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#1501
GianniAgn

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 Your doing something wrong, mods work fine on the patched version of DAI, I am running the latest version and have tested numerous patches from numerous people now

 

Ok i tried test patch - it 100% not work for me, now will try merge with oficial patch



#1502
Handsome Hank

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in the modding tool or the bundle explorer?

 

Select the Bundle Explorer from TOOLS

 

Open any .sb file from FILES

 

Select one of the choices on the left hand side

 

Select the RES tab on the right

 

Select TRANSFER > Export Resource from the drop down menu

 

If you don't see anything in the RES window, make a different selection on the left or open a different .sb.



#1503
Renmiri1

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I dont see that as an issue, We use the same patch version for all patches (Its always Official Patch + 1) so if you want to have different colored pj's, you would just create a new patch, it'll have the same patch version, then if you want to revert to no mods, just copy your patch directory and change the mft to be version + 1. Havent tested any of this, but theres no real reason it wouldnt work.

where do i change the mft to be version +1 ?



#1504
Renmiri1

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 Your doing something wrong, mods work fine on the patched version of DAI, I am running the latest version and have tested numerous patches from numerous people now

 

 

Ok i tried test patch - it 100% not work for me, now will try merge with oficial patch

try my patch, it works, it is just the jammies recolored

 

http://www.mediafire...z/redquizzy.rar

 

Works pretty well on skyhold BUT when you go to a place with combat the game starts getting goofy after a while: enemy health bar doesn't show, inventory menu gets invisible, etc..



#1505
Ehamloptiran

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where do i change the mft to be version +1 ?

MFT file, open in a notepad program (notepad++ preferred) and look for Version



#1506
Renmiri1

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Anyone knows where I can find Solas sweater ?

 

This one. Wanna make it red/green tom match my quizzy's red jamies :D

 

tumblr_ngx079fhy31u4bdzio5_1280.png



#1507
Renmiri1

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MFT file, open in a notepad program (notepad++ preferred) and look for Version

worked :)



#1508
Ashara

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Thought I'd share my own take on some Dalish PJs:

 

qQZjfeu.jpg

 

9y4yucA.jpg

I really like that retexture, Jack! Great work  :)



#1509
Rabbitonfire

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Apologies for the newbie question but where can I find the eyes or the eyelashes of a character?

 

EOwwjGM.png



#1510
Silvist

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@Rabbitonfire - Meh, I was trying to find it for you but I forgot where they are.  I have the files all dumped, so I know at least the file paths:

 

da3\actors\baseheads\textures\eye

 

Has both eyelashes and eyes.  I checked morphs, baseappearance, chargen, and chargennpc.  

 

The name of the textures should be:

 

uh_lash_d.dds - male lashes

uhel_f_d.dds - female lashes

uh_eye_d.dds - blue eyes

uh_eye_dark_d.dds - brown eyes

 

I have to figure out where stuff is to, cause I need to get a couple meshes with skeletons lol.  Anyone know where the elven male nude body mesh is?



#1511
Rabbitonfire

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@Silvist: Thanks! I'll look for it!

 

I think the nude elven body is in: baseappearances.sb. I haven't opened it yet to make sure but it's called: ef_basenude_model_mesh.mesh nope nope. That's not it.



#1512
Kiitosu

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@Rabbitonfire - Meh, I was trying to find it for you but I forgot where they are.  I have the files all dumped, so I know at least the file paths:

 

da3\actors\baseheads\textures\eye

 

Has both eyelashes and eyes.  I checked morphs, baseappearance, chargen, and chargennpc.  

 

The name of the textures should be:

 

uh_lash_d.dds - male lashes

uhel_f_d.dds - female lashes

uh_eye_d.dds - blue eyes

uh_eye_dark_d.dds - brown eyes

 

I have to figure out where stuff is to, cause I need to get a couple meshes with skeletons lol.  Anyone know where the elven male nude body mesh is?

 

@Silvist: Thanks! I'll look for it!

 

I think the nude elven body is in: baseappearances.sb. I haven't opened it yet to make sure but it's called: ef_basenude_model_mesh.mesh nope nope. That's not it.

da3/actors/basenudes/humanoid/elf/models/em_basenude_model_mesh

 

iteamappearances sb

Spoiler



#1513
Silvist

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@Kiitosu - Is it really in your itemappearances?  I looked everywhere, and finally looked in itemapperances_00 and found it lol.  Thought I was on a wild goose chase.  Well at least i finally got it ;p

 

As for the fur in the render, its really odd how I got it to properly show up.  I had to use a blinn material base, and had to change the mono channel output from RGB intensity to alpha.



#1514
Kiitosu

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@Kiitosu - Is it really in your itemappearances?  I looked everywhere, and finally looked in itemapperances_00 and found it lol.  Thought I was on a wild goose chase.  Well at least i finally got it ;p

 

As for the fur in the render, its really odd how I got it to properly show up.  I had to use a blinn material base, and had to change the mono channel output from RGB intensity to alpha.

Could be _ 00 you're right. checked for both and found in one of them and didn't  really check back. too sleepy, sorry  :pinched: atleast you got it.

And yea, materials are weird. Never happened to me, but 3ds max it's something you learn whole life  :rolleyes: i study it for 4 years officially and 4 years on my own now and i think i know around 20% of it? lol.



#1515
Silvist

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@Kiitosu - Lol, no need to apologize.  I was just curious cause I wasn't sure if your files were different due to the update.

 

I know how you feel, I had no official schooling for 3ds max.  I just learned from other people, and tutorials.  So mostly self taught.  The thing is I tend to only learn what I need to know in order to accomplish what I'm trying to do.  Outside of that scope though, I know about 0% lol.

 

So I mainly learned 3ds max to mod Skyrim, before I used to use blender (ugh, I don't look back lol).  There's just a crazy amount of menu's inside menu's.  Even if you find a new tool, learning to use it can be rough unless you know what it exactly is designed to do.

 

For me its tons of trial and error to see how things work.  But meh at least it got me this far.  I've made my own meshes, but very simple things, mainly clothes.  My main forte is in converting/shaping other meshes.  At least that's what I picked up while modding Skyrim.

 

Edit:

 

Oh wow, this sucks.  So when I imported the male elf with the skeleton it flipped it 180 degrees.  Meaning, all of my conversions are backwards, unless this isn't the original mesh position.  Wow, how annoying, going to have to fix that @_@



#1516
Kiitosu

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Well, let's hope it will be possible to mod DA:I coz it has looks and ways to mod.

It's not like i want to push Eham and others to do the tools faster, i just hope it all will be possible.

 

 

P.S.:

 

There's just a crazy amount of menu's inside menu's. 

 

BEST. PHRASE. EVER. HI5 



#1517
Silvist

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Kiitosu - Well again its progressing at the speed it is due to the fact there's only a couple people who even know how to tackle this.  I know a little bit of coding, but this is well over my head.  To top it off WV, and Eham are basically making applications that interpret, extract, import...etc.  That's basically the level of professional programmers.  

 

From what we've learned so far, obviously we know there's still alot to be learned.  I try to do my part by testing everything, and reporting back to them my findings.  Cause even if we learn everything, we'll be at the point of refining tools.  Then its just a matter of polishing them, aka working out all the bugs everyone is experiencing.

 

My goal originally was to attract as many possible modders as possible in hopes we could find other people who could help with coding.  It helped to a degree, but we could always use more.  

 

Then of course it comes down to the fact that this engine is foreign to alot of people.  So were working with formats that are unfamiliar to us, and aren't exactly widely known.  So unless you played with the formats from other frostbite engines like battlefield..knowledge will be limited.

 

Though, I have faith that everything will eventually be figured out, and we'll be able to mod this game as we see fit ^^.  Its just a matter of time.



#1518
Kiitosu

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Coding is something so hard, something beyond my understanding, i would never ever try to touch that field. 

So Eham and WV are celestials to me, lol.

I mean, the progress is so huge already, especially after all that *there will be no mods for DA:I, bla bla*

I just hope engine will allow them to go further, i wish i could help to ease the process, but coding.. meh :(

I've never done any modding before, but i know that everything regarding gaming, programs, etc. starts with coding.

And understanding codes.. i better go and praise everyone whos capable of coding, Eham specifically  :D



#1519
ladyofpayne

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So Gaspard has a face.



#1520
ladyofpayne

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da3/designcontent/headmorphs/halamshiral/hm_gaspard.headmorph



#1521
Adela

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@kiitosu  hey have u tried the base nude for HM  for the torso with the maps?  the defuse looks very weaid you can see the seams from the arms and torso is there a fix for that? also do HM and HF  share the same UVS?



#1522
ladyofpayne

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Gaspard

 

da3/designcontent/headmorphs/halamshiral/hm_gaspard.headmorph

Uses da3/actors/baseheads/humanmale/mt_basa_hm_mesh as the base, like any other human male morph.



#1523
OriginOfWaves

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@ladyofpayne lol we're all happy for you but i think you're a bit obsessed with the guy.  :lol:

 

@Adela the same is true for the qunari base mesh, really bad seams and shared textures with the male qunari. As far as i know UVs aren't shared just the texture, it's split into 2 separate parts. weird thing is that i don't think that you can see the seams in the game (during sex scenes).

 

@Ehamloptiran saw you mentioning something that we can't import normal maps yet. just wondering why is that? aren't they usually DXT5 format two?



#1524
Adela

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@OriginOfWaves so u have this problem too? Is there a way to fix it?

 

Spoiler



#1525
Adela

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also we can import normal maps just NOT specular