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#1951
Kiitosu

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what thread is that in?  and is it available for download?

http://daitools.free...1424.html#p1424



#1952
Adela

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sweet ty  :kissing:



#1953
Adela

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You know, seeing updates like this from Eham some how makes me sleep better at night, I wish i knew how to code so i could help them out... i know it must be hard for them doing all this work  with just 2-3 ppl  They are truly doing the Maker's work <3



#1954
GianniAgn

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Any1 figure out how NPC eyes colour works? as i understand all have one eye mesh and texture, and by some parametr it changes colour.



#1955
GianniAgn

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You know, seeing updates like this from Eham some how makes me sleep better at night, I wish i knew how to code so i could help them out... i know it must be hard for them doing all this work  with just 2-3 ppl  They are truly doing the Maker's work <3

 

Well i can say u that ALL CODING - is just hex values changed. Coders like Eham can write scripts and tools to make it automatically, but it still hex values which changes.

 

Problem is many of those who want to moding didnt even try to make some experiments. They recieve importer - and spent all time to import textures lol. Nobody even try to look on EBX assets, or how bundles works. While u dont need any coding-brain to do that.



#1956
Adela

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Well i can say u that ALL CODING - is just hex values changed. Coders like Eham can write scripts and tools to make it automatically, but it still hex values which changes.

 

Problem is many of those who want to moding didnt even try to make some experiments. They recieve importer - and spent all time to import textures lol. Nobody even try to look on EBX assets, or how bundles works. While u dont need any coding-brain to do that.

Even with hex coding still requires some knowledge and understanding of those values, i did try to open the EBX assets once and look at some values.. i just don't really understand  how it works , also all those lines of code are confusing to me,  for ppl that know this stuff is simple for them to say that "oh its easy everyone can do it"  but  for ppl like me who have no clue whats going on and never done this before its not so easy

 

That's like me telling someone who never used 3ds max before  to model something from scratch and expect  them to know how to use the program and say "oh yea you don't need modeling knowledge to know how to do that"

 

Grated you cant compare 3ds max to coding but my point is  just because some ppl  that are here and want to mod doesn't mean they all know how to code or understand it, its not something u learn overnight ..  most of us here  either do  textures  or meshes or both  but don't understand how coding works

 

most help that I can provide at this point  is be a guinea pig and test the tools that come out and report bugs



#1957
TrevellianMo

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Tried to find Hawk's warpaint.. No results :( Pls can anybody help?

 

Explore almost all folders. Problem is Hawk doesnt use unique appearence. He use CC. But his warpaint isnt in "textures" folder where other main heroe tatoos and war paints are..



#1958
Chaos17

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Well i can say u that ALL CODING - is just hex values changed. Coders like Eham can write scripts and tools to make it automatically, but it still hex values which changes.

 

Problem is many of those who want to moding didnt even try to make some experiments. They recieve importer - and spent all time to import textures lol. Nobody even try to look on EBX assets, or how bundles works. While u dont need any coding-brain to do that.

Do you think then you will be able to implement the walk/run toggle "cheat/mod" of Cheatengine based of on the table they found with the actual toolkit with the EBX assets ? I just wonder if those tables that the Cheatengines guys discovered could help DA:I toolset modders as research materials, that's all...

 

Link (scroll the page) : http://forum.cheaten...r=asc&start=255



#1959
abr

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Thx for the feedback SheWildWolf and Adela!

 

By the way, since i can't provide any modding help yet, i do however know my way around SweetFX somewhat, so if anybody has questions how to use it or configure it, or why you might want to use it in the first place  :lol: just pm me!



#1960
abr

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Do you think you will be able to implement the walk/run toggle "cheat/mod" of Cheatengine based of on the table they found with the actual toolkit with the EBX assets ? I just wonder if those tables that the Cheatengines guys discovered could help DA:I toolset modders as research materials, that's all...

 

Link (scroll the page) : http://forum.cheaten...r=asc&start=255

 

WHOA AWSOME MUST TRY!



#1961
SheWildWolf

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Thx for the feedback SheWildWolf and Adela!

 

By the way, since i can't provide any modding help yet, i do however know my way around SweetFX somewhat, so if anybody has questions how to use it or configure it, or why you might want to use it in the first place  :lol: just pm me!

 

ENB for DAI would be amazing.. especially a trust-worthy setting :P ;)



#1962
abr

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ENB for DAI would be amazing.. especially a trust-worthy setting :P  ;)

 

Ermmm...  :whistle:



#1963
TrevellianMo

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Yean some ENB for DAI will be awesome :) 



#1964
mrjack

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So I cannot export the male elf face diffuse texture properly from:

DA3 > actors > baseheads > elfmale > em_hed_bas_d

 

It looks like this:

 

2LOB34L.jpg

 

On the off chance it was supposed to look like this for some weird shader purpose, I imported it back into the game, as is, and it looks just as blue in game.

 

I also stamped the names of all the skin textures and uploaded them to a patch and it turns out the first complexion for male humans is actually a blend of elf male and human female. Go figure. That's the one I wanted to replace. If the normal maps are blended too, I'm screwed.

 

All this for custom effing eyebrows.

 

ETA: Does anyone else have a correct-looking version of this texture?



#1965
Kiitosu

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So I cannot export the male elf face diffuse texture properly from:

DA3 > actors > baseheads > elfmale > em_hed_bas_d

 

It looks like this:

 

2LOB34L.jpg

 

On the off chance it was supposed to look like this for some weird shader purpose, I imported it back into the game, as is, and it looks just as blue in game.

 

I also stamped the names of all the skin textures and uploaded them to a patch and it turns out the first complexion for male humans is actually a blend of elf male and human female. Go figure. That's the one I wanted to replace. If the normal maps are blended too, I'm screwed.

 

All this for custom effing eyebrows.

 

ETA: Does anyone else have a correct-looking version of this texture?

Turn off blue channel in photoshop, or resave with compressonator mentioned here. 

 

I ll upload in dds format in a bit, since it has alpha.



#1966
mrjack

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Turn off blue channel in photoshop, or resave with compressonator mentioned here. 

 

I ll upload in dds format in a bit

 

It's OK. I had already tried the blue channel but not the Compressonator, which thankfully worked!

 

Thanks mate.



#1967
Renmiri1

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Any1 figure out how NPC eyes colour works? as i understand all have one eye mesh and texture, and by some parametr it changes colour.

Shaders, which we don't have access too.



#1968
Renmiri1

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Turn off blue channel in photoshop, or resave with compressonator mentioned here. 

 

I ll upload in dds format in a bit, since it has alpha.

I have the solas head on proper colors, don't you ?



#1969
Kiitosu

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I have the solas head on proper colors, don't you ?

Yeah, solas diffuse is solid, PC textures are transparent for complexions, tints, freckles and stuff. And male elf texture is blue when opened in photoshop, no idea why. 

As for blue channel, i had to turn it off while editing and saving face normal bump, when tried to mix solas, dorian and pc normal bumps, it has no blue channel in modding tool when previewed, but has it on in photoshop when opened. When i imported it in game with blue channel visible, face gone all weird and lights flipped on the model. But no problems when saved without blue channel.

No idea how that works, just tried few times, still getting black/ colored face, but that's a different story.



#1970
Kamael

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@Chaos17 - I was also wondering if the Cheat Engine guys could help with the DAI Tool since a while now. I know that the table there is made out of many people participation, but there's that guy who seems to have the general big picture idea (olegbl). Perhaps join forces if possible could be a really good idea.



#1971
Renmiri1

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they should help a bit, in the beginning they got info from us :P

 

wogoodes from that project has been helping :)



#1972
Rabbitonfire

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2bB8jfJ.png
Unwashed Solas WIP

 

Couldn't figure out how to find clothing skeletons to export mesh. So I've been editing in-game.



#1973
Silvist

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@Rabbitonfire - As in rigging the clothes? If so it should use the same base skeleton as the default nude bodies.

 

I just noticed myself that in version 61 of the DAITool the ability to export ebx, xml, and meshes was removed.  

 

I myself have no need for this due to having all of the game assets already extracted.   Though, I keep getting pms about exporting those lol.

 

I've been redirecting people to the older versions of the tools in case they want the ability to extract those asap.



#1974
Rabbitonfire

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@Silvist: hmmm.. I should extract the ebxs too. I'll try to do what you did.



#1975
Silvist

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@Rabbitonfire - When I was looking through the assets of the ebx, specifically in the animation files I never saw any skeletons outside of the default nude bodies.  Most of the modding I've done DAO, DA2, and elder scrolls; I have never used any other skeleton other than the one that came with the default body.  Mainly due to the fact that some of the actual default body is inside of the armor.

 

In most cases where the armor shows no skin at all, you still have the head mesh.  So the default skeleton helps all that with animations and what not.  It also helps to rig the clothes/armor to the default body in such a way that it looks like it fits appropriately lol.

 

Normally you can just copy the weight modifiers from the default body onto the armor/clothes, and tweak the bones/weight accordingly.  Some tools like the nif importer/exporter for 3ds max will remove unused bones on the mesh you export.

 

Also, when I looked at the nude bodies skeletons it had...a crazy amount of bones.  Like outside of the actual body, it had loot bones, animation related bones, weapon bones, and even a loincloth bone.  So I'm 99% sure that the nude body skeleton is used as a base for anything in the game armor/clothes wise.

 

Keep in mind that it is still gender, and race specific.