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Neyjour

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  1. Feradiera - With the GUI's, you have to select the export format yourself. sircaine - b_01_hd__dirt_d02.tga/xbm is shared by Roach and all the other brown horses. Currently, it's not possible to make her unique. :( I'm going to call it quits on this for now, and perhaps try again if/when they ever update the MODkit. I've reached my limit of stress and frustration. :P Really need to forget about all this for a while, and go do something that's actually fun and relaxing. Cheers guys, and TTYL. :)
  2. Okay, thanks. :) I tried opening them with various text programs as well, but most were completely illegible. WordPad was the only one that actually showed a good-sized chunk of proper text. Do you happen to know how to un-associate file types in Windows 10? I accidentally associated the .w2mg files with Notepad++ and I have no idea how to revert it back to un-associated. I tried Googling, but couldn't find anything helpful.
  3. Here's some info I found about Material Graphs: Implementing a Graph-Based Material System I wonder if these .w2mg files can only be edited with the REDkit? EDIT: And here, there's a bit of info that says: PROTIP: You can Select/Copy/Paste Material Graphs and share them via .txt files. So I tried exporting/converting pbr_hair.w2mg to .txt, but it didn't work. Also tried .xml as well, but again nothing.
  4. http://i.imgur.com/AgPh9ge.png Oops... I just realized I didn't delete the line to create a texture.cache Uh, about the LoD... are you talking about in-game settings, or tweaking it from somewhere else? I've been playing with everything on Ultra (in-game settings) from the very beginning.
  5. I don't know if this is relevant, but there's a significant difference in filesizes when trying to mod the tail: Before exporting, t_01_hd__hairy.w2mesh = 3,140 KB. After exporting (in the Raw folder), this is what I get: t_01_hd__hairy.fbx = 8,789 KB t_01_hd__hairy.xml = 4 KB After importing (in the Uncooked folder), t_01_hd__hairy.w2mesh = 2,507 KB, plus these two files in the t_01_hd__hairy.fbm folder (which is generated in the Raw folder): t_01_hd__dark_d01.tga = 4,097 KB t_01_hd__dark_n01.tga = 4,097 KB After cooking and packing, in the Cooked folder I have: t_01_hd__hairy.w2mesh = 5 KB t_01_hd__hairy.w2mesh.1.buffer = 631 KB I'm not able to copy/paste any text from the cmd window. Give me a few mins and I'll take some screenshots, piece it together with my image editor, and post it here. Maybe you can make some sense of it (and compare it to yours).
  6. triskl3 - I haven't attempted anything with the .w2mg files yet. I actually have no idea what to do with them. Do you know what format they're supposed to be exported/converted to? I have 3 with "hair" in the filename: pbr_hair.w2mg pbr_hair_moving.w2mg pbr_hair_simple.w2mg Feradiera - Yeah, each time I do a new test edit, I always delete the Uncooked, Cooked, and Packed folders, plus those 2 extra folders that are generated in the Raw folder when modding the mane. The only step I skip is the 1st (running the export.bat). I just re-edit the files I had previously exported (in the Raw folder), and then run the import.bat and the cook_and_pack.bat again. I haven't done any clean saves between testing. I'll give that a try. Thanks! My detailshift_hair_01.xbm is also 44 KB. And detailshift_hair_01.tga is 257 KB. That last screenshot with the yellow/brown tail is pretty much the same thing I got (but with not quite as much yellow as yours) when I originally tried re-colouring fur_02_d01.tga I've been trying to edit that tail with the xml VarianceColor, but I'm having no luck with it. I see no changes at all in-game.
  7. Instead of testing the manes separately, I made them different colours. I was expecting to see a dual-coloured mane when i logged in, but that's not what happened: http://i.imgur.com/gQCHPBK.png I made h_02_hd__simple.fbx fuchsia/magenta (which is what you're seeing here), and left h_03_hd__simple.fbx as aqua/cyan (aka: green). There's not a speck of green there, so it seems as though that one is not used for Roach. One thing that's puzzling is that darker colour at the bottom of the mane. I saw it in the first green screenshot, but thought it was just shadowing. But this time I zoomed in close, and it's still there. In-game it actually looks more like dark brown (like the original mane colour). It's almost as though there's a longer under-layer in there. But I don't see that in any of your screenshots... Also, I don't know what's going on, but I'm getting all kinds of weird glitches. I was seeing blocky manes on the other horses, and now it's happening on Roach as well. But when I get up close to them, it reverts back to normal. Also, Roach's saddle pad completely disappeared, but after putting on the saddle and taking it off again, the saddle pad is back. And every time I try to Fast Travel, I crash to desktop, which has never happened to me before. Oh, and when I put the saddle on, the mane (when it's underneath that neck armour) looses the mod colour and seems to revert back to the Hairworks version, with the fringe. Are you experiencing any weird bugs/glitches at all since doing these tests? I really don't see how changing the mane colour could be causing any of this, but it's just really strange that it's all suddenly happening now. But, I have been bugged since leaving White Orchard. I can't be killed and can't drown. But that's the only buggy thing that's happened... until now. If it's just me, I'm probably going to have to revert back to an earlier save. :( Was rootcolor_brown showing up (when you modded it) with or without Hairworks? I'm wondering if it might be tied to Hairworks somehow? Either way, it couldn't hurt to try. You might actually be able to get a dual-coloured mane. :) Going to go grab something to eat, and then try some more colours. Oh, I went around to some of the villages, to get a look at the other horses, thinking maybe one of them would have the green mane instead (which would tell us which one was using that particular mesh), but it looks like they were all magenta. And I've never come across any wild horses, so I don't even know where to go look for them...
  8. Oh! You tested the tail? Did you see any difference? I can't tell from the screenshot. Yeah, the colours are so wrong. LOL! But we'll probably end up with quite a few "happy accidents". :tongue: EDIT: I remember seeing that w2mg file when i was testing... something (can't remember). But I had no idea what it was for.
  9. That would be great if we could texture each side differently. It's a real shame the face can be unique on each side, yet the body can't. I love Hairworks, so I'm really sad the mod isn't showing up with it. When you were doing your tests, did you have Hairworks on the whole time? I'm pretty sure I toggled back and forth between on and only on for Geralt, but never turned it off completely... Next time I'll test all 3. Achieving specific colours is going to be a pain (that green looks nothing like the aqua/cyan it's supposed to be), and we still need to figure out the tail. But at least we made some progress! I'll be back later, and let you know how the individual tests go. :smile: http://i.imgur.com/fv50iaE.png
  10. Your Zorse looks pretty cool as a unicorn, especially if you could recolour the horn to match the body! Hehe. :P What's that white halo effect around the 2 in in the back? Did you do that with a mod?
  11. Okay, screenshot 1 is with Hairworks off. Screenshot 2 is with hairworks on, and sadly, as you can see, the colour mod doesn't show up. Now, in screenshot 1 there's something weird going on with the horse in the background. The mane looks blocky, like it has no transparency. But I think that's just something buggy with my game. Yesterday, right after I had tried to recolour those 3 hair files, when I logged in to test it, all the grass was blocky, just like that mane. I deleted the mod, logged back in, and it was still the same. I actually had to reboot my comp for it return to normal. The steps (and all the .bat files) I posted a while ago are all correct. With the exception of the colour codes, of course (use RGBa instead of CMYK). Also, this is with both of the mane meshes modded together. I'm going to test each one individually now, just to be certain they're both needed. And here's the values I used in the xml's, for the VarianceColor only. I didn't touch anything else. 0 / 255 / 255 = aqua/cyan (+ 255 as the 4th value, for 100% opacity) ----------------------------------------- h_02_hd__simple.xml 16. <param name="VarianceColor" type="Color" value="0; 255; 255; 255" /> 35. <param name="VarianceColor" type="Color" value="0; 255; 255; 255" /> ----------------------------------------- h_03_hd__simple.xml 16. <param name="VarianceColor" type="Color" value="0; 255; 255; 255" /> 35. <param name="VarianceColor" type="Color" value="0; 255; 255; 255" /> -----------------------------------------
  12. Thanks for the files. I was going to test them, just in case. However... Eureka!!!!!!!!!!! http://i.imgur.com/jIo6Usy.png http://i.imgur.com/w8rbZuc.png Back in just a few to explain what I did. I just need to go let the dogs out real quick, but I'm too excited to wait to show you. :D
  13. When you get a free min, could you send me the horse corpse mane and tail meshes? (corpse_horse_mane.w2mesh, corpse_horse_tail.w2mesh). I'd like to take a look at those, but I can't export them. I think they're corrupted.
  14. I don't remember seeing a pic of the grey horse. But on page 2 rivianbleidd said he/she had used both of those mane meshes to mod Roach's mane. Glad your files are OK. I just got my own cup of coffee a few mins ago. I think I'll need to drink it all before I start fiddling with colour codes again. :P You're having dreams about this? I'm starting to have nightmares. Hehe. *sigh*
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