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New tint maps working, sort of.


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#1
FictionalBreger

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I've made tint maps for the Templar armor and one of the Templar helmets, and they both work in game. But the one for the templar armor does not work quite as I want it to.
The Templar armor itself shines, just as a Silverite version of the armor should. The helmet, too. They both look correctly. Almost. I removed the cloth parts of the armor from the tint map, as I don't want to change them, and that works. I also removed them from the specular map, even though that didn't change much.

Frontal and rear view of tinted and original armor
Right and left view of tinted and original armor
Skirt-centered view

Now, as you can see, my problem lies with the skirt texture. For some reason it is darker, no matter what tint I use; Iron, steel, silverite, dragonbone or no tint. I'm not sure what might cause this darkening. Is it the tint map that does this, even if I've removed the cloth parts from it? Or is it the specular map, where I've done the same?
How can I fix this? Can I fix this?

Thank you.

Modifié par FictionalBreger, 08 février 2010 - 09:17 .


#2
DarthParametric

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Can you post pics of your tint map channels? When you say you "removed" the skirt from the specular map, did you make that area white or black? Also, I gather you didn't alter the diffuse texture?

#3
FictionalBreger

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Of course! Here you go:
Posted Image

I made the area black, because I guessed (and correctly) that black means no shine, and white means a glaring shine.
No, I did not alter the original diffuse texture in any way. I only used it to create the tint map.

#4
Eshme

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You blackened out the tint for the skirt? Perhaps that is the reason it is now darker? If originally it was brighter it seems it was due tints which made it brighter, but if they have no more tint then it comes out unmodified.

#5
DarthParametric

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While there is a tint file for templar armour in the game, the default armour shouldn't actually use it (there's no tint mask and the MAO says DefaultSemantic Name="NoTint"). In that case the skirt on the vanilla armour should appear the same as it does in the diffuse map, which the screenshots in the first post would appear to indicate. The tint mask should act exactly like an alpha as far as I know, so black should indicate no tint, thus leaving it the same as the diffuse map. Why it is ending up darker is a mystery.



Can you post the contents of your MAO? And you said specular map edits made little difference. How little? What does it look like using the default specular map?

#6
Eshme

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oh it doesnt use tint? Weird thing then when the new armor is actually brighter. Or am i mislead and this is just specularity?

#7
FictionalBreger

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Posted Image

The specular map edits made almost no difference at all, as evidenced by the picture. The one using the original specular map is slightly more detailed, more sharp, and slighty less dark, but still darker than the original. The modified specular map blurs the texture somewhat, and makes it a tad bit darker, but not by much.
The first one is just to show the difference.
It has to be either the MAO file, or the problem lies in the tint map.


This is my  MAO file. All of it, if you need that.
-------------------

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<!-- Exported by Material Editor --><!-- dc:source=file:///c:/BioWareDrive/DragonAge/SourceControl/ArtContent/Art/Characters/MATERIAL_PROJECTS/ROB_TMP.matproj --><MaterialObject Name="PN_ROB_TMPa">
    <Material Name="Character.mat"></Material>
    <DefaultSemantic Name="ArmourSkinTint"></DefaultSemantic>
    <Texture Name="mml_tDiffuse" ResName="pn_rob_tmpa_0d.dds"></Texture>
    <Texture Name="mml_tNormalMap" ResName="pn_rob_tmpa_0n.dds"></Texture>
    <Texture Name="mml_tSpecularMask" ResName="pn_rob_tmpb_0s.dds"></Texture>
    <Texture Name="mml_tTintMask" ResName="pn_rob_tmpb_0t.dds"></Texture>
    <Vector4f Name="mml_vFalloffParams" value="0.80 10.00 1.50 1.50"></Vector4f>
    <Float Name="mml_fSpecularReflectionMult" value="1.00"></Float>
</MaterialObject>

---------------

Eshme wrote...

oh it doesnt use tint? Weird thing then
when the new armor is actually brighter. Or am i mislead and this is
just specularity?


The new armor uses tints, yes, but not the original. The original had one color only, all the time. Check the Knight-Commander's Plate in-game, the one you can buy outside Orzammar. I think it is there. It is Silverite. Compare it to the one you can get at the Tower, from one of the templars. Both have the same color, even though the one taken from the templar at the Tower is Steel, not Silverite.
The original doesn't have a tint map, and the MAO file's DefaultSemantic tag says "NoTint".

Modifié par FictionalBreger, 08 février 2010 - 01:22 .


#8
Eshme

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Oh hm interesting. Only since you put the tint map, the skirt got darker? Perhaps there is something in the tint shading calculation stuff which puts everything darker by default? Just an idea i hardly know stuff like that.

#9
DarthParametric

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You could always try adding back the skirt to one channel of the tint mask - whichever has the lightest tint colour.

#10
Adonnay

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Have you played around with the alpha channel of the tint map perhaps? Or missed it completely? I noticed that all stock textures do have an alpha channel. Some textures seem to use it, some don't. I have yet to find out what they do exactly.

#11
DarthParametric

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The alpha is only used for face/skin tints. Everything else just uses 3 channels.

#12
FictionalBreger

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I removed the alpha channel from the tint map, when I saved it as DXT1. As far as I could tell, it made no difference at the time, whether I had an alpha channel or not. I checked a few times, saving with an alpha channel with the channel from the diffuse map copy-pasted into it, and going back to no alpha channel. Could see no difference in-game at the time, so I left it as it was.

Darth: I'll do that, and report back if it changes anything. Only, I don't like having to do that, since that would mean the skirt would change according to material, which I don't want. Oh well, I'll settle for the next best think.
Let's see if this works.