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#1426
SonyOdabaz

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At the moment, this is almost certainly most straightforwardly done with a 3D ripper, not with modding tools. Your character's face data is a bunch of numbers that are used to blend a few dozen 3D objects and textures into his or her final appearance, and mod tools look at those objects and textures, not at the final result.

 

Anyway, does anyone know where I'd need to look for the text of war table missions? Is this currently known? I've been poking around for a couple of hours but not found anything yet.

 

Sadly neither ripper dx or ninja ripper works on the game ... :(



#1427
Kiitosu

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Pretty much, specular maps tend to define the 'shininess' of a texture. The brighter the contents of a channel are the shiner they are, hence why the buckles and buttons are solid white in the blue channel for the skyhold jammies, they're made of metal so they would reflect more light than the material the jacket is made out of. Tint is useful for creating variation among assets sharing the same resource/texture. Think of DAO, nearly every armour set had tint maps which allowed the colour of the armour to change depending on what material it was made out of but the appearance never changed. For the custom stuff you're making, unless you want it to be customizable through crafting I'd say it's not necessary to include a tint map unless the engine requires it to not throw up errors when importing.

Well yea, i knew about specular before, but never knew color matters too, always done speculars as black'n'white images and didn't really have trouble. First game i saw those RGB maps was the sims 4 lol. And now DA:I. Hope it wont be too hard to make them properly  :pinched:



#1428
GianniAgn

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When i try export aLL with path, its return me DONE and nothing happens, none of textures exported :(



#1429
GianniAgn

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also i have that in log

Type: .itexture
Path: ui/static/icons/portraits/portrait_sera
Name: 
FullPath: win32/ui/flow/bundle/mpplayingbundle/ui/static/icons/portraits/portrait_sera
SHA1: 4F7F7ACE7F9BDCC124B21A3853348255C28C7727
 
CAT entry: not found!
 
Chunk Not Found!


#1430
FFZero

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Well yea, i knew about specular before, but never knew color matters too, always done speculars as black'n'white images and didn't really have trouble. First game i saw those RGB maps was the sims 4 lol. And now DA:I. Hope it wont be too hard to make them properly  :pinched:

 

Nah it's easy. I assume you're using photoshop for textures? If you click on the channels tab you get to see the individual RGB channels. You just get rid of the information on those RGB channels that you don't want. So to isolate the buttons of the skyhold jammies on the blue channel you would just have the texture for the buttons on the blue channel and remove the buttons from the red and green channel. I'm probably not explaining it well, this is the kind of thing that is easier to show rather than explain.  :P



#1431
ladyofpayne

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globals.sb in one of the texture atlases

How to extract that.



#1432
Adela

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@kiitosu, for rendering your images do u use mental ray or Vray? Or do u use some other program to render?



#1433
Kiitosu

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Nah it's easy. I assume you're using photoshop for textures? If you click on the channels tab you get to see the individual RGB channels. You just get rid of the information on those RGB channels that you don't want. So to isolate the buttons of the skyhold jammies on the blue channel you would just have the texture for the buttons on the blue channel and remove the buttons from the red and green channel. I'm probably not explaining it well, this is the kind of thing that is easier to show rather than explain.  :P

I understood -shivers- all that cropping on 4096 texture. More detail, more troubles.

Nowaynoooo. <_<

Anyways, thanks  :lol: Those all rgb textures make sense now.



#1434
Kiitosu

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@kiitosu, for rendering your images do u use mental ray or Vray? Or do u use some other program to render?

Mray, Vray is better but so frickin slow :(



#1435
Adela

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mind if i ask for your settings i think i scrwed mine up somehow cause the images always appear grainy for somereson



#1436
Silvist

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*nods with Adela* Yes, *drewls* please tell us your settings Kiitosu ^^ I'm horrible at renderin in 3ds max.  Adela gave me some pointers, but lol I need alot of them ; ;  So used to poser and daz for renderin ;p

 

@SonyOdabaz - Yup, I tried those tools when DA:I was released, had the same results.  I don't think DA:I works the same as other games you can use process explorer/ninja ripper on, due to the fact I could not monitor the game accessing the cas files at all.  So either the game hides that, or it works differently.

 

Edit:

 

Doh, I had the mod manager working.  Now my mods aren't showing up.  Back to more troubleshooting.



#1437
Kiitosu

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Spoiler

Spoiler

Spoiler

 

So the scene setup is easy to understand from the picture.

As for light, there are skylight and two mental ray area bulbs with the same parameter.

Important is to setup logarithmic exposure control. And it's better for gamma/lut correction to be disabled.

That's it. :)

 

====

Keep in mind, these settings are best for the fastest decent rendering.

If you want -serious- and the best quality render, use V-ray better, well.. V-ray is complicated, lol.



#1438
Adela

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did u put those cylinders and panels to self illuminate?



#1439
Kiitosu

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Yep, on 100.

Fake window for eyes reflection.

Cylinders there for extra glowing on skin/fabrics. 



#1440
GianniAgn

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Ok so

 

1) I export player portrait

2) Edit it in photoshop

3) Replace it in moding tool

4) Save, copy files to Patch2 folder in updates folder

 

Load game.. and nothing changes :)



#1441
GianniAgn

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when i open patch again in tool it show mine texture but in game still no changes..



#1442
Blue_Shayde

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Replaced with the custom one 

Spoiler

Eee! I want this so bad. kiitosu and adela, you two are amazing. :)



#1443
Silvist

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@GianniAgn - Nope, you are doing the proper steps.  I'm having some issues on my end as well.  This tool is still in testing, and its a WIP so expect bugs.  I've already posted on the forums about the same kind of issue, especially when I merge my mod with the official patch.

 

I really hope people are reading all of the guides and information Ehamloptiran is putting all his time into, outside of all these tools.  Its to avoid asking repeating questions, that I keep seeing alot of.

 

None of these tools are finished being developed, and they all will have issues regardless.  I'd be surprised if they had no issues at all, because that means they'd be finished lol.

 

So please if you have issues, and you don't see the issue being noted anywhere; post the exact issue you are having on the proper thread.  Give as much information as possible, so people can look into it, and try and narrow down what's causing it.  

 

In case anyone is new to this group, all the information you need is located here:

 



#1444
Kiitosu

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Eee! I want this so bad. kiitosu and adela, you two are amazing. :)

Thaaaank you c: 



#1445
GianniAgn

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@GianniAgn - Nope, you are doing the proper steps.  I'm having some issues on my end as well.  This tool is still in testing, and its a WIP so expect bugs.  I've already posted on the forums about the same kind of issue, especially when I merge my mod with the official patch.

 

I really hope people are reading all of the guides and information Ehamloptiran is putting all his time into, outside of all these tools.  Its to avoid asking repeating questions, that I keep seeing alot of.

 

None of these tools are finished being developed, and they all will have issues regardless.  I'd be surprised if they had no issues at all, because that means they'd be finished lol.

 

So please if you have issues, and you don't see the issue being noted anywhere; post the exact issue you are having on the proper thread.  Give as much information as possible, so people can look into it, and try and narrow down what's causing it.  

 

In case anyone is new to this group, all the information you need is located here:

 

 

Well because of that also, i call discussion of hair import, 3ds max meshes pics and etc useless, coz i enter thread to discuss moding, troubleshooting and etc, and see tons of posts which have nothing about current tool or it development.

 

But they told me i am complainig and they like to discuss tons of 3ds max solas pics :)

 

I laso like solas so its ok with me, but it getting hard discuss modding here. I need to register on daitools forum i guess :)



#1446
Silvist

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@GianniAgn - Yeah, if you want direct help or information about current updates with the tools, daitools forum would be your best bet.

 

@Kiitosu - I'm going to try your render settings in a moment here, just need to find something worth rendering ;p

 

Anyone want to do me a favor and see if you can change the pj color with this texture?  I can't get it to work with my setup.  I'm not sure if its my setup, or the texture itself.

 

 

Feel free to change the qf, to hf or whatever for testing.  I think all the pj textures are exactly the same.



#1447
Kiitosu

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@GianniAgn - Yeah, if you want direct help or information about current updates with the tools, daitools forum would be your best bet.

 

@Kiitosu - I'm going to try your render settings in a moment here, just need to find something worth rendering ;p

 

Anyone want to do me a favor and see if you can change the pj color with this texture?  I can't get it to work with my setup.  I'm not sure if its my setup, or the texture itself.

 

 

Feel free to change the qf, to hf or whatever for testing.  I think all the pj textures are exactly the same.

Nope. They differ. I go create hf for this and future tests.



#1448
Silvist

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@Kiitosu - Odd at first glance they looked to be the same.  I thought it was just a slight different UVmap.  Guess I'll have to take a closer look lol.  Thanks for helping ^^



#1449
Ottemis

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Nah it's easy. I assume you're using photoshop for textures? If you click on the channels tab you get to see the individual RGB channels. You just get rid of the information on those RGB channels that you don't want. So to isolate the buttons of the skyhold jammies on the blue channel you would just have the texture for the buttons on the blue channel and remove the buttons from the red and green channel. I'm probably not explaining it well, this is the kind of thing that is easier to show rather than explain.  :P

As you say. It causes confusion when the channels are used separately, but in effect it just boils down to three grayscale images (on R, G and B channels), sometimes 4 if the alpha is also used. Counts for the tint and spec (rare occasion also diffuse alpha), different material effects/overlays mapped that way. It's smart use of texture space, Mass Effect did the same.



#1450
Silvist

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@_@ Ottemis turned into a cyber cat!