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#6076
mrjack

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I think I might have it working. I saved the export settings over as a preset but it didn't keep the settings so I was exporting incorrectly. I did it manually and it seems to work.

 

Sorry for the hassle everyone  :wacko:



#6077
electricfish

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I have a weird question for you guys: is it possible to tell how many "points" each advisor has for war table missions? Like, being able to tell which advisor you currently favor when completing war table missions.



#6078
siekcsroe

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I have a weird question for you guys: is it possible to tell how many "points" each advisor has for war table missions? Like, being able to tell which advisor you currently favor when completing war table missions.

I don't know how to check the actual numbers, but asking Blackwall what he thinks of the inquisition shows which one you use the most (I think). Like,if it's Josie, he says something like "This Inquisition is everyone's friend..."



#6079
mrjack

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Does anyone have a save right close to meeting Samson, where there's a cutscene and you can see him close up, not the quick flash at Haven? I know it's a lot to ask :)



#6080
mrjack

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Okay so I just spent all of today adjusting the UVs on 70+ hair meshes to allow space for unique textures for hair mods.

 

The texture now looks like this:

 

ZHBwQYT.jpg

 

What it means is, a hair modder can use the extra space (on a 4k texture like this, that gives you 3x the room of one normal hair texture) to create new textures for hair mods so they can look a lot nicer. When we can import new geometry this will also solve the problem of almost every hair in the game sharing textures.

 

Now I've done that, I just need to create a hair mod to test it out :D

 

If anyone wants to use it, let me know.



#6081
tklivory

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Does anyone have a save right close to meeting Samson, where there's a cutscene and you can see him close up, not the quick flash at Haven? I know it's a lot to ask :)


Have you tried using the new cinematic tools? It has cut-scene freeze time now.

I'll look through my saves, I'm not sure I have one with him. It's basically the Temple of Mythal that has a close-up of him, isn't it? Right before entering, and then right before the big confrontation.

If you know another scene with him, let me know.

#6082
skaramoosh

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Okay so I just spent all of today adjusting the UVs on 70+ hair meshes to allow space for unique textures for hair mods.

 

The texture now looks like this:

 

ZHBwQYT.jpg

 

What it means is, a hair modder can use the extra space (on a 4k texture like this, that gives you 3x the room of one normal hair texture) to create new textures for hair mods so they can look a lot nicer. When we can import new geometry this will also solve the problem of almost every hair in the game sharing textures.

 

Now I've done that, I just need to create a hair mod to test it out :D

 

If anyone wants to use it, let me know.

Awesome work, mrjack! :)



#6083
mrjack

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Have you tried using the new cinematic tools? It has cut-scene freeze time now.

I'll look through my saves, I'm not sure I have one with him. It's basically the Temple of Mythal that has a close-up of him, isn't it? Right before entering, and then right before the big confrontation.

If you know another scene with him, let me know.

 

Yeah basically my "mod" (more like a modders' resource so far) replaces all the meshes in the game that use the hair_straight_thick textures, which is about 3/4 of all human/elf/dwarf meshes and almost every unique NPC in game. I tested it with everyone except Samson and Calpernia because I don't have saves (that I can find - my folders are a mess) anywhere near them. I'm pretty certain that Calpernia uses it so she's included but Samson isn't because he had wispy, thinning hair if I remember rightly. It's easily fixed if I'm wrong though. I can't just load the textures on the meshes to be sure because all the textures "work", they just look slightly different.

 

I also found a way to auto flatten all the hair strands so I can easily pick through them, assign new UVs and then reconstruct hair meshes from the ground up, swapping between Max and ZBrush to create a shape that looks more polished. And because I'm assigning new UVs, a strand that has been stretched doesn't have to look stretched if there's enough texture information to fill it.

 

The one thing this can't fix is the basic lack of geometry, so if you want long and curly hair, you're not going to get smooth curves. This also doesn't solve the problem of backfacing hair (visible in curly hair) showing as dark in game although in theory, because some strands have identical geometry, you could create a "sister" strand with a mirror of the texture and sandwich them together

 

Anyway it's still a lot of work and obviously not everyone wants to go that in depth with modelling but at least it's an option now to create truly unique looking hair.

 

Also, the mod sounds like it would be massive but at 40MB, it's like 5 or 6 face texture mods. Meshes are pretty small files (<1mb mostly) and most of that is the new 4K hair textures (2 files). I ran it alone in my game and there was no load issues or lag but I don't know if this will be the same for everyone, it's a lot less information than what is contained in the average official patch but I don't know if replacing a ton of stuff that might all be on screen at the same time (Skyhold for example) might cause issues.

 

The one problem that exists and is unfixable unless I replace every single hair and beard mesh in the game (right now I don't have the patience for it) is that because beards use more than one texture on a single mesh a couple of the beards look weird up close. I checked out Harrit and Stroud and they looked "fine", from what I could see but it wasn't a cutscene. I'm trying to think of other notable NPCs that have beards and may be affected and I'm only coming up with Erimond and I can't get to him. It might be fine because it seems most beards seem to use the wavy textures but he might look awful... I don't know. Blackwall's fine, I replaced his mesh.

 

I inexplicably woke up at 6am and thought i'd write this before trying to go back to sleep, when I wake up for real though, I'd better get to work on putting my money where my mouth is :D



#6084
mrjack

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Sorry to keep spamming this thread:

 

So I have it a lot of road blocks today trying to learn a lot of new stuff in my quest to create an original hair more or less from scratch. My "skills" are letting me down and it is slow going  :mellow:

 

I can paint a hair texture, including the alpha, apply it to a model, model the strands etc but everything I do is sooooo slow because I don't know Max well enough to take advantages of any of the features that would speed up my workflow and when I get stuck on something I have to spend half and hour googling the problem.

 

In the meantime, while I try to become an expert modeller/texture overnight <_< , I'm uploading the mod and the loose files for anyone that may what to try their hand at this and knows their way around the applications a lot better than me.

 

There's a ReadMe included that contains basic instructions and a few ideas about creating new hairs.

 

Also if anyone just wants to run the stand-alone mod to test for stability/get a closer look at beards/Samson etc. that would be cool.

 

Here's the file.

 

https://www.mediafir...8jwjy2m22pwo8k4

 

One problem I'm having is that my texture isn't showing up on the mesh in the viewport when I have Enable Transparency on. I know I have the alpha somewhat correct because if I do a quick render it shows up but it's not there in the viewport  :angry:



#6085
Adela

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@jack

when u say creating original hair from scratch do u mean as new geometry or just using the existing hair meshes from the game?

 

Because importing custom hair meshes  is still not an available feature for the tools unfortunetly



#6086
mrjack

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@jack

when u say creating original hair from scratch do u mean as new geometry or just using the existing hair meshes from the game?

 

Because importing custom hair meshes  is still not an available feature for the tools unfortunetly

 

I said "more or less" from scratch. I'm still using the existing geometry but each element has been reduced to a flat rectangle, ready to be reshaped into a completely new hairstyle, with new textures. The flattening process doesn't mess with the vertex count, I imported a completely flat mesh (bar one strand) into the game yesterday to check that it worked.

 

cnI0OJv.png

 

The rest of the mesh is somewhere near his feet.

 

Anyway what I mean is, it's not just a case of moving around what's already there. It's more like what you seem to have been doing with your unreleased hair (a complete remodel) but I can also apply completely new textures because of the new UVs... so it gives more freedom to mess around with the shape without worrying about texture distortion/stretching.

 

In theory anyway  :mellow:

 

I feel like you should be the one treading this new ground seems as you're the expert :D



#6087
Adela

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I said "more or less" from scratch. I'm still using the existing geometry but each element has been reduced to a flat rectangle, ready to be reshaped into a completely new hairstyle, with new textures. The flattening process doesn't mess with the vertex count, I imported a completely flat mesh (bar one strand) into the game yesterday to check that it worked.

 

snip

 

The rest of the mesh is somewhere near his feet.

 

Anyway what I mean is, it's not just a case of moving around what's already there. It's more like what you seem to have been doing with your unreleased hair (a complete remodel) but I can also apply completely new textures because of the new UVs... so it gives more freedom to mess around with the shape without worrying about texture distortion/stretching.

 

In theory anyway  :mellow:

 

I feel like you should be the one treading this new ground seems as you're the expert :D

I see, well the kit you have provided with the flattened mesh strands  it IS  a huge help considering it takes me a WHOLE lot of time just picking every strand and flatten it out manually. That said,  weather the strands are flatten or not, once you begin reshaping it, the UVs  will change, there is always a direct correspondence between an object's geometry and its UV mapping. For example, if you map an object and then move vertices, the texture moves along with the sub-objects, whether you want it to or not.

HOWEVER  there is  a way to prevent that if u go in the graphite modeling tools in the edit tab there is a button that is called preserve UV's what that does is basically locks the UVs in place so no matter how much you move the verts around it wont distort the texture

 

Also u mentioned u had some trouble with the texture  showing up in ur max? What doesn't  show up the actual texture like the defuse or the alpha?



#6088
mrjack

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I see, well the kit you have provided with the flattened mesh strands  it IS  a huge help considering it takes me a WHOLE lot of time just picking every strand and flatten it out manually. That said,  weather the strands are flatten or not, once you begin reshaping it, the UVs  will change, there is always a direct correspondence between an object's geometry and its UV mapping. For example, if you map an object and then move vertices, the texture moves along with the sub-objects, whether you want it to or not.

HOWEVER  there is  a way to prevent that if u go in the graphite modeling tools in the edit tab there is a button that is called preserve UV's what that does is basically locks the UVs in place so no matter how much you move the verts around it wont distort the texture

 

Also u mentioned u had some trouble with the texture  showing up in ur max? What doesn't  show up the actual texture like the defuse or the alpha?

 

Regarding the UVs, the way I get around it is to do all the basic stretching and shaping while the mesh is in the flattened state (from using the Swap XYZ-UVW function in Tex Tools), swap back, rearrange, save UVs, swap back AGAIN to reflatten the mesh, collapse all, open UV editor and reload UVs. If the map get's messed up again, I can reload the UVs but locking the UVs sounds easier.

 

Re: the material in the viewport, when I select Views > Show Materials in Viewport As > Shaded Materials with Maps and check Enable Transparency, the mesh becomes invisible.

 

i have the material set up as I always do for hair:

 

Spoiler

 

and when I do a quick render by pressing F9 the mesh shows up.

 

Spoiler

 

Forgive my crappy textures, they are just for trial and the alpha does need fixing but you can see it is partially doing it's job on the two larger strands to the left in the image.

 

EDIT:

 

Here is a better image showing what I mean:

 

Spoiler

 

Again, forgive the crappy textures.



#6089
Adela

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You dont have to apologize for the texture it looks great

 

also i see that you are in realistic mode and u mentioned u set it up as  show shaded materials  instead  switch to shaded

 

what is your opacity number? Is it set to 100?  I also noticed you used a color correction slot in the opacity that sometimes can cause some issues  but not often

 

go into photoshop and  then go into channels  and enable only  the alpha channel  then save that image as  a tga  and load a bitmap into the opacity slot and put it there

 

here is an example of what mine looks like (click the image to enlarge)

 

Spoiler



#6090
mrjack

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Thanks! Using a direct alpha image worked. It's weird though because I've always set it up this way and had no problems... Oh well, it's working now.



#6091
FFZero

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Okay I am so nearly finished with my next mod, a fancy retexture for the dalish mage robes that I plan to use for the halamshiral mission.

 

fancydress.jpg

 

However I’m having issues with my alpha channel again. Parts of the model are supposed to be invisible and they show (don’t show?) correctly in my 3D program but in game that isn’t happening. The belts across the chest and the wrist guards are supposed to be invisible.

 

Also I’m not sure what the best course of action is to take with the skin on the texture. Did anyone ever figure out how to get a players chosen skin tone to show up correctly on retextures or is it simply a case of having to do different versions for every skin tone?  



#6092
mrjack

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Okay I am so nearly finished with my next mod, a fancy retexture for the dalish mage robes that I plan to use for the halamshiral mission.

 

fancydress.jpg

 

However I’m having issues with my alpha channel again. Parts of the model are supposed to be invisible and they show (don’t show?) correctly in my 3D program but in game that isn’t happening. The belts across the chest and the wrist guards are supposed to be invisible.

 

Also I’m not sure what the best course of action is to take with the skin on the texture. Did anyone ever figure out how to get a players chosen skin tone to show up correctly on retextures or is it simply a case of having to do different versions for every skin tone?  

 

The alpha channel doesn't always control transparency (like with hair), it depends on the model and the materials assigned to it. Was any part of the original model supposed to be transparent in the vanilla game?

 

This is also how skin shading works for some models (like the body models and head models); the material assigned to them uses the alpha channel to apply the skin shade.

 

Where it get's complicated is models like the Skyhold outfit where they have exposed parts (the hands) that have separate material IDs that use the body textures are shaded correctly.

 

I just checked the mesh and textures you're working with and it does have those skin parts included so you shouldn't need to worry about skin colours but the diffuse and tint maps don't even have an alpha channel which means adding one will have no effect as the game won't do anything with them.

 

If you want to get rid of a part of the outfit then you'll need to shrink it down to nothing and hide it in the body mesh assuming it is a separate element and not attached to other geometry.

 

EDIT:Okay I was looking at the wrong model (uni_ef_dalsih_med01 instead of uni_ef_dalish_arc02a) and realise you added skin to the texture which won't be coloured properly and you'll have to do it yourself and release separate versions for different skin tones. Everything else stands.



#6093
FFZero

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The alpha channel doesn't always control transparency (like with hair), it depends on the model and the materials assigned to it. Was any part of the original model supposed to be transparent in the vanilla game?

 

This is also how skin shading works for some models (like the body models and head models); the material assigned to them uses the alpha channel to apply the skin shade.

 

Where it get's complicated is models like the Skyhold outfit where they have exposed parts (the hands) that have separate material IDs that use the body textures are shaded correctly.

 

I just checked the mesh and textures you're working with and it does have those skin parts included so you shouldn't need to worry about skin colours but the diffuse and tint maps don't even have an alpha channel which means adding one will have no effect as the game won't do anything with them.

 

If you want to get rid of a part of the outfit then you'll need to shrink it down to nothing and hide it in the body mesh assuming it is a separate element and not attached to other geometry.

 

EDIT:Okay I was looking at the wrong model (uni_ef_dalsih_med01 instead of uni_ef_dalish_arc02a) and realise you added skin to the texture which won't be coloured properly and you'll have to do it yourself and release separate versions for different skin tones. Everything else stands.

 

Ah didn’t know that about the alphas not being referenced if it wasn’t in the original texture. That’s a bummer, now I have to have fugly belts ruining my robes 



#6094
mrjack

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Ah didn’t know that about the alphas not being referenced if it wasn’t in the original texture. That’s a bummer, now I have to have fugly belts ruining my robes 

 

I can alter the mesh for you if you like. You want to get rid of the belts and the wrist guards; what about the elbow pads?



#6095
Adela

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@FFZero I dont think it looks "fugly"  your armor turned out really good  :wub:



#6096
FFZero

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I can alter the mesh for you if you like. You want to get rid of the belts and the wrist guards; what about the elbow pads?

 

Nah it’s alright, just making the belts look like a silk sash or something looks alright. 



#6097
FFZero

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Is there any way of finding out the correct hex values of the skin tones used in game? I can’t seem to quite get the values for the skin right, they tend to be a few shades too light as you can see here.

 

DragonAgeInquisition%202015-08-01%2013-3



#6098
QueenPurpleScrap

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I have now finished 3 playthroughs with 3 different Inquisitors. Yes, yes, I play slowly. :) 

 

I am going to delete some of my saves but if any of you wonderful modders would find it helpful, I can organize them for various points in the game and upload a file for each quizzie. I have a male elf, female tal-vashoth, and female human.

 

All of them are deluxe but only the latest is BE and JoH. I'll also include info about mage v. templar, who ended up Divine, and the general world state I used for background in case that matters to what you're testing. I have to do something really strange first (go to work) but I can begin organizing when I return home.



#6099
mrjack

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I think this would be a great resource; especially if there was some way to know what major story events were about to happen or are happening in the saves. I don't want to put extra work on you though :D



#6100
QueenPurpleScrap

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I don't think that will be a problem. I'll sort them into folders: pre Arbor Wilds, before sealing the breach, mage/templar decisions . . . something like that.

 

As soon as I start posting them on the Nexus I'll put the link here.