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#3801
denise12184

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I don't know if anyone else has taken a look at the vitaar or not, but I had a question.

 

Each file has the three channels, with different parts of the design corresponding to each channel, some even belonging to a different type of vitaar altogether, if that makes sense. Depending on what type, (normal, intense, keen, etc) seems to depend which channels are used for the design. After some reference photos and playing around, I've managed to figure out which channels to edit to do what I want, but the colors of the original design don't seem to have anything to do with the files.The edited rashvine will still be white and red and deathroot will have that mint green color.

 

Does anyone know where the actual colors of the design are determined? Is it some kind of shader, or another file? I haven't found anything yet, so I'm wondering if it's even possible to edit the color.



#3802
Ottemis

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Those tintmaps just mask areas to determine where colour goes, the actual colour is controlled in the shader/material, underneath the hood. You can't influence it from the textures. I assume the hex is editable in theory, but I've personally not looked into that at all nor know if it's possible yet.



#3803
denise12184

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Thanks!

 

I figured it was something like that, though that gives me a better idea of tint maps :)

 

The color isn't a big deal, I was just curious.



#3804
Khylian

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Took my lead from Shantia and edited the uh_eyebrows_m.dds file to create eyebrows instead of painting them on the texture. They look a lot better I think and I didn't have to worry about the alpha/spec/norm. I doubt I'll be producing 24 though  ;)

 

WvzU9dL.jpg

 

 

Hi, this eyebrows look great. I am editing the uh_eyebrows_m file to do some changes but I have two problems:

1) The presets appear with different eyebrows even if I don´t modify anything (just making a patch with the original file)

2) The red and blue channels get pixelated (quality loss). I am saving in DTX5 ARGB 8 bpp/ interpolated alpha format

I would appreciate quite a lot any help here and apologize if this problem has been address before.

K



#3805
Khylian

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I was working on a Vallaslin replacement but Skaramoosh beat me too it, and quality wise probably way better than I could have done. 

 

It's horrible to admit that I have spent the better part of the last few days in the freakin CC screen trying to make an elf I can stand to look at. Either I get so frustrated on the screen I shut off the game before she is completely created, or I get to where Cass gets her outside to take her to the rift and think she looks bad, so I shut it off without saving. It's irritating. I finally get a face I like but then slide thru all the hairs going, No, No, No, ugh I hate this.  I miss the Kijiko dreadlock hair (and earrings) I ported to Origins for my Dalish elf:

 

Screenshot20140809125458035_zpsc8520926.

 

Wow! I want this hair too!!! :wub:



#3806
Niire

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Hey, wow sorry just woke up...Joyce, I meant that more for the second shot I had meant (and thought I had attached!) to include. The armor she has on there is the Battlemage Armor, made from great bear hide and highever weave. Let me see if I can get awake enough to try to attach the second shot,  in the meantime here is the link for that outfit...
http://www.nexusmods...tion/mods/260/?

 

Spoiler



#3807
mrjack

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Hi, this eyebrows look great. I am editing the uh_eyebrows_m file to do some changes but I have two problems:

1) The presets appear with different eyebrows even if I don´t modify anything (just making a patch with the original file)

2) The red and blue channels get pixelated (quality loss). I am saving in DTX5 ARGB 8 bpp/ interpolated alpha format

I would appreciate quite a lot any help here and apologize if this problem has been address before.

K

 

Hey no worries.

 

The pixelation you can solve by doubling the size of the file from 1024 to 2048 before saving. It's probably best to work on the design at that size to keep as much detail as possible but if you've already done the work then it still should be fine.

 

The other problem, I have no idea. I thought I was going crazy at first, uploading the wrong texture or something but you're right. As far as I can tell if you try and replace that texture (even with an exact copy) it kind of shuffles the eyebrows all around and characters like Scout Harding, Grand Enchanter Fiona and Ser Barris have the wrong (usually comical) eyebrows.

 

Sorry I couldn't help on that problem. I'd like to know how to solve it myself. 



#3808
Joyce

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Hey, wow sorry just woke up...Joyce, I meant that more for the second shot I had meant (and thought I had attached!) to include. The armor she has on there is the Battlemage Armor, made from great bear hide and highever weave. Let me see if I can get awake enough to try to attach the second shot,  in the meantime here is the link for that outfit...
http://www.nexusmods...tion/mods/260/?

 

Spoiler

Thanks :D I was very curious, that armor looked like it could be very nice :)



#3809
CuriousArtemis

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Hello gods and goddes--I mean, modders :)

 

I know Eham created mustache-less Dorian. Does anyone know if it would be possible to not simply just remove his mustache, but also add some scruff or perhaps a beard? I intend to use Eham's mod once my computer gets fixed, but I'd be even more interested in trying Dorian's romance if he had a bit of scruff. 

 

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

 

I suspect lots of folks are waiting on the hair thing -- I will be all over a FemQunari playthrough once I can give her some proper hair :D



#3810
Ehamloptiran

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Hello gods and goddes--I mean, modders :)

 

I know Eham created mustache-less Dorian. Does anyone know if it would be possible to not simply just remove his mustache, but also add some scruff or perhaps a beard? I intend to use Eham's mod once my computer gets fixed, but I'd be even more interested in trying Dorian's romance if he had a bit of scruff. 

 

 

I suspect lots of folks are waiting on the hair thing -- I will be all over a FemQunari playthrough once I can give her some proper hair :D

 

Scruff could be added to the diffuse, etc. Beards can't be added yet, due to the way bundles are accessed, if the asset is not already loaded elsewhere, it will not appear, still trying to figure it out.



#3811
Renmiri1

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Scruff could be added to the diffuse, etc. Beards can't be added yet, due to the way bundles are accessed, if the asset is not already loaded elsewhere, it will not appear, still trying to figure it out.

 

I know the softer Cullen modder added some scruff to his face so it should be straight forward to do the same for Dorian



#3812
CuriousArtemis

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Scruff could be added to the diffuse, etc. Beards can't be added yet, due to the way bundles are accessed, if the asset is not already loaded elsewhere, it will not appear, still trying to figure it out.

 

 

I know the softer Cullen modder added some scruff to his face so it should be straight forward to do the same for Dorian

 

Cool, sounds promising :D Thanks for the reply, guys!



#3813
electricfish

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So this totally came from the Solas thread, but I feel like someone should retexture Corypheus into his heels and stockings.

source: http://chococri.tumb...because-of-this

 

tumblr_ninmvoumeV1stzyewo3_1280.png



#3814
Ottemis

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That's actually based on ingame ref, no need to mod it =P Link contains spoilers.



#3815
Punahedan

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Re: Vitaar, yeah, the maps are just masks, not color maps. Which means we'll have to work with what we have and wait until the location of the hex is discovered or we can just straight up import our own. Which I'm fine with. Means i have to be creative, haha. Though I did notice several were in sets of twos, like 05. That has four channels and two sets of vitaar. Very few cross over into other files, for which I am profoundly grateful, lol. 

 

anderfelsian on tumblr has compiled a list of reference images of all the vitaars, including the non-lootable blossom vitaar, along with their item codes so they can be cheatengine'd in, and it's been very useful for comparing the actual visuals to the alpha channels. I have trouble parsing abstract things, especially when they're overlaid, so this was excellent:

 

set 1

set 2

set 3

set 4

 

Speaking of, I've been burying my face in tattoo designs from all over the world today, and I've settled on revamping the low-level vitaars to match different classes, and the mid/high level vitaars to match different advanced specs. Because I'm a masochist, apparently. To start with:

 

Spoiler

 

special shoutout to the first five episodes of Community for distracting me profoundly while I worked  :lol:



#3816
Adela

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That's actually based on ingame ref, no need to mod it =P Link contains spoilers.

OMG HAHAHA I didn't know he actually had that .. wow  kinda reminds me of beetlejuice  for some reason :P  :lol:



#3817
Ehamloptiran

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Re: Vitaar, yeah, the maps are just masks, not color maps. Which means we'll have to work with what we have and wait until the location of the hex is discovered or we can just straight up import our own. Which I'm fine with. Means i have to be creative, haha. Though I did notice several were in sets of twos, like 05. That has four channels and two sets of vitaar. Very few cross over into other files, for which I am profoundly grateful, lol. 

 

anderfelsian on tumblr has compiled a list of reference images of all the vitaars, including the non-lootable blossom vitaar, along with their item codes so they can be cheatengine'd in, and it's been very useful for comparing the actual visuals to the alpha channels. I have trouble parsing abstract things, especially when they're overlaid, so this was excellent:

 

set 1

set 2

set 3

set 4

 

Speaking of, I've been burying my face in tattoo designs from all over the world today, and I've settled on revamping the low-level vitaars to match different classes, and the mid/high level vitaars to match different advanced specs. Because I'm a masochist, apparently. To start with:

 

Spoiler

 

special shoutout to the first five episodes of Community for distracting me profoundly while I worked  :lol:

 

To change the colors on the Vitaar. You need to locate the EquipItemAsset for the particular Vitaar your interested in. They are located in da3/equipment/items/armors/helms. And are named something like "equip_helment_qunari_t*".

 

Inside these files you should be able to find a variable "WarPaintAppearanceAsset" which points to a WarPaint asset. Locate that asset and open it up, where you will see WarPaintColor1 through to 4. Export the EBX as binary. Use the offsets to locate the values in a hex editor, and change, then reimport and it should now be different colors.



#3818
Punahedan

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You're awesome, Eham. This is probably a stupid question and it's probably mentioned elsewhere... but what do the offsets do? I think I've seen those files before, or something like them, but I haven't touched them because I didn't quite know what I'd be breaking. I'm only ok with breaking stuff when I know what it is. 



#3819
Ehamloptiran

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You're awesome, Eham. This is probably a stupid question and it's probably mentioned elsewhere... but what do the offsets do? I think I've seen those files before, or something like them, but I haven't touched them because I didn't quite know what I'd be breaking. I'm only ok with breaking stuff when I know what it is. 

 

The offsets are used as a guide, since we cannot edit EBX files in neat and nice GUI yet. We need someway to find data we are interested in, so the idea is, lets say you want to edit the colors of vitaar "da3/equipment/appearances/warpaint/warpaint_texture_1a".

 

you export the EBX as binary, by opening up the asset and clicking Debug -> Export EBX. This will give you a binary dump of the file, almost meaningless to most people.

 

You then view the XML of the EBX via just opening the asset in the modding tool, and then lets choose WarPaintColor3 to start with:

    <WarPaintColor3 Offset="0x00000460" Type="DAI_Complex_d029">
      <Vec4 Offset="0x00000460">
        <x Offset="0x00000460" Type="DAI_Float">0.773</x>
        <y Offset="0x00000464" Type="DAI_Float">0.608</y>
        <z Offset="0x00000468" Type="DAI_Float">0.315</z>
        <w Offset="0x0000046C" Type="DAI_Float">0.315</w>
      </Vec4>
    </WarPaintColor3>

You would open up the binary EBX I exported with a hex editor, then you would go to offset 0x00000460 (This is the start of the data we are interested in). Viewing in the hex editor, you would see the following:

54 E3 45 3F E3 A5 1B 3F AE 47 A1 3E AE 47 A1 3E

This is the four components of the Vec4 from the XML above.

X -> 54 E3 45 3F = 0.773f
Y -> E3 A5 1B 3F = 0.608f
Z -> AE 47 A1 3E = 0.315f
W -> AE 47 A1 3E = 0.315f

Lets say for example, you want to just change all channels to white, you would replace the above data with the following:

00 00 80 3F 00 00 80 3F 00 00 80 3F 00 00 80 3F
X -> 00 00 80 3F = 1.0f
Y -> 00 00 80 3F = 1.0f
Z -> 00 00 80 3F = 1.0f
W -> 00 00 80 3F = 1.0f

Then save the EBX, and go back to the DAI Modding Tool and open up the Asset, and go to Debug -> Import EBX. Then view the changes:

    <WarPaintColor3 Offset="0x00000460" Type="DAI_Complex_d029">
      <Vec4 Offset="0x00000460">
        <x Offset="0x00000460" Type="DAI_Float">1.000</x>
        <y Offset="0x00000464" Type="DAI_Float">1.000</y>
        <z Offset="0x00000468" Type="DAI_Float">1.000</z>
        <w Offset="0x0000046C" Type="DAI_Float">1.000</w>
      </Vec4>
    </WarPaintColor3>

You can use the following site, to convert float numbers to hex: http://gregstoll.dyn...oll/floattohex/

 

You just need to make sure you type them in, in reverse, as it will show 1.0f = 0x3f800000. But in hex that will be 00 00 80 3F



#3820
mrjack

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Hello gods and goddes--I mean, modders :)

 

I know Eham created mustache-less Dorian. Does anyone know if it would be possible to not simply just remove his mustache, but also add some scruff or perhaps a beard? I intend to use Eham's mod once my computer gets fixed, but I'd be even more interested in trying Dorian's romance if he had a bit of scruff. 

 

 

I suspect lots of folks are waiting on the hair thing -- I will be all over a FemQunari playthrough once I can give her some proper hair :D

 

I'm actually already working on this. I wanted to get rid of the hair and guyliner too and really butch him up (maybe I'm going too far... :wacko: ) If I get my lazy arse to finish it I'll let you see what I come up with.



#3821
Ehamloptiran

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I'm actually already working on this. I wanted to get rid of the hair and guyliner too and really butch him up (maybe I'm going to far... :wacko: ) If I get my lazy arse to finish it I'll let you see what I come up with.

 

Did you want to just get rid of his hair in whole? Like leave him bald? Or replace with another hair mesh. I can help if the request is the 1st one. Unless of course you already got it down pat.



#3822
Danariel

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That's actually based on ingame ref, no need to mod it =P Link contains spoilers.

 

LOL, someone needs to mod them into RUBY slippers! "I'm MEEEELLLLLTTTTIIIIINNNNNNGGGGGGG!"



#3823
Joyce

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LOL, someone needs to mod them into RUBY slippers! "I'm MEEEELLLLLTTTTIIIIINNNNNNGGGGGGG!"

hahahaahaha xD ROFL!!!!!



#3824
mrjack

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Did you want to just get rid of his hair in whole? Like leave him bald? Or replace with another hair mesh. I can help if the request is the 1st one. Unless of course you already got it down pat.

 

Just wanted to get rid of it altogether. I haven't started looking as I'm not sure what function I would be using in DAI Tools. Any help would very much be appreciated!



#3825
Ehamloptiran

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Just wanted to get rid of it altogether. I haven't started looking as I'm not sure what function I would be using in DAI Tools. Any help would very much be appreciated!

 

Using DAI Modding Tool (Not DAI Tools yet, since it is still incomplete). Open the following asset "da3/designcontent/headmorphs/global/followers/hm_dorian".

 

Export asset to EBX binary (Debug -> Export EBX). Then click Show XML. Look for RuntimeHair and RuntimeBeard. Using the guide that I wrote a few posts up. Locate the variables in a hex editor of the binary EBX. And just set their values to 0. they will be something like 02 00 00 80 or something like that (That just says its an external reference, indicated by the 80, and its index is 2 in the external references array). By setting it to 00 00 00 00, we are nullyfing it.

 

If that doesn't make sense, I can write a more thorough walkthru