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#5801
tklivory

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Unfortunately maps like this have to be hand painted, hence why they normally end up looking a bit naff. You could try getting a high res image and try and paint over the stubble but that would probably end up looking similar to what we have now. You could also have a look at other 3D models that have more realistic looking stubble and see how they've done it.


*grumble grumble doing Bioware's shite for them grumble grumble* Yeah, that's what I was afraid of. I'll start with sequestering the channels and then start with the one I actually want to use first.

Veshante kaffas.

So did you get a chance to see if using patch 6 allows you to make mods?

#5802
FFZero

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*grumble grumble doing Bioware's shite for them grumble grumble* Yeah, that's what I was afraid of. I'll start with sequestering the channels and then start with the one I actually want to use first.

Veshante kaffas.

So did you get a chance to see if using patch 6 allows you to make mods?

 

It’s not so much the fault of whichever dev made these textures more how the stubble is implemented. Since the dev’s were trying to make our characters as customizable as possible the stubble is done as an overlay so it can be tinted so many different ways, if it had been part of a complexion it would look better but you’d probably be stuck with just a handful of textures/colours.

 

I’m just backing up my stuff before rolling the patch back. Fingers crossed it’ll work, want to see if my changes to the skyhold jammies will work. Trying to make a dalish looking version, footwraps included. I will say though trying make small heeled shoes look somewhat like feet without adding anything is not easy..



#5803
Adela

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@tklivory  instead of  using the mask why don't you just make it as a complextion? That way  if u find a photo of a realistic stuble  u can manipulate it better on the face texture then  on the masc. But ofc its ur choice



#5804
tklivory

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It’s not so much the fault of whichever dev made these textures more how the stubble is implemented. Since the dev’s were trying to make our characters as customizable as possible the stubble is done as an overlay so it can be tinted so many different ways, if it had been part of a complexion it would look better but you’d probably be stuck with just a handful of textures/colours.
 
I’m just backing up my stuff before rolling the patch back. Fingers crossed it’ll work, want to see if my changes to the skyhold jammies will work. Trying to make a dalish looking version, footwraps included. I will say though trying make small heeled shoes look somewhat like feet without adding anything is not easy..


Oh, I know it's not as simple as 'bad artist dev'. It's just frustrating. I suppose I could always just make a custom texture since it's really just for one character, but the stubble has always irritated me, in Dragon Age and Mass Effect. I just wondered if there was a way to fix it this time around. *sigh*

And yes, that definitely sounds not easy. Will it be sort of like Fenris feet, wrapped in cloth?

#5805
FFZero

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@tklivory  instead of  using the mask why don't you just make it as a complextion? That way  if u find a photo of a realistic stuble  u can manipulate it better on the face texture then  on the masc. But ofc its ur choice

 

Only issue with that idea is that the stubble overlay would still be there. You could make the actual stubble part of the texture invisible by removing that part of the texture from all of the channels assuming there isn't already an option for no stubble in the character creator. I’ve never made a male Inquisitor so I don’t know if there is one.

 

Oh, I know it's not as simple as 'bad artist dev'. It's just frustrating. I suppose I could always just make a custom texture since it's really just for one character, but the stubble has always irritated me, in Dragon Age and Mass Effect. I just wondered if there was a way to fix it this time around. *sigh*

And yes, that definitely sounds not easy. Will it be sort of like Fenris feet, wrapped in cloth?

 

Pretty much, it always bugged me that they had a dalish quizzie wearing shoes from the start. Even the city elves don’t really wear shoes, in fact I think Sera may be the only elf in the game who does where shoes.



#5806
FFZero

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Well I didn’t have a back up of patch 6 but I got the 1.26 version of the modding tool working on patch 5 but it crashed when I imported my new model, guessing the feature wasn't fully working back then and I can’t get 1.27 to work at all, it  crashes on start up. So it seems I’m kind of buggered until the next version of the mod tool comes out. Probably a good thing, I can make a start on the texture for this while I wait and just have to make do with it on the standard skyhold jammies for the time being. 



#5807
tklivory

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Well I didn’t have a back up of patch 6 but I got the 1.26 version of the modding tool working on patch 5 but it crashed when I imported my new model, guessing the feature wasn't fully working back then and I can’t get 1.27 to work at all, it  crashes on start up. So it seems I’m kind of buggered until the next version of the mod tool comes out. Probably a good thing, I can make a start on the texture for this while I wait and just have to make do with it on the standard skyhold jammies for the time being.


*Shamelessly plugs her archive* I have patches 5, 6, and 7 uploaded to my Tiki Treasure Trove, if you need it.

v1.27 you have to copy the daimodding.ini over from the 1.26 folder or make a new one, or it will crash on startup. It doesn't include its own copy. I actually made mine fresh based on an older version (1.24) and it worked. Let me know if you want to see what mine looks like.

#5808
Adela

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Well I didn’t have a back up of patch 6 but I got the 1.26 version of the modding tool working on patch 5 but it crashed when I imported my new model, guessing the feature wasn't fully working back then and I can’t get 1.27 to work at all, it  crashes on start up. So it seems I’m kind of buggered until the next version of the mod tool comes out. Probably a good thing, I can make a start on the texture for this while I wait and just have to make do with it on the standard skyhold jammies for the time being. 

I really hope the upcoming tool will work for  you as well as others who have this issue. I told Dawn and Dan about it,  and thats why they are taking  longer on the tool  then usual, because  when they decided to re-write the tool they found so many errors in the code, and they think that's why it may not work for some ppl. So hopefully  it will be working for u guys when they are done :)



#5809
FFZero

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Okay 1.27 is working but I’m still getting a crash when importing a mesh. I guess there must be something wrong with my mesh then though I can’t quite figure out what. Modelling isn't really my forte so knowing my luck it's probably something simple that I've done wrong that any decent modeler would figure out immediately. 



#5810
Joyce

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Joyce, I said everything as a constructive criticismm trying to help you. I really think that it will be easier if you begin almost bang by bang and with the body in place to avoid clipping than beginning by stretching all the hair and then trying to fix it. But that's what works better for me and maybe for you it works better the other way round :)

Oh no, I wasn't offended or anything! Sorry if you took it like I was <3



#5811
Joyce

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Ok, so I have a few questions.

 

1. Is it just hair you can modify, or can you modify the PJ mesh as well?

 

2. My modding tool that exports meshes correctly (1.27) won't open, but I do have some OBJ files from Adela. However, whenever I export it from 3ds, it doesn't work to import it. Here's the import in 3ds:

 

import_5577bfb09606ee5b8541323e.jpg

 

And here's the export:

 

faces_55775cd09606ee5bb993456c.jpg

 

Why isn't the TVerts created? :/



#5812
tklivory

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You might want to check Squid's thread over on DAI tools and see if the same problem he had with importing applies to what you're trying to do.

#5813
Joyce

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You might want to check Squid's thread over on DAI tools and see if the same problem he had with importing applies to what you're trying to do.

Omg, I think that'll do the trick :D I'll try it as soon as I get home :D



#5814
Ashara

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I really hope the upcoming tool will work for  you as well as others who have this issue. I told Dawn and Dan about it,  and thats why they are taking  longer on the tool  then usual, because  when they decided to re-write the tool they found so many errors in the code, and they think that's why it may not work for some ppl. So hopefully  it will be working for u guys when they are done :)

Thanks for the information, Adela :)



#5815
PrayingMantis

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Does someone have the obj files for the qunari horn meshes? I'm having difficulties exporting them.  :wacko:



#5816
tklivory

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Does someone have the obj files for the qunari horn meshes? I'm having difficulties exporting them.  :wacko:


All right, here are Qunari female and Qunari male horns.

Let me know if that doesn't work for you, for some reason.

#5817
PrayingMantis

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I can get them - i'm actually doing a lot of exports right now. Give me a few and I'll post a link here.

Male/Female/both?

ETA: Oh hey, look at that i had Qunari female already done.

Working on male now. Let me know if that doesn't work for you, for some reason.

 

Omg thank you, you're a treasure!  :D  I was looking for the male meshes, especially the cut horns (the ones in my ava). I think they were the last ones, but I'm not sure.



#5818
tklivory

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Omg thank you, you're a treasure!  :D  I was looking for the male meshes, especially the cut horns (the ones in my ava). I think they were the last ones, but I'm not sure.


They're both linked now, I updated my original post.

#5819
PrayingMantis

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They're both linked now, I updated my original post.

 

You're the best, thank you!  :wub:



#5820
FFZero

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I’m slowly but surely trying to make various armours throughout the game more customizable via tint maps but the way some of the armours have been set up in game is so stupid and is slowly driving me mad. The original dalish warrior armour for instance is supposed to use the red and green channels in the tint map but the red channel isn’t referenced by anything in the crafting table so you’ve pretty much only got 2 customizations options, the base metal which isn't controlled via the tint map and the pattern on the skirt bit. 

 

 

Before tint map tweaks

 

Spoiler

 

After tint map tweaks

 

Spoiler



#5821
PrayingMantis

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The tweaked version of Kieta's New Vitaar is finally done and I've updated the file.

Before:

Spoiler

After:

Spoiler

 

The Poison Spider and Deepstalker vitaar are completly new. The Rashvine wasn't edited at all. Everything else has gotten some minor changes (more or less), so it's now looking a bit more cleaner than before. 

I just didn't like the old version anymore (especially that horrid deepstalker hand smack).  :lol:



#5822
QueenPurpleScrap

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I just wanted to say hi and thank you for all the work you've done creating mods or the tools to make and package mods. Your work is very much appreciated by this avid mod-user. :)



#5823
tklivory

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DAI Skyhold Pajama Compendium complete.

#5824
Joyce

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I don't understand this :S I've managed to get my 1.27 to work, but it still comes up as black boxes in 3ds? :/ and those that function, get's invisible when I get too close?

 

Edit; btw, does anyone have the .obj files for the PJ?



#5825
Joyce

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ok, I give up with this :( I've spent the last 36 hours (!!) trying to figure out why nothing works for me. First, I managed to get the modding tool 1.27 working on my other computer and I thought to myself; "yeey! Now I can export meshes myself!"

 

Boy, was I wrong... no matter what I do, the exports I do always, ALWAYS, become black boxes in 3ds. And that's if I export them in the scale of 10,000 instead of just 1,000... because if I do the later, it isn't showing at all :( I do have meshes that others have extracted, but if I get too close (as close as I need to modify it) it turns invisible...

 

can someone please, PLEASE, help me with the hairmod I'm trying to do?