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Custom Armor appears as greyscale in-game


fume0101

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Well. I'm running into an issue. When I attempt to load a custom armor in the "Item Variation" property slot in DA Toolset, it shows the model, but it's just covered with a grey texture. The name of my texture is pm_arm_shaw_0d I've added an emissive texture as well for the glow effect. The emissive texture is named pm_arm_shaw_0e. When I load up the armor in-game, it's covered with just a greyscale texture, with no bumpmaps. This is what my .mao file looks like:

 

 

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>

<!-- Exported by Material Editor --><!-- dc:source=file:///A:/DragonAge/SourceControl/ArtContent/Art/Characters/MATERIAL_PROJECTS/ARM_HVY_Enviro.matproj --><MaterialObject Name="PM_ARM_SHAw">

<Material Name="Character.mat"></Material>

<DefaultSemantic Name="ArmourSkinTint"></DefaultSemantic>

Name="EmissiveLerpedTint"></DefaultSemantic>

<Texture Name="mml_tDiffuse"

ResName="pm_arm_shaw_0d.dds"></Texture>

<Texture Name="mml_tEmissiveMask"

ResName="pm_arm_shaw_0e.dds"></Texture>

<Texture Name="mml_tNormalMap"

ResName="pm_arm_shaw_0n.dds"></Texture>

<Texture Name="mml_tSpecularMask"

ResName="pm_arm_shaw_0s.dds"></Texture>

<Texture Name="mml_tTintMask"

ResName="pm_arm_shaw_0t.dds"></Texture>

<Vector4f Name="mml_vFalloffParams" value="0.60 11.00 1.50 1.50"></Vector4f>

<Float Name="mml_fSpecularReflectionMult" value="1.00"></Float>

</MaterialObject>

 

Here is an image of what I'm referring to:

 

 

http://i248.photobucket.com/albums/gg183/fume0101/Untitled.jpg

 

 

Any Idea why I'm having a problem?

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I've found the problem! When I replace this line: <DefaultultSemantic>Name="ArmourSkinTint"></DefaultSemantic>

 

With this line: <DefaultSemantic Name="EmissiveLerpedTint"></DefaultSemantic>

 

The texture turns white in-game. Removing the line fixes the issue. But then...I'm left without the Emissive glow. Any Ideas how to solve that? I suspect the name is not properly referencing whatever file it needs to access whenever you apply an emissive texture. Or perhaps it's somehow interfering with the other texture formats in some way. Just had a thought, maybe If i add the emissivelerpedtint line in addition to the armourskintint line, it will solve the issue.

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