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#3751
Niire

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Thank you so much! I remember you from the old forums, good to see you here too. :D I like my ladies pale, so hopefully my gal will do justice to your work. :) 



#3752
SheWildWolf

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I'm not looking for a MP mod, friends. Everything is in the topic.

Just an ability to 'fly' with a camera wherever I need with max possible angles. In SP.

 

Just wondering if you've tried the cinematic tool for DA:I that gives the fly cam thingy? Sorry, I've not tried it myself so I'm not sure if it will do what it is you were needing.



#3753
Ottemis

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While I'm not 100% sure how DAI's tint maps work the alpha channel on any texture tends to handle transparency. On the tint map it could just be another way for the shader to isolate the areas of the mesh that are being tinted. Try combining what is on the red, green and blue channels and have that in white on the alpha and see if you have the same issue. Also If the texture you were editing didn't have anything on the alpha channel originally you could try deleting the alpha channel as it's not always needed.

To expand upon this:
Texture channels can be hooked up through the material to switch certain functions on and off, masked over the texture surface where white is positive and black is negative. If function is attached to the alpha it would show for any areas that are made white, and in the case of DA:I possibly also only areas of the texture not mapped on any of the RGB channels.

Tintmaps traditionally track colour overlays (for outfit recolours), but they can (as FFZero mentioned) also control other things such as transparency, material effects (metallic sheen) and for instance texture overlays. They just don't control function at a percentage like specmaps do through being able to process greyscale information.

 

Which function a channel controls comes down to trial and error more often than not. Bioware's not known for their consistent channel usage and normally will only hook up function to channels that are actually being used (unless the material is used in bulk and you happen to catch the one-off texture that skips using one of the predefined channel functions).

Here's a guide.



#3754
SheWildWolf

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OMG THAT HAIR! I want that!

 

I'm hoping, depending on what import/export script or however it ends up that we import meshes into the game, I can eventually import this one as well. Although whether I have the obj file saved to be able to fit it the quizzy head in Blender or Max, I can't remember, it's been so long. Was browsing over Kijiko's site earlier today and didn't even see this style anymore, but I didn't spend too long looking for it, might still be there somewhere. He/She is pretty clear on TOU though, not sure about distributing the mod made from it.. as it was for personal use anyway and anything I posted had a link to the site. Gotta love the TOU stuff. :huh: 

 

I envy Adela for being able to create her own stuff!



#3755
bondari reloads.

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@Jam.. ty for the link but I prefer a bit more of a mature look...  and, normally I would rather die than use someone else's sliders.. tis true. But I got so desperate the other day I asked someone in the Cullen thread for hers and then offered Shantia some cookies for Lyn's slider settings... but I still can't tweak to make myself happy with it. First it's the effing nostrils, then the effing ears clipping thru the effing gawd awful hair.. it can make a gal insane. 

 

I have yet to get far in the game because of this (and thus not using the tool yet for fear of spoilers). I didn't consider myself that shallow-brained...

 

I'd like to know if the new patch made it easier to find out about how things function in the game by comparing the before and after? In other words, I'd be mad if I'd go about tweaking a feature that way and then the patch comes in and changes values in another fashion (assuming there are different ways in which to change a feature).



#3756
madrar

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*embarassed cough*

 

Sorry to be a bother, but am I looking in the wrong place for the latest DAI toolset?  All I see on the sourceforge page is PlotFlagInquisitor.exe, which seems quite different from what I'm looking for.  

 

Wrong thing?  Or right program, and I'm just not seeing how to access the other fuctionality?



#3757
Ottemis

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*embarassed cough*

 

Sorry to be a bother, but am I looking in the wrong place for the latest DAI toolset?  All I see on the sourceforge page is PlotFlagInquisitor.exe, which seems quite different from what I'm looking for.  

 

Wrong thing?  Or right program, and I'm just not seeing how to access the other fuctionality?

http://daitools.free...om-svn-t55.html



#3758
Jam442

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LMFAO, Trust. I giggled up a storm at 'breeches'. :lol:

 

@Jam.. ty for the link but I prefer a bit more of a mature look...  and, normally I would rather die than use someone else's sliders.. tis true. But I got so desperate the other day I asked someone in the Cullen thread for hers and then offered Shantia some cookies for Lyn's slider settings... but I still can't tweak to make myself happy with it. First it's the effing nostrils, then the effing ears clipping thru the effing gawd awful hair.. it can make a gal insane. 

 

I know the Feeling. Took me almost a month to get my human just right. And i finally said it's good enough.

 

I Posted her to Nexus

http://www.nexusmods...tion/mods/248/?



#3759
Renmiri1

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If anyone can go to PAX South, we might get some answers

tumblr_nini2s3d311u4bdzio1_540.png



#3760
Adela

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I'm hoping, depending on what import/export script or however it ends up that we import meshes into the game, I can eventually import this one as well. Although whether I have the obj file saved to be able to fit it the quizzy head in Blender or Max, I can't remember, it's been so long. Was browsing over Kijiko's site earlier today and didn't even see this style anymore, but I didn't spend too long looking for it, might still be there somewhere. He/She is pretty clear on TOU though, not sure about distributing the mod made from it.. as it was for personal use anyway and anything I posted had a link to the site. Gotta love the TOU stuff. :huh:

 

I envy Adela for being able to create her own stuff!

if u have any requests that you would like to see in the game shoot, im still working on your 1st request atm, and then i have to do Shantia's



#3761
Adela

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If anyone can go to PAX South, we might get some answers

tumblr_nini2s3d311u4bdzio1_540.png

when i asked one of the devs via pm  about the tint maps he said that they are not allowed to talk about it at this time.... if someone *does* go to pax south  and the devs *can* speak about it there, then a lot of us would be grateful  to know of what ppl found out about it and how it actually works



#3762
Ottemis

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What are we confused about exactly in relation to tints?



#3763
Punahedan

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slides back in

 

sooooo I haven't really  done any texturing things in like... a year and a half (and I'm a non-organic modeler/texture artist anyway so organics are like... wtf), but I diiiiiid decide to tool around with the pajamas for qunari, because I'd like to think being from northern regions would make it lore-friendly to wear less (which is contrary to what I usually say for armor lol...). Add to that the fact that there's SO little qunari stuff... 

 

Anyway, I've been wrestling with things, and I have a good start. Loads of things to clean up, change, misaligned edges (it's hard cause I decided to do this without looking at the models... herpderp). Also can't seem to make stuff go away just with transparency/alphas, so I'm gonna have to make like a weird belt or jeweled cuffs to compensate, jeweled bands where the weird shoulder buttons were, color adjustments, normal map changes (what is that lump in her back lol), add body vitaar, etc. But as a start, I'm pleased. Once mesh imports are sorted, I can get to what I really wanna do and use reference from south/southeast asia for the qunari clothes. The prospect of rigging that and weight painting is uh... well I wanna cry (so if anyone else wants to do that FOR me...lol), but that's neither here nor there. 

 

Spoiler

 

Vitaar is also on my list, but I'm glad to see others have done a lot with it already (nice designs, denise :D)



#3764
Punahedan

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What are we confused about exactly in relation to tints?

 

Mostly I... don't quite get how they work. I mean, I see that different types of materials seem to be linked to the RGB channels (? I think? probably for crafting purposes)... I've just never used a tinting system before, so I don't know how it works. I've been ignoring it for now. I don't really know what to ask, I'm just confused in general. 



#3765
Adela

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What are we confused about exactly in relation to tints?

personally i just don't really understand it... like for example when i tested it with Eham's old tool and switched the colors it didn't give me any effect of making it more shiny  or dull or anything.. the only result i got was  that if the item was craftable  and when trying to change the materials in crafting mode the colors wouldn't change at all on my armor.... so for me i guess i just got different results then other ppl... that's why im a bit confused about it 



#3766
SheWildWolf

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if u have any requests that you would like to see in the game shoot, im still working on your 1st request atm, and then i have to do Shantia's

 

I appreciate the offer. There were only 2 styles I ever used in DA:O, one was the Kijiko style I posted, the others was Skysims 

 

:lol: just to give a smile, and show how we all start somewhere.. this was the result of my very first hair port :

 

Spoiler

 

What it looks like when properly ported: 

 

Spoiler

 

I figured once we learned of how the import would go, I would try those two styles to start.   



#3767
Ottemis

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Mostly I... don't quite get how they work. I mean, I see that different types of materials seem to be linked to the RGB channels (? I think? probably for crafting purposes)... I've just never used a tinting system before, so I don't know how it works. I've been ignoring it for now. I don't really know what to ask, I'm just confused in general. 

I've explained the basic principle behind them in this thread several times now, even wrote a guide. Honestly, there's no universal truth in therms of which channel controls which effect, Eham can attest as he's actually looked at the materials themselves. Their basic function is always the same (positive/negative effect masking), the effect they control is just fluent depending on what each object needs.

 

The key lies in understanding the basic principle behind tintmap use in game engines. From there you can figure out any tintmap (either through trial and error or looking at the material directly), as there are many many many different effects they can control.



#3768
abr

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If anyone can go to PAX South, we might get some answers

Spoiler

 

If somebody gets me a ticket (PAX and plane) i'll go! But i won't understand what they tell me and i won't pay attenti... OOOH A BUTTERFLY!



#3769
abr

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I appreciate the offer. There were only 2 styles I ever used in DA:O, one was the Kijiko style I posted, the others was Skysims 

 

:lol: just to give a smile, and show how we all start somewhere.. this was the result of my very first hair port :

 

Spoiler

 

What it looks like when properly ported: 

 

Spoiler

 

I figured once we learned of how the import would go, I would try those two styles to start.   

 

:lol: we're even on Lol's we gave each other today now



#3770
Punahedan

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I've explained the basic principle behind them in this thread several times now, even wrote a guide. Honestly, there's no universal truth in therms of which channel controls which effect, Eham can attest as he's actually looked at the materials themselves. Their basic function is always the same (positive/negative effect masking), the effect they control is just fluent depending on what each object needs.

 

The key lies in understanding the basic principle behind tintmap use in game engines. From there you can figure out any tintmap (either through trial and error or looking at the material directly), as there are many many many different functions they can control.

 

Haha, no, that's reasonable. And partly my fault, because I saw the tools and kind of went LET'S GO and didn't really read any of the tutorials. So that should've been my first stop and it wasn't, and when it wasn't behaving the way I wanted it to, I complained (and the second I complained, I found what was wrong... funny how that works out). 

 

But yeah. I'd just... never heard of tint maps before DAI, at all. So I will go look up those tutorials. :) 



#3771
Adela

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If somebody gets me a ticket (PAX and plane) i'll go! But i won't understand what they tell me and i won't pay attenti... OOOH A BUTTERFLY!

lol looks like u have the "squirrel" syndrome :P jk

 

dog-squirrel.gif



#3772
abr

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lol looks like u have the "squirrel" syndrome :P jk

Spoiler

Spoiler



#3773
Ottemis

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@Ella

Tintmaps and specmaps alike take a lot of trial and error because both of them can control such a large number of effects (predefined in the material) that there's really no way to state X always does Y because it won't be a universal truth (in any game/any engine).

 

Imagine you have a bunch of different effects you would like to apply to an object, for instance, you need to mask transparency, some colour overlays, some material texture overlays (seamless repeatable textures), add a blue-ish sheen to metal objects, lights etc etc.

The specmap channels can be used for any of the above effects that you want to control percentually across the surface (reads intensity through greyscale), those that you just want to turn on or off at either 0% or 100% you can mask through the tintmap (B/W).

 

A specmap/tintmap can hold 4 different masks (RGBA channels) so they are used to mask functions needed for any particular object. It fluctuates. Sometimes a tintmap isn't even needed, sometimes the specmap covers effects the tintmap otherwise would because they have a spare channel and sometimes there's neither and the necessary spec is in the diffuse alpha.

 

There's no easy answer, just understanding how they are used so you can recognize what they are doing and being used for in any particular instance.

 

Here's the guide.



#3774
FFZero

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Was about to start a mini essay on tint maps but I see Ottemis has beaten me too it :P  
 
Unfortunately unless we know the pipeline behind texture creation for DAI there is going to be a lot of trial and error figuring out how each channel works with the various shaders, especially since it may not be the same for all textures. Unless we get the info we need from the devs of course, but I think that's unlikely to say the least. They probably legally can't talk about anything to do with the engine or pipeline unless it's cleared by BW's legal team. 


#3775
Ottemis

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My assumption is they are not the same for all textures as they've not been in previous Bioware games.

It wouldn't be logical, takes away from the flexibility creating in the engine. While they might tend to use certain channels to always mask the same thing, you'll still run into occasions where this proves false and they really won't add effect masks to channels for objects that won't use them, rather than create a new material for objects that need other effects.

 

They can't 'waste' channels because they don't have the luxury to infinitely add textures. Size increase wreaks havoc on game installation size and load times (not to speak of console specific restrictions). They will always be as frugal as possible with the space they have AKA things will fluctuate channelwise.