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Universal Dye Kit


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#21
Phaenan

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But I take the item over to the winter forge and you can change the color there through THAT system. I don't know how the winter forge and your dye kit differ, but I'm guessing the dyes are only effective on gear that have a variation of colors in the game.


It's been a while since I used Winterforge but I know of no way it could actually re-tint a custom item texture unless that custom item already provided tint maps and the Winterforge was aware of the item's custom materials, which is basically the same requirement here. If anyone can provide a counter-example to that, I'd love to study it...


So would I. :happy:

@kayinv: As nezroy said, TWF pretty much use the same trick but including a bunch of variations of the existing materials. Scripts have no pull over the tintmaps property of each material, so basically all we can do is change the material to another predefined material with the same name and stats but with a different tintmap.
Nezroy system is just much more well-thought than mine, which may be why it seems to work differently. :o


So I guess I would need more details about exactly what is happening in your setup to know why it isn't working for you. EDIT: Specifically - version of game (1.02 or 1.03/awakening?), name of robe item being dyed, character gender/race, has the item ever been affected by other mods (winterforge, etc.?), do you get any errors when trying to dye the robe (unrecognized material?) or does it just not work... um... I guess that would do for starters :)


Yep... If an item material was changed with TWF before the DyeKit was used, the material would indeed end up not being recognized because of the TWF materials themselves. You'll get logs like this :

Script nez_dye_apply: BEGIN
Script new color: 5
Script existing material: 5680037
Script existing color: -1


There isn't much to be done about it I guess, aside to falling back to material rules when the scripts can't identify a known material. For instance, no matter what the material ID is, if the material rule is 7 that's Dragon bone for sure. But since some modders also create new material rules for their custom items, even having this kind of fallback in the code wouldn't necessarily make miracles without some support from other custom mods authors. :/

#22
nezroy

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@silencer81: Because of the way tinting works, I'm sure there will never be an in-game version of the tint creator. However a preview feature of some sort in the OTC is not out of the question, it would just entail a lot of work. Along those lines, I wish the DATool fellow would come back out of the woodwork and release his source :)

@abvex: If you are not using the color tints (red/green/blue/etc.), you can override those 5 as well; use file names t3_nez_dy[1-5].tnt. Overall there's no hard limit to the number I have built in, it's entirely dependent on the menu system -- limited to 5 choices per menu due to how dialog works -- and I didn't want the dye options to be buried too deeply. But yeah, I'll probably be increasing the number in the next release by re-organizing the menu a bit.

@Phaenan: Thanks for the feedback :) I never even thought about looking at the material rule... that might help simplify my code, at least, if nothing else. And I'll also be taking a look at TWF again to make sure I'm compatible where possible. I'm not sure if you are using custom materials for anything other than tinting, but even in that case it would probably make sense to allow a user to go one-way from a standard TWF material to a UDK material w/o throwing an error.

#23
Phaenan

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And I'll also be taking a look at TWF again to make sure I'm compatible where possible. I'm not sure if you are using custom materials for anything other than tinting, but even in that case it would probably make sense to allow a user to go one-way from a standard TWF material to a UDK material w/o throwing an error.


Yep, that'd prolly be best.
I had to check to make sure, but your materials shouldn't cause issues when applied to items later modified in TWF since my scripts focus mainly on the rules when considering materials. That's pretty much all you'd have to do on your end to allow that one-way conversion from the TWF material ranges (currently 5680000-5680214) to yours since I only use the vanilla rules. :o

#24
theclonerman

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Sentinal armor, Hirols defence (the helmet at least), blackblade armor, and golem shell armor are currently lacking tint maps as well.

#25
falloutguy93

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can i use this mod to retint wades armor that he makes

#26
nezroy

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@falloutguy93: Yes; in fact the title image is just a dyed version of Wade's Superior Dragonbone Plate Armor and Yusaris (using default custom dye #1). Unless you meant the Golem Shell armor he makes in Awakening, in which case, no, not until the next tintpak update.

@DeFeL666: I'll take a look at how those are implemented. I'm not optimistic because I don't think they are using the regular material tinting system, but I'll find out for sure.

@theclonerman: Thanks, I've added those to my to-do list for the tintpak :)


#27
abvex

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Does Bulwark the True King (DLC SHIELD) have tint? because that is not changing color.

#28
sarungman

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does this work with duncan armor?

#29
nezroy

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@Neviara, @sarungman: Is that a mod or something from DLC? If it's a mod then it probably could be made to work, but someone (myself or the author) would have to create a tint map for it, which is something I'm trying to avoid doing for 3rd party content at the moment.

@abvex: Probably not, though it looks like it's an identical texture to the Heartwood Shield, which DOES have a tint map. So it will go on my to-do list as that should be an easy one.. probably :)

#30
Tonkiesama

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Could you make the undies tintable? Barbarian loincloth for the win




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