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#3876
noxpanda

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Ehamloptiran you have been one busy bee!

Everyone in case you missed it Ehamloptiran has released the first

DAI Community Patch

Thank you so much!

That annoying mosiac is completeable?! Ahhhhh! Looooove! <3 :wub:

 

I swear everyday i find a new mod to totally fall in love with and its awesome! (yesterdays was the no sideburns mod)



#3877
Joyce

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

Immelting.jpeg



#3878
SheWildWolf

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Thanks considering I can't model or texture to save my life, I wanted to do something to help out everyone besides create tools, so fixing bugs is something I can do :)

 

Oh and it gives me a great excuse to actually play the game or just run around mindleslly, looking for bugs.

 

Would a modified plot flag be considered a bug fix? I know there are a few of us that have been trying to get the scene between Morrigan and Alistair to fire to no avail. David Gaider has stated it is indeed in the game, but it depends on which order you do certain quests, ie having to do Wicked Hearts first then go to meet Hawke's warden friend in Crestwood, etc. Someone apparently finally got it to fire, but it was due to manually changing a plot flag. You can see here and here for reference. 



#3879
Ehamloptiran

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It would only be considered a bug, if it was not the original intention to do certain events in certain ways to get it to fire. So if we can get proof that it is not working the way it was intended to work, then I have no problems fixing it.

 

I am just trying to stay non controversial on this. I know a lot of Community Patches for a lot of games turns into what the author decides is a bug, or an inconvenience to them. I dont want this to be the same way.



#3880
SheWildWolf

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It would only be considered a bug, if it was not the original intention to do certain events in certain ways to get it to fire. So if we can get proof that it is not working the way it was intended to work, then I have no problems fixing it.

 

I am just trying to stay non controversial on this. I know a lot of Community Patches for a lot of games turns into what the author decides is a bug, or an inconvenience to them. I dont want this to be the same way.

 

Ok. I kind of understand that first part. It's a shame that even in doing things the way the writers intended so many are still having issues getting it to happen. Maybe this is something they will fix down the road, though I won't hold my breath. I might have to try what what was done and edit the save to change it. It's a big deal to me because of how invested I was in the story in Origins, would like to see it play out a bit better in Inquisition.



#3881
Ehamloptiran

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If enough people are interested in it, I could probably release an optional mod that makes it easier to attain or something.

#3882
noxpanda

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Oh oh i know, ive heard a lot of people saying ardent blossom (a unique light helm) doesnt seem to drop in game (i think its supposed to be a random drop) im not sure if its true (as i have a habit of charging through high level story quests and forgetting to even visit the high level zones) but if it is true, could you chuck that into the community patch?

 

.....

 

 

I just like flowery hats.....

 

:blush:



#3883
FFZero

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Just doing some tweaks to some of the dalish armours and I was wondering if anyone has figured out which channel on the tint map is linked to which material slot in the crafting menu. Green seems to be linked to the main material slot from what I can tell but I'm not sure about the others. 



#3884
Renmiri1

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Just doing some tweaks to some of the dalish armours and I was wondering if anyone has figured out which channel on the tint map is linked to which material slot in the crafting menu. Green seems to be linked to the main material slot from what I can tell but I'm not sure about the others. 

 

read some pages back, after 100. We puzzle about this very issue.

 

From personal experience I can tell you that red does an almost transparent tint. i.e. my Solas "jeans" look blue with t with a red tint and look green with t on a blue tint. green tint makes it more leathery I think, as it is used for the boots. without the green tint the boots look plastic.

 

This is the original tint for solas. I deleted all the red and made the blue red

 

tumblr_nisnhecEMD1u4bdzio1_540.gif

 

after deleting all the red and making all blue = red and leaving green alone, I got "jeans" for Solas because I had blue for his pants on diffuse, and bright white for his shirt

 

tumblr_nirt4lQxAY1u4bdzio4_540.gif



#3885
Renmiri1

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PS: Eham if I delete the cloth file for Solas shirt, do you think I'll get rid of those 2 floating bits of shirt that he has ? Just painting them as jeans will not work because they float with the wind -.-

 

tumblr_nilebmkw451u4bdzio1_540.gif



#3886
SheWildWolf

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PS: Eham if I delete the cloth file for Solas shirt, do you think I'll get rid of those 2 floating bits of shirt that he has ? Just painting them as jeans will not work because they float with the wind -.-

 

tumblr_nilebmkw451u4bdzio1_540.gif

 

Ren you tryin to see Solas booty? :P



#3887
ELE08

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Just doing some tweaks to some of the dalish armours and I was wondering if anyone has figured out which channel on the tint map is linked to which material slot in the crafting menu. Green seems to be linked to the main material slot from what I can tell but I'm not sure about the others. 

 

It's going to be different depending on what mesh you're working on.

 

For example: Dalish scout armor

 

uni_ef_dalish_lgt02a_6putv.jpg

 

Each channel of a tint is a mask. It does whatever Bioware wants it to do, and there doesn't seem to be a universal convention as far as I can tell.

Outside of finding a way to see what they do in the actual code, you can infer via what gets put where by looking at the crafting table.

 

For the casual versions you wear around skyhold, you're never going to change the actual materials of the outfit with a tint map. All you're doing is moving around what gets put where.



#3888
Xx Serissia xX

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I love this. Can you do it in the Blue as well? (I really need to learn to do this stuff myself)

 

Sorry that I'm just getting back to you.  My weekend was ridiculously busy.  We're suppose to get some super snow storm so, if we do then I'll have plenty of time to work on things.  I'm working on a few changes to that and I'll do a few colors as well.  



#3889
Danariel

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It's going to be different depending on what mesh you're working on.

 

For example: Dalish scout armor

 

uni_ef_dalish_lgt02a_6putv.jpg

 

Each channel of a tint is a mask. It does whatever Bioware wants it to do, and there doesn't seem to be a universal convention as far as I can tell.

Outside of finding a way to see what they do in the actual code, you can infer via what gets put where by looking at the crafting table.

 

For the casual versions you wear around skyhold, you're never going to change the actual materials of the outfit with a tint map. All you're doing is moving around what gets put where.

 

I can't help but wonder if the skin parts in this armor, or the light Dalish armor, might not hold the answer to getting skin parts on the jammies to recognize character skin color (so you and Kamael don't have to release multiple skin color versions.) Of course, it might just be an integral part of the MESH, in which case, we're outta luck until mesh importing.



#3890
FFZero

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It's going to be different depending on what mesh you're working on.

 

Each channel of a tint is a mask. It does whatever Bioware wants it to do, and there doesn't seem to be a universal convention as far as I can tell.

Outside of finding a way to see what they do in the actual code, you can infer via what gets put where by looking at the crafting table.

 

For the casual versions you wear around skyhold, you're never going to change the actual materials of the outfit with a tint map. All you're doing is moving around what gets put where.

 

Ah bugger, I was worried that would be the case. I was hoping we'd been able to figure out a rough idea of what channels were referenced by material slots/shaders. Back to trial and error for me it seems. Thanks for the help. And you as well Renmiri.



#3891
Renmiri1

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Ren you tryin to see Solas booty? :P

:whistle:

 

Nah, not really, just want to get a different sweater for him, I don't like thoose two little "tails" of fabric his Skyhold sweater has :P

 

Of course if it lets us see more is just an added benefit ;)



#3892
PorcelynDoll

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Okay, I got the tools and have been playing around with them. I am assuming the DAI_Tools.vshost is the texture replacer?

I want to make fair skin versions of ELE's pj sets. If anyone can send me a swatch of their pale skin that would be great.

I am thinking I can just do this:

Extract the files

Replace textures

Make Patch

Is that how it works?



#3893
Renmiri1

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Eham and others: New Bioware patch today

 

Sent to Origin users. I can’t see it because I'm at work running Linux but people on twitter confirmed it.



#3894
PorcelynDoll

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Eham and others: New Bioware patch today

 

Sent to Origin users. I can’t see it because I'm at work running Linux but people on twitter confirmed it.

Yeah, I can't play unless I patch. I really hate that.



#3895
Renmiri1

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Okay, I got the tools and have been playing around with them. I am assuming the DAI_Tools.vshost is the texture replacer?

I want to make fair skin versions of ELE's pj sets. If anyone can send me a swatch of their pale skin that would be great.

I am thinking I can just do this:

Extract the files

Replace textures

Make Patch

Is that how it works?

 

1) Extract the files

2) Replace textures

3) Make Patch

4) Merge Patch

5)Test in game

6) Curse profusely because it didn't work

go back to step 2

 

After about a million times going from 2 to 6, you finally get a patch you like the results and release it



#3896
SheWildWolf

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Eham and others: New Bioware patch today

 

Sent to Origin users. I can’t see it because I'm at work running Linux but people on twitter confirmed it.

 

 

 

Edit:

 

I updated the game, ran the mod manager with no errors, everything seems to have re-merged fine. Official patch .mft said version 5 after the patch today, and then the updated merged file .mft said version 6. Not that this is going to be news for the coders, just wanted folks to know there doesn't seem to be any big issues this time. 



#3897
denise12184

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I wondered why my game updated. I wonder if this one will cause problems

 

Edit: Just ran a patch...everything seems okay so far



#3898
Renmiri1

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we will probably need a new merge for mods, unless you decide not to use the new patch  -.-



#3899
ELE08

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I can't help but wonder if the skin parts in this armor, or the light Dalish armor, might not hold the answer to getting skin parts on the jammies to recognize character skin color (so you and Kamael don't have to release multiple skin color versions.) Of course, it might just be an integral part of the MESH, in which case, we're outta luck until mesh importing.

 

I looked at this for the same reason actually.  The skin isn't on the armor textures anywhere. My best guess is the exposed places (arms, legs, etc) just pull the body textures - so 1 mesh = multiple texture sources.



#3900
PorcelynDoll

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I looked at this for the same reason actually.  The skin isn't on the armor textures anywhere. My best guess is the exposed places (arms, legs, etc) just pull the body textures - so 1 mesh = multiple texture sources.

It's definitely one mesh. The Dalish Warrior armor has problems with the neck and body not always meeting up. I notice in some cut scenes you can see right through the neck where the body doesn't meet up with it.