DAI Tools
#5826
Posté 20 juin 2015 - 07:11
1) What version of 3ds are you using?
2) Maybe try downloading the hair meshes from here and test with those - maybe try some different hair meshes, too - and see if that helps at all.
I'm so sorry you're running into such difficulties! *hugs*
Also, tell me where the PJ meshes are in the file structure, and I'll get them for you.
#5827
Posté 20 juin 2015 - 09:39
I wish I knew more about modding directly (I'm more an archivist than a modder), but I do have two questions:
1) What version of 3ds are you using?
2) Maybe try downloading the hair meshes from here and test with those - maybe try some different hair meshes, too - and see if that helps at all.
I'm so sorry you're running into such difficulties! *hugs*
Also, tell me where the PJ meshes are in the file structure, and I'll get them for you.
1. I use the 2015 version, it was the only one available ![]()
2. I have, and those are the ones getting invisible when I get too close ![]()
They are in da3/actors/inquisitorjill/appearances/var2/models. The names are ef_inquisitor_var2_core_0001_model_mesh (pants) ef_inquisitor_var2_core_0010_model_mesh (arms) and the chest is ef_inquisitor_var2_core_0100_model_mesh
thank you! *hugs*
#5828
Posté 20 juin 2015 - 10:37
What are you exporting them as Obj or psk? If you’re importing as obj could you send me a screenshot of your import settings?
#5829
Posté 20 juin 2015 - 10:41
What are you exporting them as Obj or psk? If you’re importing as obj could you send me a screenshot of your import settings?
.obj, and here's the import;

#5830
Posté 20 juin 2015 - 10:50
Try ticking the option for importing as a single mesh, it’s the only thing that differs from my settings and I’m using the same version of 3DS and I've had no problem importing meshes.
#5831
Posté 20 juin 2015 - 10:51
Try ticking the option for importing as a single mesh, it’s the only thing that differs from my settings and I’m using the same version of 3DS and I've had no problem importing meshes.
ok, thanks ![]()
Edit; this is getting annoying... I tried importing a hairmesh that was extracted from the modding tool, and it looked great and untouched in 3ds. I took the .obj I extracted from the tool, unmodded, and tried re-importing it; the tool stopped working and crashed... maybe it has something to do with the tool?
#5832
Posté 20 juin 2015 - 01:30
ok, thanks
Edit; this is getting annoying... I tried importing a hairmesh that was extracted from the modding tool, and it looked great and untouched in 3ds. I took the .obj I extracted from the tool, unmodded, and tried re-importing it; the tool stopped working and crashed... maybe it has something to do with the tool?
Yeah there is currently an issue exporting stuff from newer versions of 3DS. No one is quite sure where the problem lies though, the export process from 3DS or the import process of the mod tool. I was speaking to Adela about it though and fingers crossed this issue should be fixed in the next version of the mod tool.
#5833
Posté 20 juin 2015 - 01:32
Yeah there is currently an issue exporting stuff from newer versions of 3DS. No one is quite sure where the problem lies though, the export process from 3DS or the import process of the mod tool. I was speaking to Adela about it though and fingers crossed this issue should be fixed in the next version of the mod tool.
ah, alright
although, the mesh I tried to import, was the one extracted. Not from 3ds, but from the tool.
#5834
Posté 20 juin 2015 - 02:58
ah, alright
although, the mesh I tried to import, was the one extracted. Not from 3ds, but from the tool.
That happens to me, too, Joyce. Will have to wait to see if Dawn's new version of the tool fixes it ![]()
#5835
Posté 20 juin 2015 - 03:52
Sorry for the super late post but yea for some reason the new max is causing troubles, this is more of an issue for Dan to solve cause he is the one with more 3d max experience and could pinpoint the problem and he has all versions of max so he could also test it Dawn is fixing issues with the import export , and saving and loading and then trying to merge the modmanager into DAI tools so we will have only 1 tool for all instead of 2
I know i said this before but it will take a lil bit cause Dawn is gonna move soon so the progress of the tool will slow down a bit but after she gets settled in things will pick up
In the meantime If u know a person that has a older version of max and u trust them, instead of sending them an obj file with the modded mesh send them a max file but make sure you set the max file so that older versions can open it. Then they can export it with their max as an obj and test it to see if it works
#5836
Posté 20 juin 2015 - 03:55
Sorry for the super late post but yea for some reason the new max is causing troubles, this is more of an issue for Dan to solve cause he is the one with more 3d max experience and could pinpoint the problem and he has all versions of max so he could also test it Dawn is fixing issues with the import export , and saving and loading and then trying to merge the modmanager into DAI tools so we will have only 1 tool for all instead of 2
I know i said this before but it will take a lil bit cause Dawn is gonna move soon so the progress of the tool will slow down a bit but after she gets settled in things will pick up
In the meantime If u know a person that has a older version of max and u trust them, instead of sending them an obj file with the modded mesh send them a max file but make sure you set the max file so that older versions can open it. Then they can export it with their max as an obj and test it to see if it works
ok
Personally, I'm in no hurry; it's better late than never and better it to work well than rushing in to it ![]()
#5837
Posté 20 juin 2015 - 05:44
1. I use the 2015 version, it was the only one available
2. I have, and those are the ones getting invisible when I get too close
They are in da3/actors/inquisitorjill/appearances/var2/models. The names are ef_inquisitor_var2_core_0001_model_mesh (pants) ef_inquisitor_var2_core_0010_model_mesh (arms) and the chest is ef_inquisitor_var2_core_0100_model_meshthank you! *hugs*
All right, here you go!
#5838
Posté 20 juin 2015 - 06:04
#5839
Posté 23 juin 2015 - 10:49
I need some help. I would like to convert a human female pj to an elven female but I can't figure out how to do it. I use photoshop.
#5840
Posté 24 juin 2015 - 09:27
Porcelyn, I haven't looked into textures but I think that you need to know where in the texture are painted all the pieces in the human outfit and in the elven outfit and then move the pieces accordingly. I.e. you need to know the differences between the human and the elven UV maps.
For example, if the left arm is painted on the top right corner for the human PJ and on the left bottom corner for the elf you need to move the left arm part to the left bottom corner and probably rotate it and shrink it until it fits the right possition for the elven texture,
Hope this helps ![]()
#5841
Posté 24 juin 2015 - 09:52
I've tryed mking the pieces smaller but I get so confused because it looks like there are two (male and female?) on top of each other. I think I need a mesh program to get a uv map which I don't have.
#5842
Posté 25 juin 2015 - 12:55
I've tryed mking the pieces smaller but I get so confused because it looks like there are two (male and female?) on top of each other. I think I need a mesh program to get a uv map which I don't have.
Basically the way the skyhold PJ’s work is the male and female textures are overlaid on each other. The female texture is the smaller one. You don’t need a uvmap, it may help but it’s not needed. If you’re using a more recent version of Photoshop you may be better off importing the model of the skyhold pjs and adjust the texture to fit it since you can see how it looks on the model without exporting.
#5843
Posté 25 juin 2015 - 01:40
I've tryed mking the pieces smaller but I get so confused because it looks like there are two (male and female?) on top of each other. I think I need a mesh program to get a uv map which I don't have.
Female elf UVs
Human Female UVs
#5844
Posté 25 juin 2015 - 05:22
Thanks for the UVs, Jack. Having them is the best way of getting things right. By the way, they look pretty similar ![]()
#5845
Posté 25 juin 2015 - 06:17
Thanks for the UVs, Jack. Having them is the best way of getting things right. By the way, they look pretty similar
Yeah a conversion shouldn't be too hard. I didn't mean to step on your advice btw, I didn't realise you'd posted while I was off getting the UVs.
At the moment it reads like:
You: Hope this helps.
Me: Hope THAT helps
#5846
Posté 25 juin 2015 - 07:10
Anyone here messed around with any of the tattoos? I’m getting a weird issue with the alpha channel on the dalish tattoo textures. It seems like the alpha channel is overriding the other channels, as the only way I can get my new tattoo to show up in game is by getting rid of the alpha channel completely. I’ve tried using both DXT1 with 1 bit alpha and DXT5 with interpolated alpha and neither works.
#5847
Posté 25 juin 2015 - 07:26
Anyone here messed around with any of the tattoos? I’m getting a weird issue with the alpha channel on the dalish tattoo textures. It seems like the alpha channel is overriding the other channels, as the only way I can get my new tattoo to show up in game is by getting rid of the alpha channel completely. I’ve tried using both DXT1 with 1 bit alpha and DXT5 with interpolated alpha and neither works.
DXT5 with interpolated alpha is the right format. The alpha is just another channel. The file has four channels (RGBA) and each contains a separate tattoo. There are two separate files per race (I think). Are you 100% sure you're editing and replacing the right files? Upload your edited file (with the alpha intact) and I'll try and get it in my game. I'm testing other stuff at the moment anyway so it's no hassle.
#5848
Posté 25 juin 2015 - 07:34
DXT5 with interpolated alpha is the right format. The alpha is just another channel. The file has four channels (RGBA) and each contains a separate tattoo. There are two separate files per race (I think). Are you 100% sure you're editing and replacing the right files? Upload your edited file (with the alpha intact) and I'll try and get it in my game. I'm testing other stuff at the moment anyway so it's no hassle.
Here you go https://drive.google...VzZTWndTcTd3R2c
#5849
Posté 25 juin 2015 - 08:07
Here you go https://drive.google.com/open?id=It
It worked for me.

Here's the daimod
I don't know what could've been happening when you tried ![]()
#5850
Posté 25 juin 2015 - 08:17
Oh I could get my new tattoo to work but the second sylaise tattoo, the one only around the eye, that’s the one that’s on the alpha channel and the one that looks dodgy. I don’t particularly want to release a mod that changes one tattoo only to bugger another one up.





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