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#726
KillTheLastRomantic

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Developers are going to add possibility to change your inquisitor's appearance later.

 

Really? Did they state that somewhere?



#727
Kiitosu

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Really? Did they state that somewhere?

Yup.

https://twitter.com/...706473248100352



#728
KillTheLastRomantic

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... :D

 

There are just a few tiiiiny tweaks I want to make and I didn't make note of my slider positions.



#729
madrar

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*embarassed cough*

 

I don't suppose there are any super-newbie tutorials lying around?   Running version 34, found the bundles I think I need with the bundle explorer, highlight the mesh file, Transfer -> Export Resource, and... 

 

...something should happen, right?  TwT



#730
Ehamloptiran

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If you dont get a prompt to save the resource, then you did not pick a mesh resource. Make sure your in the "res" tab, and you picked a resource ending in .mesh (There are other resources that have mesh in their names but are not meshes)



#731
Renmiri1

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Did you guys and gals see Ehamloptiran's latest mesh swap  injection tests ??

 

tumblr_ngg6b5T5L01u4bdzio2_r1_1280.png

 

 

This is getting good :)



#732
Ehamloptiran

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Did you guys and gals see Ehamloptiran's latest mesh swap ?

 

[PICTURE]

 

This is getting good :)

 

Not a mesh swap, EBX data swap. Its still the Nug creature, but he has had his name changed, speed changed, health changed, and a few other bits and pieces, just testing how the files are structured.



#733
Kiitosu

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I picture him flying now  :lol:



#734
Renmiri1

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*embarassed cough*

 

I don't suppose there are any super-newbie tutorials lying around?   Running version 34, found the bundles I think I need with the bundle explorer, highlight the mesh file, Transfer -> Export Resource, and... 

 

...something should happen, right?  TwT

Ahem...

http://daitools.free...nd-q-a-f13.html



#735
Kamael

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Not a mesh swap, EBX data swap. Its still the Nug creature, but he has had his name changed, speed changed, health changed, and a few other bits and pieces, just testing how the files are structured.

 

Now I got hopes to have a nice last boss fight! Compared to DA2 DLC, the boss was really weak.

Would be awesome to have a better fight.



#736
Renmiri1

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Now I got hopes to have a nice last boss fight! Compared to DA2 DLC, the boss was really weak.

Would be awesome to have a better fight.

Oh God Cory was so tough there!

 

And remember what Varric shouted during the fight ?

 

If he (Corytheus) pulls a dragon out of his ass I'm leaving!

 

LOL, he did Varric, he did



#737
Kamael

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@Renmiri1 - Hahahaha good memory! Damn... He did pulled a dragon, but he is way too weak. I played DA2 with a mod to increase nightmare difficulty, took me 3 hours to beat him there, while on DAI I got him on first try :/

 

But now I got my hopes up! I want a extremely difficult fight :D



#738
Renmiri1

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Slider face code values can be exported on version 32 or higher of the tool (DAS Reader)

Mine:

Spoiler



#739
Kiitosu

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Slider face code values can be exported on version 32 or higher of the tool (DAS Reader)

So theoretically it means we will be able to share them like that and transfer them on other character?

Looks like race/gender/class stored there too.



#740
Handsome Hank

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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

 

Ah, that explains it.  That's the last place I thought to look for the inquisitor face textures.  Thank you.



#741
Renmiri1

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So theoretically it means we will be able to share them like that and transfer them on other character?

Looks like race/gender/class stored there too.

Yup, I'll make a new toon and snap screenies of all the sliders then see what goes inside the DAS. This should help narrow down what is what

 

like head 1 to 5, lip color, etc...



#742
Adela

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Finally I can join the group.

 

 

Each LOD level needs to be made by hand, there is no automatic LOD creation. There doesn't need to be 5 LOD levels, just however many as is required, the rest is defined in the model header, or EBX descriptors. For now I am not sure how we will have this be importable, probably just a new model file for each LOD level.

 

 

Hi  glad  you can post in the grp now :D

 

sooo does this mean we have to make 5 LOD meshes for all the 5 LOD avatars and then skin all of them? If so... then.. wow  looks like i  have a lot of work to do...... :wacko:

 

also wanted to ask will the patchs that we get, will that ruin anything  you guys done till now?



#743
Ehamloptiran

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Hi  glad  you can post in the grp now :D

 

sooo does this mean we have to make 5 LOD meshes for all the 5 LOD avatars and then skin all of them? If so... then.. wow  looks like i  have a lot of work to do...... :wacko:

 

also wanted to ask will the patchs that we get, will that ruin anything  you guys done till now?

 

If the original asset had 5 LOD levels, then yes (Or change the mesh descriptor and EBX file to not have 5 LOD's anymore). But you should be able to build your high level object, and use skin wrap on your lower level objects to copy across the skin settings. Meaning you really only have to skin one object.



#744
GianniAgn

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Did you guys and gals see Ehamloptiran's latest mesh swap ?

 

tumblr_ngg6b5T5L01u4bdzio2_r1_1280.png

 

 

This is getting good :)

 

What u mean mesh swap? Isnt he just edit strings of health and name to original nug?



#745
GianniAgn

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Changes to Nugs:

- Now called dragons
- Now have boss health bars
- Are all lvl 10
- Have 40980 health
- Move a lot faster



#746
Ehamloptiran

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posted by me after that post:

 

Not a mesh swap, EBX data swap. Its still the Nug creature, but he has had his name changed, speed changed, health changed, and a few other bits and pieces, just testing how the files are structured.

 

 

What u mean mesh swap? Isnt he just edit strings of health and name to original nug?

 

I already cleared up that misinformation. And I wouldn't say it was *just* updating strings of health and such, it was some tests to determine the structure of a particular EBX file. I wrote a tool, to read it in, allow me to change values, write it back out, and package it into a distributable patch.



#747
Renmiri1

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posted by me after that post:

 

 

 

 

I already cleared up that misinformation. And I wouldn't say it was *just* updating strings of health and such, it was some tests to determine the structure of a particular EBX file. I wrote a tool, to read it in, allow me to change values, write it back out, and package it into a distributable patch.

That was awesome work Eh!

 

Ya I mistakenly thought you changed the little nug's mesh too.  But still pretty impressive results  <3



#748
Joyce

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posted by me after that post:

 

 

 

 

I already cleared up that misinformation. And I wouldn't say it was *just* updating strings of health and such, it was some tests to determine the structure of a particular EBX file. I wrote a tool, to read it in, allow me to change values, write it back out, and package it into a distributable patch.

How did you write it back in and packaged it? Has there been any progress in how to make your own hairstyle in the game? If so, could someone point me to a good tutorial?



#749
Renmiri1

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Tutorials will be published here when they become available

 

http://daitools.free...nd-q-a-f13.html



#750
Joyce

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Tutorials will be published here when they become available

 

http://daitools.free...nd-q-a-f13.html

Thank you so much!!! :D