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#2726
Ehamloptiran

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

 

HDD shouldn't make a difference, just for sanity sake, I moved the tool onto a SSD and tried, worked fine here.

 

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

 

Yeah I see what you mean, thats why I agree with tmp that the different channels are masks for different materials, and the alpha may have multiple purposes depending on the material used in the other channels, ie. If it is a metallic material, then the alpha for those portions controls the roughness. But would have a different use for cloth, etc. How these different materials are defined for each channel, is still under speculation, but I suspect the answer lies with the shader, which is why I am trying to get to the bottom of how the shaders are referenced.

 

EDIT: Not sure what it means tho, my tests were done on the inq var2 outfit. And I changed the vest from red to blue to get the crazy reflective look. So blue may still be metallic in this case, and maybe green is a different type of metallic, or different type of reflective material.



#2727
tmp7704

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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).

What about reflection strength in the blue channel? That's a big part of making metals look like metals, so would make sense to see it set to high value for these bits.

#2728
Ehamloptiran

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What about reflection strength in the blue channel? That's a big part of making metals look like metals, so would make sense to see it set to high value for these bits.

 

Could very well be, but I have only ever seen it set or not set. No in between values. I only observed a change is specular when setting the blue channel. The Alpha of the tint indicates reflective strength (or Roughness in PBR model. The rougher a surface, the less reflection there is)



#2729
Kamael

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Nope... I re-downloaded again and when I try to open the tool nothing happens... Oh well, Ill have to make my patches on the other hd :(



#2730
Ehamloptiran

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Okay so doing some digging around. These are the following textures that are passed to the shader for the inquisitor var2 armor:

 

Diffuse
Normal
PatternGDiffuse - ptm_velvet_flowerleather_d
PatternGNormal - ptm_velvet_flowerleather_n
PatternRDiffuse - ptm_velvet_flower2_d
PatternRNormal - ptm_velvet_flower2_n
Specular
Tint

 

So this gives credence to the fact that the tint texture has different materials for channels RG.

 

EDIT: Some more interesting finds from a shader:

 

vc_pad0
external_ColorSpecPrimaryIs
vc_pad1
external_CharacterBuildupMask
external_BuildupIsCloth
external_IsRaining
external_FresnelEnableMetal
vc_pad5
external_Fresnel_Metal_Colour_Primary
vc_pad6
external_TintMetalBase
vc_pad7
external_Tarnish_Override
vc_pad8
external_TintColor2
vc_pad9
external_TintWeights
vc_pad10
external_TintColor1
vc_pad11
external_TintColor3
vc_pad12
external_FresnelEnablePrimary
vc_pad13
external_Fresnel_Fabric_Colour_Primary
vc_pad14
external_Fresnel_Fabric_Colour_Secondary
vc_pad15
external_FresnelEnableSecondary
vc_pad16



#2731
Renmiri1

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mm it seems it wants tint color and maybe the "metal" stuff is from "s" texture ?



#2732
Ehamloptiran

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mm it seems it wants tint color and maybe the "metal" stuff is from "s" texture ?

 

No I believe the metal comes from the tint texture. as well as some predefined material patterns. You can also override the metal smoothness (They call it smothness) per character, Leliana has an override in place for this.

 

I have figured out how the params are stored in the shaderdb, so soonish I will have a dump of all parameters for all shaders. Still need to figure out how that relates to each object.



#2733
Adela

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No I believe the metal comes from the tint texture. as well as some predefined material patterns. You can also override the metal smoothness (They call it smothness) per character, Leliana has an override in place for this.

 

I have figured out how the params are stored in the shaderdb, so soonish I will have a dump of all parameters for all shaders. Still need to figure out how that relates to each object.

if metal/cloth leather comes from the tint texture... then im not quite sure what is the point of having a spec map ? Cause the spec map is also *suppose* to define  those kinds of mat as well



#2734
TrevellianMo

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How to edit eyebrows? when i editing main eybrows' texture in /textures folder it dissapears ingame



#2735
TrevellianMo

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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.

 

 

How do u edit eybrows? what brows or face texture u edited exactly?



#2736
Ehamloptiran

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if metal/cloth leather comes from the tint texture... then im not quite sure what is the point of having a spec map ? Cause the spec map is also *suppose* to define  those kinds of mat as well

 

Okay so I am dismantling a shader to see exactly what it is doing. And so far I have found that the Tint Blue Channel (Of this particular shader) defines base metallic. (In this particular shader, Tint Alpha is not used at all)

 

The Specular Blue Channel is a Metallic Override, capped to 0 and 1, no inbetween values as I had hypothesised. There is also a boolean MetallicOverride which determines if the Specular blue channel is used. This is then combined with the base metallic value. The value is then changed depending on if its raining or not.

 

The specular Red channel is glossiness and the specular green channel is specular values. There is a metal smoothness override that gets applied to the specular green channel.

 

And so far thats what I have, I can't tell you what this shader is for, there is also a Texture3 that is used extensively, that I don't see defined anywhere.



#2737
Joyce

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Nope... I re-downloaded again and when I try to open the tool nothing happens... Oh well, Ill have to make my patches on the other hd :(

Hey

 

I saw what you wrote about skin, but what about in the _S and _T textures? Same there?



#2738
Kamael

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4 hours later I uploaded my two new mods:

 

Pride of the Inquisitor - Face Textures (for all female races)

http://www.nexusmods...tion/mods/196/?

 

Pride of the Inquisitor - Pajamas Textures (Elf female only)

http://www.nexusmods...tion/mods/197/?

 

497lsAp.jpg

 

I hope you all enjoy :D

 

(I made the red ones thinking about Renmiri ;) )



#2739
denise12184

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Lovely textures, Kamael!



#2740
Joyce

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4 hours later I uploaded my two new mods:

 

Pride of the Inquisitor - Face Textures

http://www.nexusmods...tion/mods/196/?

 

Pride of the Inquisitor - Pajamas Textures

http://www.nexusmods...tion/mods/197/?

 

497lsAp.jpg

 

I hope you all enjoy :D

 

(I made the red ones thinking about Renmiri ;) )

YES YES YES!!!!!!!!!!!!!!!!! :D 



#2741
mrjack

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How do u edit eybrows? what brows or face texture u edited exactly?

 

I created the base textures by blending the em_bas_hed textures with the hf_bas_hed textures (all three pairs diffuse, normal and specular) found in da3>actors>baseheads>elfmale>textures and in da3>actors>baseheads>humanfemale>textures. I then hand painted the eyebrows onto the diffuse and altered the spec and normal to match.

 

I replaced the three textures beginning hm_hed_inq in da3>actors>baseheads>inquisitor>textures  with the three I created. This makes the new skin and eyebrows show up on the 5th, 13th (with freckles) and 21st (with 5 oçlock shadow) complexions if you play on Ultra (I don't know about other graphics settings - on high too probably).

 

I did not alter any of the textures in da3>actors>baseheads>textures>eyebrows which use masks to create the eyebrows used in game. The reason I didn't go this route is because there is no separate colour slider for eyebrows and eyebrow colour cannot be changed by editing those textures. 



#2742
Ottemis

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@Adela:
Tintmaps are essentially just masks with positive or negative information on them usually used purely for overlay colours. As DA:I uses the jammies as underarmor which has pattern and texture affected by crafting choices, it makes absolute sense they would (multi)purpose the tintmap channel masks to do any and/or all these things at once aka both affect colour as the seamless pattern used to overlay the area masked. A mask is a mask after all. A tintmap is black or white / negative or positive, it doesn't control gradient function like a specmap does and it holds a distinctly different function.

In short, while tintmap channels turn something predefined on or off, specmap channels control intensity for different predefined functions. (see eham's post)

I've written a guide with basic texture info for whoever interested. I plan to post it on both the ME3 as DAI modding forums somewhere this week but I'll likely tweak it still here and there before I do.



#2743
GianniAgn

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4 hours later I uploaded my two new mods:

Pride of the Inquisitor - Face Textures (for all female races)
http://www.nexusmods...tion/mods/196/?

Pride of the Inquisitor - Pajamas Textures (Elf female only)
http://www.nexusmods...tion/mods/197/?

497lsAp.jpg

I hope you all enjoy :D

(I made the red ones thinking about Renmiri ;) )


What u did to pjms transforming it to armour looks incredible great ;)

However if u accept some critics, both pjm and face texture looks absolutely non-lore, like it ripped from cheap Korean mmo :) just opinion, plz not take it as offense :) as I said ur design amazing in terms of modding :)

#2744
mrjack

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What u did to pjms transforming it to armour looks incredible great ;)

However if u accept some critics, both pjm and face texture looks absolutely non-lore, like it ripped from cheap Korean mmo :) just opinion, plz not take it as offense :) as I said ur design amazing in terms of modding :)

 

Using smiley faces doesn't excuse words like "ripped" and "cheap". If you bothered to check out the Nexus page, you'd be aware that Kamael realises the work isn't exactly "lore-friendly" but was generous enough to share the work regardless.

 

I understand English isn't you're first language but keep the criticism constructive or keep it to yourself.



#2745
Ehamloptiran

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@Adela:
Tintmaps are essentially just masks with positive or negative information on them usually used purely for overlay colours. As DA:I uses the jammies as underarmor which has pattern and texture affected by crafting choices, it makes absolute sense they would (multi)purpose the tintmap channel masks to do any and/or all these things at once aka both affect colour as the seamless pattern used to overlay the area masked. A mask is a mask after all. A tintmap is black or white / negative or positive, it doesn't control gradient function like a specmap does and it holds a distinctly different function.

In short, while tintmap channels turn something predefined on or off, specmap channels control intensity for different predefined functions. (see eham's post)

I've written a guide with basic texture info for whoever interested. I plan to post it on both the ME3 as DAI modding forums somewhere this week but I'll likely tweak it still here and there before I do.

 

Adding to what has been written here. The shader also reveals three tint colors are provided to the shader, and a float3 tint weights that control the influence of the color, so the tint map is definately multi-purpose. But it appears metallic overrides any tint coloring going on for that channel. There is also tarnish overrides, and a few other fancy features. So there is certainly a lot going on just with the tint textures.

 

One thing that has taught me, is just modyfing the tint textures is not going to be enough, to have full influence, we need to be able to adjust the shader parameters, as there are a heap of parameters that are set per object to control its look.

 

EDIT: I am doing my best to convert one of these shaders back into some form of HLSL from the low level ASM. After which I will post it so others can peruse and maybe come up with some concepts that I may have missed. Most shaders will be the same (for things like characters) with the only differences being things unique to that character.



#2746
Shantia

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I've written a guide with basic texture info for whoever interested. I plan to post it on both the ME3 as DAI modding forums somewhere this week but I'll likely tweak it still here and there before I do.

 

I could kiss you right now, I been going crazy about the normal maps, this made me so excited, I am soo happy yay!



#2747
tmp7704

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if metal/cloth leather comes from the tint texture... then im not quite sure what is the point of having a spec map ? Cause the spec map is also *suppose* to define  those kinds of mat as well

For at least some models the customizable metal/cloth areas don't cover the entire thing, but leave quite a lot of 'generic' parts which would still need their own specular definitions and such. Also when you have bits of the character's skin showing and such, these will need their own data.

#2748
Adela

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Okay so I am dismantling a shader to see exactly what it is doing. And so far I have found that the Tint Blue Channel (Of this particular shader) defines base metallic. (In this particular shader, Tint Alpha is not used at all)

 

The Specular Blue Channel is a Metallic Override, capped to 0 and 1, no inbetween values as I had hypothesised. There is also a boolean MetallicOverride which determines if the Specular blue channel is used. This is then combined with the base metallic value. The value is then changed depending on if its raining or not.

 

The specular Red channel is glossiness and the specular green channel is specular values. There is a metal smoothness override that gets applied to the specular green channel.

 

And so far thats what I have, I can't tell you what this shader is for, there is also a Texture3 that is used extensively, that I don't see defined anywhere.

 

 

@Adela:
Tintmaps are essentially just masks with positive or negative information on them usually used purely for overlay colours. As DA:I uses the jammies as underarmor which has pattern and texture affected by crafting choices, it makes absolute sense they would (multi)purpose the tintmap channel masks to do any and/or all these things at once aka both affect colour as the seamless pattern used to overlay the area masked. A mask is a mask after all. A tintmap is black or white / negative or positive, it doesn't control gradient function like a specmap does and it holds a distinctly different function.

In short, while tintmap channels turn something predefined on or off, specmap channels control intensity for different predefined functions. (see eham's post)

I've written a guide with basic texture info for whoever interested. I plan to post it on both the ME3 as DAI modding forums somewhere this week but I'll likely tweak it still here and there before I do.

 

 

Adding to what has been written here. The shader also reveals three tint colors are provided to the shader, and a float3 tint weights that control the influence of the color, so the tint map is definately multi-purpose. But it appears metallic overrides any tint coloring going on for that channel. There is also tarnish overrides, and a few other fancy features. So there is certainly a lot going on just with the tint textures.

 

One thing that has taught me, is just modyfing the tint textures is not going to be enough, to have full influence, we need to be able to adjust the shader parameters, as there are a heap of parameters that are set per object to control its look.

 

EDIT: I am doing my best to convert one of these shaders back into some form of HLSL from the low level ASM. After which I will post it so others can peruse and maybe come up with some concepts that I may have missed. Most shaders will be the same (for things like characters) with the only differences being things unique to that character.

 

 

For at least some models the customizable metal/cloth areas don't cover the entire thing, but leave quite a lot of 'generic' parts which would still need their own specular definitions and such. Also when you have bits of the character's skin showing and such, these will need their own data.

 

Thank you all for the explanations, I really appreciate for taking the time to do so, and i apologize if im being  hard headed, tbh i never worked with tint maps before, thats why i was so confused as to how they work out

I worked on  old games/old engines  that didn't had those,  kinda miss that where u still had to upload the AO :lol:  :lol:

 

But now i have to get with the times and new engines and their darn shaders :P TY ALL ONCE AGAIN :)



#2749
denise12184

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@Adela:
Tintmaps are essentially just masks with positive or negative information on them usually used purely for overlay colours. As DA:I uses the jammies as underarmor which has pattern and texture affected by crafting choices, it makes absolute sense they would (multi)purpose the tintmap channel masks to do any and/or all these things at once aka both affect colour as the seamless pattern used to overlay the area masked. A mask is a mask after all. A tintmap is black or white / negative or positive, it doesn't control gradient function like a specmap does and it holds a distinctly different function.

In short, while tintmap channels turn something predefined on or off, specmap channels control intensity for different predefined functions. (see eham's post)

I've written a guide with basic texture info for whoever interested. I plan to post it on both the ME3 as DAI modding forums somewhere this week but I'll likely tweak it still here and there before I do.

Thank you for taking the time to write a guide!



#2750
ladyofpayne

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Kamael I've just seen your work. Impressive. Please tell me is there any chance you can remove Gaspard de Chalons mask?