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Converting eye textures


Lehcar

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Can special eye textures (those of demons and monsters) be converted somehow, and made to be used in the ingame character creator? Like is there anyway to do this?

 

Also, is there any way to convert a headmorph file from a .mor back to a .mrh so it can be edited in toolset again? I find it mind bogglingly irritating that .mor files cannot be edited in toolset. :sad:

 

ARE there any programs that can actually edit .mor files??

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Don't know about the first question, but to answer the second one no, you can't go from a .mor to a .mrh, at all. I like it this way, to be honest, because it guarantees that the owner of the .mrh will still have control over his design. You know how many people would take say, one of Dracomies' designs, edit it a little bit and then re-release that as their own creation? A lot. And so this .mrh format saves us from all that foolishness.

 

Trust me, its better this way.

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as far as tints go, you can add as many as you like so long as they are declared in the chargenmorph, for the eye texture......

 

using DA tool, you can find some cool looking ones in file>browse models>creatures>cn_

 

hold down ctrl and push right arrow key until come up on the red eye balls (cn_eye_cora_0) for a quick example

save as to desktop, and theres a texture to play around with

 

for the character preset, im afraid the only way that comes to mind now (never looked into this before) is replacing one of the original 5 or 6 or whatever eye colors, the problem is...yes, any npc that uses them will use the demon eyes as well

 

unless of course there are player only restricted eye textures, then you're in business

wish i could provide more insight, eventually i'll get into this area of customization as well and will make sure to share whatever i may learn

 

good luck

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Well I certainly don't think it's better that way. If it was very obvious that a creation was ripped off of someone else, then it could simply be reported and dealt with appropriately. Easy.

 

That really sucks because there was a certain NPC replacement that someone made that I really like that I wanted to convert to a preset... for my own personal use, of course - I wouldn't go distributing something like that.

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Well I certainly don't think it's better that way. If it was very obvious that a creation was ripped off of someone else, then it could simply be reported and dealt with appropriately. Easy.

 

That really sucks because there was a certain NPC replacement that someone made that I really like that I wanted to convert to a preset... for my own personal use, of course - I wouldn't go distributing something like that.

Eh, I don't want to get into the whole .mor and .mrh debate again.Its been beaten to death.

 

As far as you wanting a preset, try asking the creator. If they were willing to hand out the .mor they probably won't mind giving you a .mop. That's just a click away for them.

 

 

If they don't want to then what can I say? The .mrh they worked on gives them that right.

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To the best of my knowledge, eyes only use two texture files. One for the cornea (the whites of the eyes) and one for the Iris (the colored part of the eye). The rest of the system is handled by tints. {Edit- actually, I think I'm wrong there, I think they use one, combined tex file UGH[/edit]

 

Now granted... this might be me blowing smoke outta my ass, cause I dont know much about how .overrides work.

But an override could be made to replace the cornea and iris, the same way that natural bodies replaces the models used for the underwear bodies.

This would probably (or at least in the old days, would have been) handled by a script. With the script having a list of options for which corea and iris to use, with the instruction in it something along the lines of ... if bodyvalue= player ...blah blah CorneaTint = xxx (now granted thats code for an entirely different game, wouldnt work here. I dunno the references used for DA.)

 

It could even be taken further, with something along the lines of... if id= Ogren... tint= xxxx

 

This wouldnt work in character creation, but having an override there that would do something like that would make it so that when the character was generated, the character creation settings would be over ridden, and it would show up in the game like what you're talking about. AND be configurable, in case you change your mind and want something different.

 

Just an idea, dunno who'd be able to implement it tho.

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