Aller au contenu

Photo

Anybody know what the player elf female head dds files are named?


  • Veuillez vous connecter pour répondre
6 réponses à ce sujet

#1
mutantspicy

mutantspicy
  • Members
  • 467 messages
I want to see if its possible to create a tint (0t.dds) override to allow better color matching between custom body skins and head morphs.  I don't have the toolset installed to do an erf dump.  The last time I installed the toolset it killed my game.  So I've been sticking to modeling and texturing.  However, I don't know the nomenclature for the player character head models.  uh_blank_hed_0t.dds,   " "0d.dds,  etc.  I've been playing with body model tints and I get pretty close, but I'd like to look at the head texture dds files to see what the color levels are in those.

#2
DarthParametric

DarthParametric
  • Members
  • 1 412 messages
Head morphs can use a blend of any two face textures, which I imagine is where you are encountering problems. The skin tint is applied to the whole body (as far as I know), so changing that won't have much effect. You'd need to know what face texture/s the morph is using, then adjust the tone of the custom body texture to match.

#3
mutantspicy

mutantspicy
  • Members
  • 467 messages
The tint stuff is kinda confusing. I know the tint you select in the character creator is somehow wrapped in a TNT file. And that affects the overall tint of the body texture. However, the body texture has a tint file ****_0t.dds, which when you play with the input levels of the various color channels will impact how well the head and body match. Except I can't find a one size fits all setting. When I adjust for a dark head, then light head don't match, etc. So I was hoping this TNT file, was using a ***_ot.dds of its own somewhere down the line. I could then mimic that ot.dds file for the body. So when you create a custom color head the 0t.dds files would match and therefor give you better matching. Of course this assumes the 0d files are using the same coloring.



Thanks for the response anyhoo.

#4
DarthParametric

DarthParametric
  • Members
  • 1 412 messages
The ****_0t.dds is the tint mask. I haven't experimented with them enough to confirm if the greyscale level does indeed affect the tint directly (like an alpha). While that has always been my suspicion, there are several values in the TNT file that can also control this. How they all interact is still slightly unclear. The whole system is far too unwieldy for my tastes.

#5
mutantspicy

mutantspicy
  • Members
  • 467 messages
You can say that again. But I will confirm playing with grey levels in th 0t files certainly affects the overall tint(more accurately lightness vs darkness as opposed to color). Mainly the alpha channel and the blue channel, the red and green don't seem to do much. But that is for body textures. I'm looking to get ahold of a head 0t if they exist to see if I can do the samething.

#6
DarthParametric

DarthParametric
  • Members
  • 1 412 messages
Remember that each channel of the mask controls a separate tint colour. What effect the grey level of each channel will have is dependent on what the settings are in the TNT for colour, intensity and opacity.

#7
mutantspicy

mutantspicy
  • Members
  • 467 messages
Right that's why its been impossible to come up with a one size fits all solution.



That's why I wonder if there is a generic 0t file for head morphs or if they all use different 0t files or if they don't use 0t files at all.