DeltaType90 Posted August 12, 2017 Share Posted August 12, 2017 Would it be possible for someone to create a mod that makes all the Quarin vitaars invisible? I'm having really bad luck modding this game, so far the only result I have had editing the vitaar textures is endless loading screens... :wallbash: I even tried just using the texture that is already blank, by just duplicating and renaming, but that resulted in inf loading as well :confused: To make it easier for anyone who would like to help me out with this one, here is the unedited textures: https://www.dropbox.com/s/st12pc953nuve0p/Warpaint.zip?dl=0 Thanks in advance and best regardsDT Link to comment Share on other sites More sharing options...
nightscrawl Posted August 12, 2017 Share Posted August 12, 2017 Just to clarify on your method... You opened up one of the warpaint tint maps and you blacked out all of the color channels, yes? And you saved it as DXT5? And it still wasn't working? Also keep in mind that Iron Bull's warpaint is separate from the player warpaint, so if you want it to apply to him you will need to edit both sets of warpaints. Link to comment Share on other sites More sharing options...
DeltaType90 Posted August 13, 2017 Author Share Posted August 13, 2017 Just to clarify on your method... You opened up one of the warpaint tint maps and you blacked out all of the color channels, yes? And you saved it as DXT5? And it still wasn't working? Also keep in mind that Iron Bull's warpaint is separate from the player warpaint, so if you want it to apply to him you will need to edit both sets of warpaints. Basically what I did in the first attempt was taking the textures that I also included in the first post (qhm_warpaintXX_m) and then cleared them of all textures (i.e. blanks) then saved them as DXT5, which resulted in inf loading. Oh and the warpaints don't have tint maps, they only have "mask" ( _m ) textures, I assume they simply use the mask maps as tint maps. In the second attempt I simply used the existing blank warpaint texture called "qhm_warpaint01_m" which I then duplicated and renamed to replace the rest of the warpaint textures and as mentioned that also resulted in inf loading :confused: Link to comment Share on other sites More sharing options...
nightscrawl Posted August 13, 2017 Share Posted August 13, 2017 (edited) Just to clarify on your method... You opened up one of the warpaint tint maps and you blacked out all of the color channels, yes? And you saved it as DXT5? And it still wasn't working? Also keep in mind that Iron Bull's warpaint is separate from the player warpaint, so if you want it to apply to him you will need to edit both sets of warpaints. Basically what I did in the first attempt was taking the textures that I also included in the first post (qhm_warpaintXX_m) and then cleared them of all textures (i.e. blanks) then saved them as DXT5, which resulted in inf loading. Oh and the warpaints don't have tint maps, they only have "mask" ( _m ) textures, I assume they simply use the mask maps as tint maps. In the second attempt I simply used the existing blank warpaint texture called "qhm_warpaint01_m" which I then duplicated and renamed to replace the rest of the warpaint textures and as mentioned that also resulted in inf loading :confused: Are you using ModMaker v16 or 17 or image edits? I know this is annoying, I've had to deal with it myself, but you need to use 16 or 17 for image edits, and 19 for ebx edits. You can get older versions here. The image issues were never fixed before active work stopped on the tools, so we're left with this roundabout method. Edited August 13, 2017 by nightscrawl Link to comment Share on other sites More sharing options...
DeltaType90 Posted August 14, 2017 Author Share Posted August 14, 2017 Are you using ModMaker v16 or 17 or image edits? I know this is annoying, I've had to deal with it myself, but you need to use 16 or 17 for image edits, and 19 for ebx edits. You can get older versions here. The image issues were never fixed before active work stopped on the tools, so we're left with this roundabout method. I have both v1.1.0.16a and v1.1.0.19a installed and always try it out on both if I hit a problem, neither have worked in this case :confused: Btw for anyone wondering, so far it seems 16 works a lot better than 19 for importing BINs edited with Frosty, just remember to change the file extension from .BIN to .EBX :thumbsup: Link to comment Share on other sites More sharing options...
calbandra Posted August 18, 2017 Share Posted August 18, 2017 Here you go. Tested it with a bunch of other mods and in cutscenes, no crashes for me. Link to comment Share on other sites More sharing options...
nightscrawl Posted August 19, 2017 Share Posted August 19, 2017 Here you go. Tested it with a bunch of other mods and in cutscenes, no crashes for me. So... how did you get it to work? Blacking out the channels and saving in DXT 5 is the only method I know, and Delta said that didn't work. Link to comment Share on other sites More sharing options...
DeltaType90 Posted August 19, 2017 Author Share Posted August 19, 2017 Here you go. Tested it with a bunch of other mods and in cutscenes, no crashes for me. :dance: Thank you! :dance: Here you go. Tested it with a bunch of other mods and in cutscenes, no crashes for me. So... how did you get it to work? Blacking out the channels and saving in DXT 5 is the only method I know, and Delta said that didn't work. And yea, I would love to know what you did to make it work as well :) Link to comment Share on other sites More sharing options...
calbandra Posted August 19, 2017 Share Posted August 19, 2017 (edited) I did the same, just with version 1.1.0.17 of the modmaker. Edited August 19, 2017 by chasindcole Link to comment Share on other sites More sharing options...
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