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Everything posted by amycus
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Telling us what browser you are using would be a good start...
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As long as we don't have to shut down any more Oblivion gates I will be happy - though a return to the daedric realms wouldn't be completely unwelcome under different circumstances. Would be nice to see the updated look for Daedra in skyrim.
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I don't really consider myself THAT much of a bethesda fan - though I still roared out loudly, far and wide, to the far corners of the earth when I first saw skyrim being confirmed (the neighbors must think I'm a lunatic by now :P )
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But what about my horse armor?! :ermm:
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DRAGON AGE SAVEGAME PLEASE!
amycus replied to winzentween's topic in Dragon Age: Origins's Mod Ideas
um, maybe I missed something... but can't you just use the console to add the specialization? I think the script for unlocking the blood mage specialization was: No need to download anything. -
Skin tint for that perfect tan XD
amycus replied to amycus's topic in Dragon Age: Origins's Builder Troubleshooting
interesting, I think that's the first I heard of this... So if I have an armor currently exported in the name "hm_arm_wica_0", it should instead be exported in the name "hm_armm1_wica_0"? It does seem like there are several ways to do the skin tint. When I ported Bethanys robe from DA2 to DA:O there wasn't any tint map, but with the render semantic "armor w/skin tint" it still changed the skin tint appropiately in-game... -
The Witcher 1 armors in DA: origins
amycus replied to acateatsarat's topic in Dragon Age: Origins's Mod Ideas
Hi again. I actually needed help with this issue as well recently, and tmptmp was kind enough to answer: The "bare skin" areas are defined in the alpha channel of the _0t texture (this is texture which defines the tint areas for the armour in general) Paint these areas with ~90% white and they should receive proper colouring. If you used the .mao file from existing DAO armour then it should already enable the tint functionality as they tend to use a shader which supports it ("ArmourSkinTint" if i remember right) You might need to create your own _0t texture for the models which lack it, though. -
Skin tint for that perfect tan XD
amycus replied to amycus's topic in Dragon Age: Origins's Builder Troubleshooting
Ok, seems like I got the answer to my question thanks to tmptmp: The "bare skin" areas are defined in the alpha channel of the _0t texture (this is texture which defines the tint areas for the armour in general) Paint these areas with ~90% white and they should receive proper colouring. If you used the .mao file from existing DAO armour then it should already enable the tint functionality as they tend to use a shader which supports it ("ArmourSkinTint" if i remember right) You might need to create your own _0t texture for the models which lack it, though. -
Hi, Not too long ago someone asked how to make the skin on "exposed" parts of the armor the same colour as the face ( http://www.thenexusforums.com/index.php?/topic/423834-the-witcher-1-armors-in-da-origins/page__view__findpost__p__3596623 ). Unfortunately I have no idea how to do this, and now I myself need to know how to do it for some armors I'm doing. After searching, both here on the nexus and on google, all I have found is this link on the subject, but that still doesn't tell me very much I'm afraid. So far I'm thinking of "combining" the armor mesh and textures with those of a vanilla nude body, but is there really no simpler process than this? (not to mention that I havn't tested it yet in reality, so far it's just a theoretical method)
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That seems almost too easy...Inside, or outside? Do you have any idea what could be causing it? I really dont like using console cheats. Yes, it is really that easy. Only downside I have found so far is that you get no sigil stone (but since you have already picked it up, it shouldn't be any problem for you), or any other loot inside that you havn't picked up. You can use it whenever you have entered an oblivion gate (so, "inside" it is). Unfortunately I have no idea what's causing it. Hopefully someone more knowledgeable on the subject can help you fix it without using the console. If you are lucky, it might just have been that particular oblivion gate.
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the sky does look stunning... :blink:
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Use the console code "CloseCurrentOblivionGate"
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The Witcher 1 armors in DA: origins
amycus replied to acateatsarat's topic in Dragon Age: Origins's Mod Ideas
This might work differently in thewitcher textures, but in dragon age, the opacity and skin tint information can be found in the diffuse map. To tell the game to actually use this information though, you will need to change the "render semantics" in the texture options accordingly in 3ds max. So if we take the mage champion armor as an example, it needs to use opacity for the fur and skintint for the bare skin on his arm. I do not have any emessive map though, so the appropiate render semantics for that armor is: [armor w/SkinTint][alpha blending][no emessive]. [armor w/SkinTint] stands for human skin that needs to be tinted in the same color as the face. [alpha blending] is for setting the opacity [no emessive] here it is turned off, but if you do have an emissive map you should have this enabled. Fenris armor in my current project uses an emessive map for those lyrium tattoos. If your diffuse map currently doesn't hold such information yet, you will have to add it yourself. I havn't had the time to look too deeply into it myself yet, though. -
2 years? My last computer lasted about 5 years before I decided to upgrade... and by that time it was still able to run the newest games on medium settings. I got that computer as a present though, so I'm not sure about the prize, but I still doubt it could have been that expensive knowing my family :P
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...maybe you should be a little bit more specific...
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...Those better be some frigging awesome rocks... :dry:
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The Witcher 1 armors in DA: origins
amycus replied to acateatsarat's topic in Dragon Age: Origins's Mod Ideas
Check it in-game to test it. Sometimes my models never show up in the preview window of the toolset at all, even though they work fine ingame. EDIT: You can also try to change the ID number. If you have other mods installed it might be conflicting. I'm not sure if it has anything to do with your problems, but the "order" part in those names usually only consists of 3 letters, so instead of "hm_arm_ordera_0", it should be "hm_arm_orda_0". And I don't think the problem is caused by the mesh being called "duncans armor" in 3ds max. I usually use the same vanilla mesh to paste the weights from for all my armors in "kirkwall exports", and they don't have any problem with that even if I don't change that specific name. In your situation I would try and export them in a completely different name that ends in "a_0" instead of "b_0". I have never used a "b_0" ending, and as such it is a bit untested field of mine. Just for example, give the "b" version of the armor the name "hm_arm_prda_0" when you export it. Make sure the name of the .mao file is the same. Then update the .GDA file, and rerun (important) the toolset to try again. -
The Witcher 1 armors in DA: origins
amycus replied to acateatsarat's topic in Dragon Age: Origins's Mod Ideas
I take it you got the helmet working? Do you mean that it looks like it should in the toolset, but not in-game? You are sure the character was of the same race and gender you made it for? Otherwise, check the .GDA file to make sure that it is referring to the right files. Or else it might be the files themselves that has a bad naming. Can you post what name you gave those files? -
The Witcher 1 armors in DA: origins
amycus replied to acateatsarat's topic in Dragon Age: Origins's Mod Ideas
Yes, I usually just use hlh (remember that the filenames of the .mao, .mmh, .msh etc should also have that in the name when you export them, otherwise the game won't find them). Also, if you notice that you get the helmet in, but your head just consists of some floating eyeballs, then you need to change the value of "FULLFACE" in the GDA file. I think it's supposed to be a zero there when you want it to render the whole face when you equip the helmet. -
Yes, I sure don't have any problems with it...
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are the other sites working for you? (like dragonagenexus)
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DA2 doesn't have a tooleset Not at the moment, but if you follow earlier posts prior to release it was assumed that a toolset would be released in time. At the moment bioware still hasn't confirmed or denied whether it will ever have a toolset now.
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Not very likely. All nexussites are of games that comes with a toolset, which to my knowledge Dead Island doesn't have
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You have to download a mod in order to endorse it, yes, but the OP is stating that it is possible to vote it as "file of the month" without ever downloading it.
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hm? I havn't seen any ads that make sounds on the nexus. Advertisements are apparently region based, so it might be hard for Dark0ne to know exactly which advertisements you are talking about. Putting pics or any other informations that specifies exactly what kind of advertisements are disturbing you will probably help.