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#826
soragrey

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Trying to learn how to mod hair as a newbie makes me want to pull out my own hair.. hahaha.

 

So I FINALLY figured out how to export a head mesh thing using DAItools (I think). It's in .psk format. I tried importing it into Blender but I keep getting errors, I'm thinking because the import addon for .psk's is targeted for the unreal engine and I guess just isn't compatible. How are you all getting your head mesh/skeletons imported into your 3d programs to use as a "base" for creating hair?



#827
NoRmAnDy-SR2

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Is there any way to convert audio from .chunk files? Ealayer3 works, but only partially. It extracts only the first stream from the file :(



#828
Renmiri1

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I used the save file facecode extractor to get the facecode from one of my saves but am lost as to how to make use of this information?  Or at this stage is this part of the tool more to establish the facecode is obtainable and a way to put it to use will come later?

the underlined part is what we can do right now, but is a key step to modding it later



#829
Renmiri1

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Seriously impressive work so far, guys.

 

@Renmiri1 Once you guys have the modding all worked out, any chance you can figure out a way to get rid of that awful hat Solas wears at the ball?  :lol:

Aye

 

I like it because I love Solas nerdy side but we can make it moddable :)



#830
Renmiri1

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Is there any way to convert audio from .chunk files? Ealayer3 works, but only partially. It extracts only the first stream from the file :(

Please post a thread for it on the Research area of the DAI tools folder. Hopefully some of the coders will have an answer



#831
Renmiri1

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And we have import!!!
tumblr_ngl377YmA91u4bdzio1_1280.jpg
for now it just allows you to swap textures or edit text in the dialog, mesh and importing textures not in game will come later


#832
Renmiri1

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Also we have people working on getting high tier items on all Val Royalx vendors :)



#833
Mar

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Wonder if it would be possible to turn the jammies into that formal attire you have to wear at the palace... cause to me that outfit looks very inquisitorial, or is that a bit out there still?



#834
Kiitosu

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And we have import!!!
tumblr_ngl377YmA91u4bdzio1_1280.jpg
for now it just allows you to swap textures or edit text in the dialog, mesh and importing textures not in game will come later

 

so our skyhold friends can have different face textures?  :lol:



#835
Chaeote

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Awesome, how do I swap the Inquisitor's PJ's for the Formal Clothes texture? =D



#836
Adela

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And we have import!!!
tumblr_ngl377YmA91u4bdzio1_1280.jpg
for now it just allows you to swap textures or edit text in the dialog, mesh and importing textures not in game will come later

 

you can actually import stuff into the game now? cool

 

ok so today i got my desktop back THANK GOD  question tho if i already extracted the files with the old tools by Eham  and if im now getting the new tool do i have to re extract everything again?  



#837
Kiitosu

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you can actually import stuff into the game now? cool

 

ok so today i got my desktop back THANK GOD  question tho if i already extracted the files with the old tools by Eham  and if im now getting the new tool do i have to re extract everything again?  

Don't think so. All you have extracted is static meshes/ textures which are independent files now.



#838
Adela

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Don't think so. All you have extracted is static meshes/ textures which are independent files now.

so if im trying to do a makeup texture with some of the files i extracted from the old tool and then try to import it into the new tool it will be ok?  also i assume the new tool will convert the dds back to itexture?



#839
Adela

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sorry im a lil off track i hate it when i don't have my desktop i fall behind and idk whats going on lol



#840
OriginOfWaves

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so if im trying to do a makeup texture with some of the files i extracted from the old tool and then try to import it into the new tool it will be ok?  also i assume the new tool will convert the dds back to itexture?

nope. we can only swap textures thru HEX editing. importing a DDS texture doesn't work because it doesn't get converted back to itexture format. 



#841
Kiitosu

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so if im trying to do a makeup texture with some of the files i extracted from the old tool and then try to import it into the new tool it will be ok?  also i assume the new tool will convert the dds back to itexture?

if i understood correctly, tool is only capable of swapping resources within package, we can't import data right into the game yet. that will be possible later



#842
Adela

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nope. we can only swap textures thru HEX editing. importing a DDS texture doesn't work because it doesn't get converted back to itexture format. 

 

 

if i understood correctly, tool is only capable of swapping resources within package, we can't import data right into the game yet. that will be possible later

ah ok thought you could do custom textures and import them into the game, thnx for the answer guys :)

 

also one last question regarding the skinned mesh tool  i know it doesn't have an animation but would it be ok if i were to make a test animation for it just to see if i rigged it right? or should i wait for Eham and voider to complete their FBX exporter that will come with both animations and skinned meshes?



#843
Kiitosu

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ah ok thought you could do custom textures and import them into the game, thnx for the answer guys :)

 

also one last question regarding the skinned mesh tool  i know it doesn't have an animation but would it be ok if i were to make a test animation for it just to see if i rigged it right? or should i wait for Eham and voider to complete their FBX exporter that will come with both animations and skinned meshes?

you can add new keys in other frames and change positions to check rig so original positions of bones are always save in the first frame, thats how i am doing, used to it coz of second life skeleton being cranky lol

 

woulndt be a problem coz you always can delete those keys later and skeleton will always stay in the same position as it was by default. i hope i'm right  -_-

 

i have a question too. so i couldnt find human male skeleton and tried to import human male body using elven skeleton and got weird rig like right arm rigged to bones other than left arm. why did that happen? i mean, skeletons for pc players are the same ( hierarchy, names, joint positions are different only)

 

and elven male meshes have different rig than other races do? ._.

 

===============================

 

also i checked default rig and some vertices weighted strangely -

 

b6XCBxH.png

 

which is 1.001 all together. and it's rigged like that on head/body seam. So we always will have seam line visible there since we can't weight more than 1.000? how to fix it :( 

or

is 0.00* (where * = 1-9) wont be noticeable? halp



#844
Adela

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@ Kiitosu
 
I think they may have different skeletons for each race due to height? Like Qunari is taller then humans , dwarfs are shorter and elvs are  a bit smaller then humans
 
also as far as the seams go, yea they have to have a seam from the head/neck  and body because of the armor swapping in game its not all one object


#845
Chaos17

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Awesome, how do I swap the Inquisitor's PJ's for the Formal Clothes texture? =D

Imo, that's not a texture but a mesh. So you can't swap it atm.



#846
Mr.House

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SO where do we stand on matters of hair, armor  and such? I know there is still tools that are ready but not released, just wondering.



#847
Adela

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im gonna try and switch it from skin to physique cause im more use to it then skin... and then when im done with rigging i can just save and paste the values and then converted back to skin... i tried to save the weights and load them back using just the skin modifier but when ever i load with skin the mesh goes crazy on me.. with physique it doesn't do that



#848
Adela

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SO where do we stand on matters of hair, armor  and such? I know there is still tools that are ready but not released, just wondering.

still waiting for exporters into the game for  those... it might take a while tho idk .. depends  how much time Eham and Voider have to spend on this.. they still run on their own schedule  and they are trying to get stuff out according to their list



#849
Mr.House

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still waiting for exporters into the game for  those... it might take a while tho idk .. depends  how much time Eham and Voider have to spend on this.. they still run on their own schedule  and they are trying to get stuff out according to their list

Thanks Adela, good to see Voider and Eham doing a very good job.



#850
Kiitosu

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also as far as the seams go, yea they have to have a seam from the head/neck  and body because of the armor swapping in game its not all one object

 

I understand that yes.

 

Theres a problem with that

Spoiler

 

So black is solas head rigged to elven skeleton

Red is custom mesh i want to rig

So i want to have vertices on the seam line of my custom mesh to be weighted in the same way as solas head, some vertices in the head mesh seam line weight 1.001 but max weight singe vertice can have is 1.000 so i cant simply copy weight values on the custom mesh.

I am wondering how do i rig the mesh so there's no gap on the seam line when animated?