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Getting custom hair show all proper in the Toolset


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15 réponses à ce sujet

#1
tmp7704

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Something which i seem to experience with custom hair mods made so far -- when selected as character's hair in the morph editor the hair isn't showing associated textures, just some sort of simple shader which colours it with range from blue to yellowish depending whether the polygons are facing the camera or not. In the cutscene editor the custom hair can lag behind the character or be missing altogether.

It appears to work fine in the actual game, but just wondering if anyone figured out what needs to be adjusted and/or added to allow the Toolset handle custom hair just like the built-in ones?

Modifié par tmp7704, 18 mars 2010 - 06:01 .


#2
tmp7704

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Hopeful bump?



Tried to add a .met file for the hairstyle (adapted from ones included in the arttools.erf file) but it doesn't seem to help any. Either that's not it, or it has to be in some predefined location i couldn't guess...

#3
Nephemera

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I'd really like to know this as well.

#4
tmp7704

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If at first you don't succeed... bump again? Posted Image

#5
DarthParametric

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Post the contents of your MAO.

#6
Eshme

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It could be missing vertex color in the model file.

#7
tmp7704

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DarthParametric wrote...

Post the contents of your MAO.

It's using the same materials the stock DA hair use -- "pn_har_all" for the hair and "pn_har_bld" for the skull underneath. The hair can be seen here -- http://social.biowar...m/project/2224/  i was trying to keep it similar to regular DA hair style, so it's just simple modification of one of existing styles with as many bits and files reused as possible.

Eshme wrote...

It could be missing vertex color in the model file.

That's possible but it'd appear the vertex colors aren't something that DA actually processes at all? I mean, the MSH specification at Builder Wiki doesn't include them in the "Semantic" field which led me to believe they're some sort of leftover from earlier specifications.

#8
Eshme

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Certainly it exists, it can be a leftover if all left is the bug with the toolset.

#9
tmp7704

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Hmm i digged around in the GraphicsProcessor and turns out it actually supports the "COLOR" Semantic for streams. And yes, that's apparently what was missed, as adding the vertex colour data fixed the appearance in Toolset.

It seems now i'm having issue with the tangent/bitangent vectors somehow getting calculated wrong thanks to converting between different coordinate systems or some other factor, but that's entirely different kettle of fish... Posted Image

#10
The 13th Dark Sheep

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So... Is it possible for us common noobs to fix this bug? Because I read from your post that you got it to work, and I'd love to be able to see how my face morphs actually look.

#11
tmp7704

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Afraid it is something that generally has to be added by the person who makes the custom hair model -- they need to set the colour of vertices used by the mesh (the colour itself doesn't seem to matter, it just needs to be present) and then the script/utility they use with their 3d program of choice has to support exporting these vertex colours as part of the mesh data.

#12
errant_knight

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I'm unable to use hair mods in the toolset and I wondered if a workaround was ever found for this problem? Since I'm using the toolset to make images rather than in the game, I need them to show up properly when running cutscenes in the toolset.

#13
DahliaLynn

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If you're actually running the cutscenes, the only way you'll be able to have an accurate depiction of the hair mods is by viewing it in game (according to my own experience). There is a very simple method to do this (especially if you are using the Single Player resources and assets) .

Make sure your creatures are physically placed in the area and export it. Export (without dependent resources) your cutscene, creatures and everything else found in the scene.

Then create a new Dragon Age origins exe shortcut, and after a space add:
-autologin=Single Player -runcutscene=your_cutscene to the target field.

My own shortcut looks similar to this, with the path to my own DAOrigins game executable.

"E:\\game\\Dragon Age\\bin_ship\\daorigins.exe" -autologin=Single Player -runcutscene=my_cutscene

Make sure there is one space before the dashes.

Then double click on the shortcut and the game should automatically run the scene.

Major edit:

If you want images you can do the same export above and use the cutscene capture command, which will capture each frame of the cutscene in game quality and targa format

Modifié par DahliaLynn, 01 août 2012 - 06:11 .


#14
errant_knight

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Thanks--that's good to know and gives me more information--always awesome--but doesn't help in my case as I'm not actually running the cutscenes. I'm making the cutscenes then moving to the keypoint where the animations/expressions are what I want them to be in the cutscene editor, then taking a screenshot that I past into photoshop. So I need the hair to show up within the toolset. That's good to know, though, in case I ever want to use it for a different project.

#15
DahliaLynn

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I kind of figured that you were going to use it for that purpose, but I failed to add that you can also set a camera shot as you wish it to be (you can use Depth of field to create the blur achieved with a real camera when far away and in zoom) or do all kind of nifty things. Set your active camera to be static for your shot, and the scene itself to a short length, this way you will capture every frame and can choose just the right frame from the library of shots created by the cutscene capture. (Major difference in quality also). Just a thought :)

#16
errant_knight

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Oh! Cool! Something new to learn about and try! I like that :) Thanks!