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Risibisi

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Everything posted by Risibisi

  1. Thank you! The problem is, even with renamed files the scalp doesn't take the same colour on like the hair colour I choose in the CC. It doesn't matter if I'm using a vanilla morph or a custom morph. This drives me crazy :D
  2. I don't understand why the custom hair colours produce a white scalp. In the DA:O Toolset looks everything fine but in the CC the scalp turns white. Why is that? Is there a special option in the DA:O Toolset when making the tints or when exporting them? Or is there a certain line the mao files which I have to edit? I have compared my files to the original Bioware tint files but I can't see a special difference. I have activated (or not) the same channels as the original files etc. Has anybody an idea how to solve this issue? I know that there is a work around by editing the mor or mop file but I want to create hair tints which just work like the original ones and tint the scalp in the same colour as the hair. :)
  3. Hi, missing hairstyles could be the problem of: 1. missing entries in the chargenmorph file 2. wrong entries in the chargenmorph file but then you would see the character just without a hairstyle 3. the hair files have an error in the mao file or mmh. / msh file but then you would also see the character without the hairstyle or only the scalp or flying above the head or greenish flying hair above the head. 4. The hair files are placed in the wrong override folder... they should be in the one under Documents/ Bioware etc. If you like you can post your chargenmorph file and I can have a look if there is something wrong. The compiler is great but sometimes it makes mistakes especially when you compile 2 or more big chargenfiles.
  4. You will need a 3d programm like Blender 2.49 and the import/ export script to import the meshes in Blender. Then you must find your way around in using the different Blender options to scale the meshes, delete the parts you don't need etc. then you have to merge the different mesh parts in one, make a new uv- mapping, edit the mao file and export the whole thing by replacing a vanilla hair mesh with your final result. You might need other programms depending on you are making a mesh-up with two already ported hairstyles or two original e.g. Sim hairstyles.
  5. Hm, I'm sorry I have really no idea how to solve this. I even didn't know that this problem exists because I just use the vanilla hairstyles for the bone weight stuff... that's really strange...my guess would be that it is a problem of the Blender Import/ Export script but if you get the same result when you use gmax then it can't be Newbypowers script. I'm sorry. I'm not a help.. I know how it is when you want to know exactly why this happens.. Darth Parametric was always helpful..he works with gmax but since the old Bioware forum is down I have no idea how you can contact him...ah, wait...he is of course here on the Nexus: https://www.nexusmods.com/dragonage/users/432603 maybe he has an idea! :)
  6. Hm, I'm not sure but could it be possible that Eshmes script doesn't work for Max 2018? I always thought you need older versions ( 3ds max 2012/ 2013) and I have read somewhere that there might export problems when you have made major edits and when you work with the free student software.
  7. That means you haven't turn/switched or mirrored it in Blender. Is your mesh an edited vanilla mesh or have you ported a hair mesh from another game?
  8. You can load the mesh files with the Blender Import/Export script ( available here on the Nexus) into Blender 2.49b and then save them as an obj.
  9. Great, that it worked. I remember that it drived me crazy till I got the idea that it has probably something to do with my graphic card settings. What is with your taskbar? Do you mean it changed the theme to the dark version, so that it looks a bit like Blender 2.70?
  10. I had problems with Blender 2.49 when I had changed the settings for 3d options of my graphic cards. I had them on the highest level for a game but I had to change the settings to a medium level so that Blender didn't flashed etc. :)
  11. As far as I remember you need YAGG only for gmx. I tried her script once with 3dsmax 2012 and it worked without YAGG. Sorry I meant of course gmax not gmx :D
  12. Probably a bone weight issue but then the hair would be floating more above the head. It could also be a writing error in your mao file or mmh/ msh file. just check them once again if everything is correct even the littlest error can be the reason that the hairstyle doesn't work in game.
  13. I can't remember the options in gmax and I have never worked with Eshmes import/export scripts but I remember that you can in 3dsmax do this via the modify panel where you have to click "Pick object" then your target object and then the button what you want to do : merge, attach or detach!? I can't check it because I haven't installed anymore gmax etc. so I'm not a big help :sad: Maybe it's better to post the question in the gmax/3dsmax forum on the Nexus site? When I started to" work" with Blender I have watched many vid tutorials on youtube how to use certain functions etc. maybe you find there something useful too? :)
  14. We miss you and know that you are forever in our hearts!
  15. I think the best way to start with meshing is to start with learning first your way around in Blender and it's options -> Interface and layout. Then keyboard controls and after that you can start to create a simple object. Katbits is a great site and has a tutorial how to create a chair. The Blender site has many 3d tutorials how to start with simple projects. Just google for meshing with Blender and you will find what you seek.
  16. You can do this quite easy for your personal use. Open the skin texture file in a graphic editor ( gimp, photoshop or whatever). It's a dds file so you will need the dds, plugins. I've used one of fmorganas skin textures: Then you have to use one of the selction tools like lasso etc and select the teeth. You will find those tools in your tool panel of the program. Now, you have to play around with the contrast or the saturation etc. and you can get in the end this result: left edited teeth-right non edit Save over the original and that's all :smile: It doesn't take long and it's really easy!
  17. So, Hairstyle Day and Pineappletrees colours show up? Have you checked that you really have only one chargenmorphfile in your override folder? It could be possible that some of the Look Hair mod hairstyles must be efited by yourself to the chargenmorphfile. You could also post your chargenfile and I can have a look if you like!?
  18. Are those the only cosmetic mods you are using? Any eye textures,... skin etc? When you have compiled the chargenfiles everything should work. Does one of the mods show up if you have installed it without any other cosmetic mod?
  19. Could the thread you recall be this, Risi? (You know I'm not a 3D person, so it's largely incomprehensible to me...) Exactly, Sky! Thank you for posting the link! <3
  20. Hi, there must be a thread here in which, I think it was amycus describes how to port an armour for DA:O. I haven't a link but just search for porting armor or amour. It's explained with a DA2 to DA:O port. In general you will need for your porting work a 3d program like Blender, gmax or 3dsmax. Of course there are others but you will need import and export scripts which are available for the above mentioned programs. DATools for extracting vanilla meshes... you will need them for the bone weight.. but you can extract with the DA Toolset too.. and then you will need a photo editor like gimp or photoshop etc. for making the textures.. ( and of course the dds plugins, so you can see the texture) I think those are the main programs you will need.
  21. Does anybody knows if there is a kind of dictionary or wiki for terms which have to do with modding in general and specifically for DA:O? For example: What is the difference between converting and porting? I'm asking because I have started to write a kind of paper with all necessary DA:O modding terms for hair modding but maybe we have something like that already?
  22. That has imo nothing to do with the 3d programm you have used. I remember getting such results when I'm using non vanilla skin textures or a morph from one of the morph mods. Probably it has something to do with the scalp tint map but I'm not sure.
  23. I'm working more with Blender 2.49b and I haven't so much experience with 3ds max but when I ported hair for Mass Effect I had to use 3ds max and this tutorial helped me. It's for hair meshes but I think it's helpful for your project too. :) http://ottemods.blogspot.de/2013/07/tutorial-porting-hairstyles-using-3ds.html
  24. Does that mean you are doing mashups? I think you have forgotten to make the bone weight.. Ah, okay.. sorry.. I have found your info "vertices are read" that means they are all full weighted which means all vertices of the group will move with the bone they attached to.. You need to make a new bone weight
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