DAI Tools
#1301
Posté 19 décembre 2014 - 03:26
#1302
Posté 19 décembre 2014 - 03:33
The compression should not matter. The Engine looks to the texture resource to determine what type of compression is used (Which I am updating). And then the buffers are read directly to DirectX with the Pixel Format setup, so you should be able to save textures that were DXT5 as DXT1 and vice versa, any kind of corruption is due to the streaming, and me not using the right values (Still trying to figure out exactly how to calculate everything correctly)
I see, thanks for the imput! If the engine wouldn't hitch at a missing or unexpected alpha channel... then I'm at a loss. Really shows how clueless I am about this stuff. ![]()
Handsome Hank, if you're willing to send your textures my way I'd be happy to try and figure out what the problem might be.
#1303
Posté 19 décembre 2014 - 03:49
You shouldn't need to fiddle with the dds export settings, keep them default. You also need to generate new mip maps, don't use the existing ones.(otherwise you'll see the unmodified texture at a distance)
I'm not sure what the problem could be, but off the top of my head:CC diffuses have alphas (so need to be saved in DXT5 with mipmaps) while most unique npc diffuses are DXT1 (no alpha with mipmaps)I can't imagine the game would react well to getting the compressions mixed up, so maybe that's causing the black faces?What I mean is, if you're replacing a cc diffuse make absolutely sure it's DXT5 and that the alpha channel isn't empty. On the other hand, if you are, say, attempting to replace Josie's diffuse, make sure it's DXT1, no alpha.
I am replacing the human female face. It has an alpha channel. Image size 2048. Saved as DXT5, generate MIP maps. Black face. ![]()
I have no idea. I am using Photoshop CS6 with NVIDIA's dds tool. Can you tell me what you are using? Maybe that would resolve this?
I am uploading it now.
#1304
Posté 19 décembre 2014 - 04:02
This is our new page on Nexxus
That page looks really good, i hope this file gets a million endorsements and modding takes off like Skyrim did ![]()
At least i got the first endorsement in. ![]()
#1305
Posté 19 décembre 2014 - 04:09
YES!! Re-installed the game, installed SlimDX and now everything with the tool works PERFECTLY!!! ![]()
#1306
Posté 19 décembre 2014 - 04:17
Can't seem to find Solas' pants
That can't possibly be a bad thing, right? ![]()
And since you seem to share my appreciation for nice-looking elven dudes:
https://scontent-a-i...234347845_o.jpg
#1307
Posté 19 décembre 2014 - 04:17
#1308
Posté 19 décembre 2014 - 04:17
I am replacing the human female face. It has an alpha channel. Image size 2048. Saved as DXT5, generate MIP maps. Black face.
I have no idea. I am using Photoshop CS6 with NVIDIA's dds tool. Can you tell me what you are using? Maybe that would resolve this?
I am uploading it now.
Edit: I'm downloading your file right now. ![]()
I'm also using CS6 with nvidia's tool...While I'm waiting for your file, here's a screenshot of what the plugin looks like when I export a texture (it's a longshot, but maybe you'll see something you missed.)
#1309
Posté 19 décembre 2014 - 04:22
Edit: I'm downloading your file right now.
I'm also using CS6 with nvidia's tool...While I'm waiting for your file, here's a screenshot of what the plugin looks like when I export a texture (it's a longshot, but maybe you'll see something you missed.)
Spoiler
Looks the same as mine. I forgot to mention. Before you flatten and resize, could you run an unsharp mask on the texture. 300%, 3.0 radius and 3 threshold? Just in case I cannot get it to work for me. At least I'll have something.
Also, I moved my layer on top of your file, just in case that helped. It didn't.
#1310
Posté 19 décembre 2014 - 04:24
Looks the same as mine. I forgot to mention. Before you flatten and resize, could you run an unsharp mask on the texture. 300%, 3.0 radius and 3 threshold? Just in case I cannot get it to work for me. At least I'll have something.
Sure ![]()
#1311
Posté 19 décembre 2014 - 04:25
Thank you again. Sorry for being such a pain.
#1312
Posté 19 décembre 2014 - 04:30
That page looks really good, i hope this file gets a million endorsements and modding takes off like Skyrim did
At least i got the first endorsement in.
I don't see it on the front page of DA:I, yet ![]()
#1313
Posté 19 décembre 2014 - 04:38
Ehamloptiran
DOH!
I feel dumb now ![]()
#1314
Posté 19 décembre 2014 - 04:39
I don't see it on the front page of DA:I, yet
will need more downloads and endorsements to get there
#1315
Posté 19 décembre 2014 - 04:46
will need more downloads and endorsements to get there
I don't think the DAI modding scene will really take off until there is an easier way for users to import a mod. The patch system is still early days. It will get there though. Eham is a beast.
#1316
Posté 19 décembre 2014 - 04:50
Just testing the new mod manager (Already implemented distributable patches):

#1317
Posté 19 décembre 2014 - 04:51
Ehamloptiran
Added you and voider. You should be able to access it
#1318
Posté 19 décembre 2014 - 04:56
Thank you again. Sorry for being such a pain.
Don't mention it, I know how frustrating it is when things refuse to go right. ![]()
Also, it works!
http://www.mediafire...i/Skin_HHank.7z
I didn't see anything wrong with your file, so I'm guessing something is wonky in your nvidia plugin's settings. Restoring/Reinstalling it would probably fix your issues.
#1319
Posté 19 décembre 2014 - 05:01
Don't mention it, I know how frustrating it is when things refuse to go right.
Also, it works!
http://www.mediafire...i/Skin_HHank.7z
I didn't see anything wrong with your file, so I'm guessing something is wonky in your nvidia plugin's settings. Restoring/Reinstalling it would probably fix your issues.
Okay. Thanks again. I will see if I can fix this. >_<
#1320
Posté 19 décembre 2014 - 05:26
I hope anyone make a guide how to extract levels.
#1321
Posté 19 décembre 2014 - 05:34
They can be extracted already. Just don't make a lot of sense right now, since the data is spread around about 1500+ files per level.
#1322
Posté 19 décembre 2014 - 06:22
Since people getting rainbow blocked textures and black faces, i have a question.
Does it have to do something with graphics settings? How does custom texture reacts when texture quality isn't on max/or in distance?
I run the game on ultra and never seen something like that (weird textures).
Replaced PJs textures, face textures, hair textures and nothing happened yet.
Is it something regarding mip map ( or whatever it is) being wrong?
Or maybe shaders quality counts too ![]()
#1323
Posté 19 décembre 2014 - 06:29
shaders definitely make a difference
My pc is one of those cheap ones you get for business, not a gaming pc. Don't even know if i get a dedicated video card
#1324
Posté 19 décembre 2014 - 06:46
Well max or not, that should not happen, no problems with original textures, but added ones?
How the heck does it work, i'm confused.
Didn't know something like that could ever happen, that's just an image, i mean custom or not they all are dds'
#1325
Posté 19 décembre 2014 - 06:49
As I have explained before, its most likely due to the streaming of the data, in the resource file, and the SB's are a bunch of different offsets and sizes, which I am still working out how to calculate 100% correctly, these determine how the engine streams the data in, and this is where the corruption is most likely coming from.





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