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#3776
Punahedan

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That helps a lot, actually, in reframing how I'm meant to treat them. I suppose they'd all be plugged into different functions as needed for each mat. 

 

The best and worst part about 3d is that everything is so malleable.  :lol:



#3777
Ottemis

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Yeah pretty much =)



#3778
FFZero

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Hopefully this will help a little bit; I've been faffing around with the tint maps for a few days myself and it seems for most part that with the inquisitors armours the red channel is for cloth shaders, green for leather and blue for metal. Not sure what the alpha is used for however. 



#3779
denise12184

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

 

Thank you, Ella! Glad to see another person working on qunari stuff. (I get the feeling they aren't all that popular.)



#3780
Punahedan

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I remember someone asking (I don't remember if it was here or on the other forums) about Hawke's blood smears -- they're with the Vitaar, uhm_warpoaint02_m 

 

Dunno if anyone will find that useful. 



#3781
Ottemis

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You're understanding it wrong, yes. On average:

Specmaps are used for things that affect objects in the lighting engine (specularity).

Tintmaps do texture/colour/pattern overlays.
 

It is possible a tintmap controls a function similar to a specmap would, but it does not allow for effect intensity mapping like a specmap's channels do. Same the other way around even though a specmap can track tintmap functions without issue (as they cover the full 0-100% range, not just 0 OR 100%). The function-blending is always a physical filesize consideration to save on space in my experience.

 

I have worked on the ME series (3+ years texture/mesh modding) and in ME tintmaps are not used as widely function-wise as they are in this engine, the same principle applies however. In the ME series often limited to colour overlays and transparency mapping, for DA:I the tintmap controls more diverse function.



#3782
FFZero

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I apologize in advance if im being rude in any way , as i mentioned in my previous post when i tested the tint maps i had not much of an effect as far as shininess and dullness goes , but when i messed around with the spec map i noticed results immediately, im not sure weather if its my pc or weather im doing something wrong with the tint maps... but as far as i could tell for *me*  the tint maps weather i switched around  the rgb colors like  making the greed red and the red blue  didn't really affected  the level of spectacularity at all  unless i went to the actual spectacular map...  that's why im puzzled about the tint maps still, once again apologies to being a heard headed person..  as Ella mentioned above ive never worked with tint maps either, and i want to understand how they work for future  projects that i might be working on... such as custom armor , hair, custom heads or bodies.

 

Correct me if im wrong but i think u may have worked on mods for ME3 as well ? if so i know those have tint maps as well but perhaps the tint maps very depending on the engine?

 

 

Every engine has different approaches to how texture maps are used with shaders. It's part of the reason why devs end up tearing their hair out because texture pipelines can change from project to project depending on the engine being used.

 

Tint maps are essentially masks, they basically tell a shader that everything on a channel should look a certain way, so for example it should use cloth shaders or leather shaders. I'm going to assume that you use photoshop for textures, have you ever used the clipping mask function? If you have then you know that when you use it you can only affect what is on the layer beneath. Tint maps are similar, they're isolating a part of a texture on the RGB channels. Each channel can then be linked to a shader. That shader then dictates how that part of the armour should look. So with the skyhold jammies tint map everything on the red channel would be affected by a cloth shader so that it looks like its made from cotton or something like that. 



#3783
Chaos17

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

tumblr_nini2s3d311u4bdzio1_540.png

I like how he deflected the question :P

It reminds of DarSoul mod on pc, a popular one that make the game "enjoyable".

It was never reconied by the dev but every players know and say that they bough the game on pc thanks to this mod.

 

All hail to modders XD



#3784
Adela

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You're understanding it wrong, yes. On average:

Specmaps are used for things that affect objects in the lighting engine (specularity).

Tintmaps do texture/colour/pattern overlays, transparency.
 

It is possible a tintmap controls a function similar to a specmap would, but it does not allow for effect intensity mapping like a specmap's channels do. Same the other way around even though a specmap can track tintmap functions without issue (as they cover the full 0-100% range, not just 0 OR 100%). The function-blending is always a physical filesize consideration to save on space in my experience.

 

I have working on the ME series (3+ years texture/mesh modding) and in ME tintmaps are not used as widely function-wise as they are in this engine, the same principle applies however. In the ME series often limited to colour overlays and transparency mapping, for DA:I the tintmap controls more diverse function.

 

 

Every engine has different approaches to how texture maps are used with shaders. It's part of the reason why devs end up tearing their hair out because texture pipelines can change from project to project depending on the engine being used.

 

Tint maps are essentially masks, they basically tell a shader that everything on a channel should look a certain way, so for example it should use cloth shaders or leather shaders. I'm going to assume that you use photoshop for textures, have you ever used the clipping mask function? If you have then you know that when you use it you can only affect what is on the layer beneath. Tint maps are similar, they're isolating a part of a texture on the RGB channels. Each channel can then be linked to a shader. That shader then dictates how that part of the armour should look. So with the skyhold jammies tint map everything on the red channel would be affected by a cloth shader so that it looks like its made from cotton or something like that. 

Thank you guys for the kindly response :) one more question if i may ask... do you guys think  it is  really necessary to have  tint maps if i make a custom mesh  or can i just "get away"  with the ol' diffuse normal and specular? Or do i absolutely need to have tint maps to determine the material of the mesh depending on what im working on? If i do need them then i would follow your guys advice :) if i don't  really need them , then it would be easier for me  cause i only worked with diffuse spec normal and AO  (and alpha but that was mostly for hair or fur ) in the past so those maps its more easier for me to do



#3785
Ottemis

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Tintmaps are basically used to simply add a way to get more visual variety to any one set of 3d object+diffuse+spec+norm. If you'd paint your 'look' (either colour, or fabric/leather/metal detail) straight onto the diffuse, you'd need a separate diffuse for every variant. It's 'cheaper' to use a tintmap instead, so no, you don't NEED a tintmap but it definitely doesn't hurt to understand the principle idea behind them if you are looking to replace existing resources rather than introduce 'new' ones.

 

As a sidenote: In the ME series they'd go as far as to add stripemaps to the mix, where one piece of armor would use a tintmap for large surface recolours and a stripe map for patterns on the same armor (for a total of 8 max masks on the texture surface to control). Think the customizable armor set pieces in single player and the character set armors in MP.



#3786
FFZero

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Thank you guys for the kindly response :) one more question if i may ask... do you guys think  it is  really necessary to have  tint maps if i make a custom mesh  or can i just "get away"  with the ol' diffuse normal and specular? Or do i absolutely need to have tint maps to determine the material of the mesh depending on what im working on? If i do need them then i would follow your guys advice :) if i don't  really need them , then it would be easier for me  cause i only worked with diffuse spec normal and AO  (and alpha but that was mostly for hair or fur ) in the past so those maps its more easier for me to do

 

 
Personally no I don't think they're needed, they seem to really only be used when you want to customize something in game via crafting so if you don't want that function I think you can do without them. I'd double check with one of the coders though, there may be instances where with certain meshes a tint map is needed even if there is no information in it. 


#3787
Xx Serissia xX

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I finished my retex of the jammies based off of Ele's retex of the jammies.  This is atm for human lady Inquis's only.  The package contains light faux skin.  I posted the package and the source files.  If you don't know how to change the color yourself you can message on here with a screenshot of your Inquis and I'll make one as close as possible for you.  You can find the files here.

 

tumblr_ninv03BUYY1u84jb5o1_1280.jpgSorry, the example is kinda crap.  I don't have any saves near a good cut scene.



#3788
Azarias59

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I finished my retex of the jammies based off of Ele's retex of the jammies.  This is atm for human lady Inquis's only.  The package contains light faux skin.  I posted the package and the source files.  If you don't know how to change the color yourself you can message on here with a screenshot of your Inquis and I'll make one as close as possible for you.  You can find the files here.

 

tumblr_ninv03BUYY1u84jb5o1_1280.jpgSorry, the example is kinda crap.  I don't have any saves near a good cut scene.

You mentioned Faux Skin. Does that mean that edits to models/meshes cannot be performed yet? IE: The ability cut away a part of the model to show the inquisitor's actual skin.

 

(Ps. I also wanted to say how much I appreciate that you all are doing this work! If I was not a full-time student with a job, I'd definitely be more interested in doing modding myself. That being said; if anyone ever needs a tester or someone to do simple, mundane work, then look no further!)



#3789
Xx Serissia xX

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You mentioned Faux Skin. Does that mean that edits to models/meshes cannot be performed yet? IE: The ability cut away a part of the model to show the inquisitor's actual skin.

 

(Ps. I also wanted to say how much I appreciate that you all are doing this work! If I was not a full-time student with a job, I'd definitely be more interested in doing modding myself. That being said; if anyone ever needs a tester or someone to do simple, mundane work, then look no further!)

 

Correct, no mesh replacement as of yet.  Though honestly my faux skin might look better.  I'm not sure what it would look like underneath.  The default hands are don't match the face very well.  D:



#3790
Niire

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So Seri, I got a bunch of screens...lol, I started playing to get some good ones, and have been playing since, but here we go. Hopefully I did all this right, it's been forever since I have. :P Special thanks to Seri and Ottemis and Ele for the outfit, and Shantia for the brows, and the author of HD eyes on the nexus as well. :) This one is one of the better ones, and a bonus for fans of a certain elf as well! <3

Thank you so much again!

 

Spoiler

 



#3791
Janic99

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So Seri, I got a bunch of screens...lol, I started playing to get some good ones, and have been playing since, but here we go. Hopefully I did all this right, it's been forever since I have. :P Special thanks to Seri and Ottemis and Ele for the outfit, and Shantia for the brows, and the author of HD eyes on the nexus as well. :) This one is one of the better ones, and a bonus for fans of a certain elf as well! <3

Thank you so much again!

 

Spoiler

Beautiful character and my solas *_*<3



#3792
Joyce

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So Seri, I got a bunch of screens...lol, I started playing to get some good ones, and have been playing since, but here we go. Hopefully I did all this right, it's been forever since I have. :P Special thanks to Seri and Ottemis and Ele for the outfit, and Shantia for the brows, and the author of HD eyes on the nexus as well. :) This one is one of the better ones, and a bonus for fans of a certain elf as well! <3

Thank you so much again!

 

Spoiler

can I see the full body of the outfit? :)



#3793
Ehamloptiran

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World States should now be editable, all plot flags for DAO and DA2 have been uncovered.

 

Infomation is here: http://daitools.free...flags-t277.html

 

EDIT: One major gotcha, is there are a lot of dependent flags, for example, there will be an integer describing the state of a given plot item, then there will be a series of booleans for each of the states, so its not enough to just change the integer, you also have to change the booleans, the tool will not do this yet. But eventually I would like it to do so



#3794
Aveye

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World States should now be editable, all plot flags for DAO and DA2 have been uncovered.

Infomation is here: http://daitools.free...flags-t277.html

EDIT: One major gotcha, is there are a lot of dependent flags, for example, there will be an integer describing the state of a given plot item, then there will be a series of booleans for each of the states, so its not enough to just change the integer, you also have to change the booleans, the tool will not do this yet. But eventually I would like it to do so

*creeps out of the shadows*
That's really really awesome
I've been following the progress on the plot flags for a while now.

So, a question..will the tool be able to identify the dependant variables? Like if you change one,will it prompt that you need to change another and actually point it out for you?

Also, what about the romance flags? Are they sort of considered a part of the plot flags too?
It'd be awesome if we can change a certain variable to get a romance to trigger!
Thanks for all your work!!

#3795
Ehamloptiran

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*creeps out of the shadows*
That's really really awesome
I've been following the progress on the plot flags for a while now.

So, a question..will the tool be able to identify the dependant variables? Like if you change one,will it prompt that you need to change another and actually point it out for you?

Also, what about the romance flags? Are they sort of considered a part of the plot flags too?
It'd be awesome if we can change a certain variable to get a romance to trigger!
Thanks for all your work!!

 

1. Eventually I want it to handle dependent settings, but for now, no. Although I am scanning the files now, I am not seeing a lot of references at all to world state, some of course are there such as Who is ruling ferelden, and morrigan having a baby, but not a lot of others. So it's going to be a challenge to test wether or not its worked. I have completely changed the world state in my save game currently to see what will happen, my worry is other dependent flags we don't know about might get set at the start, therefore I may have just wrecked my game, guess I will find out.

 

2. Romance flags are all plot flags, its just a matter of identifying them. Mapping out conversations to see when certain flags are set, then trying them out and seeing what happens, its a lot of trial and error



#3796
Aveye

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1. Eventually I want it to handle dependent settings, but for now, no. Although I am scanning the files now, I am not seeing a lot of references at all to world state, some of course are there such as Who is ruling ferelden, and morrigan having a baby, but not a lot of others. So it's going to be a challenge to test wether or not its worked. I have completely changed the world state in my save game currently to see what will happen, my worry is other dependent flags we don't know about might get set at the start, therefore I may have just wrecked my game, guess I will find out.

2. Romance flags are all plot flags, its just a matter of identifying them. Mapping out conversations to see when certain flags are set, then trying them out and seeing what happens, its a lot of trial and error


Great!
Now with the "compare two saves" feature, I think I can experiment a bit.
Cullen, my qunnari is coming for you!

Thank for answering :D

#3797
Ehamloptiran

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Great!
Now with the "compare two saves" feature, I think I can experiment a bit.
Cullen, my qunnari is coming for you!

Thank for answering :D

 

Just added a Worldstate import feature: http://daitools.free...2751.html#p2751



#3798
Aveye

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Just added a Worldstate import feature: http://daitools.free...2751.html#p2751

Awesome! You have no idea how much I needed this...

 

Can we have a "delete variable" option too?
I was comparing an elf save to a human's and noticed that the human's has more variables (even though both of them  are basically the same except for the race)



#3799
Punahedan

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Eham, that's awesome. I have a character that had the wrong Carver setup and only realized it when I got to Hawke, so this should be useful. 83 



#3800
Ehamloptiran

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Awesome! You have no idea how much I needed this...

 

Can we have a "delete variable" option too?
I was comparing an elf save to a human's and noticed that the human's has more variables (even though both of them  are basically the same except for the race)

 

No I can't add a delete option yet, the add option doesn't even work at the moment, it was just a test that I left in. There are still offsets that need to be updated.