Mod Challenge Time!!!!
Get a Quizzy picture with red clothes and a helmet that looks like a Santa hat. Post it here. The best ones will go on the front page
DAI Tools
#1376
Posté 20 décembre 2014 - 06:20
#1377
Posté 20 décembre 2014 - 06:47
Mod Challenge Time!!!!
Get a Quizzy picture with red clothes and a helmet that looks like a Santa hat. Post it here. The best ones will go on the front page
lawl i'd see
#1378
Posté 20 décembre 2014 - 07:23
Surpisingly cant find oNE_piece armour meshes

No skinnedMeshAsset there, only ItemAppearence.
#1379
Posté 20 décembre 2014 - 07:37
Those ItemAppearance assets describe all the parts required to make a complete set, then each of the ItemPartAppearances that are described in the above file, will describe a single armor part, and in there somewhere you'll find a reference to the mesh
#1380
Posté 20 décembre 2014 - 07:54
@Ehamloptiran
I have a question, There are bones for fabrics, physics simulation, i suppose. Is that even possible to copy them or create new and use for hair ? I don't know if this question has rights to be asked, lol. As you said before, physics described in separate code, or something like that ?
I don't mean like possible right now, idk how to explain
Is this kind of stuff counts as engine modification?
#1381
Posté 20 décembre 2014 - 07:55
lawl i'd see
Quizzy will be Santa and Solas will be the grumpy elf ![]()
#1382
Posté 20 décembre 2014 - 08:10
@Ehamloptiran
I have a question, There are bones for fabrics, physics simulation, i suppose. Is that even possible to copy them or create new and use for hair ? I don't know if this question has rights to be asked, lol. As you said before, physics described in separate code, or something like that ?
I don't mean like possible right now, idk how to explain
Is this kind of stuff counts as engine modification?
Unable to answer that at this time, the physics engine is Havok, but I dont know how much configuration is possible, but at a guess I dont see why not. It looks like the fabric just uses physics bones, so once we know how to set them up, it would just be a matter of setting it up for hair (The major issue will be the physics skeleton, which is a havok asset)
#1383
Posté 20 décembre 2014 - 08:16
Quizzy will be Santa and Solas will be the grumpy elf
But Solas is so cute when makes sad fayce, just like a puppy. Sometimes, during some cutscenes, i was like: " coooome on tilt your ears now" That would be epic, i swear.
OH OH and Iron Bull will be reindeer! He needs red nose mod. Right. Now.
Unable to answer that at this time, the physics engine is Havok, but I dont know how much configuration is possible, but at a guess I dont see why not. It looks like the fabric just uses physics bones, so once we know how to set them up, it would just be a matter of setting it up for hair (The major issue will be the physics skeleton, which is a havok asset)
oooo havok D: That's a relief really, since its not some unnamed physics engine atleast >.> tyty
#1384
Posté 20 décembre 2014 - 08:26
just checking in, can textures be swapped yet?
#1385
Posté 20 décembre 2014 - 08:30
just checking in, can textures be swapped yet?
Yes, as of now DXT1 and DXT5 textures can be swapped. Other formats will come eventually, so this mainly means Diffuse/Spec/etc. not normals
#1386
Posté 20 décembre 2014 - 08:34
#1387
Posté 20 décembre 2014 - 08:44
Just a question, will it be possible in the future to give Corypheus back his original eye texture that he had in DA2? Kind of an oversight by Bioware to randomly give him brown eyes when he had 1 blighted eye and 1 blue eye in DA2.
#1388
Posté 20 décembre 2014 - 08:53
Just a question, will it be possible in the future to give Corypheus back his original eye texture that he had in DA2? Kind of an oversight by Bioware to randomly give him brown eyes when he had 1 blighted eye and 1 blue eye in DA2.
Characters eyes share one UV map, i mean both eyes use one texture and not separated in it. Goes for everyone i guess. So it will be possible if you add extra object to cover one of the eyes and be fake eye.
#1389
Posté 20 décembre 2014 - 09:03
#1390
Posté 20 décembre 2014 - 09:07
Considering they are part of a texture atlas, yes this can already be done, just need to find the right atlas.
#1391
Posté 20 décembre 2014 - 09:10
#1392
Posté 20 décembre 2014 - 09:11
And my quizzi has red jamies
Kiitosu, I just red tinted the difuse dds you gave us and replaced the in game one with mine. I didn't replace the "t" file and this time it gave me no shaders errors


#1393
Posté 20 décembre 2014 - 09:23
Hey Kiitosu , the Solas thread is nearing 1,500 pages. we want to post a lot of good art on page 1,500. If you are awake stop by and post some of your work.. like that nug pic with Solas ![]()
#1394
Posté 20 décembre 2014 - 09:31
Those ItemAppearance assets describe all the parts required to make a complete set, then each of the ItemPartAppearances that are described in the above file, will describe a single armor part, and in there somewhere you'll find a reference to the mesh
Can u explain if u have time. I explain almost all string cant find reference to any mesh or other item appearence part.
#1395
Posté 20 décembre 2014 - 09:35
And my quizzi has red jamies
Kiitosu, I just red tinted the difuse dds you gave us and replaced the in game one with mine. I didn't replace the "t" file and this time it gave me no shaders errors
I wonder then why PJs are beige by default? Diffuse is grey, default tint texture had red and green in it. Confused
What exactly tint does then, if it's easier just color diffuse >.<
As for Solas, sure, i will post few pics, but i can't make new ones coz Solas gone ![]()
Replaced with the custom one
#1396
Posté 20 décembre 2014 - 09:37
Can u explain if u have time. I explain almost all string cant find reference to any mesh or other item appearence part.
Spoiler
Almost all armour meshes located in da3\actors\inquisitorjim for guys and \inquisitorjill for girls.
#1397
Posté 20 décembre 2014 - 09:40
finally find portraits mapc cards etc ![]()
#1398
Posté 20 décembre 2014 - 09:41
Almost all armour meshes located in da3\actors\inquisitorjim for guys and \inquisitorjill for girls.
I know thank u, but there only partial armour, none one piece,
#1399
Posté 20 décembre 2014 - 09:48
Can u explain if u have time. I explain almost all string cant find reference to any mesh or other item appearence part.
Spoiler
Your not going to like this answer, especially if I am right, this is just theoretical at this time based on reading. The EquipItemAsset you show, describes an equippable armor. It has a variable called "EquipItemAppearance" which tells you the ItemAppearance it uses. Opening that file will reveal a number of ItemPartAppearance objects it uses to describe a complete set. If you look at these you will find a "DelayLoadBundleHash" in each ItemPartPartyMemberRuntimeAppearance object. This is the bundle to use when looking for the actual mesh. Unfortunately it is just a hash, so you will not be able to reverse it and find it. There is files somewhere in amongst all other assets that describe these DelayLoadBundles, and I guess eventually I will read these and create a hashed dictionary to be able to backtrack, but not at the moment.
I know thank u, but there only partial armour, none one piece,
You will not find the armor in one piece no matter how hard you look.
#1400
Posté 20 décembre 2014 - 09:50





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