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Custom tint maps of custom items


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#1
-Semper-

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hello there.

i got a problem i cant solve right now. i edited the tintmap of the massive_armor_a. because i don't want to override the tint map of all the massive armors that ship with dragon age, i created a custom armor based on type a (same model, same textures but custom tint map). i edited the appropriate armor_massive_variations and the item appears without problems within the toolset. all race/gender types show up. i placed the .msh .mmh .mao .phy and gda files at the data folder and all the textures at the texture\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\high and medium folder of my addin. if i use my custom tint at my custom item it uses the default tint map of the armor_massive_a. am i missing something?

below you can see my edited mao-file. i renamed all the files correctly. what is the red marked command for?



   
   
   
   
   
   
   
   


if i copy my default named custom tint map into the override folder of my addin and replace the default tint map of the armor, my custom item also changes it's tint map. it's like the mao-file isn't recognized and my item is still linked to the default mao file.

Modifié par -Semper-, 04 mars 2010 - 09:55 .


#2
nezroy

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Did you update the contents of the new .MMH variant to point to the new .MAO file? Also, you don't need to deploy a copy of the .MSH if you aren't changing it; just leave the .MMH pointing at the pre-existing mesh.

The XML comments are not necessary, and you can remove them from the MAOs without causing any problems. They were added when the original MAO was generated by the matproj, and I haven't had any issues with removing them from new variants.

Modifié par nezroy, 02 mars 2010 - 12:21 .


#3
-Semper-

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woohaa. didn't know of that. now it works like a charm. thank you so much ;)