Aller au contenu

Photo

DAI Tools

* * * * * 113 note(s)

  • Veuillez vous connecter pour répondre
6382 réponses à ce sujet

#4551
Adela

Adela
  • Members
  • 6 633 messages

@Adela -  Sorry I didn't reply sooner, slammed with tests...tests and more tests.   I think you had the same issue I had originally, so let me test which version worked for me.  Have you tried to edit the ini, or copy the ini from another version?  The ini should have the file path of your dragon age inqusition exe.  Don't give up yet m'lady!

 

In terms of normals changing...is that different from verts?  I know that if you don't use a smoothing modifier prior to export on skyrim nifs, you gain an increase in verts.  No idea if that can happen to normals...or if this is specific to DAI meshes.  Can you at least look at your mesh inside of the DAI tool?

 

Also, that hair is smooooking hot ^^  Can't wait to see it in game  :o

Yea, i tried to change the ini, but when i did it gave me the window with "This program has stopped working"

 

There are 2 different types of normals, vertex normals and  face normals , witch now that i look at it  when exporting... the vertex normals are the same but, the triangle count  changes when i try to export the modified mesh. So i think i need to work on that to match up with the original and see if it works.... oh god please let it work,  but yea i haven't changed any smoothing grps or anything on the mesh so that part is ok.  Its weird tho cause with hair number 50 it works fine when i tried to move stuff around just to test it... but with 52 it has problems.... weird

@Adela - this is way above my level of knowledge but according to Eham:

 

- Only Positions, Normals, and Texture Coordinates can be modified at this time - Skinned meshes must be exported as obj to do this. Tangents and Binormals are programmatically recalculated (If you see any normals issues, let me know)

 

Link

Hmm i will have to check if the tangents and the binormals are facing correctly , thank you both for the help



#4552
ladyofpayne

ladyofpayne
  • Members
  • 3 104 messages

4310-1-1425306018.jpghttp://www.nexusmods...age/mods/4310/?

Managed to make Vivienne dress normal. Enjoy!



#4553
Ashara

Ashara
  • Members
  • 527 messages

So apparently  the modding tool version 1.26 gives me some error when i try to import my hair it says the number of normals is not the same as the original, but i checked both on the original and the modified one  and they have the exact same number.............. im at a loss here been working for 3 days on this thing only to find out it wont import  :pinched:  :pinched:

 

i also tried the 1.15 version but the tool doesn't start for me anymore  :crying:  :crying:  :crying:  :crying:

 

For what its worth.. this was the hair i was gonna import the hair on the right is the one i modified it from

Spoiler

Wow, looking awesome, Adela  :)



#4554
Ashara

Ashara
  • Members
  • 527 messages

Yea, i tried to change the ini, but when i did it gave me the window with "This program has stopped working"

 

There are 2 different types of normals, vertex normals and  face normals , witch now that i look at it  when exporting... the vertex normals are the same but, the triangle count  changes when i try to export the modified mesh. So i think i need to work on that to match up with the original and see if it works.... oh god please let it work,  but yea i haven't changed any smoothing grps or anything on the mesh so that part is ok.  Its weird tho cause with hair number 50 it works fine when i tried to move stuff around just to test it... but with 52 it has problems.... weird

Hmm i will have to check if the tangents and the binormals are facing correctly , thank you both for the help

I don't know 3D Max but in Blender there is an exporting option that merges vertices that are very close enough (less than x units) to optimise the new mesh. So, if 3D Max has the same feature  depending on how you move the original vertices that can explain why in one case the number of vertices is the same and in the other case isn't. In Blender you can uncheck that option and then exporting won't merge the original vertices.

 

Hope this helps  :)



#4555
mrjack

mrjack
  • Members
  • 1 191 messages

It's March 2nd. Anyone heard about patch 6 beta yet?



#4556
Adela

Adela
  • Members
  • 6 633 messages

yea i looked at the options  when i try to export it from max, i tried everything still the same issue... Im gonna have to redo it on a different  hairstyle and hope and prey to God  that it will work..... Sooo back to the drawing board.... yay...........



#4557
Silvist

Silvist
  • Members
  • 350 messages

@Adela - So its the face normals that are changing when you export?  You are exporting as an obj format?

 

Here's what I see on my export box in 3ds max 2013:

 

Spoiler

 

This is the settings mine is currently set to.  I see under Optimize "normals", and i also see Face/Quads>Normals as well.  I have no idea what the proper settings are for ensuring that the normals remain the same.  I'll see if I can do a bit of research..because that could pose an issue for us all ;p

 

Also how is the obj looking on this dialogue box after you export?

 

Spoiler

 

Do you see the increased normals here at all in comparison to the original?

 

Hmm, I also wonder about the smoothing groups in the first export box...I don't like scripts welding or smoothing on their own ;p

 

Are the hair meshes you are working with modified versions of the original DAI hair mesh?  Or they completely new?

 

Also is Eham still using the psk file format, when you extract with the tool on skinned meshes?

 

Edit:

 

Okay, that's really odd.  I did a couple tests with the meshes I already had extracted.  First I tried DAI meshes that were not skinned, and exported as obj.  Then I reimported, and exported again.  Just to see if the verts/norms/faces were changing at all.  No change with these at all, exactly identical.

 

K, I did some more testing this time with a skinned mesh.  I used the same base as before, but this time skinned.  I made sure to duplicate the mesh, convert it to poly, then use a skin wrap to copy the weights.  Just like stated before, as soon as I finished copying the weights....3ds max would crash upon touching the skin wrap modifier.  It would of course save a backup copy, allowing me to resume from where I left off.  Then I could remove the skin wrap, and the mesh would now have a skin modifier.

 

I then applied a smoothing modifier of 2, and proceeded to export.  Both times, the leg of the mesh became detached as a separate mesh..no idea how.  When I say detached..not inside of max..but inside of another 3d program I used to verify how they came out.  So this issue could be related to that program, and not 3ds max at all.

 

The really odd part is after I reimported the mesh I exported with the weighting, and exported it again with the same procedure..the verts increased.  Even though I applied a smoothing modifier..which when I did skyrim meshes..prevented that from occurring.  

 

The normals were the same for me, it was the verts that had changed.  I also tried not converting to a mesh, and had the same thing occur.

 

I probably have to see about extracting these files with the new tools, just to see if there's any difference.  

 

Also for anyone having issues with size scaling, use the blender preset for importing the obj.  It scales down to the proper sizing that you get if you import as a psk.  I'm guessing the psk format was built more for blender than 3ds max ;p



#4558
Adela

Adela
  • Members
  • 6 633 messages

Alright guys, so before i went ahead and spending countless hours on making a hair this time i made sure that it will work so i did a lil test,  seems like hair hf_050 works fine when modified 

 

Spoiler

 

@silvist

 

i resolved the problem with the normals but for some reason when exporting it changed my polygon count, and when trying to  import it into the tool it gave me an error saying that it doesnt have the same polygon count as the original

 

here are my settings for the obj export i followed it exactly like Eham said

 

Spoiler

 

and here is how it looks after exort is complete , the vertex and normal count is the same as the original  except for the triangle/poly count

 

Spoiler

 also no, i didnt made a ne custom mesh it was modified from  hair 52



#4559
wepeel_

wepeel_
  • Members
  • 607 messages

and then somehow edit the save or game to make it think you're an elf.

 

Creating a human and making the game think you're an elf has proven troublesome so far. Once you create your character as one race in the CC, changing it by way of save editing (with the currently known values) just bounces it back to the original race as soon as you load the edited save. Creating an elf and managing a full model swap would solve this, but that doesn't seem any easier.



#4560
mrjack

mrjack
  • Members
  • 1 191 messages

Creating a human and making the game think you're an elf has proven troublesome so far. Once you create your character as one race in the CC, changing it by way of save editing (with the currently known values) just bounces it back to the original race as soon as you load the edited save. Creating an elf and managing a full model swap would solve this, but that doesn't seem any easier.

 

Yeah I took the time to read though the plot flags thread and it doesn't seem possible. I guess I was being overenthusiastic and just wanted to model a little. I think I'll give it all a rest until the tools are more developed and most functionality that's ever likely to be included is available and then see where we're at. But I'm guessing by that time some other modder will have already solved the problem :D



#4561
Renmiri1

Renmiri1
  • Members
  • 6 009 messages

FYI just got the beta on Origin



#4562
Adela

Adela
  • Members
  • 6 633 messages

FYI just got the beta on Origin

me too YAY :D



#4563
Fizzie Panda

Fizzie Panda
  • Members
  • 925 messages

Alright guys, so before i went ahead and spending countless hours on making a hair this time i made sure that it will work so i did a lil test,  seems like hair hf_050 works fine when modified 

 

Spoiler

 

@silvist

 

i resolved the problem with the normals but for some reason when exporting it changed my polygon count, and when trying to  import it into the tool it gave me an error saying that it doesnt have the same polygon count as the original

 

here are my settings for the obj export i followed it exactly like Eham said

 

Spoiler

 

and here is how it looks after exort is complete , the vertex and normal count is the same as the original  except for the triangle/poly count

 

Spoiler

 also no, i didnt made a ne custom mesh it was modified from  hair 52

YOU'VE DONE IT :D :D :D



#4564
Danariel

Danariel
  • Members
  • 110 messages

It's March 2nd. Anyone heard about patch 6 beta yet?

 

 

FYI just got the beta on Origin

 

Just checked my Origin, and there's an update there for me, too.



#4565
Tarkov33

Tarkov33
  • Members
  • 179 messages

Does anyone know what we need to do to make .daimods work with patch 6? Someone had asked for my Qunari Female's sliders and she's super modded, hoping to take shots of her sliders from the Black Emporium!

 

Edit: Woops! No Black Emporium, my bad!

Spoiler



#4566
Silvist

Silvist
  • Members
  • 350 messages

@Adela - I had a feeling you got in lol.  Glad to see that you can finally enjoy it.

 

Really nice work on the hairs, I was just simply experimenting to see if I had similar issues on my end.  I'm hoping I don't have any walls when I try to port my armors into the game.  I'm fine with a couple complications, just as long as I can figure out a fix.  Sadly my free time isn't as open as it used to be ;/



#4567
Elfyoth

Elfyoth
  • Members
  • 1 356 messages

Good morning- Afternoon modders! :) Just being polite ya know :D dunno why? :D 



#4568
Elfyoth

Elfyoth
  • Members
  • 1 356 messages

4310-1-1425306018.jpghttp://www.nexusmods...age/mods/4310/?

Managed to make Vivienne dress normal. Enjoy!

Wow! GJ bro, or sis! Or whateva! 



#4569
Kiitosu

Kiitosu
  • Members
  • 258 messages

Got in the beta too  :lol:



#4570
FFZero

FFZero
  • Members
  • 1 072 messages

Does anyone know what we need to do to make .daimods work with patch 6? Someone asked for my Qunari Female's sliders and she's super modded, hoping to take shots of her sliders from the Black Emporium!

 

 

Don’t mod the beta patches, they’ll be glitchy enough as is. 

Spoiler



#4571
Elfyoth

Elfyoth
  • Members
  • 1 356 messages

Don’t mod the beta patches, they’ll be glitch enough as is. 

Spoiler

Is it part of patch 5? Cuz its not in its notes. 



#4572
FFZero

FFZero
  • Members
  • 1 072 messages

Is it part of patch 5? Cuz its not in its notes. 

 

If you’re in the beta check the threads and you’ll get your answers. I’m not going to talk about the content of the beta anymore, we have signed NDA’s after all. 



#4573
Renmiri1

Renmiri1
  • Members
  • 6 009 messages

patch 5 released



#4574
Pumpkinpatch

Pumpkinpatch
  • Members
  • 27 messages

Question: Now with the new patch is out, do we need to take the current patch and put it in our modmangers mod list? I recall doing so for one patch, naming it Patch2?



#4575
Ashara

Ashara
  • Members
  • 527 messages

Alright guys, so before i went ahead and spending countless hours on making a hair this time i made sure that it will work so i did a lil test,  seems like hair hf_050 works fine when modified 

 

Spoiler

 

@silvist

 

i resolved the problem with the normals but for some reason when exporting it changed my polygon count, and when trying to  import it into the tool it gave me an error saying that it doesnt have the same polygon count as the original

 

here are my settings for the obj export i followed it exactly like Eham said

 

Spoiler

 

and here is how it looks after exort is complete , the vertex and normal count is the same as the original  except for the triangle/poly count

 

Spoiler

 also no, i didnt made a ne custom mesh it was modified from  hair 52

Adela, from that exporting options I would say that maybe the "optimize normals" flag is the one changing your face count here (the one that is almost at the bottom). Have you tried unchecking it to see if that keeps the face/vertex count as it was?

 

You already have the smoothing groups option unchecked (that would have been my first guess as in Blender the option that merges vertices is called "Smoothen inter-object seams  :) )