoiler

 

Spoiler

 

Spoiler

 

Spoiler

 

Spoiler

 

Spoiler

 

Spoiler

 

http://imgur.com/a/roDXh#0

https://mega.co.nz/#...Yii4UzbYtXRKcI 



#2705
Adela

Adela
  • Members
  • 6 633 messages

Feelin' shitty cause i can't contribute anything yet and just waiting for you guys to make magic happen, so here's what i do best: fiddle with grafix! Some desaturation, Contrast added to compensate, Sharpening, and Film Grain.

 

Spoiler

 

Spoiler

 

Spoiler

 

Spoiler
Spoiler

 

Spoiler

 

Spoiler

 

https://mega.co.nz/#...Yii4UzbYtXRKcI 

NO , don't  feel bad,  heck i wish i could help Eham  with coding but sadly its a field that im not familiar with... weather you are a texture artist/3d artist or just a person who awaits for mods we still appreciate the support :)



#2706
abr

abr
  • Members
  • 140 messages

NO , don't  feel bad,  heck i wish i could help Eham  with coding but sadly its a field that im not familiar with... weather you are a texture artist/3d artist or just a person who awaits for mods we still appreciate the support :)

 

Aw thx! And i just realized with the way this forum handles images it's basically impossible to see the difference, even i can hardly spot it  :lol: It's easier to see here http://imgur.com/a/roDXh#0



#2707
Ehamloptiran

Ehamloptiran
  • Members
  • 415 messages

There's a possibility it's slightly more complicated than that -- it seems the armours in DAI can have up to 4 areas (which can be associated with different materials when you craft the item) These are typically one cloth slot, one leather slot, one metal slot ... but the 4th can vary. E.g. battlemage armour model for Vivienne has two separate cloth areas. So it wouldn't surprise me if the alpha channel was used to define that 4th area on the armour meshes, and whether that's metal, cloth or leather (and what actual appearance it gets) was defined by the item's parameters set in the game.

edit: had a look at it and seems it's trickier than that. for the main part of Vivienne's armour the rgb channels appear to match the separate areas you can have tinted, but alpha looks like combination of all these parts. Some of her other _t textures though have alpha with different shape. May require more poking.

 

I suspect it is more complex, but its always easy just to start small, and work from there, I haven't even started looking at the other channels, no doubt my hypothesis will change once I start messing with them, but I did have a hunch that RGB were different materials, and the alpha had multiple uses depending on material. As when I changed Sera's legs from Green to Red, the material seem to change almost entirely. and no doubt is defined by the shader used.

 

So far I am still trying to figure out how the shader data is stored, all I know is the hash of the shader name is used to look up the shaderdb, but stil can't map that out to which shader it is using. It'll make things a tad easier once I can see the actual shader being used.



#2708
SheWildWolf

SheWildWolf
  • Members
  • 320 messages

Feelin' shitty cause i can't contribute anything yet and just waiting for you guys to make magic happen, so here's what i do best: fiddle with grafix! Some desaturation, Contrast added to compensate, Sharpening, and Film Grain.

 

Spoiler

 

Spoiler

 

Spoiler

 

Spoiler

 

Spoiler

 

Spoiler

 

Spoiler

 

http://imgur.com/a/roDXh#0

https://mega.co.nz/#...Yii4UzbYtXRKcI 

 

I just drop that into my DA:I folder, or is there something else I have to mess with like when we do ENB? Bleak DAI would be so awesome.  :wub: Can we even use ENB for this game? I haven't looked into it yet.



#2709
Renmiri1

Renmiri1
  • Members
  • 6 009 messages

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.

 

I managed to make Solas legs transparent, don't ask me how but i think it was a badly done normal texture :P



#2710
Renmiri1

Renmiri1
  • Members
  • 6 009 messages

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.

lines and seams can come from normal map too.

 

On solas sweater, i had to change his normal alot to get smooth arms



#2711
Ehamloptiran

Ehamloptiran
  • Members
  • 415 messages

lines and seams can come from normal map too.

 

On solas sweater, i had to change his normal alot to get smooth arms

 

As Renmiri stated. Normals have a big influence on shadowed detail. When modyfing textures, you need to modify all of them, to ensure they remain consistent across the board, as leaving the normals alone will result in odd shading. Leaving the spec alone, will result in wierd shine, leaving the tint alone will result in wierd looking material placement.



#2712
mrjack

mrjack
  • Members
  • 1 193 messages

Been playing this the eyebrows again. No major changes but happier with the overall colour (not super black) and placement. Need to increase the normal intensity I think... I dunno.

 

I call this guy Spike for (maybe) obvious reasons:

Spoiler
 
Spoiler
 
Spoiler
 
One thing I've noticed is you have to design for head shapes and race types separately to get the same look. The placement looks rubbish on all the elf models from what I can tell.
 
Also, it's hard to keep the width depending on what face the PC is pulling. Angry = thin & upset/surprised = thick.


#2713
Adela

Adela
  • Members
  • 6 633 messages

As Renmiri stated. Normals have a big influence on shadowed detail. When modyfing textures, you need to modify all of them, to ensure they remain consistent across the board, as leaving the normals alone will result in odd shading. Leaving the spec alone, will result in wierd shine, leaving the tint alone will result in wierd looking material placement.

when i left the tint, defuse, normal alone and only modifying the spec i didn't really encountered any issues... but then again i imported the textures with  the old tool soo not sure how accurate that is for other ppl...



#2714
Adela

Adela
  • Members
  • 6 633 messages

@Eham btw have u tried to make any changes to the spec map alone  to weather confirm or deny if my tests were true by using ur new tool?

 

edit also if we are to make a mesh from scratch would we necessarily have to include a t map? or can we just do the "basic" D,N,S?



#2715
Ehamloptiran

Ehamloptiran
  • Members
  • 415 messages

when i left the tint, defuse, normal alone and only modifying the spec i didn't really encountered any issues... but then again i imported the textures with  the old tool soo not sure how accurate that is for other ppl...

 

Depending on the change u make, if u modify the diffuse (more than just a color change), and dont modify any of the other textures, it'll look wierd, since the normals will no longer line up with the details of the diffuse. But just making small modifications like increasing/decreasing spec amount, then yeah you dont need to modify all of them, for example, with my recent experiments, I only change the tint to start off with, then diffuse and spec, I didnt even touch the normals, because I was only doing color changes to the diffuse, all the details were still where they should be.

 

@Eham btw have u tried to make any changes to the spec map alone  to weather confirm or deny if my tests were true by using ur new tool?

 

What were your tests? I did mess around with the spec map, but that was mainly to decrease the spec amount (By modyfing the green channel). And I modified the blue channel to make the whole thing blue to see what that would to my metal surface, seems it changed the spec a bit. Oh and I also set the red channel to all one color, but did not observe any great difference in that. I mainly just wanted a consistent spec across the whole character to view any other differences when modyfing tint.



#2716
abr

abr
  • Members
  • 140 messages

I just drop that into my DA:I folder, or is there something else I have to mess with like when we do ENB? Bleak DAI would be so awesome.  :wub: Can we even use ENB for this game? I haven't looked into it yet.

 

Yes just drop it, if you don't like it remove it or message me how to edit things, it's super easy!

 

I'm not gonna ask Boris about it atm... To much of a delicate genius and seems he's still busy with skyrim :huh:  



#2717
Ehamloptiran

Ehamloptiran
  • Members
  • 415 messages

edit also if we are to make a mesh from scratch would we necessarily have to include a t map? or can we just do the "basic" D,N,S?

 

Didnt see this part. You will want to include a _t texture in any case, because this is how you would get your PBR material look, also im guessing the shader would pretty much require u feed it a _t texture, even if its empty.



#2718
Adela

Adela
  • Members
  • 6 633 messages

Depending on the change u make, if u modify the diffuse (more than just a color change), and dont modify any of the other textures, it'll look wierd, since the normals will no longer line up with the details of the diffuse. But just making small modifications like increasing/decreasing spec amount, then yeah you dont need to modify all of them, for example, with my recent experiments, I only change the tint to start off with, then diffuse and spec, I didnt even touch the normals, because I was only doing color changes to the diffuse, all the details were still where they should be.

 

 

What were your tests? I did mess around with the spec map, but that was mainly to decrease the spec amount (By modyfing the green channel). And I modified the blue channel to make the whole thing blue to see what that would to my metal surface, seems it changed the spec a bit. Oh and I also set the red channel to all one color, but did not observe any great difference in that. I mainly just wanted a consistent spec across the whole character to view any other differences when modyfing tint.

Hmm ya i got something totally different... when modifying the red and greed channel and left the blue channel as it is.. for example:

 i did the green channel to about a 75%value and the red channel to 0  and it gave me a more "softer kind of dull looking shine"

 

2nd try:

green channel  to 75 and red channel to 25 it gave me a bit of a shinier look

 

3rd try:

green channel  still at 75  and the red channel at 50 even more shiny, and the more i increase the red channel  like till 100% it will look like a more "wet" type of material.. but with the green channel remaining at 75

 

When i increased the green channel the light reflectance seemed to get brighter and brighter

 

Hold on im gonna try to edit some maps again and actually post some screen shots so u can see what im talking about



#2719
Ehamloptiran

Ehamloptiran
  • Members
  • 415 messages

Hmm ya i got something totally different... when modifying the red and greed channel and left the blue channel as it is.. for example:

 i did the green channel to about a 75%value and the red channel to 0  and it gave me a more "softer kind of dull looking shine"

 

2nd try:

green channel  to 75 and red channel to 25 it gave me a bit of a shinier look

 

3rd try:

green channel  still at 75  and the red channel at 50 even more shiny, and the more i increase the red channel  like till 100% it will look like a more "wet" type of material.. but with the green channel remaining at 75

 

When i increased the green channel the light reflectance seemed to get brighter and brighter

 

Hold on im gonna try to edit some maps again and actually post some screen shots so u can see what im talking about

 

I may not have noticed anything from the red channel differences, due to decreasing it to 50% across the board, it was only slightly different in certain spots. So i didnt make any radical changes to the red channel, so thats why I observed no real difference (im sure there was a difference, just too minor). Green is just straight specular, so increasing/decreasing this, will in fact change the shininess and again, I just dulled this right back as I didnt want spec to influence my other tests. So im going to guess that we are infact observing the same thing, just my changes were too minor to actually visually see a difference.

 

EDIT: Im going to say that the green channel is definately spec amount, red channel is definately glossiness, blue channel not entirely sure, seems to be used on metallic surfaces a lot (maybe a different spec calculation).



#2720
Adela

Adela
  • Members
  • 6 633 messages

I may not have noticed anything from the red channel differences, due to decreasing it to 50% across the board, it was only slightly different in certain spots. So i didnt make any radical changes to the red channel, so thats why I observed no real difference (im sure there was a difference, just too minor). Green is just straight specular, so increasing/decreasing this, will in fact change the shininess and again, I just dulled this right back as I didnt want spec to influence my other tests. So im going to guess that we are infact observing the same thing, just my changes were too minor to actually visually see a difference.

Soo does this mean that the  _t map an _s map does the same thing?



#2721
Ehamloptiran

Ehamloptiran
  • Members
  • 415 messages

Soo does this mean that the  _t map an _s map does the same thing?

 

No _s is all about specular, _t is more about materials being applied. Defining what is metallic, cloth, etc. (How they are actually determined is still under speculation).



#2722
rubynorman

rubynorman
  • Members
  • 1 373 messages

Hello! Firstly, I really appreciate the works of you guys have done to create the DAI modding tools. I'm really new to it and I wonder if I could ask a question about the sound explorer.

Somehow I can't get the sound explorer to work. For example: I loaded this tree http://i.imgur.com/6fwIjT5.png and then I couldn't get any buttons to work ( play/extract as MP3, WAV ) except the "Extract entirechunk" button which saves the file in .bin format and I don't know what to do with it. I'd be thankful if someone can let me know how to use it.



#2723
Ehamloptiran

Ehamloptiran
  • Members
  • 415 messages
A couple of people have experienced issues extracting bard songs. Can you try any others (Not bard songs) and see if it works.

#2724
Kamael

Kamael
  • Members
  • 142 messages

Interesting, now that I'm on my new harddrive I cant get the Modding Tool to open anymore.



#2725
Adela

Adela
  • Members
  • 6 633 messages

No _s is all about specular, _t is more about materials being applied. Defining what is metallic, cloth, etc. (How they are actually determined is still under speculation).

I see, what threw me off about the T map and the reason i came to the conclusion that i did , was because whenever i try to test it , it either gave me a multi color texture, or if i reload nothing changed but if i were to edit an armor that had a schematic  and then when i went to craft it,   it didn't show any of the colors of the materials  like nug skin or druffalo or any kind of metal leather or cloth that i had in my inventory, so that's when i assumed it doesn't  "determine the material" but the color of the armor itself

 

it also threw me off that some armors like for NPC's  for example  Cullen  his cloth is a blue channel (witch by what u said blue is metallic?) but then i go into the inq var 2 armor where it doesn't even have a blue channel/color where it should be for metal like for example where the inquisitor pins that close the shirt are sort of metalish but instead of blue they are green....

 

Spoiler