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#4601
Adela

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Yeah I meant replacing the mesh with your modified version of the same mesh (not a different "new" mesh).

 

I see now that there is also a mh_hm_050_model_mesh (I was lazy and didn't look hard enough) but it works for all headshapes in the CC, yes?

 

Sorry I didn't explain properly.

Honestly i haven't tried to modify the other hairs from other races/genders  but if one works they should all work

 

edit wait are u asking that if the hair that im making now will work for all races and genders? if so  then no it will only work for  the human female



#4602
mrjack

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Honestly i haven't tried to modify the other hairs from other races/genders  but if one works they should all work

 

edit wait are u asking that if the hair that im making now will work for all races and genders? if so  then no it will only work for  the human female

 

No I mean: You know in CC you can select different head shapes for your chosen race/gender combo? Does the hair fit all the different female human head shapes?

 

Thinking about it, not even Bioware managed that (with all the ear and forehead clipping).



#4603
Adela

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No I mean: You know in CC you can select different head shapes for your chosen race/gender combo? Does the hair fit all the different female human head shapes?

 

Thinking about it, not even Bioware managed that (with all the ear and forehead clipping).

oooh ok lol sorry apparently  cant read today haha

 

But yea i tried to make it in such a way it wont clip too bad, specially with the ears



#4604
mrjack

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oooh ok lol sorry apparently  cant read today haha

 

But yea i tried to make it in such a way it wont clip too bad, specially with the ears

 

I thought the actual scalp changed shape as well and I thought that was what all the different [ObjectVariation] files were for. I thought they made the mesh "fit" the different heads which was why I was surprised to hear that your changes show up on all head shapes.

 

I'm gonna stop talking about this because I'm probably making everything more complicated than it needs to be :)



#4605
Adela

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I thought the actual scalp changed shape as well and I thought that was what all the different [ObjectVariation] files were for. I thought they made the mesh "fit" the different heads which was why I was surprised to hear that your changes show up on all head shapes.

 

I'm gonna stop talking about this because I'm probably making everything more complicated than it needs to be :)

The scalp doesn't change, only the cheeks, ears, jaws, chin, eyebrows and forehead do. 



#4606
Adela

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Well half the hair is done lol  another half to go  and then the back side and HOPEFULLY I will release it this weekend for some tests

 

Dqj9MPL.png



#4607
Tarkov33

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Ooo that hair looks great already! ^_^



#4608
Renmiri1

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Make sure you have the Vanilla patch 5 on the Updates folder, on the folder named "Patch"  when you do your mod. I messed up and my mod ended up being version 7 and wouldn't merge with patch 5



#4609
Silvist

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@Adela - That look totally hot m'lady.  I can't wait to see how it'll look once your done.  Great work as always ^^



#4610
Adela

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Make sure you have the Vanilla patch 5 on the Updates folder, on the folder named "Patch"  when you do your mod. I messed up and my mod ended up being version 7 and wouldn't merge with patch 5

I never updated my game, so its gonna be with the old patch

 

Ooo that hair looks great already! ^_^

 

 

@Adela - That look totally hot m'lady.  I can't wait to see how it'll look once your done.  Great work as always ^^

Thanx I just played with it through the prologue a lil bit and it seems like  the LOD_0 of the hair is present during CC and cut scenes  when ur in regular mode aka combat or just walking around it goes to LOD_1 so it changes back to the vanilla hair if u didn't modified it... witch i didn't so after im done  with this one i will have to remake it again for LOD_1.. yay... fun fun



#4611
Renmiri1

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@Adella - making the mod against the old patch will work well :)



#4612
Silvist

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Hmm, I could have sworn Eham touched on LODs.  But that may have been pertaining to texture LOD.  What happens if you make all the LOD the same?  I realize that each LOD has different sizes.  Or do you have to keep the LOD the same as the original for it to accept it?

 

Cause otherwise, I'd just make them all of them the same ;p  At least till we can refine things further.  Doing each LOD is almost as bad as doing weight sliders for armor ;p  Except there's a min and max.  Though you have to trouble shoot the in between weights, because sometimes there are issues at certain weight mixtures.

 

The only negative thing I can think about doing that is performance ;p



#4613
Renmiri1

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mmm doesn't each lod has less vertices and polygons ? At least in Second Life and visually, LOD0 has like 3,000 vertices and LOD1 has 1500 vertices and is used for viewing mesh at a distance and not wasting time rendering.

 

In game there is  a scene where it shows LOD1 of Solas instead of LOD0 ind a close up and his mesh looks like it belongs on minecraft :P



#4614
Adela

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Silvist, on 06 Mar 2015 - 8:02 PM, said:
Hmm, I could have sworn Eham touched on LODs.  But that may have been pertaining to texture LOD.  What happens if you make all the LOD the same?  I realize that each LOD has different sizes.  Or do you have to keep the LOD the same as the original for it to accept it?
 
Cause otherwise, I'd just make them all of them the same ;p  At least till we can refine things further.  Doing each LOD is almost as bad as doing weight sliders for armor ;p  Except there's a min and max.  Though you have to trouble shoot the in between weights, because sometimes there are issues at certain weight mixtures.
 
The only negative thing I can think about doing that is performance ;p

 

 

 

Renmiri1, on 06 Mar 2015 - 9:11 PM, said:
mmm doesn't each lod has less vertices and polygons ? At least in Second Life and visually, LOD0 has like 3,000 vertices and LOD1 has 1500 vertices and is used for viewing mesh at a distance and not wasting time rendering.
 
In game there is  a scene where it shows LOD1 of Solas instead of LOD0 ind a close up and his mesh looks like it belongs on minecraft :P

 

 

 

Yes that is correct, every LOD  has a certain number of verts and polys, In DAI's case LOD 0 being the highest  and LOD 5 being the lowest. And i will have to remake my hair for LOD 1 exactly the same, and by that i mean the same number of verts, polys, and normals,  so i cant just copy paste the one im making now to the other one it will give me an error and it will not let me import it... it would have been nice if I could copy paste it... but that is not the case...  so  i will have to spend another number of hours to make the other LOD... 

 

fun fun... (sarcastic tone)



#4615
Silvist

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@Adela - Meh, I figured it was like that.  

 

But what I ment was, have you tried to just straight out replace the LOD 1 with LOD 0? 

 

Does it instantly recognize the difference and refuse to work?  Or does the game out right CTD or infinite load?  

 

I'm just curious of how picky the engine is.  Like Skyrim, any little thing out of place pretty much caused a CTD.  Where as Oblivion, its predecessor was alot more forgiving; it would instead give a giant exclamation point of a bad mesh lol.

 

This is all very important info for future custom meshes, cause making more than 1 LOD of variations will be "painful".  The more complex the mesh, the more of a pain this will be.  Hopefully we can find an easy work around.

 

Don't work to hard m'lady, we are all patiently awaiting your final product.  So please take your time.



#4616
Adela

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@Adela - Meh, I figured it was like that.  

 

But what I ment was, have you tried to just straight out replace the LOD 1 with LOD 0? 

 

Does it instantly recognize the difference and refuse to work?  Or does the game out right CTD or infinite load?  

 

I'm just curious of how picky the engine is.  Like Skyrim, any little thing out of place pretty much caused a CTD.  Where as Oblivion, its predecessor was alot more forgiving; it would instead give a giant exclamation point of a bad mesh lol.

 

This is all very important info for future custom meshes, cause making more than 1 LOD of variations will be "painful".  The more complex the mesh, the more of a pain this will be.  Hopefully we can find an easy work around.

 

Don't work to hard m'lady, we are all patiently awaiting your final product.  So please take your time.

Nah its not the engine that is giving me issues its the tool itself that is giving me errors whenever i try to import  things that are not the same, so i cant even test it in game cause the DAI tool wont let me.

 

I guess these are just the limitations  i have to deal with for now till custom meshes are available... what im doing now is basically just morphs....



#4617
Niire

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Oh my, Adela, that hair you are working on is like...perfect looking for my lady mage! Really, exactly the kind of hair I'd picture her having in my head! <3

Is that still replacing human female hair 5? it looks like it is, and if you say it is, I'll go make a new canon mageling with that hair in anticipation of the testing or release or whatever! :D

 

Edit...That's the first "mullet" type hairdo you come across yes? like number 3 on the slider? And i was assuming it'll be a replacer and work on games already made...? LOL sorry, I can barely keep track of all the meds I am on at any given point, if I come across hard to understand. :P



#4618
denise12184

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Oh, wow Adela! That is amazing hair!



#4619
noxpanda

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Are the (various) shaved heads moddable like the longer styles? Or are they just a texture?



#4620
Adela

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Oh my, Adela, that hair you are working on is like...perfect looking for my lady mage! Really, exactly the kind of hair I'd picture her having in my head! <3

Is that still replacing human female hair 5? it looks like it is, and if you say it is, I'll go make a new canon mageling with that hair in anticipation of the testing or release or whatever! :D

 

Edit...That's the first "mullet" type hairdo you come across yes? like number 3 on the slider? And i was assuming it'll be a replacer and work on games already made...? LOL sorry, I can barely keep track of all the meds I am on at any given point, if I come across hard to understand. :P

Yup Its number 5 on the slider, and yes it is a replacer.  I think u guys may have to wait a wee bit longer till i release it tho because i would have to remake it again so it will show as the same hairstyle after the cut scenes, if i don't do this  it will go back to the vanilla hair

 

Are the (various) shaved heads moddable like the longer styles? Or are they just a texture?

Some are just textures and some are mesh based, but those don't have much for me to work with unfortunately 



#4621
denise12184

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That's too bad about the bald styles. I'm still not sure what they were thinking with all of those. I mean, how many different styles of bald do you need?



#4622
Adela

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That's too bad about the bald styles. I'm still not sure what they were thinking with all of those. I mean, how many different styles of bald do you need?

Lol ikr? They must really like bald styles i guess...

 

I haven't checked to see how the qunari hairs are like,  but after im done with this i will see how much i have to work with



#4623
Ottemis

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Maximizing the utility of masks they already have is quite productive actually, pet peeve of mine for the ME Series was that, even though there were a handful of variations in scalp textures in the game, only 1 of them was actually in the CC (and it really wasn't all that good either), seemed like an absolute waste. To see a lot of different scalp masks in the CC this time around was actually good step in the right direction, it's just a shame they didn't include more unique hair meshes as well. Not only for vanilla pick initially but also the choice of replacing them with custom meshes later.

 

I can understand they keep unique character meshes out of it though ideally they would have compensated there and made variations for the CC specifically. Maybe next time or in a future patch =)

 

It's all a bit hit and miss with the CC to that extend, for instance the number of facial complexions I'm completely happy with especially considering we only had three in the ME Series CC.

Then again, they changed and removed tattoo's and could have added a bunch more choice there. Continuity is important, so the fact that we're missing DA2 tattoos in the Hawke CC is ridic imo.

 

At any rate, more choice is better regardless because it's always easier to replace existing assets rather than introduce new ones, especially in the CC.



#4624
denise12184

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Lol ikr? They must really like bald styles i guess...

 

I haven't checked to see how the qunari hairs are like,  but after im done with this i will see how much i have to work with

You have my undying gratitude :D

 

I love the horn options. I just hate the hair.



#4625
Mintsong

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Following your work with the hairs Adela... gj! :) Its looking great, cant wait to be able to test it :)