What dds i need to edit to change male inquisitor face?
da3/actors/inquisitor/textures/hm_hed_inq_d doesnt seems to make any changes
What dds i need to edit to change male inquisitor face?
da3/actors/inquisitor/textures/hm_hed_inq_d doesnt seems to make any changes
What dds i need to edit to change male inquisitor face?
da3/actors/inquisitor/textures/hm_hed_inq_d doesnt seems to make any changes
Did you check the list here? http://daitools.free...folder-t52.html
Might tell you where whatever is, idk
No, I just want a new face of my own recent character on my old one.
I don't know if that's possible ![]()
@ TrevellianMo - The character creation uses different races/genders mixed up together when it comes to skin, is a mess really.
What you can do is extract all female and male human textures, mark them with different colors and see in game what is what. I can tell you that male textures does uses some female files.
I also tried to find the Hawke's warpaint, but no success at all... I will keep looking tho.
When the modding tools are further along it should be possible to take female romance dialogue from elsewhere and splice it into the conversation. With a bit of clever editing, it could work.
Would take someone pretty dedicated though.
<EquipItemAppearance Offset="0x000014A4" Type="DAI_Guid">[ItemAppearance] da3/equipment/appearances/armors/medium/complete/item_app_armor_medium_var1_0211a_loot</EquipItemAppearance>
<EquipItemAppearance Offset="0x000014A4" Type="DAI_Guid">[ItemAppearance] da3/equipment/appearances/armors/heavy/complete/item_app_armor_heavy_var1_0211a_loot</EquipItemAppearance>
However on 000014A4 offset there absolutely same values of that 2 different ebxs. How that can be?
Did you check the list here? http://daitools.free...folder-t52.html
Might tell you where whatever is, idk
Nope, only basic locations there, know them by heart already ![]()
<EquipItemAppearance Offset="0x000014A4" Type="DAI_Guid">[ItemAppearance] da3/equipment/appearances/armors/medium/complete/item_app_armor_medium_var1_0211a_loot</EquipItemAppearance>
<EquipItemAppearance Offset="0x000014A4" Type="DAI_Guid">[ItemAppearance] da3/equipment/appearances/armors/heavy/complete/item_app_armor_heavy_var1_0211a_loot</EquipItemAppearance>
However on 000014A4 offset there absolutely same values of that 2 different ebxs. How that can be?
Same with almost all other offsets..
Before I start a new playthru, is possible to import the appearance of characters between saves? I remember somewhere we could read the savefiles...
Short answer, not yet.
The XML facecode that is at the end of save files does not actually have an effect on your characters face when it is modified. It is only useful for reference. We are making some progress with the save files but it is not an easy process. See this thread for updates:
http://daitools.free...mes-t68-70.html
I just today found how to modify some stuff.
@ ricco19 - Thank you for the information ![]()
Starting a new playthru only to take screenshots... Joy.
So.. i kinda made a "discovery" today regarding meshes and... hopefully this will be somewhat helpful for the DAI tools.. if not then.. ignore the post
Ok so i was playing around with marmoset today to try to make some renders for my armor and saved the scene with the mesh and the materials, and while saving, Marmoset saves that as a .mesh file, doesn't DAI models have a .mesh file too? You can also import a skinned mesh in marmoset but for that you will need Maya and a plugin called Stooge
Was wondering if this can be useful to import meshes into the game with the DAI tool?
the extension really has no bearing on a files contents, so really because they are both named .mesh doesn't mean a thing, its the files contents, which do not match, the .mesh format in DAI is a frostbite specific format.
the extension really has no bearing on a files contents, so really because they are both named .mesh doesn't mean a thing, its the files contents, which do not match, the .mesh format in DAI is a frostbite specific format.
Ah ok, thanx for the clarification, i got a bit excited there when i saw i can save it as a mesh file, but if it doesn't work for DAI , then its worthless lol
Btw, are you still gonna make the skeletons in an FBX format?
also when the time comes that we will be able to import custom meshes will it matter what weighting modifier we used? Like say i want to weigh my meshes with physique instead of skin will it be ok for that to import or will it have issues?
Not sure yet, we now have a complete mapping of meshes (This does not mean we can recompile them yet tho). And there are a lot of additional vertex types that need to be accomodated, FBX should be able to handle all of them thru custom user fields, but its how to represent them all in 3dsmax, it may end up being we will have to have a custom import/export plugin like Skyrim's NIF plugin.
as for modifier, if we use FBX, I'm not sure, only if the Physique modifier saves out the same as the Skin modifier, if we go for custom format, then only Skin, since the Physique modifier is actually a real pain to code for.
Not sure yet, we now have a complete mapping of meshes (This does not mean we can recompile them yet tho). And there are a lot of additional vertex types that need to be accomodated, FBX should be able to handle all of them thru custom user fields, but its how to represent them all in 3dsmax, it may end up being we will have to have a custom import/export plugin like Skyrim's NIF plugin.
as for modifier, if we use FBX, I'm not sure, only if the Physique modifier saves out the same as the Skin modifier, if we go for custom format, then only Skin, since the Physique modifier is actually a real pain to code for.
I see, skin it is then
if its easier for you guys to code, but yea i think it might end up to be like skyrim, also im not sure if you were one of the ppl who worked on the plugin for max to import custom meshes in DAO but there was a similar one that allowed you to do custom imports
There is something that I am wondering about. I don't know much about normal maps, actually the experience I've had with moddign DAI is my first time ever using them. But the normal maps I have exported are blue, but the ones you see in the Modding tool are yellow. I have noticed even though if I use the "same" normal map and replace a yellow one to the blue one, it doesn't look the same, I have noticed specially around the lips and the eyes. How do I export the yellow ones, or how do I change the blues ones in to working exactly like the yellow one?
Below is both of the dwarf female, and they look so different in game, and these I haven't even changed. (Took screenshot in modding tool of the yellow one just to show)
Edit: ok so I just found all the RGB channels ops,
Blue is photoshop's doing. The maps themselves are only two channels R and G. Where as photoshop see's this and makes it a three channel texture by deriving the Z normal (B channel). But you cannot import it back in as the two channel format, as only DXT1 and 5 are supported at this time. So this is where the difference in looks will be coming from, not much I can do about that unfortunately.
Blue is photoshop's doing. The maps themselves are only two channels R and G. Where as photoshop see's this and makes it a three channel texture by deriving the Z normal (B channel). But you cannot import it back in as the two channel format, as only DXT1 and 5 are supported at this time. So this is where the difference in looks will be coming from, not much I can do about that unfortunately.
Ok, thank you for responding.
No, I just want a new face of my own recent character on my old one.
We're not there yet but we can read the sliders already so you can try to duplicate them by habd
Is ok, while I was creating my character I ended up pretty much remaking my face texture >.> Is a good thing after all. I can't believe I'm creating a new character just so I can take pics during cutscenes with the pajamas *sighs*
Dear modders, I don't trust BioWare to fix their own game.
Could someone please make it a priority to fix the male elf standing animation? After so many back and forths -- is it the model, the armor, or what, I think it comes down to the standing animation.
Sure, they also look like crap in the Skyhold pjs, but that's not a bug (though for me that's debatable).
Here's my post that hopefully explains the problem with screenshots: http://forum.bioware...ems/?p=18278649
We are still a while away from that sort of thing, animations are still completely unknown. And we cannot replace meshes or skeletons. So until we reach that point we cannot make it a priority.
I also tried to find the Hawke's warpaint, but no success at all... I will keep looking tho.
I believe they can be found in uhm_warpaint02_m, though I'm not entirely sure, cause I was ok with default looking Hawke and never managed to look at other warpaints, if there were any hawke-only in the creator. But at least red channel looks quite similar to me:
Also I have a question (feel like there are too many mistakes in one sentence, lol, so apologies for my english). While there are no custom meshes yet, I decided to try to give Solas some kind of a hair, and, well, no surprise here, it looks like hell.
But I was wondering, if anyone have an idea how to make them look better, or is it even possible to draw something naturally looking just on a bald head, or it will look bad anyway without any hair mesh on top? Or maybe someone skilled enough already did something like that and is willing to share ![]()