DAI Tools
#651
Posté 10 décembre 2014 - 05:46
Also physically pains me hair and brows don't have separate color selectors...
#652
Posté 10 décembre 2014 - 06:15
I'm still boggled by how awful the tints for hair and brows are. Do they look normal outside of the game (if they've been exported/usable in whatever your software of choice is, I really don't know how tints work outside of games and what I've made for DAO in the toolset)? Or is everything still blue instead of black and green instead of brown?
Not sure about that, i think that's how developers see black/brown. Any texture can be tinted whatever color you want, base color counts too ofcourse.Still possible to get deep black, not blueish. Same goes for brown.
#653
Posté 10 décembre 2014 - 06:20
#654
Posté 10 décembre 2014 - 06:25
#655
Posté 10 décembre 2014 - 06:26
@Kiitosu- Do you mean in the vanilla game or through modding? Because while my game keeps crashing I tested the way every hair/brow color looks and while brown hair is fine, brows often took on a green or orange twinge. And there's no true black just dark blue with indigo brows. Or at least that's how it looks on my PC and many others I've seen, including friends playing on console. If it's just a matter of modifying my graphics settings then I'd be less picky, haha.
It's the same for me, for everyone i bet.
Example of ingame texture -
So developers choose to go with TINT 1
#656
Posté 10 décembre 2014 - 07:05
So i've been wondering what is the max poly count for armour frostbite allows.
All i know from previous posts even skyhold separated in 3 parts - arms/ legs/ body
Reduced high res model from 48k polys down to around 15k and it's not yet finished so still not sure if that's too much ><
#657
Posté 10 décembre 2014 - 07:37
It's the same for me, for everyone i bet.
Example of ingame texture -
Spoiler
So developers choose to go with TINT 1
This hurts me. Whoever made these color choices might want to get their eyes checked
I'll just sit here sighing jealously over Morrigan and Cassandra and Blackwall and Dorian with their nice black/dark hair and their privilege of having painted on eyebrows that remain the color they're supposed to be.
#658
Posté 10 décembre 2014 - 07:42
So i've been wondering what is the max poly count for armour frostbite allows.
All i know from previous posts even skyhold separated in 3 parts - arms/ legs/ body
Reduced high res model from 48k polys down to around 15k and it's not yet finished so still not sure if that's too much ><
Most modern engines can handle fairly high poly models but it all comes down to the question of performance and ‘are all those polys necessary?’
For frostbite I’d say 7000-15000 for player character models is around about where you should be aiming.
#659
Posté 10 décembre 2014 - 07:50
Anybody know where all the files for the face textures are? I can't find them.
http://daitools.free...folder-t52.html
Characters mesh and texture
partymembers_sp_00.toc and partymembers_sp_03.toc
You can try morph.toc, it has a lot of head stuff too
#660
Posté 10 décembre 2014 - 08:02
Most modern engines can handle fairly high poly models but it all comes down to the question of performance and ‘are all those polys necessary?’
For frostbite I’d say 7000-15000 for player character models is around about where you should be aiming.
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#661
Posté 10 décembre 2014 - 08:14
Don’t think of those values as set in stone, they’re just guidelines really. You can make your models higher poly but just remember that those extra few thousand polygons can cause a performance hit, particularly on less powerful PC’s. The only advice I can give you is make your textures do most of the work for you, particularly your normal maps.
#662
Posté 10 décembre 2014 - 08:23
Your last ressort is too re-install then play ofline but i don't know if your save will work.
Edit : found a new way to "rollback" before patch.
Thank you! I'll look into this when I get home from work.
#663
Posté 10 décembre 2014 - 08:27
yes Morrigans hair can be switch to the PC without me having to recreate it, the mesh is already available in game all i have to do is make a swap
and yes i will try to give Alistair a diffrent hair cause i agree that he looks very similar to Cullen
Adela! Could you create a new thread in this group and post all the pictures of your hair?
If Renmiri1 is ok with that, sure its her grp so idk if i should make new threads here but i did post most of my work here
http://daitools.free...so-far-t64.html
Sweet we can now import skinned meshes!
WHATTTT?? I see the new update but i dont see the file to download the tool can someone provide the link to the actual download pls???
#664
Posté 10 décembre 2014 - 08:29
Don’t think of those values as set in stone, they’re just guidelines really. You can make your models higher poly but just remember that those extra few thousand polygons can cause a performance hit, particularly on less powerful PC’s. The only advice I can give you is make your textures do most of the work for you, particularly your normal maps.
Yes, that's what i will be trying to do. I'm not an expert when it comes to game modeling, but i will try my best so it looks nice without causing perfomance hit and actually can be imported in DA:I. Thank you for your advices ![]()
#665
Posté 10 décembre 2014 - 08:29
i did some meshes for SL and they were pretty high like some hairs were 10k lol and it seem to work fine, and i doubt SL engine is better then Frostbite and it can still support high poly models, but as FFZero said just in case you dont want to risk it , let the normal/defuse maps do the work for your mesh ![]()
#666
Posté 10 décembre 2014 - 08:35
i did some meshes for SL and they were pretty high like some hairs were 10k lol and it seem to work fine, and i doubt SL engine is better then Frostbite and it can still support high poly models, but as FFZero said just in case you dont want to risk it , let the normal/defuse maps do the work for your mesh
Thats why i'm worried coz i'm used to SL(running a store there) for a long time and it's OpenGL where creators could not care about poly cost and do all details with just mesh and simple texture. Normal/ bump textures weren't there till -not-so-long-time-ago i don't remember really
#667
Posté 10 décembre 2014 - 08:36
http://daitools.free...export-t79.html
looks like it really does work already and it does work with 3ds max OMG
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#668
Posté 10 décembre 2014 - 08:37
So hard to bring myself to finish my 2nd playthru now that modding seems so close to be possible. I open the game and just keep running around looking at all the things I'm going to change once we can mod the game -.-
Also I saw someone saying something about Abelas's armor, yes we totally need that for elves in general that armor is really nice.
#669
Posté 10 décembre 2014 - 08:50
There's alot of hidden files on pc that I've yet to figure out what they do. Specifically under user/local/roaming and such. Most games throw an ini into my documents, which reflects in game settings. I've yet to see a file like this, so it concerns me where the actually in game settings are really saved (hopefully not just on the cloud).
@Kiitosu - That's a pimp outfit, I would totally rock it.
@Adela - Smoking sexy hairs! I expected nothing less from the Goddess of Hairs ;p
@Silvist if ur still looking for the settings file for the game, look under My Documents\BioWare\Dragon Age Inquisition\Save folder and open the ProfileOptions_profile file. To me it looks like the settings for the game.
#670
Posté 10 décembre 2014 - 09:00
http://daitools.free...export-t79.html
looks like it really does work already and it does work with 3ds max OMG
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hey did u already download the new updated version of the skin dai tool? if so can you give me a link? either im blind or the link to the new tool is not there i only see the link to the max script
#671
Posté 10 décembre 2014 - 09:15
hey did u already download the new updated version of the skin dai tool? if so can you give me a link? either im blind or the link to the new tool is not there i only see the link to the max script
http://sourceforge.n...Tool/bin/Debug/
Click on Download Snapshot.
#672
Posté 10 décembre 2014 - 09:19
hey did u already download the new updated version of the skin dai tool? if so can you give me a link? either im blind or the link to the new tool is not there i only see the link to the max script
http://sourceforge.n...e/DA_Tool/bin/
here. i think, didnt download myself yet
but says its there and can export skinned meshes
#673
Posté 10 décembre 2014 - 09:30
http://sourceforge.n...e/DA_Tool/bin/
here. i think, didnt download myself yet
but says its there and can export skinned meshes
Thank you so much guys
#674
Posté 10 décembre 2014 - 09:30
Just a heads up for everyone: Seems that this hotfix driver for Nvidia GTX 980 actually helps all other video cards too, I just tested and it works wonders on improving the game's performance and stability.
http://nvidia.custhe...x-driver-344.80
#675
Posté 10 décembre 2014 - 09:52
ooooooooooooooomg omgomgomg
i do really love that guy for making it work so soon >.>





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