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		<updated>2026-05-13T22:46:30Z</updated>
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	<entry>
		<id>https://datoolset.net/mw/index.php?title=Tutorials&amp;diff=20045</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Tutorials&amp;diff=20045"/>
				<updated>2024-05-18T18:59:24Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
This page lists links to step-by-step tutorials, both on this wiki and on external sites.&lt;br /&gt;
&lt;br /&gt;
==Introductory tutorials ==&lt;br /&gt;
&lt;br /&gt;
In the course of these tutorials we'll go through all the steps needed to create a basic adventure.&lt;br /&gt;
&lt;br /&gt;
{|align=right&lt;br /&gt;
|{{TutorialRef|&amp;lt;nowiki&amp;gt;Boxes like these contain links,&amp;lt;/nowiki&amp;gt;|&amp;lt;nowiki&amp;gt;to topics taking you to further information&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{sidebox|&lt;br /&gt;
*Boxes like this contain a checklist of important steps.&lt;br /&gt;
*They're intended as a reminder and as a navigational aid.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*[[Introductory tutorial]] - An overview of the toolset as a whole&lt;br /&gt;
*[[Module tutorial]] - how to create a module to work in.&lt;br /&gt;
&lt;br /&gt;
This set of tutorials forms a series, each building on or filling in omissions by the last:&lt;br /&gt;
*[[Area tutorial]]&lt;br /&gt;
*[[Placeable tutorial]]&lt;br /&gt;
*[[Item tutorial]]&lt;br /&gt;
*[[Creature tutorial]]&lt;br /&gt;
*[[Conversation tutorial]]&lt;br /&gt;
*[[Lighting Tutorial]]&lt;br /&gt;
&lt;br /&gt;
Once you've become familiar with the basics introduced on those tutorials you might have a better grounding for:&lt;br /&gt;
*[[Cutscene tutorial]]&lt;br /&gt;
*[[Map tutorial]] (which also introduces you to [[2DA]] editing)&lt;br /&gt;
*[[Level Editor Tutorial]]&lt;br /&gt;
*[[Scripting tutorial]]&lt;br /&gt;
**[[Useful Scripts]] &amp;lt;!-- for anyone not familar with scripts, this will be very helpful. However i extracted this from the Overview page which seemes inappropriate --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Various small Tutorials, in a unsorted manner. &lt;br /&gt;
*[[How-tos]]&lt;br /&gt;
*[[VFX Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Demo module ==&lt;br /&gt;
&lt;br /&gt;
The toolset currently ships with a simple demo module pre-loaded into its database.&lt;br /&gt;
&lt;br /&gt;
*[[Demo module]] - how to export and run the demo module.&lt;br /&gt;
&lt;br /&gt;
== Custom content tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Adding custom armor tutorial]] - This is how to import a new mesh into the game with 3DSMax.&lt;br /&gt;
* [[Adding custom level tutorial]]&lt;br /&gt;
* [[Adding a new spell tutorial]]&lt;br /&gt;
* [[Adding a new weapon type tutorial]]&lt;br /&gt;
* [[Adding a custom model to the toolset tutorial]]&lt;br /&gt;
* [[Adding custom heraldry to a shield tutorial]]&lt;br /&gt;
* [[Adding custom items to custom modules tutorial]]&lt;br /&gt;
* [[Adding custom shield tutorial]]&lt;br /&gt;
* [[Creating item with note in Codex]]&lt;br /&gt;
* [[Creating a custom placeable from a model tutorial]]&lt;br /&gt;
* [[Creating recolors of existing items tutorial]]&lt;br /&gt;
* [[Customisation of original Dragon age armor]]&lt;br /&gt;
* [[Extending GDAs tutorial]]&lt;br /&gt;
* [[Overriding and creating tints tutorial]]&lt;br /&gt;
* [[Reskinning an item tutorial]]&lt;br /&gt;
* [[Usable campaign items tutorial]]&lt;br /&gt;
* [[Using DLC areas in your mods tutorial]]&lt;br /&gt;
* [[UI Tutorial (draft)]]&lt;br /&gt;
* [[Playing custom Player Character]]&lt;br /&gt;
* [[How to create textures]]&lt;br /&gt;
&lt;br /&gt;
== Character generation tutorials ==&lt;br /&gt;
*[[Backgrounds tutorial|Background/Origin Tutorial]]&lt;br /&gt;
*[[Add A New Class Tutorial]]&lt;br /&gt;
*[[High-Level Character Generation]]&lt;br /&gt;
&lt;br /&gt;
== Companion Tutorials ==&lt;br /&gt;
*[[Basic follower tutorial]]: covers the basics of adding a follower to party (which has space)&lt;br /&gt;
*[[Follower tutorial]]: a more comprehensive tutorial for creating followers (script heavy)&lt;br /&gt;
*[[Follower tutorial (alternative)]]: an alternative to the main follower tutorial &lt;br /&gt;
*[[User:Satans_karma|Follower tutorial (satans_karma)]]: an alternative to the main follower tutorial &lt;br /&gt;
*[[Compatible_Companion_Mod_Creation|Advanced follower tutorial]]: a comprehensive tutorial for creating followers with a focus on compatibility (very script heavy)&lt;br /&gt;
*[[Follower_guidelines]] (contains general guidelines and compatibility information)&lt;br /&gt;
&lt;br /&gt;
== Other Tutorials ==&lt;br /&gt;
*[[Adding a Location to the Single Player Campaign Tutorial]]&lt;br /&gt;
*[[Noob to pro]] (Step by step guide to making a new standalone campaign)&lt;br /&gt;
*[[Module Priority Tutorial]] How to set module. Priority for multiple mods with similar files, so they don't interfere&lt;br /&gt;
*[[Plot]] Information on configuring plot flags for journal and codex entries&lt;br /&gt;
&lt;br /&gt;
== External Tutorials ==&lt;br /&gt;
*[http://dragonagemodding.wordpress.com Beyond Ferelden] has many in-depth tutorials by jwvanderbeck.&lt;br /&gt;
*[http://www.youtube.com/watch?v=TwQNRBFLhrE Playable Area and Conversation] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=CaHldJcUTz8 Simple Conversation Cameras] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=QOQJ2heQto4 Cutscene and Trigger] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=szWKgj2ZuXo Custom Level and Room Building] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=DKJ7F14n8o8 Downloading and Installing the Toolset] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=iMPBsulv9xI Creating a Room] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=g3kx2CaarHo How to Make an Interior Level with Lighting] video tutorial by [http://social.bioware.com/group/60/ Darkworld Development Team].&lt;br /&gt;
*[http://www.youtube.com/watch?v=O6TeZeE1Lc8 Making a Room] video tutorial by BigDrip681.&lt;br /&gt;
*[http://social.bioware.com/5339/blog/576/ Custom Player Items In Single Player] by [http://social.bioware.com/5339/ weriK].&lt;br /&gt;
*[http://social.bioware.com/5339/blog/651/ The Secret Behind Item Statistics] by [http://social.bioware.com/5339/ weriK].&lt;br /&gt;
*[http://social.bioware.com/project/923/ Guide for installing/uninstalling/updating Mods] Beginner Guide to get started with using Mods by [http://social.bioware.com/237411/ Alexspeed].&lt;br /&gt;
*[http://www.jezelf.co.uk/tutorials.htm Photoshop Map making tutorials] Credits to Jason Elford, brought to DAT wiki by [http://social.bioware.com/48156/ Arixsus]&lt;br /&gt;
*[http://social.bioware.com/project/527/ Video Tutorials by SilentCid] Multiple in-depth video tutorials of the DA Toolset&lt;br /&gt;
*[http://www.youtube.com/view_play_list?p=EF29DD1AACEBA92A Qkrch's Video Tutorials] Toolset tutorial complete series for the experienced builder (Spanish &amp;amp; English)&lt;br /&gt;
*[http://www.theengineeringguild.co.uk/da-new-campaign-location-tutorial World Editing and Area Creation] Tutorial by [http://social.bioware.com/profile/7848 giskard44] where he walks you through a module creation process for an single player addin.&lt;br /&gt;
*[http://social.bioware.com/203442/blog/1352/ Custom Item Materials] by [http://social.bioware.com/203442/ Chains-Gore].&lt;br /&gt;
*[http://bg2redux.student.utwente.nl/trac/wiki/TutorialLightmapping Lighting Tutorial with Troubleshooting section] (aimed at beginners)&lt;br /&gt;
*[https://youtu.be/_q4mmFMmIK8 How to make a dress with crinoline]&lt;br /&gt;
*[https://youtu.be/370D7Lul9tk Skinning tutorial]&lt;br /&gt;
*[https://youtu.be/1QMcAX1cDyo Rigging tutorial]&lt;br /&gt;
*[https://youtu.be/m8DFXmIGJZc Creating Props using 3ds max]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[Area layouts used in the single player module]]&lt;br /&gt;
*[[Compatibility]]&lt;br /&gt;
*[[Dragon Age 2]]&lt;br /&gt;
&lt;br /&gt;
{{Languages|Tutorials}}&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Adding_custom_armor_tutorial&amp;diff=20044</id>
		<title>Adding custom armor tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Adding_custom_armor_tutorial&amp;diff=20044"/>
				<updated>2024-05-18T18:58:00Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a tutorial to import meshes into DAO with Eshme’s 3ds max plugin.&lt;br /&gt;
Some of the things here are not specific to DAO, such as weight painting in 3dsmax. There are many more resources to find than can be put into this tutorial, it is not exhaustive.  &lt;br /&gt;
&lt;br /&gt;
*3ds max (or free version - gmax). 3ds max version needs to be 2010-2012 or the import script will not work. GMax needs specific setup- check useful links and fextralife forums.&lt;br /&gt;
*Dragon Age Origins&lt;br /&gt;
*Dragon Age Toolset&lt;br /&gt;
*Gimp/Photoshop/ Anything else that will make .dds files&lt;br /&gt;
*[https://www.nexusmods.com/dragonage/mods/214 GDA plugin]&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/895/? Eshme Import/Export DAO Tools] &lt;br /&gt;
&lt;br /&gt;
==Anatomy of an Item==&lt;br /&gt;
&lt;br /&gt;
 mmh.&lt;br /&gt;
 This is the one the game references first. It defines the path for the other parts of the mesh(msh, mao etc). It has information in it like bone order for whatever skeleton the item uses. &lt;br /&gt;
&lt;br /&gt;
 Msh.&lt;br /&gt;
 The actual mesh itself.&lt;br /&gt;
&lt;br /&gt;
 Phy. &lt;br /&gt;
 Handles collision, physics&lt;br /&gt;
&lt;br /&gt;
 Mao. &lt;br /&gt;
 The material object file. This tells the item which texture files it’s supposed to use. &lt;br /&gt;
&lt;br /&gt;
 Textures&lt;br /&gt;
&lt;br /&gt;
==Naming==&lt;br /&gt;
&lt;br /&gt;
Very important for the GDA. Textures in the game are named as follows: [belonging to a semi-race]_[type of armor\clothing]_[unique index of 4 letters]_0[texture type]. Although you can name your custom textures anything you want so long as it is unique. &lt;br /&gt;
&lt;br /&gt;
Model naming has more restrictions, no more than 4 letters for the idenfifying string. Check custom item GDAs to get a clearer idea of this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race gender is defined as follows:&lt;br /&gt;
&lt;br /&gt;
    hf- female Human&lt;br /&gt;
    hm - male Human&lt;br /&gt;
    ef- female elf&lt;br /&gt;
    em - male elf&lt;br /&gt;
    df - female dwarf&lt;br /&gt;
    dm - male dwarf&lt;br /&gt;
    qm - male qunari (there's no female qunari in the game)&lt;br /&gt;
&lt;br /&gt;
Armor:&lt;br /&gt;
&lt;br /&gt;
    arm - armor&lt;br /&gt;
    rob - robe (mage, clergyman)&lt;br /&gt;
    cth - clothes (nobleman, wedding)&lt;br /&gt;
&lt;br /&gt;
Helmets:&lt;br /&gt;
&lt;br /&gt;
    hlh - for mages.&lt;br /&gt;
    hlf - massive ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Texture types:&lt;br /&gt;
&lt;br /&gt;
    d - diffuse (Duffise)&lt;br /&gt;
    n - Normal&lt;br /&gt;
    s - Spectacular&lt;br /&gt;
    t - tint (Tint)&lt;br /&gt;
    e - emissive (Emissive) Need for a glowing effect. Almost never used in dao)&lt;br /&gt;
&lt;br /&gt;
The result should be something like this: hf_rob_xmpl_0d or em_arm_exmp_0n. *NOTE: The material itself (the name of the material in max, then it will be the MAO file) is named the same, but without the texture type. For example: hf_rob_xmpl or em_arm_exmp. The model is named the same, only with a detail number at the end: hf_rob_xmpl_0 or em_arm_exmp_0 &lt;br /&gt;
&lt;br /&gt;
== Script Settings ==&lt;br /&gt;
&lt;br /&gt;
Decide where you install all programs - program files(x86) for 32 bit programs on 64 bit computers. The export script and the game itself must be in the same program files folder.&lt;br /&gt;
To Install Eshme Import/Export script: Startup, YAGG and DAOTools add to C(disk):/Program Files/Autodesk/3dsmax/Scripts -&amp;gt; scripts &lt;br /&gt;
If you did everything correctly, then at the first start, a window with settings will appear.&lt;br /&gt;
&lt;br /&gt;
The Game Path should be the folder with the game: C:\Program Files (x86)\Dragon Age..&lt;br /&gt;
For the Export Path, make a folder in your Override folder- the one you put mods in, [local_disk_name]:\Documents and Settings\[user_name]\My Documents\BioWare\Dragon Age\packages\core\override\. This makes it easier to test it. &lt;br /&gt;
&lt;br /&gt;
For scale, tick x100. This makes it much easier to work with them. Note, make sure any obj you import and export also uses the x100 scale, or whatever you are using.&lt;br /&gt;
The toolset itself must be installed in the game folder, after that you can start working in 3 d Max -&amp;gt; Run Script.&lt;br /&gt;
&lt;br /&gt;
Before closing, the configurator will inform us about the possibility to change the settings at any time, this is fine.&lt;br /&gt;
&lt;br /&gt;
==Exporting a template==&lt;br /&gt;
&lt;br /&gt;
The engine will not be able to work with a model larger than 45,000 polygons (Faces) and 30,000 vertices (Vertices). &lt;br /&gt;
&lt;br /&gt;
First, pick an outfit with similar dimensions for the same race and class as the one you want to import for(see below). &lt;br /&gt;
You will need the  mmh, msh, phy and mao of the item. These can be extracted from the game’s erfs or using DATOOL if you have it.&lt;br /&gt;
&lt;br /&gt;
In the Toolset, open the archives modelhierarchies.erf materialobjects.erf modelmeshdata.erf (you can find them at [game_disk_name]: \Dragon Age\packages\core\data). Also, open the texturepack.erf archive located at [game_disk_name]:\Dragon Age\packages\core\textures\high. If we want the female chantry robe: In these archives we find the files hf_rob_chaa_0.mmh, hf_rob_chaa_0.phy (modelhierarchies.erf) hf_rob_chaa_0.msh (modelmeshdata.erf) pf_rob_chaa.mao (materialobjects.erf) pf_rob_chaa_0d.dds, pf_rob_chaa_0n_dds, pf_rob_chaa_0s. .erf) and unpack it into a separate folder. In total, the output should be 8 files.&lt;br /&gt;
If you are doing an object for a female, you will want to use tmp’s proportion fixes- copy his mmh and msh and let it overwrite the original ones you downloaded.&lt;br /&gt;
&lt;br /&gt;
Run the DAOImport script. In the File section of the Model Import section, specify the location of the .mmh file we recently pulled out (hf_rob_chaa_0.mmh). Click on the Import button, a special window will notify us that it is ready for import, click OK and wait 5-30 seconds (depending on the power of the computer) until the model is loaded.&lt;br /&gt;
&lt;br /&gt;
Select everything except the mesh then delete it.&lt;br /&gt;
Save the model as an obj.&lt;br /&gt;
&lt;br /&gt;
==Preparing A Model==&lt;br /&gt;
&lt;br /&gt;
Pick the new item you want in Origins. If it is an Inquisition item, extract both the model and 4 textures(diffuse, normal, tint and spec) with Frosty mod manager. DAI mod manager extracts textures fine but can jumble or flip Uvs on models.&lt;br /&gt;
 &lt;br /&gt;
Open it in blender. Make sure to have ‘seperate groups’ ticked on the import, otherwise it will import with several different meshes layered inside it&lt;br /&gt;
&lt;br /&gt;
The item needs to be should be one mesh object, all on the same UV map. &lt;br /&gt;
If it is a Dragon age Inquistion item with skin showing, you will need to alter the UV map in Blender to combine them, as all the skin in DAI is on a separate material.&lt;br /&gt;
DA:O has difficulty with multi mesh objects, and will only tint the mesh with higher priority in the mmh- very bad on objects with visible skin. It can cause difficulty elsewhere if you try and use it as a mesh replacer too, so it is best to combine the two textures into one UV map where possible.&lt;br /&gt;
&lt;br /&gt;
Try not to rotate pieces, as keeping them in the same orientation means you can reuse the original’s normal map.&lt;br /&gt;
&lt;br /&gt;
If you are porting a DA2 item or a single mesh DAI item that has no skin showing, you shouldn’t need to alter the UV.&lt;br /&gt;
&lt;br /&gt;
Import the obj. you exported from dao. Flip your model to match it.&lt;br /&gt;
Now either move the model into position with blender pose mode(if you exported a psk or a fbx model), or push it into place in Blender sculpt mode with the grab brush, to match the obj. you exported from the game. &lt;br /&gt;
&lt;br /&gt;
You may want to check it has no gaps, merge redundant vertices and reset the normals to make it ready for editing.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
If your UV map had skin and needed combining, export the UV map as a guideline. You can now move things around and create your texture in any program.&lt;br /&gt;
&lt;br /&gt;
[[File:Text1.png|border]]&lt;br /&gt;
&lt;br /&gt;
If you did not need to change the UV map the textures still need to be changed to meet the DA:O standard, with shading added, normal map converted and appropriate specular and tint maps created. Check various texture guides for more information.&lt;br /&gt;
&lt;br /&gt;
Save them as .dds in GIMP, Photoshop or any other program that can make .dds files. &lt;br /&gt;
&lt;br /&gt;
You should have textures with distinct unique names as placeholders at least- a diffuse, a normal, a spec and a tint.&lt;br /&gt;
&lt;br /&gt;
== 3D MAX ==&lt;br /&gt;
 &lt;br /&gt;
Import the dragon age mmh you are using as a template. As before it will import with skeleton, glowing green boxes and collision bubbles, take care to move or delete none of these. Do not move the model from its starting position.&lt;br /&gt;
&lt;br /&gt;
Import your own new item as an obj, in the correct scale matching the import scale (x100)&lt;br /&gt;
&lt;br /&gt;
You may want to Poly&amp;gt; Weld polygons to make it easier to weight paint.&lt;br /&gt;
Copy the skin modifier from the dragon age mmh. Paste it into the modifier list of your new mesh. It should now register as having absorbed the weighting, if you click Paint Weights to check. &lt;br /&gt;
You can delete the template mmh now, it has served its purpose.&lt;br /&gt;
&lt;br /&gt;
Use the Select and Link tool in the top left hand corner. Select your mesh. Draw a line from your mesh to the small green box between its feet. The box should glow upon connection. Return to the regular select tool to make sure you don’t link anything by accident.&lt;br /&gt;
Run script&amp;gt; DAO ModelManager&lt;br /&gt;
&lt;br /&gt;
The mesh will show up. Change its parameters to ‘mesh’ instead of Unknown.&lt;br /&gt;
If you have done this correctly, there should be an option under Poly that contains a list of Dragon Age mesh options. Make sure Cast Runtime Shadow is ticked, or your item will not cast a shadow.&lt;br /&gt;
&lt;br /&gt;
Your poly needs 3 modifiers in the following order(The other two can be found in the dropdown list.):&lt;br /&gt;
1)Skin&lt;br /&gt;
2) Unwrap UVW&lt;br /&gt;
3)Edit Normals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alternate Method to skin the mesh ==&lt;br /&gt;
1) Import both the example mmh with the script, and your new obj.&lt;br /&gt;
1) Select your model. Right-click on an empty space-&amp;gt;Convert To-&amp;gt; Convert To Editable Mesh &lt;br /&gt;
2)  Select the mmh’s Skin and Edit Normals modifiers. Right Click, Cut&lt;br /&gt;
3) Switch to polygon editing mode&lt;br /&gt;
&lt;br /&gt;
[[File:Polygon.png|border]]&lt;br /&gt;
 &lt;br /&gt;
4) Press CTRL+A The entire original outfit should be in the red selection color. Next, you need to deselect a single polygon (done with the ALT key pressed). It doesn't matter which one it is, the main thing is that it should be visible and easy to get to.&lt;br /&gt;
5)Click the Delete button. This will delete the entire model, except for the one polygon we left behind. &lt;br /&gt;
6)Now we need to attach the new mesh to this polygon. To do this, select the Attach button on the toolbar on the right and click on the suit with the mouse. A window will appear, select the Match Material to Material IDs option. Click OK. &lt;br /&gt;
7)Now we need to remove the last polygon of the original robe. We again switch to the polygon editing mode (having previously “pressed” the attach button), find the polygon we once left and delete it. &lt;br /&gt;
5) Paste the cut modifiers in the list &lt;br /&gt;
6) Either reset the normals or add a new Edit Normals modifier&lt;br /&gt;
&lt;br /&gt;
==Weight Painting==&lt;br /&gt;
If you have just copy/pasted the Skin modifier onto the mesh, it will probably have some weighting problems that will need to be touched up.&lt;br /&gt;
&lt;br /&gt;
Run the import window again. Now, select the animation window.&lt;br /&gt;
First you will need to export some test animations to make your life easier. For example, mh_m.mov_rf is the running animation and it has 3 files in the animations erf.&lt;br /&gt;
&lt;br /&gt;
You can also import a test head, if you extracted all the base head files. (racegenderprefix_uhm_basa_0.mmh, racegenderprefix_uhm_bas_0.msh and so on)&lt;br /&gt;
Tick Merge With Selected and you should be able to see how it reacts with a head in it. Make sure you delete it before exporting.&lt;br /&gt;
&lt;br /&gt;
Now use Paint Weights button to edit anything that needs it.&lt;br /&gt;
&lt;br /&gt;
If you want to do things very well and you used Blender pose mode to match the original mesh in blender, you can import that in as a fbx and do a bone weight transfer(under Utilities&amp;gt;Skin Utilties). This will get you very good weighting, as it was professionally done.&lt;br /&gt;
&lt;br /&gt;
When you are done weighting the mesh, select everything in the scene especially any gizmos that may have moved far out of view.&lt;br /&gt;
Go to timeline, select all the animation frames, right click Delete Selected Frames. This should snap everything back into default positions, ready to export.&lt;br /&gt;
&lt;br /&gt;
== Assign materials ==&lt;br /&gt;
&lt;br /&gt;
On the top toolbar we find the material editor button (four multi-colored balls) Next, click Get Material and select Dragon Age Material from the list (if the plugin is installed correctly, it will be in the list)&lt;br /&gt;
&lt;br /&gt;
[[File:Materialeditor.png|border]]&lt;br /&gt;
&lt;br /&gt;
In Material Type we specify what type of MAO semantic the item will need.&lt;br /&gt;
For example&lt;br /&gt;
1 - Model with skin and transparent bits (fur robe for example) - [Armor w / Skin Tint][Alpha Blending][No Emissive].&lt;br /&gt;
2- Skinless Model in Render Semantics – [No Tint][Alpha Blending][No Emissive].&lt;br /&gt;
&lt;br /&gt;
Expand the list of Texture Maps and assign the appropriate textures. Next, Assign Material to Selection (the item should be selected). If you really want to see the texture in the editor, then click Show Map in Viewport. It remains only to give our material a normal name. In the corresponding field, enter pf_rob_chaz_0. That's all.&lt;br /&gt;
&lt;br /&gt;
[[File:Materialwork.png|border]]&lt;br /&gt;
&lt;br /&gt;
You can also select the LOD type. LOD2/3 don’t have normal maps and their maos are a little different in type. LOD MAOs also do not have transparency.&lt;br /&gt;
&lt;br /&gt;
Expand the list of Texture Maps and assign the appropriate textures. Next, Assign Material to Selection (the item should be selected). If you want to see the texture in the editor, then click Show Map in Viewport. &lt;br /&gt;
&lt;br /&gt;
You can always do all of this in Notepad later and change the file paths of everything, so it’s fine if you don’t have the right textures yet. &lt;br /&gt;
You do need to apply a placeholder Dragon Age Material so the mesh will export correctly.&lt;br /&gt;
&lt;br /&gt;
You can import a Dragon Age Mesh and use the eyedropper to sample its MAO and apply it to other items.&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
To do this, run the DAOModelExport script. We will see a window like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Export.png|border]]&lt;br /&gt;
&lt;br /&gt;
Between Name and .MMH enter whatever your new item is named. &lt;br /&gt;
You should call it something that works with the gda you have already set up. &lt;br /&gt;
Between Name and .MSH, enter the same thing (if this was not done automatically). Check the Create MAO Material File option. That's it, now click Export. &lt;br /&gt;
At the end of the export process, five new files should appear in the folder [local_drive_name]:\Documents and Settings\[username]\My Documents\BioWare\Dragon Age\packages\core\override\ hf_rob_chaa_0.phy hf_rob_chaa_0.msh hf_rob_chaa_0.mmh hf_rob_chaa_0.met pf_rob_chaz_0.mao &lt;br /&gt;
Your textures should already be there. The model is ready, you can run the game and see the result.&lt;br /&gt;
&lt;br /&gt;
==LODS==&lt;br /&gt;
Every item imports with its own skeleton. The LOD 0, 2 and 3 skeletons for the races are all different as they have different numbers of bones. You cannot export LOD0 skeleton for a LOD2, it will cause errors.&lt;br /&gt;
To create, just import a LOD2 model (ends with _2.mmh) and repeat the steps. It does not matter how good the LOD2 weighting is, as it is only seen from a distance anyway.&lt;br /&gt;
For a custom item with its own GDA, you only need a LOD2. For an item replacer that replaces a vanilla mesh, you will also need a LOD3.&lt;br /&gt;
It is a good idea to create LOD2 as it stops the character deforming from a distance, such as in the party camp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hair And other Multi Mesh Items==&lt;br /&gt;
Generally, a multi mesh item(merely attach more mesh chunks with skin modifiers to the same GOB) is not an ideal solution for modelling. This is because only the first mesh listed in the MMH will tint. This is obviously bad for any item with skin showing. Very few items in the game are multi mesh MMHs.&lt;br /&gt;
&lt;br /&gt;
An exception is found in hair. Hair is made up of a scalp (HairM1), plus the hair(HairM2). Multiple hair chunks with the hair material will tint(The same applies to beards). Mod authors may often add accessories to hair- this usually shows up as HairM3, but the name given is not important.&lt;br /&gt;
The Eshme script can sometimes jumble the order of these, so ensure they are the right way around or the scalp will not tint correctly. Deleting the scalp entirely can cause odd bugs with the shadows of the hair, so this is not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Transplanting MMH for separate armour chunks and tinting==&lt;br /&gt;
Sometimes custom meshes have a bug where they hold the goblet upside down (see Ashhawk’s Goblet De-Gobbler - a Joining chalice fix and more https://www.nexusmods.com/dragonage/mods/5864) &lt;br /&gt;
Custom armour/glove/boot sets may also have an issue where the gloves/boots do not tint.This is because the 3dsmax exporter slightly corrupts the MMH.&lt;br /&gt;
&lt;br /&gt;
One way to get around this is to steal the MMH of a vanilla item OR tmp7704’s skeleton(tmp’s custom skeletons don’t have this issue, possibly because they were made with lightwave exporter)&lt;br /&gt;
&lt;br /&gt;
You would export your mesh as normal (ef_cth_mymesh_0.msh), then delete the exported MMH, MET and PHY.&lt;br /&gt;
You would find a vanilla or tmp7704 MMH and PHY, and then rename them ef_cth_mymesh_0.mmh and  ef_cth_mymesh_0.phy.&lt;br /&gt;
You would need to open them with DATOOL/PYGFF, find any internal references and change them to match, and also change the materialobject line to put in your custom MAO.&lt;br /&gt;
- The .MMH has the name of the mmh, the msh, and also the same internal name as the original mesh (something like EF_ROB_CHAA_BodyM1)&lt;br /&gt;
- The .PHY just has the name of the MMH in it.&lt;br /&gt;
- We don’t need to bother with a .MET.&lt;br /&gt;
&lt;br /&gt;
However, if your MSH’s skin modifier doesn’t have the same amount of bones as the original MMH, the item will warp and distort.&lt;br /&gt;
&lt;br /&gt;
Weight your full body armour as you would usually, then Use utilities -&amp;gt; skin utilities to export the weighting (search 3ds max skin utilities to find tutorial videos about this). A colourful mesh will appear. You can delete the original skeleton and the none-glove parts of your mesh, then import in a glove from the vanilla game. Give your mesh the modifier from the vanilla glove mesh. Then import the weighting from your 'Skin utility' mesh. A prompt will appear, telling you to match up the bones. Do so. Your mesh should now have the original weighting your full body mesh did. Export the mesh. Find what was exported and delete the MMH. Go into the files and find the vanilla glove MMH. Copy the MMH, change all the names and internal references(including the mesh chunk, if you didn't give it the same name as the donor) to your new msh. The phy doesn't need to be replaced. Your glove should now tint.&lt;br /&gt;
Remember if you try and match up a msh that has more bones listed in its Skin modifier, with a MMH that has less, the game will distort the mesh. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bug Fixes==&lt;br /&gt;
If something isn’t tinting, you may need to open the .mmh in the toolset, find the field Material Library and make sure it is empty.&lt;br /&gt;
All your LODs(you did make LODs right?) need to be the same 'material type' as the main one or they won't tint- aka RobeM1, CLothesM1 and so on. Capitalization does matter.&lt;br /&gt;
&lt;br /&gt;
You can have more than one mesh chunk in an outfit mmh, but only the top billed one will tint at all, so make sure you put anything with skin at the top.&lt;br /&gt;
&lt;br /&gt;
If your character using tmp proportion has long grotesque hands, you may need to get a vanilla phy and rename it to replace the exported phy. (one that is similar, a boot for a boot and so on)&lt;br /&gt;
&lt;br /&gt;
If something is glowing green and t-posing, your mao is either not connected properly, not connected at all, or missing a texture.&lt;br /&gt;
&lt;br /&gt;
If your item is exporting blank, make sure it is connected to the GOB, checking by launching the DAO Model Manager script.&lt;br /&gt;
&lt;br /&gt;
If your item is losing verts in the export, make sure you are exporting it as what it imported in as- so if you are replacing a hair, export it as a hair. You can rename the msh and mmh and change the file references in the toolset or pygff later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
&lt;br /&gt;
*[https://sapphim.tumblr.com/post/132791322645/dao-mesh-modding-tutorial-1-setting-up  How to set up a mesh for Eshme’s script]&lt;br /&gt;
*[http://forums.nexusmods.com/index.php?/topic/423834-the-witcher-1-armors-in-da-origins/page-2#entry3544131 Similar tutorial, How to add new armor to DAO] &lt;br /&gt;
*[https://www.youtube.com/watch?v=fpU1yqsT8_A Guide to 3ds max Weight Painting Mike Pickton]&lt;br /&gt;
* [https://www.youtube.com/watch?v=HWlxEy2wbcs Painting Weights 3ds Max tutorial]&lt;br /&gt;
*[https://www.youtube.com/watch?v=GWvxMXzEbuM Add a weapon with 3ds max Mike Pickton] &lt;br /&gt;
*[https://www.youtube.com/watch?v=NvJ8yhGborY Adding Custom Armor to Game in Toolset Mike Pickton- explains GDAS, file naming]&lt;br /&gt;
*[[Customisation of original Dragon age armor]]&lt;br /&gt;
*[[Adding custom shield tutorial]]&lt;br /&gt;
*[[Adding custom level tutorial]] - Add your own level. Contains explanation of adding props with Eshme script&lt;br /&gt;
*[http://forums.nexusmods.com/index.php?/topic/1122450-loincloth-fashion/page-56#entry16909714 How to fix GDA conflict]&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/3974/? Item Variation ID spreadsheet modification]&lt;br /&gt;
* [https://fextralife.com/forums/t140995/items-the-basics-how?p=1512198#p1512198 How to configure import script for GMAX]&lt;br /&gt;
* [https://www.youtube.com/watch?v=370D7Lul9tk Skinning Example video]&lt;br /&gt;
* [https://www.youtube.com/watch?v=_q4mmFMmIK8 Crinoline example video ]&lt;br /&gt;
* [https://www.youtube.com/watch?v=1QMcAX1cDyo Own modifications video]&lt;br /&gt;
* [https://www.youtube.com/watch?v=TPrnSACiTJ4 Learn Blender for beginners tutorials]&lt;br /&gt;
* [https://www.youtube.com/watch?v=OTxxviChJQw Converting hair to DAO with blender 2.49]&lt;br /&gt;
*[https://sapphimods.me/tutorials/dragon-age-texture-guide/ DAO texture guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
{{Languages}}&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Reskinning_an_item_tutorial&amp;diff=20043</id>
		<title>Reskinning an item tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Reskinning_an_item_tutorial&amp;diff=20043"/>
				<updated>2023-10-18T10:33:54Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
This tutorial describes how to reskin, or change the default texture, of items that already exist in-game. As an example, the default textures of the human female mage's apprentice robes will be changed.&lt;br /&gt;
&lt;br /&gt;
Tools needed are the Dragon Age Toolset, and a grafic editing Applications capable of Opening, Editing and Saving DDS Texture Files.&lt;br /&gt;
&lt;br /&gt;
==General considerations==&lt;br /&gt;
Most armor and weapons have a tint map, and if the aim is simply to recolor a model, then a custom tint should be used. In any case, recoloring a model which already has a tint applied will either not work or lead to unpredictable results. Additionally, a custom tint file has the advantage of working for both high and medium textures at all LOD. See below for further tutorials. However, there are situations where creating/modifying textures is appropriate, but in those situations it is preferable to create a new item variation and associated machinery to '''add''' the texture rather than overwriting an existing game resource.&lt;br /&gt;
&lt;br /&gt;
== Locating the Model Textures the Hard Way==&lt;br /&gt;
&lt;br /&gt;
At the beginning, you only know how the [[Model]] looks and what its called. A somewhat difficult task will be finding out which files are tied to the model so that you can edit them. &lt;br /&gt;
&lt;br /&gt;
First and foremost, you are looking for DDS Files. How DDS Files are referenced by an Item you see in Game is a long list of database references.&lt;br /&gt;
&lt;br /&gt;
A quick rundown on references we need to be aware of&lt;br /&gt;
&lt;br /&gt;
#A DDS File is referenced by the Material Properties of a [[Model]]&lt;br /&gt;
#A [[Model]] is then referenced by the &amp;quot;ItemVariation&amp;quot; type of files. In our example, the sub &amp;quot;clothing_variation.gda&amp;quot;&lt;br /&gt;
#The different Clothing Variations are then referenced by the Item Type made via the Toolset&lt;br /&gt;
#The Item Type is lastly referenced by the Game, when choosing which gender and race this item is worn. And then displays the final version in your game.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To track back to the DDS File, you need to run up this list in reverse. Starting up our example, the mages apprentice robe, as it is worn by human females. &lt;br /&gt;
&lt;br /&gt;
#Open up the Toolset and in the Resource Palette on the upper right click on &amp;quot;Items&amp;quot; (appears as a sword icon). Now comes guessing where this piece is to be found there. These Items are pretty well sorted though, it is to be found under _global / Clothing / Mage Robes / Unique. In the following list you see the ResourceName followed by ItemName &amp;quot;gen_im_cth_mag_app (Apprentice Robes)&amp;quot;. Any Item can be found in the &amp;quot;Item&amp;quot; Category.  Doubleclick that entry to look inside.&lt;br /&gt;
#In the listing of information that appears to the left of the item, note that the &amp;quot;Base Item Type&amp;quot; is &amp;quot;Clothing&amp;quot;, which is branching off into the Item Variation. The robe has a &amp;quot;Item Variation&amp;quot; called &amp;quot;Robe, Apprentice&amp;quot;. Variation in mind, onto the next step.&lt;br /&gt;
#Open up the &amp;quot;ItemVariations.xls&amp;quot; File located under &amp;quot;(dragon age install directory)/tools/Source/2da/rules&amp;quot;. It has many pages, locate page &amp;quot;clothing_variation&amp;quot; since we know our &amp;quot;Base Item Type&amp;quot; is of &amp;quot;Clothing&amp;quot;. In there, locate the Row called whatever Item Variation your Item had. &amp;quot;Robe, Apprentice&amp;quot; has Namestrings followed by &amp;quot;rob&amp;quot; &amp;quot;app&amp;quot; &amp;quot;a&amp;quot;.&lt;br /&gt;
#With these 3 Strings, and Dragon Age's [[Naming conventions|Naming Scheme]] you can find the [[MMH]] Main Modelfile.&lt;br /&gt;
#At the end of MMH file (extract, open and Expand All with the toolset), is the reference to the material object filename (page up two or three times from the end of the file).&lt;br /&gt;
#And inside the [[MAO]] File (open with Notepad) are the references to the texture filenames.&lt;br /&gt;
&lt;br /&gt;
Spend a little time browsing through these files, and the naming convention will become clear. The armor prefixes are a compound of a &amp;quot;race&amp;quot; letter -- h, d, e, q, k (for children) and p (for person, or humanoid) -- and a gender letter -- m, f or n. For instance, a Chest mesh (the actual model or msh file) is by necessity both race and usually gender specific, several mmh files will usually reference one msh and are prefixed similarly, while textures will map to any model with the correct UV map, so usually begin with &amp;quot;p&amp;quot; and may or may not be gender specific. Once you understand the prefixes, the textures can usually be located quickly in the relevant erf, with the part code (where applicable) coming next, followed by the item variation code, followed by the texture code.&lt;br /&gt;
&lt;br /&gt;
(There are some anomalies: for instance Ancient Elven Armor is listed in the toolset as Medium Armor E, but is in fact heavy armor so has an item variation code of &amp;quot;hvye&amp;quot; (it also has no tint map, being a one-off piece), but such cases are not too hard to track down once you understand the overall schema.)&lt;br /&gt;
&lt;br /&gt;
== Extracting the Texture from the Package ==&lt;br /&gt;
&lt;br /&gt;
Model textures are located in two &amp;quot;texturepack.erf&amp;quot; [[ERF]] packages, corresponding to high resolution and medium resolution textures. These packages can be found in the (dragon age install directory)\packages\core\textures\ folder. For example, the packages might be:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;C:\Program Files\Dragon Age\packages\core\textures\high\texturepack.erf&lt;br /&gt;
C:\Program Files\Dragon Age\packages\core\textures\medium\texturepack.erf&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drag and drop these ERF Files onto the Toolset to browse and extract their content. If you have the Name, finding the Files will be easy. The Files will be in both &amp;quot;high&amp;quot; and &amp;quot;medium&amp;quot; and the quality setting in the game will decide which to choose. To make it compatible enough, taking them all may be neccessary.&lt;br /&gt;
&lt;br /&gt;
Incidentally, high and medium texture versions are only required for certain model types. For example, heraldry and props only have one texture, and these can be found in&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;C:\Program Files\Dragon Age\packages\core\data\textures.erf&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To prepare for extracting the textures, we must create a directory mimicking the structure of the Dragon Age packages folder. To do this, create a new folder named &amp;quot;textures&amp;quot; in a convenient location (for example, on your desktop). Inside this folder, create two new folders, named &amp;quot;high&amp;quot; and &amp;quot;medium&amp;quot;. The &amp;quot;high&amp;quot; folder will be where the high-resolution textures are extracted to, and the &amp;quot;medium&amp;quot; folder will be where the medium-resolution textures are extracted to.&lt;br /&gt;
&lt;br /&gt;
For this tutorial, we are interested in the mage's robes. To locate the textures of the mage's robes, scroll down to &amp;quot;pf_rob_appa_0d.dds&amp;quot; in one of the two texturepack ERFs. In each texturepack.erf, select all of the image files prefixed with &amp;quot;pf_rob_appa&amp;quot; (from &amp;quot;pf_rob_appa_0d.dds&amp;quot; to &amp;quot;pf_rob_appa_0tl3.dds&amp;quot;). For the high-resolution texturepack.erf, extract these images to the &amp;quot;textures\high\&amp;quot; folder just created. Extract the medium-resolution textures to the &amp;quot;textures\medium\&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
The Suffixes for Texturefiles are describing their Formats, which is described under [[Textureformats]].&lt;br /&gt;
&lt;br /&gt;
To extract one of the textures, right-click on it and select &amp;quot;Extract Resource.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Editing the Textures ==&lt;br /&gt;
&lt;br /&gt;
At this stage, if we wanted to edit the existing robe textures, we could do so by changing these files. See [[Textureformats]].&lt;br /&gt;
&lt;br /&gt;
Once this has been done for all of the robe textures (in both the &amp;quot;High&amp;quot; and &amp;quot;Medium&amp;quot; folders), we'll be ready to override the default textures in Dragon Age.&lt;br /&gt;
&lt;br /&gt;
== Overriding the Existing Textures ==&lt;br /&gt;
[[Image:Demo-retexture.jpg|thumb|The end result: reskinned default mage robes.]]&lt;br /&gt;
&lt;br /&gt;
Comment : this section doesn't agree with the guidance on [[Compatibility]]. Surely textures should be placed in the module's texture folder?  &lt;br /&gt;
&lt;br /&gt;
To override the existing textures, copy the &amp;quot;textures&amp;quot; folder containing the modified textures, and paste this folder into the Dragon Age override folder. The override folder is found in:&lt;br /&gt;
*Documents\BioWare\Dragon Age\packages\core\override\&lt;br /&gt;
for Windows Vista and 7, and in a similar location on Windows XP.&lt;br /&gt;
&lt;br /&gt;
So, after pasting in the modified textures, the structure of the override folder should look like this:&lt;br /&gt;
&lt;br /&gt;
*Documents\BioWare\Dragon Age\packages\core\override\&lt;br /&gt;
**textures&lt;br /&gt;
***high&lt;br /&gt;
****pf_rob_appa_0d.dds&lt;br /&gt;
****(...)&lt;br /&gt;
****pf_rob_appa_0tl3.dds&lt;br /&gt;
***medium&lt;br /&gt;
****pf_rob_appa_0d.dds&lt;br /&gt;
****(...)&lt;br /&gt;
****pf_rob_appa_0tl3.dds&lt;br /&gt;
&lt;br /&gt;
== Further Tutorials ==&lt;br /&gt;
&lt;br /&gt;
[[Creating recolors of existing items tutorial]] - A way to change the tint of the new texture&lt;br /&gt;
[[How to create textures]] - An overview of file formats.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
[[Texture Formats]] - Texture formats in detail.&lt;br /&gt;
&lt;br /&gt;
[[Art Resources]] - Broad topic of Art Resources, which textures are a part of.&lt;br /&gt;
&lt;br /&gt;
[[category:tutorials]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Adding_custom_armor_tutorial&amp;diff=20042</id>
		<title>Adding custom armor tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Adding_custom_armor_tutorial&amp;diff=20042"/>
				<updated>2023-09-07T20:34:28Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a tutorial to import meshes into DAO with Eshme’s 3ds max plugin.&lt;br /&gt;
Some of the things here are not specific to DAO, such as weight painting in 3dsmax. There are many more resources to find than can be put into this tutorial, it is not exhaustive.  &lt;br /&gt;
&lt;br /&gt;
*3ds max (or free version - gmax). 3ds max version needs to be 2010-2012 or the import script will not work. GMax needs specific setup- check useful links and fextralife forums.&lt;br /&gt;
*Dragon Age Origins&lt;br /&gt;
*Dragon Age Toolset&lt;br /&gt;
*Gimp/Photoshop/ Anything else that will make .dds files&lt;br /&gt;
*[https://www.nexusmods.com/dragonage/mods/214 GDA plugin]&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/895/? Eshme Import/Export DAO Tools] &lt;br /&gt;
&lt;br /&gt;
==Anatomy of an Item==&lt;br /&gt;
&lt;br /&gt;
 mmh.&lt;br /&gt;
 This is the one the game references first. It defines the path for the other parts of the mesh(msh, mao etc). It has information in it like bone order for whatever skeleton the item uses. &lt;br /&gt;
&lt;br /&gt;
 Msh.&lt;br /&gt;
 The actual mesh itself.&lt;br /&gt;
&lt;br /&gt;
 Phy. &lt;br /&gt;
 Handles collision, physics&lt;br /&gt;
&lt;br /&gt;
 Mao. &lt;br /&gt;
 The material object file. This tells the item which texture files it’s supposed to use. &lt;br /&gt;
&lt;br /&gt;
 Textures&lt;br /&gt;
&lt;br /&gt;
==Naming==&lt;br /&gt;
&lt;br /&gt;
Very important for the GDA. Textures in the game are named as follows: [belonging to a semi-race]_[type of armor\clothing]_[unique index of 4 letters]_0[texture type]. Although you can name your custom textures anything you want so long as it is unique. &lt;br /&gt;
&lt;br /&gt;
Model naming has more restrictions, no more than 4 letters for the idenfifying string. Check custom item GDAs to get a clearer idea of this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race gender is defined as follows:&lt;br /&gt;
&lt;br /&gt;
    hf- female Human&lt;br /&gt;
    hm - male Human&lt;br /&gt;
    ef- female elf&lt;br /&gt;
    em - male elf&lt;br /&gt;
    df - female dwarf&lt;br /&gt;
    dm - male dwarf&lt;br /&gt;
    qm - male qunari (there's no female qunari in the game)&lt;br /&gt;
&lt;br /&gt;
Armor:&lt;br /&gt;
&lt;br /&gt;
    arm - armor&lt;br /&gt;
    rob - robe (mage, clergyman)&lt;br /&gt;
    cth - clothes (nobleman, wedding)&lt;br /&gt;
&lt;br /&gt;
Helmets:&lt;br /&gt;
&lt;br /&gt;
    hlh - for mages.&lt;br /&gt;
    hlf - massive ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Texture types:&lt;br /&gt;
&lt;br /&gt;
    d - diffuse (Duffise)&lt;br /&gt;
    n - Normal&lt;br /&gt;
    s - Spectacular&lt;br /&gt;
    t - tint (Tint)&lt;br /&gt;
    e - emissive (Emissive) Need for a glowing effect. Almost never used in dao)&lt;br /&gt;
&lt;br /&gt;
The result should be something like this: hf_rob_xmpl_0d or em_arm_exmp_0n. *NOTE: The material itself (the name of the material in max, then it will be the MAO file) is named the same, but without the texture type. For example: hf_rob_xmpl or em_arm_exmp. The model is named the same, only with a detail number at the end: hf_rob_xmpl_0 or em_arm_exmp_0 &lt;br /&gt;
&lt;br /&gt;
== Script Settings ==&lt;br /&gt;
&lt;br /&gt;
Decide where you install all programs - program files(x86) for 32 bit programs on 64 bit computers. The export script and the game itself must be in the same program files folder.&lt;br /&gt;
To Install Eshme Import/Export script: Startup, YAGG and DAOTools add to C(disk):/Program Files/Autodesk/3dsmax/Scripts -&amp;gt; scripts &lt;br /&gt;
If you did everything correctly, then at the first start, a window with settings will appear.&lt;br /&gt;
&lt;br /&gt;
The Game Path should be the folder with the game: C:\Program Files (x86)\Dragon Age..&lt;br /&gt;
For the Export Path, make a folder in your Override folder- the one you put mods in, [local_disk_name]:\Documents and Settings\[user_name]\My Documents\BioWare\Dragon Age\packages\core\override\. This makes it easier to test it. &lt;br /&gt;
&lt;br /&gt;
For scale, tick x100. This makes it much easier to work with them. Note, make sure any obj you import and export also uses the x100 scale, or whatever you are using.&lt;br /&gt;
The toolset itself must be installed in the game folder, after that you can start working in 3 d Max -&amp;gt; Run Script.&lt;br /&gt;
&lt;br /&gt;
Before closing, the configurator will inform us about the possibility to change the settings at any time, this is fine.&lt;br /&gt;
&lt;br /&gt;
==Exporting a template==&lt;br /&gt;
&lt;br /&gt;
The engine will not be able to work with a model larger than 45,000 polygons (Faces) and 30,000 vertices (Vertices). &lt;br /&gt;
&lt;br /&gt;
First, pick an outfit with similar dimensions for the same race and class as the one you want to import for(see below). &lt;br /&gt;
You will need the  mmh, msh, phy and mao of the item. These can be extracted from the game’s erfs or using DATOOL if you have it.&lt;br /&gt;
&lt;br /&gt;
In the Toolset, open the archives modelhierarchies.erf materialobjects.erf modelmeshdata.erf (you can find them at [game_disk_name]: \Dragon Age\packages\core\data). Also, open the texturepack.erf archive located at [game_disk_name]:\Dragon Age\packages\core\textures\high. If we want the female chantry robe: In these archives we find the files hf_rob_chaa_0.mmh, hf_rob_chaa_0.phy (modelhierarchies.erf) hf_rob_chaa_0.msh (modelmeshdata.erf) pf_rob_chaa.mao (materialobjects.erf) pf_rob_chaa_0d.dds, pf_rob_chaa_0n_dds, pf_rob_chaa_0s. .erf) and unpack it into a separate folder. In total, the output should be 8 files.&lt;br /&gt;
If you are doing an object for a female, you will want to use tmp’s proportion fixes- copy his mmh and msh and let it overwrite the original ones you downloaded.&lt;br /&gt;
&lt;br /&gt;
Run the DAOImport script. In the File section of the Model Import section, specify the location of the .mmh file we recently pulled out (hf_rob_chaa_0.mmh). Click on the Import button, a special window will notify us that it is ready for import, click OK and wait 5-30 seconds (depending on the power of the computer) until the model is loaded.&lt;br /&gt;
&lt;br /&gt;
Select everything except the mesh then delete it.&lt;br /&gt;
Save the model as an obj.&lt;br /&gt;
&lt;br /&gt;
==Preparing A Model==&lt;br /&gt;
&lt;br /&gt;
Pick the new item you want in Origins. If it is an Inquisition item, extract both the model and 4 textures(diffuse, normal, tint and spec) with Frosty mod manager. DAI mod manager extracts textures fine but can jumble or flip Uvs on models.&lt;br /&gt;
 &lt;br /&gt;
Open it in blender. Make sure to have ‘seperate groups’ ticked on the import, otherwise it will import with several different meshes layered inside it&lt;br /&gt;
&lt;br /&gt;
The item needs to be should be one mesh object, all on the same UV map. &lt;br /&gt;
If it is a Dragon age Inquistion item with skin showing, you will need to alter the UV map in Blender to combine them, as all the skin in DAI is on a separate material.&lt;br /&gt;
DA:O has difficulty with multi mesh objects, and will only tint the mesh with higher priority in the mmh- very bad on objects with visible skin. It can cause difficulty elsewhere if you try and use it as a mesh replacer too, so it is best to combine the two textures into one UV map where possible.&lt;br /&gt;
&lt;br /&gt;
Try not to rotate pieces, as keeping them in the same orientation means you can reuse the original’s normal map.&lt;br /&gt;
&lt;br /&gt;
If you are porting a DA2 item or a single mesh DAI item that has no skin showing, you shouldn’t need to alter the UV.&lt;br /&gt;
&lt;br /&gt;
Import the obj. you exported from dao. Flip your model to match it.&lt;br /&gt;
Now either move the model into position with blender pose mode(if you exported a psk or a fbx model), or push it into place in Blender sculpt mode with the grab brush, to match the obj. you exported from the game. &lt;br /&gt;
&lt;br /&gt;
You may want to check it has no gaps, merge redundant vertices and reset the normals to make it ready for editing.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
If your UV map had skin and needed combining, export the UV map as a guideline. You can now move things around and create your texture in any program.&lt;br /&gt;
&lt;br /&gt;
[[File:Text1.png|border]]&lt;br /&gt;
&lt;br /&gt;
If you did not need to change the UV map the textures still need to be changed to meet the DA:O standard, with shading added, normal map converted and appropriate specular and tint maps created. Check various texture guides for more information.&lt;br /&gt;
&lt;br /&gt;
Save them as .dds in GIMP, Photoshop or any other program that can make .dds files. &lt;br /&gt;
&lt;br /&gt;
You should have textures with distinct unique names as placeholders at least- a diffuse, a normal, a spec and a tint.&lt;br /&gt;
&lt;br /&gt;
== 3D MAX ==&lt;br /&gt;
 &lt;br /&gt;
Import the dragon age mmh you are using as a template. As before it will import with skeleton, glowing green boxes and collision bubbles, take care to move or delete none of these. Do not move the model from its starting position.&lt;br /&gt;
&lt;br /&gt;
Import your own new item as an obj, in the correct scale matching the import scale (x100)&lt;br /&gt;
&lt;br /&gt;
You may want to Poly&amp;gt; Weld polygons to make it easier to weight paint.&lt;br /&gt;
Copy the skin modifier from the dragon age mmh. Paste it into the modifier list of your new mesh. It should now register as having absorbed the weighting, if you click Paint Weights to check. &lt;br /&gt;
You can delete the template mmh now, it has served its purpose.&lt;br /&gt;
&lt;br /&gt;
Use the Select and Link tool in the top left hand corner. Select your mesh. Draw a line from your mesh to the small green box between its feet. The box should glow upon connection. Return to the regular select tool to make sure you don’t link anything by accident.&lt;br /&gt;
Run script&amp;gt; DAO ModelManager&lt;br /&gt;
&lt;br /&gt;
The mesh will show up. Change its parameters to ‘mesh’ instead of Unknown.&lt;br /&gt;
If you have done this correctly, there should be an option under Poly that contains a list of Dragon Age mesh options. Make sure Cast Runtime Shadow is ticked, or your item will not cast a shadow.&lt;br /&gt;
&lt;br /&gt;
Your poly needs 3 modifiers in the following order(The other two can be found in the dropdown list.):&lt;br /&gt;
1)Skin&lt;br /&gt;
2) Unwrap UVW&lt;br /&gt;
3)Edit Normals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alternate Method to skin the mesh ==&lt;br /&gt;
1) Import both the example mmh with the script, and your new obj.&lt;br /&gt;
1) Select your model. Right-click on an empty space-&amp;gt;Convert To-&amp;gt; Convert To Editable Mesh &lt;br /&gt;
2)  Select the mmh’s Skin and Edit Normals modifiers. Right Click, Cut&lt;br /&gt;
3) Switch to polygon editing mode&lt;br /&gt;
&lt;br /&gt;
[[File:Polygon.png|border]]&lt;br /&gt;
 &lt;br /&gt;
4) Press CTRL+A The entire original outfit should be in the red selection color. Next, you need to deselect a single polygon (done with the ALT key pressed). It doesn't matter which one it is, the main thing is that it should be visible and easy to get to.&lt;br /&gt;
5)Click the Delete button. This will delete the entire model, except for the one polygon we left behind. &lt;br /&gt;
6)Now we need to attach the new mesh to this polygon. To do this, select the Attach button on the toolbar on the right and click on the suit with the mouse. A window will appear, select the Match Material to Material IDs option. Click OK. &lt;br /&gt;
7)Now we need to remove the last polygon of the original robe. We again switch to the polygon editing mode (having previously “pressed” the attach button), find the polygon we once left and delete it. &lt;br /&gt;
5) Paste the cut modifiers in the list &lt;br /&gt;
6) Either reset the normals or add a new Edit Normals modifier&lt;br /&gt;
&lt;br /&gt;
==Weight Painting==&lt;br /&gt;
If you have just copy/pasted the Skin modifier onto the mesh, it will probably have some weighting problems that will need to be touched up.&lt;br /&gt;
&lt;br /&gt;
Run the import window again. Now, select the animation window.&lt;br /&gt;
First you will need to export some test animations to make your life easier. For example, mh_m.mov_rf is the running animation and it has 3 files in the animations erf.&lt;br /&gt;
&lt;br /&gt;
You can also import a test head, if you extracted all the base head files. (racegenderprefix_uhm_basa_0.mmh, racegenderprefix_uhm_bas_0.msh and so on)&lt;br /&gt;
Tick Merge With Selected and you should be able to see how it reacts with a head in it. Make sure you delete it before exporting.&lt;br /&gt;
&lt;br /&gt;
Now use Paint Weights button to edit anything that needs it.&lt;br /&gt;
&lt;br /&gt;
If you want to do things very well and you used Blender pose mode to match the original mesh in blender, you can import that in as a fbx and do a bone weight transfer(under Utilities&amp;gt;Skin Utilties). This will get you very good weighting, as it was professionally done.&lt;br /&gt;
&lt;br /&gt;
When you are done weighting the mesh, select everything in the scene especially any gizmos that may have moved far out of view.&lt;br /&gt;
Go to timeline, select all the animation frames, right click Delete Selected Frames. This should snap everything back into default positions, ready to export.&lt;br /&gt;
&lt;br /&gt;
== Assign materials ==&lt;br /&gt;
&lt;br /&gt;
On the top toolbar we find the material editor button (four multi-colored balls) Next, click Get Material and select Dragon Age Material from the list (if the plugin is installed correctly, it will be in the list)&lt;br /&gt;
&lt;br /&gt;
[[File:Materialeditor.png|border]]&lt;br /&gt;
&lt;br /&gt;
In Material Type we specify what type of MAO semantic the item will need.&lt;br /&gt;
For example&lt;br /&gt;
1 - Model with skin and transparent bits (fur robe for example) - [Armor w / Skin Tint][Alpha Blending][No Emissive].&lt;br /&gt;
2- Skinless Model in Render Semantics – [No Tint][Alpha Blending][No Emissive].&lt;br /&gt;
3- Expand the list of Texture Maps and assign the appropriate textures. Next, Assign Material to Selection (the item should be selected). If you really want to see the texture in the editor, then click Show Map in Viewport. It remains only to give our material a normal name. In the corresponding field, enter pf_rob_chaz_0. That's all.&lt;br /&gt;
&lt;br /&gt;
[[File:Materialwork.png|border]]&lt;br /&gt;
&lt;br /&gt;
You can import a Dragon Age Mesh and use the eyedropper to sample its MAO and apply it to other items.&lt;br /&gt;
&lt;br /&gt;
A mesh needs a DAO material assigned to it or it will not export correctly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
To do this, run the DAOModelExport script. We will see a window like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Export.png|border]]&lt;br /&gt;
&lt;br /&gt;
Between Name and .MMH enter whatever your new item is named. &lt;br /&gt;
You should call it something that works with the gda you have already set up. &lt;br /&gt;
Between Name and .MSH, enter the same thing (if this was not done automatically). Check the Create MAO Material File option. That's it, now click Export. &lt;br /&gt;
At the end of the export process, five new files should appear in the folder [local_drive_name]:\Documents and Settings\[username]\My Documents\BioWare\Dragon Age\packages\core\override\ hf_rob_chaa_0.phy hf_rob_chaa_0.msh hf_rob_chaa_0.mmh hf_rob_chaa_0.met pf_rob_chaz_0.mao &lt;br /&gt;
Your textures should already be there. The model is ready, you can run the game and see the result.&lt;br /&gt;
&lt;br /&gt;
==LODS==&lt;br /&gt;
Every item imports with its own skeleton. The LOD 0, 2 and 3 skeletons for the races are all different as they have different numbers of bones. You cannot export LOD0 skeleton for a LOD2, it will cause errors.&lt;br /&gt;
To create, just import a LOD2 model (ends with _2.mmh) and repeat the steps. It does not matter how good the LOD2 weighting is, as it is only seen from a distance anyway.&lt;br /&gt;
For a custom item with its own GDA, you only need a LOD2. For an item replacer that replaces a vanilla mesh, you will also need a LOD3.&lt;br /&gt;
It is a good idea to create LOD2 as it stops the character deforming from a distance, such as in the party camp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hair And other Multi Mesh Items==&lt;br /&gt;
Generally, a multi mesh item(merely attach more mesh chunks with skin modifiers to the same GOB) is not an ideal solution for modelling. This is because only the first mesh listed in the MMH will tint. This is obviously bad for any item with skin showing. Very few items in the game are multi mesh MMHs.&lt;br /&gt;
&lt;br /&gt;
An exception is found in hair. Hair is made up of a scalp (HairM1), plus the hair(HairM2). Multiple hair chunks with the hair material will tint(The same applies to beards). Mod authors may often add accessories to hair- this usually shows up as HairM3, but the name given is not important.&lt;br /&gt;
The Eshme script can sometimes jumble the order of these, so ensure they are the right way around or the scalp will not tint correctly. Deleting the scalp entirely can cause odd bugs with the shadows of the hair, so this is not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Separate armour chunks and tinting==&lt;br /&gt;
If you intend to chop your item into armour, gloves and boots- If you do this by weighting it as one piece and exporting chunks of it, the gloves and boots may not tint. I am not really sure why this is, possibly something to do with vertex colours. It can be fixed by deleting the MMH and stealing a vanilla one.&lt;br /&gt;
&lt;br /&gt;
Weight your full body armour as you would usually, then Use utilities -&amp;gt; skin utilities to export the weighting (search 3ds max skin utilities to find tutorial videos about this). A colourful mesh will appear. You can delete the original skeleton and the none-glove parts of your mesh, then import in a glove from the vanilla game. Give your mesh the modifier from the vanilla glove mesh. Then import the weighting from your 'Skin utility' mesh. A prompt will appear, telling you to match up the bones. Do so. Your mesh should now have the original weighting your full body mesh did. Export the mesh. Find what was exported and delete the MMH. Go into the files and find the vanilla glove MMH. Copy the MMH, change all the names and internal references(including the mesh chunk, if you didn't give it the same name as the donor) to your new msh. The phy doesn't need to be replaced. Your glove should now tint.&lt;br /&gt;
Remember if you try and match up a msh that has more bones listed in its Skin modifier, with a MMH that has less, the game will distort the mesh. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bug Fixes==&lt;br /&gt;
If something isn’t tinting, you may need to open the .mmh in the toolset, find the field Material Library and make sure it is empty.&lt;br /&gt;
All your LODs(you did make LODs right?) need to be the same 'material type' as the main one or they won't tint- aka RobeM1, CLothesM1 and so on. Capitalization does matter.&lt;br /&gt;
&lt;br /&gt;
You can have more than one mesh chunk in an outfit mmh, but only the top billed one will tint at all, so make sure you put anything with skin at the top.&lt;br /&gt;
&lt;br /&gt;
If your character using tmp proportion has long grotesque hands, you may need to get a vanilla phy and rename it to replace the exported phy. (one that is similar, a boot for a boot and so on)&lt;br /&gt;
&lt;br /&gt;
If something is glowing green and t-posing, your mao is either not connected properly, not connected at all, or missing a texture.&lt;br /&gt;
&lt;br /&gt;
If your item is exporting blank, make sure it is connected to the GOB, checking by launching the DAO Model Manager script.&lt;br /&gt;
&lt;br /&gt;
If your item is losing verts in the export, make sure you are exporting it as what it is- so if you are replacing a hair, export it as a hair. You can rename the msh and mmh and change the file references in the toolset or pygff later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
&lt;br /&gt;
*[https://sapphim.tumblr.com/post/132791322645/dao-mesh-modding-tutorial-1-setting-up  How to set up a mesh for Eshme’s script]&lt;br /&gt;
*[http://forums.nexusmods.com/index.php?/topic/423834-the-witcher-1-armors-in-da-origins/page-2#entry3544131 Similar tutorial, How to add new armor to DAO] &lt;br /&gt;
*[https://www.youtube.com/watch?v=fpU1yqsT8_A Guide to 3ds max Weight Painting Mike Pickton]&lt;br /&gt;
* [https://www.youtube.com/watch?v=HWlxEy2wbcs Painting Weights 3ds Max tutorial]&lt;br /&gt;
*[https://www.youtube.com/watch?v=GWvxMXzEbuM Add a weapon with 3ds max Mike Pickton] &lt;br /&gt;
*[https://www.youtube.com/watch?v=NvJ8yhGborY Adding Custom Armor to Game in Toolset Mike Pickton- explains GDAS, file naming]&lt;br /&gt;
*[[Customisation of original Dragon age armor]]&lt;br /&gt;
*[[Adding custom shield tutorial]]&lt;br /&gt;
*[[Adding custom level tutorial]] - Add your own level. Contains explanation of adding props with Eshme script&lt;br /&gt;
*[http://forums.nexusmods.com/index.php?/topic/1122450-loincloth-fashion/page-56#entry16909714 How to fix GDA conflict]&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/3974/? Item Variation ID spreadsheet modification]&lt;br /&gt;
* [https://fextralife.com/forums/t140995/items-the-basics-how?p=1512198#p1512198 How to configure import script for GMAX]&lt;br /&gt;
* [https://www.youtube.com/watch?v=370D7Lul9tk Skinning Example video]&lt;br /&gt;
* [https://www.youtube.com/watch?v=_q4mmFMmIK8 Crinoline example video ]&lt;br /&gt;
* [https://www.youtube.com/watch?v=1QMcAX1cDyo Own modifications video]&lt;br /&gt;
* [https://www.youtube.com/watch?v=TPrnSACiTJ4 Learn Blender for beginners tutorials]&lt;br /&gt;
* [https://www.youtube.com/watch?v=OTxxviChJQw Converting hair to DAO with blender 2.49]&lt;br /&gt;
*[https://sapphimods.me/tutorials/dragon-age-texture-guide/ DAO texture guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
{{Languages}}&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Adding_custom_armor_tutorial&amp;diff=20041</id>
		<title>Adding custom armor tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Adding_custom_armor_tutorial&amp;diff=20041"/>
				<updated>2023-09-07T20:33:35Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: added info about armour chunks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a tutorial to import meshes into DAO with Eshme’s 3ds max plugin.&lt;br /&gt;
Some of the things here are not specific to DAO, such as weight painting in 3dsmax. There are many more resources to find than can be put into this tutorial, it is not exhaustive.  &lt;br /&gt;
&lt;br /&gt;
*3ds max (or free version - gmax). 3ds max version needs to be 2010-2012 or the import script will not work. GMax needs specific setup- check useful links and fextralife forums.&lt;br /&gt;
*Dragon Age Origins&lt;br /&gt;
*Dragon Age Toolset&lt;br /&gt;
*Gimp/Photoshop/ Anything else that will make .dds files&lt;br /&gt;
*[https://www.nexusmods.com/dragonage/mods/214 GDA plugin]&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/895/? Eshme Import/Export DAO Tools] &lt;br /&gt;
&lt;br /&gt;
==Anatomy of an Item==&lt;br /&gt;
&lt;br /&gt;
 mmh.&lt;br /&gt;
 This is the one the game references first. It defines the path for the other parts of the mesh(msh, mao etc). It has information in it like bone order for whatever skeleton the item uses. &lt;br /&gt;
&lt;br /&gt;
 Msh.&lt;br /&gt;
 The actual mesh itself.&lt;br /&gt;
&lt;br /&gt;
 Phy. &lt;br /&gt;
 Handles collision, physics&lt;br /&gt;
&lt;br /&gt;
 Mao. &lt;br /&gt;
 The material object file. This tells the item which texture files it’s supposed to use. &lt;br /&gt;
&lt;br /&gt;
 Textures&lt;br /&gt;
&lt;br /&gt;
==Naming==&lt;br /&gt;
&lt;br /&gt;
Very important for the GDA. Textures in the game are named as follows: [belonging to a semi-race]_[type of armor\clothing]_[unique index of 4 letters]_0[texture type]. Although you can name your custom textures anything you want so long as it is unique. &lt;br /&gt;
&lt;br /&gt;
Model naming has more restrictions, no more than 4 letters for the idenfifying string. Check custom item GDAs to get a clearer idea of this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race gender is defined as follows:&lt;br /&gt;
&lt;br /&gt;
    hf- female Human&lt;br /&gt;
    hm - male Human&lt;br /&gt;
    ef- female elf&lt;br /&gt;
    em - male elf&lt;br /&gt;
    df - female dwarf&lt;br /&gt;
    dm - male dwarf&lt;br /&gt;
    qm - male qunari (there's no female qunari in the game)&lt;br /&gt;
&lt;br /&gt;
Armor:&lt;br /&gt;
&lt;br /&gt;
    arm - armor&lt;br /&gt;
    rob - robe (mage, clergyman)&lt;br /&gt;
    cth - clothes (nobleman, wedding)&lt;br /&gt;
&lt;br /&gt;
Helmets:&lt;br /&gt;
&lt;br /&gt;
    hlh - for mages.&lt;br /&gt;
    hlf - massive ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Texture types:&lt;br /&gt;
&lt;br /&gt;
    d - diffuse (Duffise)&lt;br /&gt;
    n - Normal&lt;br /&gt;
    s - Spectacular&lt;br /&gt;
    t - tint (Tint)&lt;br /&gt;
    e - emissive (Emissive) Need for a glowing effect. Almost never used in dao)&lt;br /&gt;
&lt;br /&gt;
The result should be something like this: hf_rob_xmpl_0d or em_arm_exmp_0n. *NOTE: The material itself (the name of the material in max, then it will be the MAO file) is named the same, but without the texture type. For example: hf_rob_xmpl or em_arm_exmp. The model is named the same, only with a detail number at the end: hf_rob_xmpl_0 or em_arm_exmp_0 &lt;br /&gt;
&lt;br /&gt;
== Script Settings ==&lt;br /&gt;
&lt;br /&gt;
Decide where you install all programs - program files(x86) for 32 bit programs on 64 bit computers. The export script and the game itself must be in the same program files folder.&lt;br /&gt;
To Install Eshme Import/Export script: Startup, YAGG and DAOTools add to C(disk):/Program Files/Autodesk/3dsmax/Scripts -&amp;gt; scripts &lt;br /&gt;
If you did everything correctly, then at the first start, a window with settings will appear.&lt;br /&gt;
&lt;br /&gt;
The Game Path should be the folder with the game: C:\Program Files (x86)\Dragon Age..&lt;br /&gt;
For the Export Path, make a folder in your Override folder- the one you put mods in, [local_disk_name]:\Documents and Settings\[user_name]\My Documents\BioWare\Dragon Age\packages\core\override\. This makes it easier to test it. &lt;br /&gt;
&lt;br /&gt;
For scale, tick x100. This makes it much easier to work with them. Note, make sure any obj you import and export also uses the x100 scale, or whatever you are using.&lt;br /&gt;
The toolset itself must be installed in the game folder, after that you can start working in 3 d Max -&amp;gt; Run Script.&lt;br /&gt;
&lt;br /&gt;
Before closing, the configurator will inform us about the possibility to change the settings at any time, this is fine.&lt;br /&gt;
&lt;br /&gt;
==Exporting a template==&lt;br /&gt;
&lt;br /&gt;
The engine will not be able to work with a model larger than 45,000 polygons (Faces) and 30,000 vertices (Vertices). &lt;br /&gt;
&lt;br /&gt;
First, pick an outfit with similar dimensions for the same race and class as the one you want to import for(see below). &lt;br /&gt;
You will need the  mmh, msh, phy and mao of the item. These can be extracted from the game’s erfs or using DATOOL if you have it.&lt;br /&gt;
&lt;br /&gt;
In the Toolset, open the archives modelhierarchies.erf materialobjects.erf modelmeshdata.erf (you can find them at [game_disk_name]: \Dragon Age\packages\core\data). Also, open the texturepack.erf archive located at [game_disk_name]:\Dragon Age\packages\core\textures\high. If we want the female chantry robe: In these archives we find the files hf_rob_chaa_0.mmh, hf_rob_chaa_0.phy (modelhierarchies.erf) hf_rob_chaa_0.msh (modelmeshdata.erf) pf_rob_chaa.mao (materialobjects.erf) pf_rob_chaa_0d.dds, pf_rob_chaa_0n_dds, pf_rob_chaa_0s. .erf) and unpack it into a separate folder. In total, the output should be 8 files.&lt;br /&gt;
If you are doing an object for a female, you will want to use tmp’s proportion fixes- copy his mmh and msh and let it overwrite the original ones you downloaded.&lt;br /&gt;
&lt;br /&gt;
Run the DAOImport script. In the File section of the Model Import section, specify the location of the .mmh file we recently pulled out (hf_rob_chaa_0.mmh). Click on the Import button, a special window will notify us that it is ready for import, click OK and wait 5-30 seconds (depending on the power of the computer) until the model is loaded.&lt;br /&gt;
&lt;br /&gt;
Select everything except the mesh then delete it.&lt;br /&gt;
Save the model as an obj.&lt;br /&gt;
&lt;br /&gt;
==Preparing A Model==&lt;br /&gt;
&lt;br /&gt;
Pick the new item you want in Origins. If it is an Inquisition item, extract both the model and 4 textures(diffuse, normal, tint and spec) with Frosty mod manager. DAI mod manager extracts textures fine but can jumble or flip Uvs on models.&lt;br /&gt;
 &lt;br /&gt;
Open it in blender. Make sure to have ‘seperate groups’ ticked on the import, otherwise it will import with several different meshes layered inside it&lt;br /&gt;
&lt;br /&gt;
The item needs to be should be one mesh object, all on the same UV map. &lt;br /&gt;
If it is a Dragon age Inquistion item with skin showing, you will need to alter the UV map in Blender to combine them, as all the skin in DAI is on a separate material.&lt;br /&gt;
DA:O has difficulty with multi mesh objects, and will only tint the mesh with higher priority in the mmh- very bad on objects with visible skin. It can cause difficulty elsewhere if you try and use it as a mesh replacer too, so it is best to combine the two textures into one UV map where possible.&lt;br /&gt;
&lt;br /&gt;
Try not to rotate pieces, as keeping them in the same orientation means you can reuse the original’s normal map.&lt;br /&gt;
&lt;br /&gt;
If you are porting a DA2 item or a single mesh DAI item that has no skin showing, you shouldn’t need to alter the UV.&lt;br /&gt;
&lt;br /&gt;
Import the obj. you exported from dao. Flip your model to match it.&lt;br /&gt;
Now either move the model into position with blender pose mode(if you exported a psk or a fbx model), or push it into place in Blender sculpt mode with the grab brush, to match the obj. you exported from the game. &lt;br /&gt;
&lt;br /&gt;
You may want to check it has no gaps, merge redundant vertices and reset the normals to make it ready for editing.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
If your UV map had skin and needed combining, export the UV map as a guideline. You can now move things around and create your texture in any program.&lt;br /&gt;
&lt;br /&gt;
[[File:Text1.png|border]]&lt;br /&gt;
&lt;br /&gt;
If you did not need to change the UV map the textures still need to be changed to meet the DA:O standard, with shading added, normal map converted and appropriate specular and tint maps created. Check various texture guides for more information.&lt;br /&gt;
&lt;br /&gt;
Save them as .dds in GIMP, Photoshop or any other program that can make .dds files. &lt;br /&gt;
&lt;br /&gt;
You should have textures with distinct unique names as placeholders at least- a diffuse, a normal, a spec and a tint.&lt;br /&gt;
&lt;br /&gt;
== 3D MAX ==&lt;br /&gt;
 &lt;br /&gt;
Import the dragon age mmh you are using as a template. As before it will import with skeleton, glowing green boxes and collision bubbles, take care to move or delete none of these. Do not move the model from its starting position.&lt;br /&gt;
&lt;br /&gt;
Import your own new item as an obj, in the correct scale matching the import scale (x100)&lt;br /&gt;
&lt;br /&gt;
You may want to Poly&amp;gt; Weld polygons to make it easier to weight paint.&lt;br /&gt;
Copy the skin modifier from the dragon age mmh. Paste it into the modifier list of your new mesh. It should now register as having absorbed the weighting, if you click Paint Weights to check. &lt;br /&gt;
You can delete the template mmh now, it has served its purpose.&lt;br /&gt;
&lt;br /&gt;
Use the Select and Link tool in the top left hand corner. Select your mesh. Draw a line from your mesh to the small green box between its feet. The box should glow upon connection. Return to the regular select tool to make sure you don’t link anything by accident.&lt;br /&gt;
Run script&amp;gt; DAO ModelManager&lt;br /&gt;
&lt;br /&gt;
The mesh will show up. Change its parameters to ‘mesh’ instead of Unknown.&lt;br /&gt;
If you have done this correctly, there should be an option under Poly that contains a list of Dragon Age mesh options. Make sure Cast Runtime Shadow is ticked, or your item will not cast a shadow.&lt;br /&gt;
&lt;br /&gt;
Your poly needs 3 modifiers in the following order(The other two can be found in the dropdown list.):&lt;br /&gt;
1)Skin&lt;br /&gt;
2) Unwrap UVW&lt;br /&gt;
3)Edit Normals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alternate Method to skin the mesh ==&lt;br /&gt;
1) Import both the example mmh with the script, and your new obj.&lt;br /&gt;
1) Select your model. Right-click on an empty space-&amp;gt;Convert To-&amp;gt; Convert To Editable Mesh &lt;br /&gt;
2)  Select the mmh’s Skin and Edit Normals modifiers. Right Click, Cut&lt;br /&gt;
3) Switch to polygon editing mode&lt;br /&gt;
&lt;br /&gt;
[[File:Polygon.png|border]]&lt;br /&gt;
 &lt;br /&gt;
4) Press CTRL+A The entire original outfit should be in the red selection color. Next, you need to deselect a single polygon (done with the ALT key pressed). It doesn't matter which one it is, the main thing is that it should be visible and easy to get to.&lt;br /&gt;
5)Click the Delete button. This will delete the entire model, except for the one polygon we left behind. &lt;br /&gt;
6)Now we need to attach the new mesh to this polygon. To do this, select the Attach button on the toolbar on the right and click on the suit with the mouse. A window will appear, select the Match Material to Material IDs option. Click OK. &lt;br /&gt;
7)Now we need to remove the last polygon of the original robe. We again switch to the polygon editing mode (having previously “pressed” the attach button), find the polygon we once left and delete it. &lt;br /&gt;
5) Paste the cut modifiers in the list &lt;br /&gt;
6) Either reset the normals or add a new Edit Normals modifier&lt;br /&gt;
&lt;br /&gt;
==Weight Painting==&lt;br /&gt;
If you have just copy/pasted the Skin modifier onto the mesh, it will probably have some weighting problems that will need to be touched up.&lt;br /&gt;
&lt;br /&gt;
Run the import window again. Now, select the animation window.&lt;br /&gt;
First you will need to export some test animations to make your life easier. For example, mh_m.mov_rf is the running animation and it has 3 files in the animations erf.&lt;br /&gt;
&lt;br /&gt;
You can also import a test head, if you extracted all the base head files. (racegenderprefix_uhm_basa_0.mmh, racegenderprefix_uhm_bas_0.msh and so on)&lt;br /&gt;
Tick Merge With Selected and you should be able to see how it reacts with a head in it. Make sure you delete it before exporting.&lt;br /&gt;
&lt;br /&gt;
Now use Paint Weights button to edit anything that needs it.&lt;br /&gt;
&lt;br /&gt;
If you want to do things very well and you used Blender pose mode to match the original mesh in blender, you can import that in as a fbx and do a bone weight transfer(under Utilities&amp;gt;Skin Utilties). This will get you very good weighting, as it was professionally done.&lt;br /&gt;
&lt;br /&gt;
When you are done weighting the mesh, select everything in the scene especially any gizmos that may have moved far out of view.&lt;br /&gt;
Go to timeline, select all the animation frames, right click Delete Selected Frames. This should snap everything back into default positions, ready to export.&lt;br /&gt;
&lt;br /&gt;
== Assign materials ==&lt;br /&gt;
&lt;br /&gt;
On the top toolbar we find the material editor button (four multi-colored balls) Next, click Get Material and select Dragon Age Material from the list (if the plugin is installed correctly, it will be in the list)&lt;br /&gt;
&lt;br /&gt;
[[File:Materialeditor.png|border]]&lt;br /&gt;
&lt;br /&gt;
In Material Type we specify what type of MAO semantic the item will need.&lt;br /&gt;
For example&lt;br /&gt;
1 - Model with skin and transparent bits (fur robe for example) - [Armor w / Skin Tint][Alpha Blending][No Emissive].&lt;br /&gt;
2- Skinless Model in Render Semantics – [No Tint][Alpha Blending][No Emissive].&lt;br /&gt;
3- Expand the list of Texture Maps and assign the appropriate textures. Next, Assign Material to Selection (the item should be selected). If you really want to see the texture in the editor, then click Show Map in Viewport. It remains only to give our material a normal name. In the corresponding field, enter pf_rob_chaz_0. That's all.&lt;br /&gt;
&lt;br /&gt;
[[File:Materialwork.png|border]]&lt;br /&gt;
&lt;br /&gt;
You can import a Dragon Age Mesh and use the eyedropper to sample its MAO and apply it to other items.&lt;br /&gt;
&lt;br /&gt;
A mesh needs a DAO material assigned to it or it will not export correctly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
To do this, run the DAOModelExport script. We will see a window like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Export.png|border]]&lt;br /&gt;
&lt;br /&gt;
Between Name and .MMH enter whatever your new item is named. &lt;br /&gt;
You should call it something that works with the gda you have already set up. &lt;br /&gt;
Between Name and .MSH, enter the same thing (if this was not done automatically). Check the Create MAO Material File option. That's it, now click Export. &lt;br /&gt;
At the end of the export process, five new files should appear in the folder [local_drive_name]:\Documents and Settings\[username]\My Documents\BioWare\Dragon Age\packages\core\override\ hf_rob_chaa_0.phy hf_rob_chaa_0.msh hf_rob_chaa_0.mmh hf_rob_chaa_0.met pf_rob_chaz_0.mao &lt;br /&gt;
Your textures should already be there. The model is ready, you can run the game and see the result.&lt;br /&gt;
&lt;br /&gt;
==LODS==&lt;br /&gt;
Every item imports with its own skeleton. The LOD 0, 2 and 3 skeletons for the races are all different as they have different numbers of bones. You cannot export LOD0 skeleton for a LOD2, it will cause errors.&lt;br /&gt;
To create, just import a LOD2 model (ends with _2.mmh) and repeat the steps. It does not matter how good the LOD2 weighting is, as it is only seen from a distance anyway.&lt;br /&gt;
For a custom item with its own GDA, you only need a LOD2. For an item replacer that replaces a vanilla mesh, you will also need a LOD3.&lt;br /&gt;
It is a good idea to create LOD2 as it stops the character deforming from a distance, such as in the party camp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hair And other Multi Mesh Items==&lt;br /&gt;
Generally, a multi mesh item(merely attach more mesh chunks with skin modifiers to the same GOB) is not an ideal solution for modelling. This is because only the first mesh listed in the MMH will tint. This is obviously bad for any item with skin showing. Very few items in the game are multi mesh MMHs.&lt;br /&gt;
&lt;br /&gt;
An exception is found in hair. Hair is made up of a scalp (HairM1), plus the hair(HairM2). Multiple hair chunks with the hair material will tint(The same applies to beards). Mod authors may often add accessories to hair- this usually shows up as HairM3, but the name given is not important.&lt;br /&gt;
The Eshme script can sometimes jumble the order of these, so ensure they are the right way around or the scalp will not tint correctly. Deleting the scalp entirely can cause odd bugs with the shadows of the hair, so this is not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Seperate armour chunks and tinting==&lt;br /&gt;
If you intend to chop your item into armour, gloves and boots- If you do this by weighting it as one piece and exporting chunks of it, the gloves and boots may not tint. I am not really sure why this is, possibly something to do with vertex colours. It can be fixed by deleting the MMH and stealing a vanilla one.&lt;br /&gt;
&lt;br /&gt;
Weight your full body armour as you would usually, then Use utilities -&amp;gt; skin utilities to export the weighting (search 3ds max skin utilities to find tutorial videos about this). A colourful mesh will appear. You can delete the original skeleton and the none-glove parts of your mesh, then import in a glove from the vanilla game. Give your mesh the modifier from the vanilla glove mesh. Then import the weighting from your 'Skin utility' mesh. A prompt will appear, telling you to match up the bones. Do so. Your mesh should now have the original weighting your full body mesh did. Export the mesh. Find what was exported and delete the MMH. Go into the files and find the vanilla glove MMH. Copy the MMH, change all the names and internal references(including the mesh chunk, if you didn't give it the same name as the donor) to your new msh. The phy doesn't need to be replaced. Your glove should now tint.&lt;br /&gt;
Do this with care, if you try and match up a msh that has more bones listed in its Skin modifier, with a MMH that has less, the game will distort the mesh. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bug Fixes==&lt;br /&gt;
If something isn’t tinting, you may need to open the .mmh in the toolset, find the field Material Library and make sure it is empty.&lt;br /&gt;
All your LODs(you did make LODs right?) need to be the same 'material type' as the main one or they won't tint- aka RobeM1, CLothesM1 and so on. Capitalization does matter.&lt;br /&gt;
&lt;br /&gt;
You can have more than one mesh chunk in an outfit mmh, but only the top billed one will tint at all, so make sure you put anything with skin at the top.&lt;br /&gt;
&lt;br /&gt;
If your character using tmp proportion has long grotesque hands, you may need to get a vanilla phy and rename it to replace the exported phy. (one that is similar, a boot for a boot and so on)&lt;br /&gt;
&lt;br /&gt;
If something is glowing green and t-posing, your mao is either not connected properly, not connected at all, or missing a texture.&lt;br /&gt;
&lt;br /&gt;
If your item is exporting blank, make sure it is connected to the GOB, checking by launching the DAO Model Manager script.&lt;br /&gt;
&lt;br /&gt;
If your item is losing verts in the export, make sure you are exporting it as what it is- so if you are replacing a hair, export it as a hair. You can rename the msh and mmh and change the file references in the toolset or pygff later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
&lt;br /&gt;
*[https://sapphim.tumblr.com/post/132791322645/dao-mesh-modding-tutorial-1-setting-up  How to set up a mesh for Eshme’s script]&lt;br /&gt;
*[http://forums.nexusmods.com/index.php?/topic/423834-the-witcher-1-armors-in-da-origins/page-2#entry3544131 Similar tutorial, How to add new armor to DAO] &lt;br /&gt;
*[https://www.youtube.com/watch?v=fpU1yqsT8_A Guide to 3ds max Weight Painting Mike Pickton]&lt;br /&gt;
* [https://www.youtube.com/watch?v=HWlxEy2wbcs Painting Weights 3ds Max tutorial]&lt;br /&gt;
*[https://www.youtube.com/watch?v=GWvxMXzEbuM Add a weapon with 3ds max Mike Pickton] &lt;br /&gt;
*[https://www.youtube.com/watch?v=NvJ8yhGborY Adding Custom Armor to Game in Toolset Mike Pickton- explains GDAS, file naming]&lt;br /&gt;
*[[Customisation of original Dragon age armor]]&lt;br /&gt;
*[[Adding custom shield tutorial]]&lt;br /&gt;
*[[Adding custom level tutorial]] - Add your own level. Contains explanation of adding props with Eshme script&lt;br /&gt;
*[http://forums.nexusmods.com/index.php?/topic/1122450-loincloth-fashion/page-56#entry16909714 How to fix GDA conflict]&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/3974/? Item Variation ID spreadsheet modification]&lt;br /&gt;
* [https://fextralife.com/forums/t140995/items-the-basics-how?p=1512198#p1512198 How to configure import script for GMAX]&lt;br /&gt;
* [https://www.youtube.com/watch?v=370D7Lul9tk Skinning Example video]&lt;br /&gt;
* [https://www.youtube.com/watch?v=_q4mmFMmIK8 Crinoline example video ]&lt;br /&gt;
* [https://www.youtube.com/watch?v=1QMcAX1cDyo Own modifications video]&lt;br /&gt;
* [https://www.youtube.com/watch?v=TPrnSACiTJ4 Learn Blender for beginners tutorials]&lt;br /&gt;
* [https://www.youtube.com/watch?v=OTxxviChJQw Converting hair to DAO with blender 2.49]&lt;br /&gt;
*[https://sapphimods.me/tutorials/dragon-age-texture-guide/ DAO texture guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
{{Languages}}&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Adding_a_custom_model_to_the_toolset_tutorial&amp;diff=20040</id>
		<title>Adding a custom model to the toolset tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Adding_a_custom_model_to_the_toolset_tutorial&amp;diff=20040"/>
				<updated>2023-05-25T23:27:49Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: added 1 nexus link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
This tutorial describes how to add a custom model to your Toolset. It is assumed that the reader is familiar with the Toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Needed Files==&lt;br /&gt;
Download tazpn's Command Line Tools [https://www.nexusmods.com/dragonage/mods/10]&lt;br /&gt;
&lt;br /&gt;
or alternatively use&lt;br /&gt;
&lt;br /&gt;
Allstar's GUI interface for Tazpn's Command Line Tools [http://social.bioware.com/project/1060/] &lt;br /&gt;
&lt;br /&gt;
==Convert your model to DA:O compatible files==&lt;br /&gt;
&lt;br /&gt;
It is assumed that the model is finished and textured.&lt;br /&gt;
&lt;br /&gt;
Export your model as a *.fbx file.&lt;br /&gt;
&lt;br /&gt;
Use tapzn`s Tool to convert the *.fbx file to a *.mmh.xml file (fbxcmd convert name.fbx name.mmh.xml).&lt;br /&gt;
You will get 3 files out of this: &lt;br /&gt;
&lt;br /&gt;
• *.[[mmh]].xml&lt;br /&gt;
&lt;br /&gt;
• *.[[msh]].xml&lt;br /&gt;
&lt;br /&gt;
• *.[[mao]]&lt;br /&gt;
&lt;br /&gt;
Since the *.mao file is not well named in some cases, you have to manually rename it. If you do this, don't forget to change the reference in the *.mmh.xml file!&lt;br /&gt;
&lt;br /&gt;
== Create *.mmh ==&lt;br /&gt;
&lt;br /&gt;
Just drag and drop your *.mmh.xml on the &amp;quot;\Dragon Age\tools\ResourceBuild\Processors\MMH\GraphicsProcessorMMH.exe&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Create *.msh ==&lt;br /&gt;
&lt;br /&gt;
Copy the *.msh.xml file to &amp;quot;\Dragon Age\tools\ResourceBuild\Processors\MSH&amp;quot;&lt;br /&gt;
Then do &amp;quot;GraphicsProcessorMSH -platform pc mmdtogff (filename).msh.xml&amp;quot; using your Shell / cmd&lt;br /&gt;
&lt;br /&gt;
== Adding it to your Toolset ==&lt;br /&gt;
&lt;br /&gt;
Copy all the files (*.msh, *.mmh, *.phy, *.dds, *.mao) to &amp;quot;\Dragon Age\packages\core\override\&amp;quot;.&lt;br /&gt;
Optionally you can pack it into an *.[[erf]] file. The [[builder to player]] packaging process can package up these files into an erf for you in the process of creating a [[dazip]] installable file.&lt;br /&gt;
&lt;br /&gt;
== Using it in the Toolkit ==&lt;br /&gt;
&lt;br /&gt;
To use it in the toolkit you have to specify which item variation your item is. Edit the fitting *.gda in the 2da.erf to do so. See [[ItemVariations.xls]].&lt;br /&gt;
&lt;br /&gt;
If you did nothing wrong up till now, you should be able to use it in the Toolset by now.&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Adding_custom_armor_tutorial&amp;diff=20039</id>
		<title>Adding custom armor tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Adding_custom_armor_tutorial&amp;diff=20039"/>
				<updated>2023-05-12T10:00:03Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a tutorial to import meshes into DAO with Eshme’s 3ds max plugin.&lt;br /&gt;
Some of the things here are not specific to DAO, such as weight painting in 3dsmax. There are many more resources to find than can be put into this tutorial, it is not exhaustive.  &lt;br /&gt;
&lt;br /&gt;
*3ds max (or free version - gmax). 3ds max version needs to be 2010-2012 or the import script will not work. GMax needs specific setup- check useful links and fextralife forums.&lt;br /&gt;
*Dragon Age Origins&lt;br /&gt;
*Dragon Age Toolset&lt;br /&gt;
*Gimp/Photoshop/ Anything else that will make .dds files&lt;br /&gt;
*[https://www.nexusmods.com/dragonage/mods/214 GDA plugin]&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/895/? Eshme Import/Export DAO Tools] &lt;br /&gt;
&lt;br /&gt;
==Anatomy of an Item==&lt;br /&gt;
&lt;br /&gt;
 mmh.&lt;br /&gt;
 This is the one the game references first. It defines the path for the other parts of the mesh(msh, mao etc). It has information in it like bone order for whatever skeleton the item uses. &lt;br /&gt;
&lt;br /&gt;
 Msh.&lt;br /&gt;
 The actual mesh itself.&lt;br /&gt;
&lt;br /&gt;
 Phy. &lt;br /&gt;
 Handles collision, physics&lt;br /&gt;
&lt;br /&gt;
 Mao. &lt;br /&gt;
 The material object file. This tells the item which texture files it’s supposed to use. &lt;br /&gt;
&lt;br /&gt;
 Textures&lt;br /&gt;
&lt;br /&gt;
==Naming==&lt;br /&gt;
&lt;br /&gt;
Very important for the GDA. Textures in the game are named as follows: [belonging to a semi-race]_[type of armor\clothing]_[unique index of 4 letters]_0[texture type]. Although you can name your custom textures anything you want so long as it is unique. &lt;br /&gt;
&lt;br /&gt;
Model naming has more restrictions, no more than 4 letters for the idenfifying string. Check custom item GDAs to get a clearer idea of this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race gender is defined as follows:&lt;br /&gt;
&lt;br /&gt;
    hf- female Human&lt;br /&gt;
    hm - male Human&lt;br /&gt;
    ef- female elf&lt;br /&gt;
    em - male elf&lt;br /&gt;
    df - female dwarf&lt;br /&gt;
    dm - male dwarf&lt;br /&gt;
    qm - male qunari (there's no female qunari in the game)&lt;br /&gt;
&lt;br /&gt;
Armor:&lt;br /&gt;
&lt;br /&gt;
    arm - armor&lt;br /&gt;
    rob - robe (mage, clergyman)&lt;br /&gt;
    cth - clothes (nobleman, wedding)&lt;br /&gt;
&lt;br /&gt;
Helmets:&lt;br /&gt;
&lt;br /&gt;
    hlh - for mages.&lt;br /&gt;
    hlf - massive ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Texture types:&lt;br /&gt;
&lt;br /&gt;
    d - diffuse (Duffise)&lt;br /&gt;
    n - Normal&lt;br /&gt;
    s - Spectacular&lt;br /&gt;
    t - tint (Tint)&lt;br /&gt;
    e - emissive (Emissive) Need for a glowing effect. Almost never used in dao)&lt;br /&gt;
&lt;br /&gt;
The result should be something like this: hf_rob_xmpl_0d or em_arm_exmp_0n. *NOTE: The material itself (the name of the material in max, then it will be the MAO file) is named the same, but without the texture type. For example: hf_rob_xmpl or em_arm_exmp. The model is named the same, only with a detail number at the end: hf_rob_xmpl_0 or em_arm_exmp_0 &lt;br /&gt;
&lt;br /&gt;
== Script Settings ==&lt;br /&gt;
&lt;br /&gt;
Decide where you install all programs - program files(x86) for 32 bit programs on 64 bit computers. The export script and the game itself must be in the same program files folder.&lt;br /&gt;
To Install Eshme Import/Export script: Startup, YAGG and DAOTools add to C(disk):/Program Files/Autodesk/3dsmax/Scripts -&amp;gt; scripts &lt;br /&gt;
If you did everything correctly, then at the first start, a window with settings will appear.&lt;br /&gt;
&lt;br /&gt;
The Game Path should be the folder with the game: C:\Program Files (x86)\Dragon Age..&lt;br /&gt;
For the Export Path, make a folder in your Override folder- the one you put mods in, [local_disk_name]:\Documents and Settings\[user_name]\My Documents\BioWare\Dragon Age\packages\core\override\. This makes it easier to test it. &lt;br /&gt;
&lt;br /&gt;
For scale, tick x100. This makes it much easier to work with them. Note, make sure any obj you import and export also uses the x100 scale, or whatever you are using.&lt;br /&gt;
The toolset itself must be installed in the game folder, after that you can start working in 3 d Max -&amp;gt; Run Script.&lt;br /&gt;
&lt;br /&gt;
Before closing, the configurator will inform us about the possibility to change the settings at any time, this is fine.&lt;br /&gt;
&lt;br /&gt;
==Exporting a template==&lt;br /&gt;
&lt;br /&gt;
The engine will not be able to work with a model larger than 45,000 polygons (Faces) and 30,000 vertices (Vertices). &lt;br /&gt;
&lt;br /&gt;
First, pick an outfit with similar dimensions for the same race and class as the one you want to import for(see below). &lt;br /&gt;
You will need the  mmh, msh, phy and mao of the item. These can be extracted from the game’s erfs or using DATOOL if you have it.&lt;br /&gt;
&lt;br /&gt;
In the Toolset, open the archives modelhierarchies.erf materialobjects.erf modelmeshdata.erf (you can find them at [game_disk_name]: \Dragon Age\packages\core\data). Also, open the texturepack.erf archive located at [game_disk_name]:\Dragon Age\packages\core\textures\high. If we want the female chantry robe: In these archives we find the files hf_rob_chaa_0.mmh, hf_rob_chaa_0.phy (modelhierarchies.erf) hf_rob_chaa_0.msh (modelmeshdata.erf) pf_rob_chaa.mao (materialobjects.erf) pf_rob_chaa_0d.dds, pf_rob_chaa_0n_dds, pf_rob_chaa_0s. .erf) and unpack it into a separate folder. In total, the output should be 8 files.&lt;br /&gt;
If you are doing an object for a female, you will want to use tmp’s proportion fixes- copy his mmh and msh and let it overwrite the original ones you downloaded.&lt;br /&gt;
&lt;br /&gt;
Run the DAOImport script. In the File section of the Model Import section, specify the location of the .mmh file we recently pulled out (hf_rob_chaa_0.mmh). Click on the Import button, a special window will notify us that it is ready for import, click OK and wait 5-30 seconds (depending on the power of the computer) until the model is loaded.&lt;br /&gt;
&lt;br /&gt;
Select everything except the mesh then delete it.&lt;br /&gt;
Save the model as an obj.&lt;br /&gt;
&lt;br /&gt;
==Preparing A Model==&lt;br /&gt;
&lt;br /&gt;
Pick the new item you want in Origins. If it is an Inquisition item, extract both the model and 4 textures(diffuse, normal, tint and spec) with Frosty mod manager. DAI mod manager extracts textures fine but can jumble or flip Uvs on models.&lt;br /&gt;
 &lt;br /&gt;
Open it in blender. Make sure to have ‘seperate groups’ ticked on the import, otherwise it will import with several different meshes layered inside it&lt;br /&gt;
&lt;br /&gt;
The item needs to be should be one mesh object, all on the same UV map. &lt;br /&gt;
If it is a Dragon age Inquistion item with skin showing, you will need to alter the UV map in Blender to combine them, as all the skin in DAI is on a separate material.&lt;br /&gt;
DA:O has difficulty with multi mesh objects, and will only tint the mesh with higher priority in the mmh- very bad on objects with visible skin. It can cause difficulty elsewhere if you try and use it as a mesh replacer too, so it is best to combine the two textures into one UV map where possible.&lt;br /&gt;
&lt;br /&gt;
Try not to rotate pieces, as keeping them in the same orientation means you can reuse the original’s normal map.&lt;br /&gt;
&lt;br /&gt;
If you are porting a DA2 item or a single mesh DAI item that has no skin showing, you shouldn’t need to alter the UV.&lt;br /&gt;
&lt;br /&gt;
Import the obj. you exported from dao. Flip your model to match it.&lt;br /&gt;
Now either move the model into position with blender pose mode(if you exported a psk or a fbx model), or push it into place in Blender sculpt mode with the grab brush, to match the obj. you exported from the game. &lt;br /&gt;
&lt;br /&gt;
You may want to check it has no gaps, merge redundant vertices and reset the normals to make it ready for editing.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
If your UV map had skin and needed combining, export the UV map as a guideline. You can now move things around and create your texture in any program.&lt;br /&gt;
&lt;br /&gt;
[[File:Text1.png|border]]&lt;br /&gt;
&lt;br /&gt;
If you did not need to change the UV map the textures still need to be changed to meet the DA:O standard, with shading added, normal map converted and appropriate specular and tint maps created. Check various texture guides for more information.&lt;br /&gt;
&lt;br /&gt;
Save them as .dds in GIMP, Photoshop or any other program that can make .dds files. &lt;br /&gt;
&lt;br /&gt;
You should have textures with distinct unique names as placeholders at least- a diffuse, a normal, a spec and a tint.&lt;br /&gt;
&lt;br /&gt;
== 3D MAX ==&lt;br /&gt;
 &lt;br /&gt;
Import the dragon age mmh you are using as a template. As before it will import with skeleton, glowing green boxes and collision bubbles, take care to move or delete none of these. Do not move the model from its starting position.&lt;br /&gt;
&lt;br /&gt;
Import your own new item as an obj, in the correct scale matching the import scale (x100)&lt;br /&gt;
&lt;br /&gt;
You may want to Poly&amp;gt; Weld polygons to make it easier to weight paint.&lt;br /&gt;
Copy the skin modifier from the dragon age mmh. Paste it into the modifier list of your new mesh. It should now register as having absorbed the weighting, if you click Paint Weights to check. &lt;br /&gt;
You can delete the template mmh now, it has served its purpose.&lt;br /&gt;
&lt;br /&gt;
Use the Select and Link tool in the top left hand corner. Select your mesh. Draw a line from your mesh to the small green box between its feet. The box should glow upon connection. Return to the regular select tool to make sure you don’t link anything by accident.&lt;br /&gt;
Run script&amp;gt; DAO ModelManager&lt;br /&gt;
&lt;br /&gt;
The mesh will show up. Change its parameters to ‘mesh’ instead of Unknown.&lt;br /&gt;
If you have done this correctly, there should be an option under Poly that contains a list of Dragon Age mesh options. Make sure Cast Runtime Shadow is ticked, or your item will not cast a shadow.&lt;br /&gt;
&lt;br /&gt;
Your poly needs 3 modifiers in the following order(The other two can be found in the dropdown list.):&lt;br /&gt;
1)Skin&lt;br /&gt;
2) Unwrap UVW&lt;br /&gt;
3)Edit Normals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alternate Method to skin the mesh ==&lt;br /&gt;
1) Import both the example mmh with the script, and your new obj.&lt;br /&gt;
1) Select your model. Right-click on an empty space-&amp;gt;Convert To-&amp;gt; Convert To Editable Mesh &lt;br /&gt;
2)  Select the mmh’s Skin and Edit Normals modifiers. Right Click, Cut&lt;br /&gt;
3) Switch to polygon editing mode&lt;br /&gt;
&lt;br /&gt;
[[File:Polygon.png|border]]&lt;br /&gt;
 &lt;br /&gt;
4) Press CTRL+A The entire original outfit should be in the red selection color. Next, you need to deselect a single polygon (done with the ALT key pressed). It doesn't matter which one it is, the main thing is that it should be visible and easy to get to.&lt;br /&gt;
5)Click the Delete button. This will delete the entire model, except for the one polygon we left behind. &lt;br /&gt;
6)Now we need to attach the new mesh to this polygon. To do this, select the Attach button on the toolbar on the right and click on the suit with the mouse. A window will appear, select the Match Material to Material IDs option. Click OK. &lt;br /&gt;
7)Now we need to remove the last polygon of the original robe. We again switch to the polygon editing mode (having previously “pressed” the attach button), find the polygon we once left and delete it. &lt;br /&gt;
5) Paste the cut modifiers in the list &lt;br /&gt;
6) Either reset the normals or add a new Edit Normals modifier&lt;br /&gt;
&lt;br /&gt;
==Weight Painting==&lt;br /&gt;
If you have just copy/pasted the Skin modifier onto the mesh, it will probably have some weighting problems that will need to be touched up.&lt;br /&gt;
&lt;br /&gt;
Run the import window again. Now, select the animation window.&lt;br /&gt;
First you will need to export some test animations to make your life easier. For example, mh_m.mov_rf is the running animation and it has 3 files in the animations erf.&lt;br /&gt;
&lt;br /&gt;
You can also import a test head, if you extracted all the base head files. (racegenderprefix_uhm_basa_0.mmh, racegenderprefix_uhm_bas_0.msh and so on)&lt;br /&gt;
Tick Merge With Selected and you should be able to see how it reacts with a head in it. Make sure you delete it before exporting.&lt;br /&gt;
&lt;br /&gt;
Now use Paint Weights button to edit anything that needs it.&lt;br /&gt;
&lt;br /&gt;
If you want to do things very well and you used Blender pose mode to match the original mesh in blender, you can import that in as a fbx and do a bone weight transfer(under Utilities&amp;gt;Skin Utilties). This will get you very good weighting, as it was professionally done.&lt;br /&gt;
&lt;br /&gt;
When you are done weighting the mesh, select everything in the scene especially any gizmos that may have moved far out of view.&lt;br /&gt;
Go to timeline, select all the animation frames, right click Delete Selected Frames. This should snap everything back into default positions, ready to export.&lt;br /&gt;
&lt;br /&gt;
== Assign materials ==&lt;br /&gt;
&lt;br /&gt;
On the top toolbar we find the material editor button (four multi-colored balls) Next, click Get Material and select Dragon Age Material from the list (if the plugin is installed correctly, it will be in the list)&lt;br /&gt;
&lt;br /&gt;
[[File:Materialeditor.png|border]]&lt;br /&gt;
&lt;br /&gt;
In Material Type we specify what type of MAO semantic the item will need.&lt;br /&gt;
For example&lt;br /&gt;
1 - Model with skin and transparent bits (fur robe for example) - [Armor w / Skin Tint][Alpha Blending][No Emissive].&lt;br /&gt;
2- Skinless Model in Render Semantics – [No Tint][Alpha Blending][No Emissive].&lt;br /&gt;
3- Expand the list of Texture Maps and assign the appropriate textures. Next, Assign Material to Selection (the item should be selected). If you really want to see the texture in the editor, then click Show Map in Viewport. It remains only to give our material a normal name. In the corresponding field, enter pf_rob_chaz_0. That's all.&lt;br /&gt;
&lt;br /&gt;
[[File:Materialwork.png|border]]&lt;br /&gt;
&lt;br /&gt;
You can import a Dragon Age Mesh and use the eyedropper to sample its MAO and apply it to other items.&lt;br /&gt;
&lt;br /&gt;
A mesh needs a DAO material assigned to it or it will not export correctly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
To do this, run the DAOModelExport script. We will see a window like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Export.png|border]]&lt;br /&gt;
&lt;br /&gt;
Between Name and .MMH enter whatever your new item is named. &lt;br /&gt;
You should call it something that works with the gda you have already set up. &lt;br /&gt;
Between Name and .MSH, enter the same thing (if this was not done automatically). Check the Create MAO Material File option. That's it, now click Export. &lt;br /&gt;
At the end of the export process, five new files should appear in the folder [local_drive_name]:\Documents and Settings\[username]\My Documents\BioWare\Dragon Age\packages\core\override\ hf_rob_chaa_0.phy hf_rob_chaa_0.msh hf_rob_chaa_0.mmh hf_rob_chaa_0.met pf_rob_chaz_0.mao &lt;br /&gt;
Your textures should already be there. The model is ready, you can run the game and see the result.&lt;br /&gt;
&lt;br /&gt;
==LODS==&lt;br /&gt;
Every item imports with its own skeleton. The LOD 0, 2 and 3 skeletons for the races are all different as they have different numbers of bones. You cannot export LOD0 skeleton for a LOD2, it will cause errors.&lt;br /&gt;
To create, just import a LOD2 model (ends with _2.mmh) and repeat the steps. It does not matter how good the LOD2 weighting is, as it is only seen from a distance anyway.&lt;br /&gt;
For a custom item with its own GDA, you only need a LOD2. For an item replacer that replaces a vanilla item, you will also need a LOD3.&lt;br /&gt;
It is a good idea to create LOD2 as it stops the character deforming from a distance, such as in the party camp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hair And other Multi Mesh Items==&lt;br /&gt;
Generally, a multi mesh item(merely attach more mesh chunks with skin modifiers to the same GOB) is not an ideal solution for modelling. This is because only the first mesh listed in the MMH will tint. This is obviously bad for any item with skin showing. Very few items in the game are multi mesh MMHs.&lt;br /&gt;
&lt;br /&gt;
An exception is found in hair. Hair is made up of a scalp (HairM1), plus the hair(HairM2). Multiple hair chunks with the hair material will tint(The same applies to beards). Mod authors may often add accessories to hair- this usually shows up as HairM3, but the name given is not important.&lt;br /&gt;
The Eshme script can sometimes jumble the order of these, so ensure they are the right way around or the scalp will not tint correctly. Deleting the scalp entirely can cause odd bugs with the shadows of the hair, so this is not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bug Fixes==&lt;br /&gt;
If something isn’t tinting, you may need to open the .mmh in the toolset, find the field Material Library and make sure it is empty.&lt;br /&gt;
All your LODs(you did make LODs right?) need to be the same 'material type' as the main one or they won't tint- aka RobeM1, CLothesM1 and so on. Capitalization does matter.&lt;br /&gt;
&lt;br /&gt;
You can have more than one mesh chunk in an outfit mmh, but only the top billed one will tint at all, so make sure you put anything with skin at the top.&lt;br /&gt;
&lt;br /&gt;
If your character using tmp proportion has long grotesque hands, you may need to get a vanilla phy and rename it to replace the exported phy. (one that is similar, a boot for a boot and so on)&lt;br /&gt;
&lt;br /&gt;
If something is glowing green and t-posing, your mao is either not connected properly, not connected at all, or missing a texture.&lt;br /&gt;
&lt;br /&gt;
If your item is exporting blank, make sure it is connected to the GOB, checking by launching the DAO Model Manager script.&lt;br /&gt;
&lt;br /&gt;
If your item is losing verts in the export, make sure you are exporting it as what it is- so if you are replacing a hair, export it as a hair. You can rename the msh and mmh and change the file references in the toolset or pygff later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
&lt;br /&gt;
*[https://sapphim.tumblr.com/post/132791322645/dao-mesh-modding-tutorial-1-setting-up  How to set up a mesh for Eshme’s script]&lt;br /&gt;
*[http://forums.nexusmods.com/index.php?/topic/423834-the-witcher-1-armors-in-da-origins/page-2#entry3544131 Similar tutorial, How to add new armor to DAO] &lt;br /&gt;
*[https://www.youtube.com/watch?v=fpU1yqsT8_A Guide to 3ds max Weight Painting Mike Pickton]&lt;br /&gt;
* [https://www.youtube.com/watch?v=HWlxEy2wbcs Painting Weights 3ds Max tutorial]&lt;br /&gt;
*[https://www.youtube.com/watch?v=GWvxMXzEbuM Add a weapon with 3ds max Mike Pickton] &lt;br /&gt;
*[https://www.youtube.com/watch?v=NvJ8yhGborY Adding Custom Armor to Game in Toolset Mike Pickton- explains GDAS, file naming]&lt;br /&gt;
*[[Customisation of original Dragon age armor]]&lt;br /&gt;
*[[Adding custom shield tutorial]]&lt;br /&gt;
*[[Adding custom level tutorial]] - Add your own level. Contains explanation of adding props with Eshme script&lt;br /&gt;
*[http://forums.nexusmods.com/index.php?/topic/1122450-loincloth-fashion/page-56#entry16909714 How to fix GDA conflict]&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/3974/? Item Variation ID spreadsheet modification]&lt;br /&gt;
* [https://fextralife.com/forums/t140995/items-the-basics-how?p=1512198#p1512198 How to configure import script for GMAX]&lt;br /&gt;
* [https://www.youtube.com/watch?v=370D7Lul9tk Skinning Example video]&lt;br /&gt;
* [https://www.youtube.com/watch?v=_q4mmFMmIK8 Crinoline example video ]&lt;br /&gt;
* [https://www.youtube.com/watch?v=1QMcAX1cDyo Own modifications video]&lt;br /&gt;
* [https://www.youtube.com/watch?v=TPrnSACiTJ4 Learn Blender for beginners tutorials]&lt;br /&gt;
* [https://www.youtube.com/watch?v=OTxxviChJQw Converting hair to DAO with blender 2.49]&lt;br /&gt;
*[https://sapphimods.me/tutorials/dragon-age-texture-guide/ DAO texture guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
{{Languages}}&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Adding_custom_armor_tutorial&amp;diff=20037</id>
		<title>Adding custom armor tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Adding_custom_armor_tutorial&amp;diff=20037"/>
				<updated>2023-02-12T20:41:43Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a tutorial to import meshes into DAO with Eshme’s 3ds max plugin.&lt;br /&gt;
Some of the things here are not specific to DAO, such as weight painting in 3dsmax. There are many more resources to find than can be put into this tutorial, it is not exhaustive.  &lt;br /&gt;
&lt;br /&gt;
*3ds max (or free version - gmax). 3ds max version needs to be 2010-2012 or the import script will not work. GMax needs specific setup- check useful links and fextralife forums.&lt;br /&gt;
*Dragon Age Origins&lt;br /&gt;
*Dragon Age Toolset&lt;br /&gt;
*Gimp/Photoshop/ Anything else that will make .dds files&lt;br /&gt;
*[https://www.nexusmods.com/dragonage/mods/214 GDA plugin]&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/895/? Eshme Import/Export DAO Tools] &lt;br /&gt;
&lt;br /&gt;
==Anatomy of an Item==&lt;br /&gt;
&lt;br /&gt;
 mmh.&lt;br /&gt;
 This is the one the game references first. It defines the path for the other parts of the mesh(msh, mao etc). It has information in it like bone order for whatever skeleton the item uses. &lt;br /&gt;
&lt;br /&gt;
 Msh.&lt;br /&gt;
 The actual mesh itself.&lt;br /&gt;
&lt;br /&gt;
 Phy. &lt;br /&gt;
 Handles collision, physics&lt;br /&gt;
&lt;br /&gt;
 Mao. &lt;br /&gt;
 The material object file. This tells the item which texture files it’s supposed to use. &lt;br /&gt;
&lt;br /&gt;
 Textures&lt;br /&gt;
&lt;br /&gt;
==Naming==&lt;br /&gt;
&lt;br /&gt;
Very important for the GDA. Textures in the game are named as follows: [belonging to a semi-race]_[type of armor\clothing]_[unique index of 4 letters]_0[texture type]. Although you can name your custom textures anything you want so long as it is unique. &lt;br /&gt;
&lt;br /&gt;
Model naming has more restrictions, no more than 4 letters for the idenfifying string. Check custom item GDAs to get a clearer idea of this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race gender is defined as follows:&lt;br /&gt;
&lt;br /&gt;
    hf- female Human&lt;br /&gt;
    hm - male Human&lt;br /&gt;
    ef- female elf&lt;br /&gt;
    em - male elf&lt;br /&gt;
    df - female dwarf&lt;br /&gt;
    dm - male dwarf&lt;br /&gt;
    qm - male qunari (there's no female qunari in the game)&lt;br /&gt;
&lt;br /&gt;
Armor:&lt;br /&gt;
&lt;br /&gt;
    arm - armor&lt;br /&gt;
    rob - robe (mage, clergyman)&lt;br /&gt;
    cth - clothes (nobleman, wedding)&lt;br /&gt;
&lt;br /&gt;
Helmets:&lt;br /&gt;
&lt;br /&gt;
    hlh - for mages.&lt;br /&gt;
    hlf - massive ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Texture types:&lt;br /&gt;
&lt;br /&gt;
    d - diffuse (Duffise)&lt;br /&gt;
    n - Normal&lt;br /&gt;
    s - Spectacular&lt;br /&gt;
    t - tint (Tint)&lt;br /&gt;
    e - emissive (Emissive) Need for a glowing effect. Almost never used in dao)&lt;br /&gt;
&lt;br /&gt;
The result should be something like this: hf_rob_xmpl_0d or em_arm_exmp_0n. *NOTE: The material itself (the name of the material in max, then it will be the MAO file) is named the same, but without the texture type. For example: hf_rob_xmpl or em_arm_exmp. The model is named the same, only with a detail number at the end: hf_rob_xmpl_0 or em_arm_exmp_0 &lt;br /&gt;
&lt;br /&gt;
== Script Settings ==&lt;br /&gt;
&lt;br /&gt;
Decide where you install all programs - program files(x86) for 32 bit programs on 64 bit computers. The export script and the game itself must be in the same program files folder.&lt;br /&gt;
To Install Eshme Import/Export script: Startup, YAGG and DAOTools add to C(disk):/Program Files/Autodesk/3dsmax/Scripts -&amp;gt; scripts &lt;br /&gt;
If you did everything correctly, then at the first start, a window with settings will appear.&lt;br /&gt;
&lt;br /&gt;
The Game Path should be the folder with the game: C:\Program Files (x86)\Dragon Age..&lt;br /&gt;
For the Export Path, make a folder in your Override folder- the one you put mods in, [local_disk_name]:\Documents and Settings\[user_name]\My Documents\BioWare\Dragon Age\packages\core\override\. This makes it easier to test it. &lt;br /&gt;
&lt;br /&gt;
For scale, tick x100. This makes it much easier to work with them. Note, make sure any obj you import and export also uses the x100 scale, or whatever you are using.&lt;br /&gt;
The toolset itself must be installed in the game folder, after that you can start working in 3 d Max -&amp;gt; Run Script.&lt;br /&gt;
&lt;br /&gt;
Before closing, the configurator will inform us about the possibility to change the settings at any time, this is fine.&lt;br /&gt;
&lt;br /&gt;
==Exporting a template==&lt;br /&gt;
&lt;br /&gt;
The engine will not be able to work with a model larger than 45,000 polygons (Faces) and 30,000 vertices (Vertices). &lt;br /&gt;
&lt;br /&gt;
First, pick an outfit with similar dimensions for the same race and class as the one you want to import for(see below). &lt;br /&gt;
You will need the  mmh, msh, phy and mao of the item. These can be extracted from the game’s erfs or using DATOOL if you have it.&lt;br /&gt;
&lt;br /&gt;
In the Toolset, open the archives modelhierarchies.erf materialobjects.erf modelmeshdata.erf (you can find them at [game_disk_name]: \Dragon Age\packages\core\data). Also, open the texturepack.erf archive located at [game_disk_name]:\Dragon Age\packages\core\textures\high. If we want the female chantry robe: In these archives we find the files hf_rob_chaa_0.mmh, hf_rob_chaa_0.phy (modelhierarchies.erf) hf_rob_chaa_0.msh (modelmeshdata.erf) pf_rob_chaa.mao (materialobjects.erf) pf_rob_chaa_0d.dds, pf_rob_chaa_0n_dds, pf_rob_chaa_0s. .erf) and unpack it into a separate folder. In total, the output should be 8 files.&lt;br /&gt;
If you are doing an object for a female, you will want to use tmp’s proportion fixes- copy his mmh and msh and let it overwrite the original ones you downloaded.&lt;br /&gt;
&lt;br /&gt;
Run the DAOImport script. In the File section of the Model Import section, specify the location of the .mmh file we recently pulled out (hf_rob_chaa_0.mmh). Click on the Import button, a special window will notify us that it is ready for import, click OK and wait 5-30 seconds (depending on the power of the computer) until the model is loaded.&lt;br /&gt;
&lt;br /&gt;
Select everything except the mesh then delete it.&lt;br /&gt;
Save the model as an obj.&lt;br /&gt;
&lt;br /&gt;
==Preparing A Model==&lt;br /&gt;
&lt;br /&gt;
Pick the new item you want in Origins. If it is an Inquisition item, extract both the model and 4 textures(diffuse, normal, tint and spec) with Frosty mod manager. DAI mod manager extracts textures fine but can jumble or flip Uvs on models.&lt;br /&gt;
 &lt;br /&gt;
Open it in blender. Make sure to have ‘seperate groups’ ticked on the import, otherwise it will import with several different meshes layered inside it&lt;br /&gt;
&lt;br /&gt;
The item needs to be should be one mesh object, all on the same UV map. &lt;br /&gt;
If it is a Dragon age Inquistion item with skin showing, you will need to alter the UV map in Blender to combine them, as all the skin in DAI is on a separate material.&lt;br /&gt;
DA:O has difficulty with multi mesh objects, and will only tint the mesh with higher priority in the mmh- very bad on objects with visible skin. It can cause difficulty elsewhere if you try and use it as a mesh replacer too, so it is best to combine the two textures into one UV map where possible.&lt;br /&gt;
&lt;br /&gt;
Try not to rotate pieces, as keeping them in the same orientation means you can reuse the original’s normal map.&lt;br /&gt;
&lt;br /&gt;
If you are porting a DA2 item or a single mesh DAI item that has no skin showing, you shouldn’t need to alter the UV.&lt;br /&gt;
&lt;br /&gt;
Import the obj. you exported from dao. Flip your model to match it.&lt;br /&gt;
Now either move the model into position with blender pose mode(if you exported a psk or a fbx model), or push it into place in Blender sculpt mode with the grab brush, to match the obj. you exported from the game. &lt;br /&gt;
&lt;br /&gt;
You may want to check it has no gaps, merge redundant vertices and reset the normals to make it ready for editing.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
If your UV map had skin and needed combining, export the UV map as a guideline. You can now move things around and create your texture in any program.&lt;br /&gt;
&lt;br /&gt;
[[File:Text1.png|border]]&lt;br /&gt;
&lt;br /&gt;
If you did not need to change the UV map the textures still need to be changed to meet the DA:O standard, with shading added, normal map converted and appropriate specular and tint maps created. Check various texture guides for more information.&lt;br /&gt;
&lt;br /&gt;
Save them as .dds in GIMP, Photoshop or any other program that can make .dds files. &lt;br /&gt;
&lt;br /&gt;
You should have textures with distinct unique names as placeholders at least- a diffuse, a normal, a spec and a tint.&lt;br /&gt;
&lt;br /&gt;
== 3D MAX ==&lt;br /&gt;
 &lt;br /&gt;
Import the dragon age mmh you are using as a template. As before it will import with skeleton, glowing green boxes and collision bubbles, take care to move or delete none of these. Do not move the model from its starting position.&lt;br /&gt;
&lt;br /&gt;
Import your own new item as an obj, in the correct scale matching the import scale (x100)&lt;br /&gt;
&lt;br /&gt;
You may want to Poly&amp;gt; Weld polygons to make it easier to weight paint.&lt;br /&gt;
Copy the skin modifier from the dragon age mmh. Paste it into the modifier list of your new mesh. It should now register as having absorbed the weighting, if you click Paint Weights to check. &lt;br /&gt;
You can delete the template mmh now, it has served its purpose.&lt;br /&gt;
&lt;br /&gt;
Use the Select and Link tool in the top left hand corner. Select your mesh. Draw a line from your mesh to the small green box between its feet. The box should glow upon connection. Return to the regular select tool to make sure you don’t link anything by accident.&lt;br /&gt;
Run script&amp;gt; DAO ModelManager&lt;br /&gt;
&lt;br /&gt;
The mesh will show up. Change its parameters to ‘mesh’ instead of Unknown.&lt;br /&gt;
If you have done this correctly, there should be an option under Poly that contains a list of Dragon Age mesh options. Make sure Cast Runtime Shadow is ticked, or your item will not cast a shadow.&lt;br /&gt;
&lt;br /&gt;
Your poly needs 3 modifiers in the following order(The other two can be found in the dropdown list.):&lt;br /&gt;
1)Skin&lt;br /&gt;
2) Unwrap UVW&lt;br /&gt;
3)Edit Normals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alternate Method to skin the mesh ==&lt;br /&gt;
1) Import both the example mmh with the script, and your new obj.&lt;br /&gt;
1) Select your model. Right-click on an empty space-&amp;gt;Convert To-&amp;gt; Convert To Editable Mesh &lt;br /&gt;
2)  Select the mmh’s Skin and Edit Normals modifiers. Right Click, Cut&lt;br /&gt;
3) Switch to polygon editing mode&lt;br /&gt;
&lt;br /&gt;
[[File:Polygon.png|border]]&lt;br /&gt;
 &lt;br /&gt;
4) Press CTRL+A The entire original outfit should be in the red selection color. Next, you need to deselect a single polygon (done with the ALT key pressed). It doesn't matter which one it is, the main thing is that it should be visible and easy to get to.&lt;br /&gt;
5)Click the Delete button. This will delete the entire model, except for the one polygon we left behind. &lt;br /&gt;
6)Now we need to attach the new mesh to this polygon. To do this, select the Attach button on the toolbar on the right and click on the suit with the mouse. A window will appear, select the Match Material to Material IDs option. Click OK. &lt;br /&gt;
7)Now we need to remove the last polygon of the original robe. We again switch to the polygon editing mode (having previously “pressed” the attach button), find the polygon we once left and delete it. &lt;br /&gt;
5) Paste the cut modifiers in the list &lt;br /&gt;
6) Either reset the normals or add a new Edit Normals modifier&lt;br /&gt;
&lt;br /&gt;
==Weight Painting==&lt;br /&gt;
If you have just copy/pasted the Skin modifier onto the mesh, it will probably have some weighting problems that will need to be touched up.&lt;br /&gt;
&lt;br /&gt;
Run the import window again. Now, select the animation window.&lt;br /&gt;
First you will need to export some test animations to make your life easier. For example, mh_m.mov_rf is the running animation and it has 3 files in the animations erf.&lt;br /&gt;
&lt;br /&gt;
You can also import a test head, if you extracted all the base head files. (racegenderprefix_uhm_basa_0.mmh, racegenderprefix_uhm_bas_0.msh and so on)&lt;br /&gt;
Tick Merge With Selected and you should be able to see how it reacts with a head in it. Make sure you delete it before exporting.&lt;br /&gt;
&lt;br /&gt;
Now use Paint Weights button to edit anything that needs it.&lt;br /&gt;
&lt;br /&gt;
If you want to do things very well and you used Blender pose mode to match the original mesh in blender, you can import that in as a fbx and do a bone weight transfer(under Utilities&amp;gt;Skin Utilties). This will get you very good weighting, as it was professionally done.&lt;br /&gt;
&lt;br /&gt;
When you are done weighting the mesh, select everything in the scene especially any gizmos that may have moved far out of view.&lt;br /&gt;
Go to timeline, select all the animation frames, right click Delete Selected Frames. This should snap everything back into default positions, ready to export.&lt;br /&gt;
&lt;br /&gt;
== Assign materials ==&lt;br /&gt;
&lt;br /&gt;
On the top toolbar we find the material editor button (four multi-colored balls) Next, click Get Material and select Dragon Age Material from the list (if the plugin is installed correctly, it will be in the list)&lt;br /&gt;
&lt;br /&gt;
[[File:Materialeditor.png|border]]&lt;br /&gt;
&lt;br /&gt;
In Material Type we specify what type of MAO semantic the item will need.&lt;br /&gt;
For example&lt;br /&gt;
1 - Model with skin and transparent bits (fur robe for example) - [Armor w / Skin Tint][Alpha Blending][No Emissive].&lt;br /&gt;
2- Skinless Model in Render Semantics – [No Tint][Alpha Blending][No Emissive].&lt;br /&gt;
3- Expand the list of Texture Maps and assign the appropriate textures. Next, Assign Material to Selection (the item should be selected). If you really want to see the texture in the editor, then click Show Map in Viewport. It remains only to give our material a normal name. In the corresponding field, enter pf_rob_chaz_0. That's all.&lt;br /&gt;
&lt;br /&gt;
[[File:Materialwork.png|border]]&lt;br /&gt;
&lt;br /&gt;
You can import a Dragon Age Mesh and use the eyedropper to sample its MAO and apply it to other items.&lt;br /&gt;
&lt;br /&gt;
A mesh needs a DAO material assigned to it or it will not export correctly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
To do this, run the DAOModelExport script. We will see a window like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Export.png|border]]&lt;br /&gt;
&lt;br /&gt;
Between Name and .MMH enter whatever your new item is named. &lt;br /&gt;
You should call it something that works with the gda you have already set up. &lt;br /&gt;
Between Name and .MSH, enter the same thing (if this was not done automatically). Check the Create MAO Material File option. That's it, now click Export. &lt;br /&gt;
At the end of the export process, five new files should appear in the folder [local_drive_name]:\Documents and Settings\[username]\My Documents\BioWare\Dragon Age\packages\core\override\ hf_rob_chaa_0.phy hf_rob_chaa_0.msh hf_rob_chaa_0.mmh hf_rob_chaa_0.met pf_rob_chaz_0.mao &lt;br /&gt;
Your textures should already be there. The model is ready, you can run the game and see the result.&lt;br /&gt;
&lt;br /&gt;
==LODS==&lt;br /&gt;
Every item imports with its own skeleton. The LOD 0, 2 and 3 skeletons for the races are all different as they have different numbers of bones. You cannot export LOD0 skeleton for a LOD2, it will cause errors.&lt;br /&gt;
To create, just import a LOD2 model (ends with _2.mmh) and repeat the steps. It does not matter how good the LOD2 weighting is, as it is only seen from a distance anyway.&lt;br /&gt;
For a custom item with its own GDA, you only need a LOD2. For an item replacer that replaces a vanilla item, you will also need a LOD3.&lt;br /&gt;
It is a good idea to create LOD2 as it stops the character deforming from a distance, such as in the party camp.&lt;br /&gt;
&lt;br /&gt;
==Bug Fixes==&lt;br /&gt;
If something isn’t tinting, you may need to open the .mmh in the toolset, find the field Material Library and make sure it is empty.&lt;br /&gt;
All your LODs(you did make LODs right?) need to be the same 'material type' as the main one or they won't tint- aka RobeM1, CLothesM1 and so on. Capitalization does matter.&lt;br /&gt;
&lt;br /&gt;
You can have more than one mesh chunk in an outfit mmh, but only the top billed one will tint at all, so make sure you put anything with skin at the top.&lt;br /&gt;
&lt;br /&gt;
If your character using tmp proportion has long grotesque hands, you may need to get a vanilla phy and rename it to replace the exported phy. (one that is similar, a boot for a boot and so on)&lt;br /&gt;
&lt;br /&gt;
If something is glowing green and t-posing, your mao is either not connected properly, not connected at all, or missing a texture.&lt;br /&gt;
&lt;br /&gt;
If your item is exporting blank, make sure it is connected to the GOB, checking by launching the DAO Model Manager script.&lt;br /&gt;
&lt;br /&gt;
If your item is losing verts in the export, make sure you are exporting it as what it is- so if you are replacing a hair, export it as a hair. You can rename the msh and mmh and change the file references in the toolset or pygff later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
&lt;br /&gt;
*[https://sapphim.tumblr.com/post/132791322645/dao-mesh-modding-tutorial-1-setting-up  How to set up a mesh for Eshme’s script]&lt;br /&gt;
*[http://forums.nexusmods.com/index.php?/topic/423834-the-witcher-1-armors-in-da-origins/page-2#entry3544131 Similar tutorial, How to add new armor to DAO] &lt;br /&gt;
*[https://www.youtube.com/watch?v=fpU1yqsT8_A Guide to 3ds max Weight Painting Mike Pickton]&lt;br /&gt;
* [https://www.youtube.com/watch?v=HWlxEy2wbcs Painting Weights 3ds Max tutorial]&lt;br /&gt;
*[https://www.youtube.com/watch?v=GWvxMXzEbuM Add a weapon with 3ds max Mike Pickton] &lt;br /&gt;
*[https://www.youtube.com/watch?v=NvJ8yhGborY Adding Custom Armor to Game in Toolset Mike Pickton- explains GDAS, file naming]&lt;br /&gt;
*[[Customisation of original Dragon age armor]]&lt;br /&gt;
*[[Adding custom shield tutorial]]&lt;br /&gt;
*[[Adding custom level tutorial]] - Add your own level. Contains explanation of adding props with Eshme script&lt;br /&gt;
*[http://forums.nexusmods.com/index.php?/topic/1122450-loincloth-fashion/page-56#entry16909714 How to fix GDA conflict]&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/3974/? Item Variation ID spreadsheet modification]&lt;br /&gt;
* [https://fextralife.com/forums/t140995/items-the-basics-how?p=1512198#p1512198 How to configure import script for GMAX]&lt;br /&gt;
* [https://www.youtube.com/watch?v=370D7Lul9tk Skinning Example video]&lt;br /&gt;
* [https://www.youtube.com/watch?v=_q4mmFMmIK8 Crinoline example video ]&lt;br /&gt;
* [https://www.youtube.com/watch?v=1QMcAX1cDyo Own modifications video]&lt;br /&gt;
* [https://www.youtube.com/watch?v=TPrnSACiTJ4 Learn Blender for beginners tutorials]&lt;br /&gt;
* [https://www.youtube.com/watch?v=OTxxviChJQw Converting hair to DAO with blender 2.49]&lt;br /&gt;
*[https://sapphimods.me/tutorials/dragon-age-texture-guide/ DAO texture guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
{{Languages}}&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How_to_create_textures&amp;diff=20036</id>
		<title>How to create textures</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How_to_create_textures&amp;diff=20036"/>
				<updated>2023-01-01T16:53:20Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: added Ashhawk's info with permission&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to make a texture for an item&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This tutorial requires GIMP. You can also use Photoshop’s dds plugin, it doesn’t matter, but this tutorial is for GIMP.&lt;br /&gt;
&lt;br /&gt;
First extract base game textures manually from the game’s ERFs. [http://www.datoolset.net/wiki/Reskinning_an_item_tutorial This page] will explain how to extract the textures from the game.&lt;br /&gt;
&lt;br /&gt;
== Textures used in Origins ==&lt;br /&gt;
&lt;br /&gt;
Textures (4)&lt;br /&gt;
There are four textures in an Origins item. Sometimes, for creatures or items, there is no specific specular or tint, but these are generally what they are.&lt;br /&gt;
&lt;br /&gt;
'''Diffuse'''- the one that you typically think of as the texture.&lt;br /&gt;
&lt;br /&gt;
'''Normal map''' – (Purple in most games. Grey in Origins. Orange in Dragon Age 2. ) This makes the shading engine of the game bounce light off the item in a way that makes the object look like it has more depth than it does.&lt;br /&gt;
&lt;br /&gt;
'''Specular''' – this decides what parts of the object are shiny and which aren’t. It also decides what colour the object reflects.&lt;br /&gt;
&lt;br /&gt;
'''Tint'''- this decides what optional colour tints are overlaid, giving the outfit different colour choices. It also tells the game what is skin, so darker skin tones know to have colour overlaid on them.&lt;br /&gt;
&lt;br /&gt;
Each file will have a prefix. ‘pm’ and ‘pf’ mean the texture is universal for all males and all females respectively. Other items could have ‘hf’ for a human only variant for example.&lt;br /&gt;
&lt;br /&gt;
== LOD textures ==&lt;br /&gt;
&lt;br /&gt;
A lod stands for level of detail. Origins has LOD_0 (cutscene distance), LOD_2 (mid distance, like in the party camp) and LOD_3 (very far away. All new modded in meshes don't need a LOD3 model as the engine will compensate and load in the LOD_2 model if a LOD_3 is not available.). Props and certain creatures like dragons have no LODS and are always experienced at LOD_0.&lt;br /&gt;
&lt;br /&gt;
You should make LOD textures for your replacer or the item will swap to a different texture once you get far away from it. Simply resize all your files and save as according to whatever you are replacing, which will be something like pf_rob_appa_0dl2, pf_rob_appa_0tl3. (see below for file sizes and formats.) If you are making a texture for a modded in armour, you may want to check the .MAO file to see what the textures are called. The normal map is generally dropped from a distance to save space so you may not need to make LODs for it. Face textures are an exception however.&lt;br /&gt;
&lt;br /&gt;
== Saving options ==&lt;br /&gt;
&lt;br /&gt;
'''File sizes'''&lt;br /&gt;
&lt;br /&gt;
The textures need to be perfect squares, or perfect rectangles. This is because computers work to the power of 2 and prefer things that way. Not remembering this can make people’s games crash.&lt;br /&gt;
&lt;br /&gt;
The game's default textures for most items are 1024x1024, but modern computers can handle a lot more so I would recommend working 2048x2048 at least. 4096X4096 is overkill, but you can do it.&lt;br /&gt;
You can also have 2048 by 1024 and so on.&lt;br /&gt;
&lt;br /&gt;
'''Example sizes:'''&lt;br /&gt;
&lt;br /&gt;
128 ,&lt;br /&gt;
256 ,&lt;br /&gt;
512 ,&lt;br /&gt;
1024 ,&lt;br /&gt;
2048 ,&lt;br /&gt;
4096 &lt;br /&gt;
&lt;br /&gt;
'''Saving formats - the basics'''&lt;br /&gt;
&lt;br /&gt;
[[File:Dxt5.png|200px|thumb|left|Dtx5 option]]&lt;br /&gt;
&lt;br /&gt;
Use DTX5 compression for anything with an alpha- diffuses, normal maps, speculars. If something has an alpha, it may have transparent elements (cutouts around fur or feathers) or look transparent.&lt;br /&gt;
&lt;br /&gt;
If something has no transparent elements, such as a diffuse with no fur or feathers, DXT1 can be used instead, which takes up less space. Technically speaking it has an alpha channel, but it's pure black and white. &lt;br /&gt;
&lt;br /&gt;
Use U8888 for tint maps, hair textures, tattoos. It is uncompressed and therefore very large. You can create it by selecting [none] under compression options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Saving formats- Advanced'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DDS Formats&lt;br /&gt;
&lt;br /&gt;
All DDS formats here use the same compression in the RGB channels; the only difference is in the alpha channel treatment&lt;br /&gt;
DXT1 = technically speaking has an alpha channel but it's pure black and white. Use for diffuse textures that don't need an alpha channel (mostly).&lt;br /&gt;
&lt;br /&gt;
DXT1a = uses the alpha channel, but black pixels in it will also be black in the RGB channels&lt;br /&gt;
DXT1c = does not use the alpha channel&lt;br /&gt;
&lt;br /&gt;
DXT3 = 4-bit uncompressed alpha channel. Generally not used in DAO, but in some cases it can be useful (alpha-wise) since it can provide less artefacts - but it will ruin gradients.&lt;br /&gt;
DXT5 = 8-bit alpha channel compressed much like the RGB channels. Alpha channel will have compression artefacts but will not ruin smooth gradients.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The uncompressed formats:'''&lt;br /&gt;
&lt;br /&gt;
u8888 = uncompressed 8bit ARGB. Large file size, use only for things you absolutely do not want compression artefacts on. In vanilla usage it pretty much only shows up in face tattoos. (Never use a compressed format for tattoos, the compression where they overlap will look awful.)&lt;br /&gt;
&lt;br /&gt;
u4444 = uncompressed 4bit ARGB. Not as large as u8888, but only 4bit so gradients get banding (like in the alpha channel of DXT3). Used in vanilla for item tint maps. (Generally try to avoid compressed formats for item tint maps, but it's not as bad as with tattoos because the overlap is much more minimal, and you'll only get compression artefacts where the tint areas bump up against each other.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mipmaps'''&lt;br /&gt;
&lt;br /&gt;
'''Always tick ‘Generate mipmaps’.''' You need mipmaps on anything that could move closer or further away to the camera, the only case you don’t need them is static elements like the UI. Things that don’t have mipmaps will have an odd ‘sparkle’ to them, instead of a smooth clean appearance.&lt;br /&gt;
&lt;br /&gt;
== The Compressonator ==&lt;br /&gt;
&lt;br /&gt;
This is a Dragon Age Origins texture tool.&lt;br /&gt;
Under tools\ResourceBuild\Processors\Texture in the DAO install directory you will find a tool called TheCompressonator. &lt;br /&gt;
You can use this to check what compression a dds file has and if it has mipmaps or not.&lt;br /&gt;
Drag the dds into it, and use view -&amp;gt; properties.&lt;br /&gt;
&lt;br /&gt;
== Make a diffuse ==&lt;br /&gt;
Fairly straightforward, this is the part of the texture that has the colour and shading on it.&lt;br /&gt;
If you intend the item to be tintable, to come in different colours, you will need to make those parts greyscale or muted, as colour will be overlaid on top of them.&lt;br /&gt;
&lt;br /&gt;
== Make a normal map ==&lt;br /&gt;
Normal maps are textures that tell the shader to treat the surface as though certain pixels are pointing in a certain direction. It's basically used to &amp;quot;fake&amp;quot; higher detail level on lower-detail meshes. &lt;br /&gt;
&lt;br /&gt;
You can generate an industry standard purple normal map using tools, from a heightmap, or less optimally from the diffuse. GIMP has a normal map plugin and there are other online tools, such as Normalize, that will do this free. Origins has an older format for normal maps (you will recognise it as being grey instead of purple) that needs to be converted to in order to work properly.&lt;br /&gt;
&lt;br /&gt;
Once you have the purple normal map:&lt;br /&gt;
Go to the toolbar of GIMP and Colours&amp;gt;Components&amp;gt;Decompose the purple thing.&lt;br /&gt;
&lt;br /&gt;
You can decompose it to RGB (or RGBA it doesn’t matter, most normal maps do not have an alpha channel. Origins normal maps always do, however)&lt;br /&gt;
It will now become 3 images, two grey ones and one white. Possibly another white one for the alpha.&lt;br /&gt;
Delete the white layers, you don’t need them. One of these grey ones, the X axis, will be lit from side to side (probably the red one), and the other will be your Y axis, from top to bottom.&lt;br /&gt;
Origins maps are set up to have the X axis in the alpha channel, and the Y axis in the RGB channels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To modify a standard purple normal map to Origins format:&lt;br /&gt;
&lt;br /&gt;
[[File:Decm1.png|200px|thumb|left|How to decompose an image]]&lt;br /&gt;
Decompose it.&lt;br /&gt;
Identify which is the X axis and which is the Y&lt;br /&gt;
Rename the X axis one Alpha. &lt;br /&gt;
Invert the Y channel one, the RGB, so it looks as though it is inside out.&lt;br /&gt;
&lt;br /&gt;
Colours&amp;gt;Components&amp;gt;Compose&lt;br /&gt;
Compose colour model, RGBA&lt;br /&gt;
&lt;br /&gt;
[[File:Decm4.png|200px|thumb|right|How to recompose an image]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put the x axis in the alpha slot&lt;br /&gt;
Put the y axis in the RGB slots&lt;br /&gt;
Compose&lt;br /&gt;
&lt;br /&gt;
Save as dxt5.&lt;br /&gt;
It should now be transparent, grey, and ready to use.&lt;br /&gt;
&lt;br /&gt;
'''Convert da2 normal map'''&lt;br /&gt;
&lt;br /&gt;
You don’t need to, they work fine in Origins. Even though they’re orange. This is because the engine of both games only reads the green channel and the alpha channel.&lt;br /&gt;
&lt;br /&gt;
'''Convert Inquisition normal map'''&lt;br /&gt;
&lt;br /&gt;
If they are green, they don't need the rgb channel inverting. (They are green because the blue channel has black in it instead of white, as purple normal maps do.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Common problems with Normal maps ==&lt;br /&gt;
&lt;br /&gt;
If you are generating a normal map from a diffuse, you need to remember that the lighter something is, the more it will push out, and the darker it is, the more it will recede.&lt;br /&gt;
This can result in strange features, such as freckles or moles going in instead of out on a face texture, or shading cutting into skin.&lt;br /&gt;
&lt;br /&gt;
You may be better off creating a height map. It is a monochrome image set up according to the darker = further in rule. So in the face texture example above, a heightmap for a face might have a dark face with a light mole and no or minimal shading on it. This will get better results than generating off the diffuse image.&lt;br /&gt;
&lt;br /&gt;
==How to Paint your own normal map==&lt;br /&gt;
&lt;br /&gt;
Take a regular Origins map.&lt;br /&gt;
&lt;br /&gt;
Decompose&lt;br /&gt;
&lt;br /&gt;
Rename alpha -&amp;gt; red, &lt;br /&gt;
&lt;br /&gt;
invert green channel, &lt;br /&gt;
&lt;br /&gt;
fill blue slot with white &lt;br /&gt;
&lt;br /&gt;
Compose.&lt;br /&gt;
&lt;br /&gt;
It will turn purple. You can now use the clone tool or draw on it in the same colours and when you convert it back to origins normal map, it should work the same way.&lt;br /&gt;
&lt;br /&gt;
== Make a specular map ==&lt;br /&gt;
&lt;br /&gt;
Take the diffuse map, convert to greyscale (except parts you want to glow different colours, such as gold sections) and play with the levels. The whiter it is the shinier it will be in game. Black out anything you don't want to be shiny. This is your RGB.&lt;br /&gt;
The rgb decides the colours the spec map reflects. Generally you will want this to be greyscale, except for details such as gold jewellery.&lt;br /&gt;
&lt;br /&gt;
Import it into GIMP. Decompose as RGB.&lt;br /&gt;
&lt;br /&gt;
Add a new layer. This is your alpha.&lt;br /&gt;
&lt;br /&gt;
The alpha of the spec decides how shiny everything is overall, by how bright it is. White is full shine. Greyer and blacker saturation will make the overall effect more muted.&lt;br /&gt;
You can also have a more detailed specular alpha , if you don't want a uniform level of shine. Check speculars from the game to see how they work.&lt;br /&gt;
&lt;br /&gt;
Compose. It may be partially transparent now.&lt;br /&gt;
Save as dxt5.&lt;br /&gt;
&lt;br /&gt;
You can also have a spec with no alpha, the game doesn’t mind so long as there actually is one.&lt;br /&gt;
&lt;br /&gt;
== Make a tint map. ==&lt;br /&gt;
&lt;br /&gt;
What a tint map will look like depends on what the tint map you're replacing is. &lt;br /&gt;
&lt;br /&gt;
You need 4 images. These will be your red, blue, green and alpha channels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How to make red, green, blue'''&lt;br /&gt;
&lt;br /&gt;
You need to make 3 images, one for each shade you want tinted. Simply take the diffuse, turn it greyscale and paint over it. Black out anything you don't want affected, such as the metal parts.&lt;br /&gt;
&lt;br /&gt;
Don't worry about these being the right hue, GIMP will turn them greyscale anyway. &lt;br /&gt;
&lt;br /&gt;
If you don’t want the item to be tintable, create 3 all black images to be your red, blue and green.&lt;br /&gt;
How the item tints depends on items like it, other robes and such. Use the items from the game as reference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How to make Alpha Channel'''&lt;br /&gt;
&lt;br /&gt;
Alpha channel contains the information of what skin is showing.&lt;br /&gt;
To make this, Create a completely black layer, but with a totally transparent or pure white(#fffff).  cut-out on anything you want skin tinted.&lt;br /&gt;
Technically the body skin tint is #dedede, but #ffffff is the standard for Origins skin tint.&lt;br /&gt;
When &amp;gt;composed, it should flip inside out, leaving black shapes on a transparent background.&lt;br /&gt;
&lt;br /&gt;
Skin needs to be a specific colour on the diffuse to be tinted. If in doubt, just copy and paste the textures from the original nude file of the game.&lt;br /&gt;
If the texture doesn’t have skin in it, leave the alpha channel black.&lt;br /&gt;
&lt;br /&gt;
'''Create the tint map'''&lt;br /&gt;
&lt;br /&gt;
Import one of your images into gimp, anything the right size.&lt;br /&gt;
Decompose it. Delete your layers, then paste in the four you have made. &lt;br /&gt;
Then, compose the image. Make sure they are in the right slots.&lt;br /&gt;
When done, you can check the channels tab to see if what you did worked.&lt;br /&gt;
Ideally, save as u8888 for the LOD0 and dtx5 for LOD2&amp;amp;3. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Information for Upscaling ==&lt;br /&gt;
&lt;br /&gt;
This is written for use with ESRGAN:&lt;br /&gt;
&lt;br /&gt;
• Always separate your alpha channel first. Some upscaling software allows you to do this inside the program, for some you have to do it manually. If you don't, a lot of upscalers will interpret it as black areas, and you'll get haloing.&lt;br /&gt;
&lt;br /&gt;
• Always use a &amp;quot;de-compressor&amp;quot; model first. DDS compression not only creates jagged bits, it distorts the colours due to using one less bit for the green channel than red/blue, so you don't want to double-down on the compression when you save out again. Examples are Alsa for diffuses and BlueAmulet for normal map channels, from [https://upscale.wiki/wiki/Model_Database this database]. Also for normal maps is FSBox_Pandalism, hosted on the Enhance Everything discord server. You de-compress the normal map channels, re-compile the normal map into a &amp;quot;purple&amp;quot; texture (you may also wish to flip the green channel as the the model may expects opengl-direction normals rather than directx, which is what dao uses) then run it through pandalism. You may also want to run it through BCGone_Smooth in case it introduces some jaggies.&lt;br /&gt;
&lt;br /&gt;
• Most models will introduce some colour distortion. ChaiNNer is a newish upscaling software that's still in alpha but very functional - it has a node approach, and one of those is Average Colour Fix. You may or may not want to use it for the rest of the upscaling process, but that node is a godsend. &lt;br /&gt;
&lt;br /&gt;
'''Should you scale up normal maps if you're scaling up the diffuse?'''&lt;br /&gt;
&lt;br /&gt;
In general a normal map is just as important as a diffuse and should be upscaled along side it. But whether you should upscale something at all depends on what it is. DAO is not a game with a huge amount of memory, so you may wish to only upscale hero assets such as weapons, and leave things such as furs on the ground as 1k at most- and even then 512 might be more appropriate.&lt;br /&gt;
&lt;br /&gt;
== Other options==&lt;br /&gt;
&lt;br /&gt;
'''MAO editing'''&lt;br /&gt;
&lt;br /&gt;
If you want a specific item to use a different texture, you will need to open a mao and change the texture file directories. Put the new Mao in your override along with your new textures and it will change the textures for you. This has little chance of conflict as comparatively few mods overwrite the maos, so I would recommend it. You can just open these in notepad.&lt;br /&gt;
&lt;br /&gt;
'''MMH editing'''&lt;br /&gt;
&lt;br /&gt;
If you want an item to use a different mao, such as many items that share textures between the races, you need to open the item’s mmh and change a directory there. This is not recommended except in specific cases as a lot of people use replacers, such as tmps proportion mods for females, that will overwrite the vanilla clothing mmhs.&lt;br /&gt;
&lt;br /&gt;
== Common problems ==&lt;br /&gt;
&lt;br /&gt;
'''My item is turquoise or otherwise looks weird?'''&lt;br /&gt;
&lt;br /&gt;
Are you sure you have every texture in the override, and everything in your mao is correctly spelled?&lt;br /&gt;
&lt;br /&gt;
'''My item is shiny?'''&lt;br /&gt;
One of your textures might be missing, or the specular has gone wrong.&lt;br /&gt;
&lt;br /&gt;
'''My item is green AND t-posing!'''&lt;br /&gt;
&lt;br /&gt;
Did you touch the mmh’s mao file directory? You might have spelled something wrong.&lt;br /&gt;
Alternately your mao may be missing, or absent a crucial texture like a normal map.&lt;br /&gt;
&lt;br /&gt;
'''My transparency/tint isn’t working on my new item no matter what I do to the texture!'''&lt;br /&gt;
&lt;br /&gt;
Does your MAO use the right semantic? You want AlphaArmourSkinTint for things with both transparency and skin tinting for example - check maos of similar items to see what they look like.&lt;br /&gt;
&lt;br /&gt;
'''Half my item is dark and the other half is light!'''&lt;br /&gt;
&lt;br /&gt;
Your normal map is broken.&lt;br /&gt;
&lt;br /&gt;
'''I can’t match the skin tone no matter what I do!'''&lt;br /&gt;
&lt;br /&gt;
The skin on the vanilla neck texture isn’t the correct skin tint colour, so you probably can’t anyway. You might want to download one of the patchy skin fix mods on the Nexus.&lt;br /&gt;
&lt;br /&gt;
'''The male version of this is too shiny?'''&lt;br /&gt;
&lt;br /&gt;
Yes, the mao gives some of the male ones a higher shine value(mml_fSpecularReflectionMult) to the female one. I don’t know why. Alter the mao or darken your spec to compensate.&lt;br /&gt;
&lt;br /&gt;
== Texture Tools ==&lt;br /&gt;
&lt;br /&gt;
[https://boundingboxsoftware.com/materialize/ Bounding box software- materialise – For making Normal Maps from scratch]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4019 DA Normal Map Conversion Photoshop Actions- Automates normal map conversions in Photoshop]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4080 DAO Clothing References - PDF file (references)- theskymoves]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4929 Beerfish Excel Utilities (references)]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/skyrim/mods/12801 Optimizer Textures (Ordenador)- process textures fast]&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
[[Texture_Formats]]&lt;br /&gt;
&lt;br /&gt;
[[Reskinning_an_item_tutorial]]&lt;br /&gt;
&lt;br /&gt;
Modding dao item texture guide – Good beginning, although not finished.&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47231896811 1]&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47235240017 2]&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47294843984 3]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=7E_slY9Latk Mike Pickton retexture item]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=NvJ8yhGborY Mike Pickton Get item in game -for when you have the textures and want to put them on a new item]&lt;br /&gt;
&lt;br /&gt;
[https://danceoffools.tumblr.com/post/149178737714 Convert Inquisition normal maps]&lt;br /&gt;
&lt;br /&gt;
[https://sapphimods.me/tutorials/dragon-age-texture-guide/ Dragon age texture guide – Exhaustive] &lt;br /&gt;
&lt;br /&gt;
[https://dragonagemods.tumblr.com/post/147762406449/i-want-to-change-some-textures-for-dao-but-i-have Some texture basics]&lt;br /&gt;
&lt;br /&gt;
[[How to create a tattoo]]&lt;br /&gt;
&lt;br /&gt;
[https://whuffie.wordpress.com/2011/02/27/creating-simple-1-color-or-3-color-tattoos-from-scratch-dragon-age-da-toolset-tutorial/ How to make Tattoos]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Art resources]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Adding_custom_armor_tutorial&amp;diff=20029</id>
		<title>Adding custom armor tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Adding_custom_armor_tutorial&amp;diff=20029"/>
				<updated>2022-08-21T10:38:25Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a tutorial to import meshes into DAO with Eshme’s 3ds max plugin.&lt;br /&gt;
Some of the things here are not specific to DAO, such as weight painting in 3dsmax. There are many more resources to find than can be put into this tutorial, it is not exhaustive.  &lt;br /&gt;
&lt;br /&gt;
*3ds max (or free version - gmax). 3ds max version needs to be 2010-2012 or the import script will not work. GMax needs specific setup- check useful links and fextralife forums.&lt;br /&gt;
*Dragon Age Origins&lt;br /&gt;
*Dragon Age Toolset&lt;br /&gt;
*Gimp/Photoshop/ Anything else that will make .dds files&lt;br /&gt;
*[https://www.nexusmods.com/dragonage/mods/214 GDA plugin]&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/895/? Eshme Import/Export DAO Tools] &lt;br /&gt;
&lt;br /&gt;
==Anatomy of an Item==&lt;br /&gt;
&lt;br /&gt;
 mmh.&lt;br /&gt;
 This is the one the game references first. It defines the path for the other parts of the mesh(msh, mao etc). It has information in it like bone order for whatever skeleton the item uses. &lt;br /&gt;
&lt;br /&gt;
 Msh.&lt;br /&gt;
 The actual mesh itself.&lt;br /&gt;
&lt;br /&gt;
 Phy. &lt;br /&gt;
 Handles collision, physics&lt;br /&gt;
&lt;br /&gt;
 Mao. &lt;br /&gt;
 The material object file. This tells the item which texture files it’s supposed to use. &lt;br /&gt;
&lt;br /&gt;
 Textures&lt;br /&gt;
&lt;br /&gt;
==Naming==&lt;br /&gt;
&lt;br /&gt;
Very important for the GDA. Textures in the game are named as follows: [belonging to a semi-race]_[type of armor\clothing]_[unique index of 4 letters]_0[texture type]. Although you can name your custom textures anything you want so long as it is unique. &lt;br /&gt;
&lt;br /&gt;
Model naming has more restrictions, no more than 4 letters for the idenfifying string. Check custom item GDAs to get a clearer idea of this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race gender is defined as follows:&lt;br /&gt;
&lt;br /&gt;
    hf- female Human&lt;br /&gt;
    hm - male Human&lt;br /&gt;
    ef- female elf&lt;br /&gt;
    em - male elf&lt;br /&gt;
    df - female dwarf&lt;br /&gt;
    dm - male dwarf&lt;br /&gt;
    qm - male qunari (there's no female qunari in the game)&lt;br /&gt;
&lt;br /&gt;
Armor:&lt;br /&gt;
&lt;br /&gt;
    arm - armor&lt;br /&gt;
    rob - robe (mage, clergyman)&lt;br /&gt;
    cth - clothes (nobleman, wedding)&lt;br /&gt;
&lt;br /&gt;
Helmets:&lt;br /&gt;
&lt;br /&gt;
    hlh - for mages.&lt;br /&gt;
    hlf - massive ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Texture types:&lt;br /&gt;
&lt;br /&gt;
    d - diffuse (Duffise)&lt;br /&gt;
    n - Normal&lt;br /&gt;
    s - Spectacular&lt;br /&gt;
    t - tint (Tint)&lt;br /&gt;
    e - emissive (Emissive) Need for a glowing effect. Almost never used in dao)&lt;br /&gt;
&lt;br /&gt;
The result should be something like this: hf_rob_xmpl_0d or em_arm_exmp_0n. *NOTE: The material itself (the name of the material in max, then it will be the MAO file) is named the same, but without the texture type. For example: hf_rob_xmpl or em_arm_exmp. The model is named the same, only with a detail number at the end: hf_rob_xmpl_0 or em_arm_exmp_0 &lt;br /&gt;
&lt;br /&gt;
== Script Settings ==&lt;br /&gt;
&lt;br /&gt;
Decide where you install all programs - program files(x86) for 32 bit programs on 64 bit computers. The export script and the game itself must be in the same program files folder.&lt;br /&gt;
To Install Eshme Import/Export script: Startup, YAGG and DAOTools add to C(disk):/Program Files/Autodesk/3dsmax/Scripts -&amp;gt; scripts &lt;br /&gt;
If you did everything correctly, then at the first start, a window with settings will appear.&lt;br /&gt;
&lt;br /&gt;
The Game Path should be the folder with the game: C:\Program Files (x86)\Dragon Age..&lt;br /&gt;
For the Export Path, make a folder in your Override folder- the one you put mods in, [local_disk_name]:\Documents and Settings\[user_name]\My Documents\BioWare\Dragon Age\packages\core\override\. This makes it easier to test it. &lt;br /&gt;
&lt;br /&gt;
For scale, tick x100. This makes it much easier to work with them. Note, make sure any obj you import and export also uses the x100 scale, or whatever you are using.&lt;br /&gt;
The toolset itself must be installed in the game folder, after that you can start working in 3 d Max -&amp;gt; Run Script.&lt;br /&gt;
&lt;br /&gt;
Before closing, the configurator will inform us about the possibility to change the settings at any time, this is fine.&lt;br /&gt;
&lt;br /&gt;
==Exporting a template==&lt;br /&gt;
&lt;br /&gt;
The engine will not be able to work with a model larger than 45,000 polygons (Faces) and 30,000 vertices (Vertices). &lt;br /&gt;
&lt;br /&gt;
First, pick an outfit with similar dimensions for the same race and class as the one you want to import for(see below). &lt;br /&gt;
You will need the  mmh, msh, phy and mao of the item. These can be extracted from the game’s erfs or using DATOOL if you have it.&lt;br /&gt;
&lt;br /&gt;
In the Toolset, open the archives modelhierarchies.erf materialobjects.erf modelmeshdata.erf (you can find them at [game_disk_name]: \Dragon Age\packages\core\data). Also, open the texturepack.erf archive located at [game_disk_name]:\Dragon Age\packages\core\textures\high. If we want the female chantry robe: In these archives we find the files hf_rob_chaa_0.mmh, hf_rob_chaa_0.phy (modelhierarchies.erf) hf_rob_chaa_0.msh (modelmeshdata.erf) pf_rob_chaa.mao (materialobjects.erf) pf_rob_chaa_0d.dds, pf_rob_chaa_0n_dds, pf_rob_chaa_0s. .erf) and unpack it into a separate folder. In total, the output should be 8 files.&lt;br /&gt;
If you are doing an object for a female, you will want to use tmp’s proportion fixes- copy his mmh and msh and let it overwrite the original ones you downloaded.&lt;br /&gt;
&lt;br /&gt;
Run the DAOImport script. In the File section of the Model Import section, specify the location of the .mmh file we recently pulled out (hf_rob_chaa_0.mmh). Click on the Import button, a special window will notify us that it is ready for import, click OK and wait 5-30 seconds (depending on the power of the computer) until the model is loaded.&lt;br /&gt;
&lt;br /&gt;
Select everything except the mesh then delete it.&lt;br /&gt;
Save the model as an obj.&lt;br /&gt;
&lt;br /&gt;
==Preparing A Model==&lt;br /&gt;
&lt;br /&gt;
Pick the new item you want in Origins. If it is an Inquisition item, extract both the model and 4 textures(diffuse, normal, tint and spec) with Frosty mod manager. DAI mod manager extracts textures fine but can jumble or flip Uvs on models.&lt;br /&gt;
 &lt;br /&gt;
Open it in blender. Make sure to have ‘seperate groups’ ticked on the import, otherwise it will import with several different meshes layered inside it&lt;br /&gt;
&lt;br /&gt;
The item needs to be should be one mesh object, all on the same UV map. &lt;br /&gt;
If it is a Dragon age Inquistion item with skin showing, you will need to alter the UV map in Blender to combine them, as all the skin in DAI is on a separate material.&lt;br /&gt;
DA:O has difficulty with multi mesh objects, and will only tint the mesh with higher priority in the mmh- very bad on objects with visible skin. It can cause difficulty elsewhere if you try and use it as a mesh replacer too, so it is best to combine the two textures into one UV map where possible.&lt;br /&gt;
&lt;br /&gt;
Try not to rotate pieces, as keeping them in the same orientation means you can reuse the original’s normal map.&lt;br /&gt;
&lt;br /&gt;
If you are porting a DA2 item or a single mesh DAI item that has no skin showing, you shouldn’t need to alter the UV.&lt;br /&gt;
&lt;br /&gt;
Import the obj. you exported from dao. Flip your model to match it.&lt;br /&gt;
Now either move the model into position with blender pose mode(if you exported a psk or a fbx model), or push it into place in Blender sculpt mode with the grab brush, to match the obj. you exported from the game. &lt;br /&gt;
&lt;br /&gt;
You may want to check it has no gaps, merge redundant vertices and reset the normals to make it ready for editing.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
If your UV map had skin and needed combining, export the UV map as a guideline. You can now move things around and create your texture in any program.&lt;br /&gt;
&lt;br /&gt;
[[File:Text1.png|border]]&lt;br /&gt;
&lt;br /&gt;
If you did not need to change the UV map the textures still need to be changed to meet the DA:O standard, with shading added, normal map converted and appropriate specular and tint maps created. Check various texture guides for more information.&lt;br /&gt;
&lt;br /&gt;
Save them as .dds in GIMP, Photoshop or any other program that can make .dds files. &lt;br /&gt;
&lt;br /&gt;
You should have textures with distinct unique names as placeholders at least- a diffuse, a normal, a spec and a tint.&lt;br /&gt;
&lt;br /&gt;
== 3D MAX ==&lt;br /&gt;
 &lt;br /&gt;
Import the dragon age mmh you are using as a template. As before it will import with skeleton, glowing green boxes and collision bubbles, take care to move or delete none of these. Do not move the model from its starting position.&lt;br /&gt;
&lt;br /&gt;
Import your own new item as an obj, in the correct scale matching the import scale (x100)&lt;br /&gt;
&lt;br /&gt;
You may want to Poly&amp;gt; Weld polygons to make it easier to weight paint.&lt;br /&gt;
Copy the skin modifier from the dragon age mmh. Paste it into the modifier list of your new mesh. It should now register as having absorbed the weighting, if you click Paint Weights to check. &lt;br /&gt;
You can delete the template mmh now, it has served its purpose.&lt;br /&gt;
&lt;br /&gt;
Use the Select and Link tool in the top left hand corner. Select your mesh. Draw a line from your mesh to the small green box between its feet. The box should glow upon connection. Return to the regular select tool to make sure you don’t link anything by accident.&lt;br /&gt;
Run script&amp;gt; DAO ModelManager&lt;br /&gt;
&lt;br /&gt;
The mesh will show up. Change its parameters to ‘mesh’ instead of Unknown.&lt;br /&gt;
If you have done this correctly, there should be an option under Poly that contains a list of Dragon Age mesh options. Make sure Cast Runtime Shadow is ticked, or your item will not cast a shadow.&lt;br /&gt;
&lt;br /&gt;
Your poly needs 3 modifiers in the following order(The other two can be found in the dropdown list.):&lt;br /&gt;
1)Skin&lt;br /&gt;
2) Unwrap UVW&lt;br /&gt;
3)Edit Normals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alternate Method to skin the mesh ==&lt;br /&gt;
1) Import both the example mmh with the script, and your new obj.&lt;br /&gt;
1) Select your model. Right-click on an empty space-&amp;gt;Convert To-&amp;gt; Convert To Editable Mesh &lt;br /&gt;
2)  Select the mmh’s Skin and Edit Normals modifiers. Right Click, Cut&lt;br /&gt;
3) Switch to polygon editing mode&lt;br /&gt;
&lt;br /&gt;
[[File:Polygon.png|border]]&lt;br /&gt;
 &lt;br /&gt;
4) Press CTRL+A The entire original outfit should be in the red selection color. Next, you need to deselect a single polygon (done with the ALT key pressed). It doesn't matter which one it is, the main thing is that it should be visible and easy to get to.&lt;br /&gt;
5)Click the Delete button. This will delete the entire model, except for the one polygon we left behind. &lt;br /&gt;
6)Now we need to attach the new mesh to this polygon. To do this, select the Attach button on the toolbar on the right and click on the suit with the mouse. A window will appear, select the Match Material to Material IDs option. Click OK. &lt;br /&gt;
7)Now we need to remove the last polygon of the original robe. We again switch to the polygon editing mode (having previously “pressed” the attach button), find the polygon we once left and delete it. &lt;br /&gt;
5) Paste the cut modifiers in the list &lt;br /&gt;
6) Either reset the normals or add a new Edit Normals modifier&lt;br /&gt;
&lt;br /&gt;
==Weight Painting==&lt;br /&gt;
If you have just copy/pasted the Skin modifier onto the mesh, it will probably have some weighting problems that will need to be touched up.&lt;br /&gt;
&lt;br /&gt;
Run the import window again. Now, select the animation window.&lt;br /&gt;
First you will need to export some test animations to make your life easier. For example, mh_m.mov_rf is the running animation and it has 3 files in the animations erf.&lt;br /&gt;
&lt;br /&gt;
You can also import a test head, if you extracted all the base head files. (racegenderprefix_uhm_basa_0.mmh, racegenderprefix_uhm_bas_0.msh and so on)&lt;br /&gt;
Tick Merge With Selected and you should be able to see how it reacts with a head in it. Make sure you delete it before exporting.&lt;br /&gt;
&lt;br /&gt;
Now use Paint Weights button to edit anything that needs it.&lt;br /&gt;
&lt;br /&gt;
If you want to do things very well and you used Blender pose mode to match the original mesh in blender, you can import that in as a fbx and do a bone weight transfer(under Utilities&amp;gt;Skin Utilties). This will get you very good weighting, as it was professionally done.&lt;br /&gt;
&lt;br /&gt;
When you are done weighting the mesh, select everything in the scene especially any gizmos that may have moved far out of view.&lt;br /&gt;
Go to timeline, select all the animation frames, right click Delete Selected Frames. This should snap everything back into default positions, ready to export.&lt;br /&gt;
&lt;br /&gt;
== Assign materials ==&lt;br /&gt;
&lt;br /&gt;
On the top toolbar we find the material editor button (four multi-colored balls) Next, click Get Material and select Dragon Age Material from the list (if the plugin is installed correctly, it will be in the list)&lt;br /&gt;
&lt;br /&gt;
[[File:Materialeditor.png|border]]&lt;br /&gt;
&lt;br /&gt;
In Material Type we specify what type of MAO semantic the item will need.&lt;br /&gt;
For example&lt;br /&gt;
1 - Model with skin and transparent bits (fur robe for example) - [Armor w / Skin Tint][Alpha Blending][No Emissive].&lt;br /&gt;
2- Skinless Model in Render Semantics – [No Tint][Alpha Blending][No Emissive].&lt;br /&gt;
3- Expand the list of Texture Maps and assign the appropriate textures. Next, Assign Material to Selection (the item should be selected). If you really want to see the texture in the editor, then click Show Map in Viewport. It remains only to give our material a normal name. In the corresponding field, enter pf_rob_chaz_0. That's all.&lt;br /&gt;
&lt;br /&gt;
[[File:Materialwork.png|border]]&lt;br /&gt;
&lt;br /&gt;
You can import a Dragon Age Mesh and use the eyedropper to sample its MAO and apply it to other items.&lt;br /&gt;
&lt;br /&gt;
A mesh needs a DAO material assigned to it or it will not export correctly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
To do this, run the DAOModelExport script. We will see a window like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Export.png|border]]&lt;br /&gt;
&lt;br /&gt;
Between Name and .MMH enter whatever your new item is named. &lt;br /&gt;
You should call it something that works with the gda you have already set up. &lt;br /&gt;
Between Name and .MSH, enter the same thing (if this was not done automatically). Check the Create MAO Material File option. That's it, now click Export. &lt;br /&gt;
At the end of the export process, five new files should appear in the folder [local_drive_name]:\Documents and Settings\[username]\My Documents\BioWare\Dragon Age\packages\core\override\ hf_rob_chaa_0.phy hf_rob_chaa_0.msh hf_rob_chaa_0.mmh hf_rob_chaa_0.met pf_rob_chaz_0.mao &lt;br /&gt;
Your textures should already be there. The model is ready, you can run the game and see the result.&lt;br /&gt;
&lt;br /&gt;
==LODS==&lt;br /&gt;
Every item imports with its own skeleton. The LOD 0, 2 and 3 skeletons for the races are all different as they have different numbers of bones. You cannot export LOD0 skeleton for a LOD2, it will cause errors.&lt;br /&gt;
To create, just import a LOD2 model (ends with _2.mmh) and repeat the steps. It does not matter how good the LOD2 weighting is, as it is only seen from a distance anyway.&lt;br /&gt;
For a custom item with its own GDA, you only need a LOD2. For an item replacer that replaces a vanilla item, you will also need a LOD3.&lt;br /&gt;
It is a good idea to create LOD2 as it stops the character deforming from a distance, such as in the party camp.&lt;br /&gt;
&lt;br /&gt;
==Bug Fixes==&lt;br /&gt;
If something isn’t tinting, you may need to open the .mmh in the toolset, find the field Material Library and make sure it is empty.&lt;br /&gt;
All your LODs(you did make LODs right?) need to be the same 'material type' as the main one or they won't tint- aka RobeM1, CLothesM1 and so on.&lt;br /&gt;
&lt;br /&gt;
You can have more than one mesh chunk in an outfit mmh, but only the top billed one will tint at all, so make sure you put anything with skin at the top.&lt;br /&gt;
&lt;br /&gt;
If your character using tmp proportion has long grotesque hands, you may need to get a vanilla phy and rename it to replace the exported phy. (one that is similar, a boot for a boot and so on)&lt;br /&gt;
&lt;br /&gt;
If something is glowing green and t-posing, your mao is either not connected properly, not connected at all, or missing a texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
&lt;br /&gt;
*[https://sapphim.tumblr.com/post/132791322645/dao-mesh-modding-tutorial-1-setting-up  How to set up a mesh for Eshme’s script]&lt;br /&gt;
*[http://forums.nexusmods.com/index.php?/topic/423834-the-witcher-1-armors-in-da-origins/page-2#entry3544131 Similar tutorial, How to add new armor to DAO] &lt;br /&gt;
*[https://www.youtube.com/watch?v=fpU1yqsT8_A Guide to 3ds max Weight Painting Mike Pickton]&lt;br /&gt;
* [https://www.youtube.com/watch?v=HWlxEy2wbcs Painting Weights 3ds Max tutorial]&lt;br /&gt;
*[https://www.youtube.com/watch?v=GWvxMXzEbuM Add a weapon with 3ds max Mike Pickton] &lt;br /&gt;
*[https://www.youtube.com/watch?v=NvJ8yhGborY Adding Custom Armor to Game in Toolset Mike Pickton- explains GDAS, file naming]&lt;br /&gt;
*[[Customisation of original Dragon age armor]]&lt;br /&gt;
*[[Adding custom shield tutorial]]&lt;br /&gt;
*[[Adding custom level tutorial]] - Add your own level. Contains explanation of adding props with Eshme script&lt;br /&gt;
*[http://forums.nexusmods.com/index.php?/topic/1122450-loincloth-fashion/page-56#entry16909714 How to fix GDA conflict]&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/3974/? Item Variation ID spreadsheet modification]&lt;br /&gt;
* [https://fextralife.com/forums/t140995/items-the-basics-how?p=1512198#p1512198 How to configure import script for GMAX]&lt;br /&gt;
* [https://www.youtube.com/watch?v=370D7Lul9tk Skinning Example video]&lt;br /&gt;
* [https://www.youtube.com/watch?v=_q4mmFMmIK8 Crinoline example video ]&lt;br /&gt;
* [https://www.youtube.com/watch?v=1QMcAX1cDyo Own modifications video]&lt;br /&gt;
* [https://www.youtube.com/watch?v=TPrnSACiTJ4 Learn Blender for beginners tutorials]&lt;br /&gt;
* [https://www.youtube.com/watch?v=OTxxviChJQw Converting hair to DAO with blender 2.49]&lt;br /&gt;
*[https://sapphimods.me/tutorials/dragon-age-texture-guide/ DAO texture guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
{{Languages}}&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=List_of_textures&amp;diff=20028</id>
		<title>List of textures</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=List_of_textures&amp;diff=20028"/>
				<updated>2022-08-17T09:54:48Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a '''list of all the textures''' in vanilla Dragon Age: Origins and its DLC, including user interface textures. Duplicates have been removed from the standard-quality lists in favour of the high-quality versions; DLC have otherwise been merged. Texture atlases and speedtree textures found in the area layout .gpu.rim files have been omitted. Toolset textures have been omitted.&lt;br /&gt;
&lt;br /&gt;
== Base game (standard quality) ==&lt;br /&gt;
&lt;br /&gt;
* arial12.dds&lt;br /&gt;
* arrow_gradient_e.dds&lt;br /&gt;
* ashe_d.dds&lt;br /&gt;
* ashe_n.dds&lt;br /&gt;
* ashe_s.dds&lt;br /&gt;
* bad_cubemap.dds&lt;br /&gt;
* baddog01_d.dds&lt;br /&gt;
* baddog01_n.dds&lt;br /&gt;
* baddog01_s.dds&lt;br /&gt;
* bark02_d.dds&lt;br /&gt;
* bark02_n.dds&lt;br /&gt;
* bark02_spec.dds&lt;br /&gt;
* berserkers_tent_flag_d.dds&lt;br /&gt;
* berserkers_tent_small_02d.dds&lt;br /&gt;
* berserkers_tent_small_02s.dds&lt;br /&gt;
* bk_c_boxwood.dds&lt;br /&gt;
* bk_c_longpine.dds&lt;br /&gt;
* bk_c_longpine_n.dds&lt;br /&gt;
* bk_c_oak.dds&lt;br /&gt;
* bk_c_oak_n.dds&lt;br /&gt;
* bk_f_fir.dds&lt;br /&gt;
* bk_f_longpine.dds&lt;br /&gt;
* bk_f_longpine_n.dds&lt;br /&gt;
* bk_f_oak.dds&lt;br /&gt;
* bk_f_oak_n.dds&lt;br /&gt;
* bk_f_pine.dds&lt;br /&gt;
* bk_f_pine_n.dds&lt;br /&gt;
* bk_m_fir.dds&lt;br /&gt;
* bk_m_pine.dds&lt;br /&gt;
* bk_m_pine_n.dds&lt;br /&gt;
* bk_s_alpine.dds&lt;br /&gt;
* bk_s_alpine_n.dds&lt;br /&gt;
* bk_s_pine.dds&lt;br /&gt;
* bk_x_hair.dds&lt;br /&gt;
* bk_x_hair_n.dds&lt;br /&gt;
* bk_x_hydra.dds&lt;br /&gt;
* bk_x_hydra_n.dds&lt;br /&gt;
* bk_x_roots.dds&lt;br /&gt;
* bk_x_roots_n.dds&lt;br /&gt;
* bk_x_sporelg.dds&lt;br /&gt;
* bk_x_sporelg_n.dds&lt;br /&gt;
* bk_x_sporesm.dds&lt;br /&gt;
* bk_x_sporesm2.dds&lt;br /&gt;
* bonfirewood01_d.dds&lt;br /&gt;
* bonfirewood01_e.dds&lt;br /&gt;
* bonfirewood01_n.dds&lt;br /&gt;
* cai_dtrims1_d.dds&lt;br /&gt;
* cai_dtrims1_h.dds&lt;br /&gt;
* cai_dtrims1_n.dds&lt;br /&gt;
* cai_dtrims1_s.dds&lt;br /&gt;
* cai_dwall01_d.dds&lt;br /&gt;
* cai_dwall01_h.dds&lt;br /&gt;
* cai_dwall01_n.dds&lt;br /&gt;
* cai_dwall01_s.dds&lt;br /&gt;
* cai_dwall02_d.dds&lt;br /&gt;
* cai_dwall03_d.dds&lt;br /&gt;
* cai_dwall03_n.dds&lt;br /&gt;
* cai_dwall03_s.dds&lt;br /&gt;
* cai_dwall04_d.dds&lt;br /&gt;
* cai_dwall04_n.dds&lt;br /&gt;
* cai_dwall04_s.dds&lt;br /&gt;
* cai_exit01_d.dds&lt;br /&gt;
* cai_floor03_d.dds&lt;br /&gt;
* cai_floor03_n.dds&lt;br /&gt;
* cai_floor03_s.dds&lt;br /&gt;
* cai_stal1_d.dds&lt;br /&gt;
* cai_stal1_n.dds&lt;br /&gt;
* cai_stal3_d.dds&lt;br /&gt;
* cai_stal3_n.dds&lt;br /&gt;
* cai_stal3_sg.dds&lt;br /&gt;
* cai_trims_d.dds&lt;br /&gt;
* cai_trims_n.dds&lt;br /&gt;
* cai_trims_s.dds&lt;br /&gt;
* cai_wall05_d.dds&lt;br /&gt;
* cai_wall05_n.dds&lt;br /&gt;
* cai_wall05_s.dds&lt;br /&gt;
* cai_wall2_d.dds&lt;br /&gt;
* cai_wall2_n.dds&lt;br /&gt;
* cai_wall3_d.dds&lt;br /&gt;
* cai_wall3_n.dds&lt;br /&gt;
* candlemetal_d.dds&lt;br /&gt;
* candlemetal_n.dds&lt;br /&gt;
* candlemetal_s.dds&lt;br /&gt;
* carvebark02_d.dds&lt;br /&gt;
* carvebark02_h.dds&lt;br /&gt;
* carvebark02_n.dds&lt;br /&gt;
* carvebark02_s.dds&lt;br /&gt;
* castle.dds&lt;br /&gt;
* cav_master_d.dds&lt;br /&gt;
* cav_master_n.dds&lt;br /&gt;
* cav_master_s.dds&lt;br /&gt;
* cc_arl100.dds&lt;br /&gt;
* cc_arl101.dds&lt;br /&gt;
* cc_arl110.dds&lt;br /&gt;
* cc_arl120.dds&lt;br /&gt;
* cc_arl130.dds&lt;br /&gt;
* cc_arl140.dds&lt;br /&gt;
* cc_arl141.dds&lt;br /&gt;
* cc_arl150.dds&lt;br /&gt;
* cc_arl160.dds&lt;br /&gt;
* cc_arl170.dds&lt;br /&gt;
* cc_arl180.dds&lt;br /&gt;
* cc_arl190.dds&lt;br /&gt;
* cc_arl200.dds&lt;br /&gt;
* cc_arl210.dds&lt;br /&gt;
* cc_arl220.dds&lt;br /&gt;
* cc_arl230.dds&lt;br /&gt;
* cc_arl300.dds&lt;br /&gt;
* cc_bdc100.dds&lt;br /&gt;
* cc_bdc110.dds&lt;br /&gt;
* cc_bdc120.dds&lt;br /&gt;
* cc_bdc130.dds&lt;br /&gt;
* cc_bdc140.dds&lt;br /&gt;
* cc_bdc200.dds&lt;br /&gt;
* cc_bdc210.dds&lt;br /&gt;
* cc_bdn100.dds&lt;br /&gt;
* cc_bdn110.dds&lt;br /&gt;
* cc_bdn120.dds&lt;br /&gt;
* cc_bdn200.dds&lt;br /&gt;
* cc_bdn210.dds&lt;br /&gt;
* cc_bdn300.dds&lt;br /&gt;
* cc_bdn400.dds&lt;br /&gt;
* cc_bec100.dds&lt;br /&gt;
* cc_bec110.dds&lt;br /&gt;
* cc_bec120.dds&lt;br /&gt;
* cc_bec200.dds&lt;br /&gt;
* cc_bec210.dds&lt;br /&gt;
* cc_bed100.dds&lt;br /&gt;
* cc_bed110.dds&lt;br /&gt;
* cc_bed200.dds&lt;br /&gt;
* cc_bhm100.dds&lt;br /&gt;
* cc_bhm200.dds&lt;br /&gt;
* cc_bhm250.dds&lt;br /&gt;
* cc_bhm500.dds&lt;br /&gt;
* cc_bhm600.dds&lt;br /&gt;
* cc_bhm700.dds&lt;br /&gt;
* cc_bhn100.dds&lt;br /&gt;
* cc_bhn200.dds&lt;br /&gt;
* cc_cam100.dds&lt;br /&gt;
* cc_chargen.dds&lt;br /&gt;
* cc_cir100.dds&lt;br /&gt;
* cc_cir110.dds&lt;br /&gt;
* cc_cir200.dds&lt;br /&gt;
* cc_cir210.dds&lt;br /&gt;
* cc_cir220.dds&lt;br /&gt;
* cc_cir230.dds&lt;br /&gt;
* cc_cir240.dds&lt;br /&gt;
* cc_cir300.dds&lt;br /&gt;
* cc_cir310.dds&lt;br /&gt;
* cc_cir320.dds&lt;br /&gt;
* cc_cir330.dds&lt;br /&gt;
* cc_cir340.dds&lt;br /&gt;
* cc_cir350.dds&lt;br /&gt;
* cc_cir360.dds&lt;br /&gt;
* cc_cir361.dds&lt;br /&gt;
* cc_cir362.dds&lt;br /&gt;
* cc_cir363.dds&lt;br /&gt;
* cc_cir364.dds&lt;br /&gt;
* cc_cir365.dds&lt;br /&gt;
* cc_cir366.dds&lt;br /&gt;
* cc_cir368.dds&lt;br /&gt;
* cc_cir369.dds&lt;br /&gt;
* cc_cir370.dds&lt;br /&gt;
* cc_cli100.dds&lt;br /&gt;
* cc_cli150.dds&lt;br /&gt;
* cc_cli200.dds&lt;br /&gt;
* cc_cli210.dds&lt;br /&gt;
* cc_cli220.dds&lt;br /&gt;
* cc_cli300.dds&lt;br /&gt;
* cc_cli310.dds&lt;br /&gt;
* cc_cli400.dds&lt;br /&gt;
* cc_cli410.dds&lt;br /&gt;
* cc_cli420.dds&lt;br /&gt;
* cc_cli600.dds&lt;br /&gt;
* cc_cli700.dds&lt;br /&gt;
* cc_cli800.dds&lt;br /&gt;
* cc_cli900.dds&lt;br /&gt;
* cc_default.dds&lt;br /&gt;
* cc_den100.dds&lt;br /&gt;
* cc_den200.dds&lt;br /&gt;
* cc_den211.dds&lt;br /&gt;
* cc_den220.dds&lt;br /&gt;
* cc_den230.dds&lt;br /&gt;
* cc_den240.dds&lt;br /&gt;
* cc_den250.dds&lt;br /&gt;
* cc_den260.dds&lt;br /&gt;
* cc_den270.dds&lt;br /&gt;
* cc_den280.dds&lt;br /&gt;
* cc_den300.dds&lt;br /&gt;
* cc_den310.dds&lt;br /&gt;
* cc_den320.dds&lt;br /&gt;
* cc_den330.dds&lt;br /&gt;
* cc_den340.dds&lt;br /&gt;
* cc_den350.dds&lt;br /&gt;
* cc_den360.dds&lt;br /&gt;
* cc_den400.dds&lt;br /&gt;
* cc_den410.dds&lt;br /&gt;
* cc_den500.dds&lt;br /&gt;
* cc_den510.dds&lt;br /&gt;
* cc_den511.dds&lt;br /&gt;
* cc_den600.dds&lt;br /&gt;
* cc_den911.dds&lt;br /&gt;
* cc_den912.dds&lt;br /&gt;
* cc_den920.dds&lt;br /&gt;
* cc_den921.dds&lt;br /&gt;
* cc_den922.dds&lt;br /&gt;
* cc_den950.dds&lt;br /&gt;
* cc_den951.dds&lt;br /&gt;
* cc_den952.dds&lt;br /&gt;
* cc_den960.dds&lt;br /&gt;
* cc_den961.dds&lt;br /&gt;
* cc_den962.dds&lt;br /&gt;
* cc_den963.dds&lt;br /&gt;
* cc_den964.dds&lt;br /&gt;
* cc_den965.dds&lt;br /&gt;
* cc_den970.dds&lt;br /&gt;
* cc_den971.dds&lt;br /&gt;
* cc_epi100.dds&lt;br /&gt;
* cc_epi200.dds&lt;br /&gt;
* cc_epi300.dds&lt;br /&gt;
* cc_lot100.dds&lt;br /&gt;
* cc_lot110.dds&lt;br /&gt;
* cc_lot120.dds&lt;br /&gt;
* cc_ntb100.dds&lt;br /&gt;
* cc_ntb200.dds&lt;br /&gt;
* cc_ntb210.dds&lt;br /&gt;
* cc_ntb310.dds&lt;br /&gt;
* cc_ntb330.dds&lt;br /&gt;
* cc_ntb340.dds&lt;br /&gt;
* cc_orz100.dds&lt;br /&gt;
* cc_orz110.dds&lt;br /&gt;
* cc_orz200.dds&lt;br /&gt;
* cc_orz210.dds&lt;br /&gt;
* cc_orz220.dds&lt;br /&gt;
* cc_orz230.dds&lt;br /&gt;
* cc_orz240.dds&lt;br /&gt;
* cc_orz250.dds&lt;br /&gt;
* cc_orz260.dds&lt;br /&gt;
* cc_orz300.dds&lt;br /&gt;
* cc_orz310.dds&lt;br /&gt;
* cc_orz320.dds&lt;br /&gt;
* cc_orz330.dds&lt;br /&gt;
* cc_orz340.dds&lt;br /&gt;
* cc_orz400.dds&lt;br /&gt;
* cc_orz410.dds&lt;br /&gt;
* cc_orz420.dds&lt;br /&gt;
* cc_orz510.dds&lt;br /&gt;
* cc_orz520.dds&lt;br /&gt;
* cc_orz530.dds&lt;br /&gt;
* cc_orz540.dds&lt;br /&gt;
* cc_orz550.dds&lt;br /&gt;
* cc_pre100d.dds&lt;br /&gt;
* cc_pre100n.dds&lt;br /&gt;
* cc_pre200.dds&lt;br /&gt;
* cc_pre210.dds&lt;br /&gt;
* cc_pre211.dds&lt;br /&gt;
* cc_pre410.dds&lt;br /&gt;
* cc_pre420.dds&lt;br /&gt;
* cc_pre430.dds&lt;br /&gt;
* cc_pre440.dds&lt;br /&gt;
* cc_ran100.dds&lt;br /&gt;
* cc_ran105.dds&lt;br /&gt;
* cc_ran110.dds&lt;br /&gt;
* cc_ran130.dds&lt;br /&gt;
* cc_ran152.dds&lt;br /&gt;
* cc_ran154.dds&lt;br /&gt;
* cc_ran190.dds&lt;br /&gt;
* cc_ran200.dds&lt;br /&gt;
* cc_ran210.dds&lt;br /&gt;
* cc_ran220.dds&lt;br /&gt;
* cc_ran230.dds&lt;br /&gt;
* cc_ran240.dds&lt;br /&gt;
* cc_ran250.dds&lt;br /&gt;
* cc_ran260.dds&lt;br /&gt;
* cc_ran270.dds&lt;br /&gt;
* cc_ran280.dds&lt;br /&gt;
* cc_ran290.dds&lt;br /&gt;
* cc_ran300.dds&lt;br /&gt;
* cc_ran310.dds&lt;br /&gt;
* cc_ran320.dds&lt;br /&gt;
* cc_ran401.dds&lt;br /&gt;
* cc_ran405.dds&lt;br /&gt;
* cc_ran409.dds&lt;br /&gt;
* cc_ran500.dds&lt;br /&gt;
* cc_ran510.dds&lt;br /&gt;
* cc_ran520.dds&lt;br /&gt;
* cc_ran530.dds&lt;br /&gt;
* cc_ran600.dds&lt;br /&gt;
* cc_ran700.dds&lt;br /&gt;
* cc_ran800.dds&lt;br /&gt;
* cc_ran900.dds&lt;br /&gt;
* cc_ran920.dds&lt;br /&gt;
* cc_ran950.dds&lt;br /&gt;
* cc_urn100.dds&lt;br /&gt;
* cc_urn110.dds&lt;br /&gt;
* cc_urn120.dds&lt;br /&gt;
* cc_urn130.dds&lt;br /&gt;
* cc_urn200.dds&lt;br /&gt;
* cc_urn210.dds&lt;br /&gt;
* cc_urn220.dds&lt;br /&gt;
* cc_urn230.dds&lt;br /&gt;
* cdr_master_d.dds&lt;br /&gt;
* cdr_master_n.dds&lt;br /&gt;
* cdr_master_s.dds&lt;br /&gt;
* chantry_tent_flag_d.dds&lt;br /&gt;
* chantry_tent_small_02d.dds&lt;br /&gt;
* chantry_tent_small_02s.dds&lt;br /&gt;
* chantrysymbol_d.dds&lt;br /&gt;
* chantrysymbol_n.dds&lt;br /&gt;
* chantrysymbol_s.dds&lt;br /&gt;
* che_plasterroof_d.dds&lt;br /&gt;
* che_plasterroof_n.dds&lt;br /&gt;
* che_plasterroof_s.dds&lt;br /&gt;
* che_stonewall_d.dds&lt;br /&gt;
* che_stonewall_n.dds&lt;br /&gt;
* che_stonewall_s.dds&lt;br /&gt;
* chi_master_d.dds&lt;br /&gt;
* chi_master_n.dds&lt;br /&gt;
* chi_master_s.dds&lt;br /&gt;
* corpse_charred_01d.dds&lt;br /&gt;
* corpse_dog_01d.dds&lt;br /&gt;
* corpse_dog_01n.dds&lt;br /&gt;
* corpse_dog_01s.dds&lt;br /&gt;
* corpse_dwarf_01d.dds&lt;br /&gt;
* corpse_dwarf_01n.dds&lt;br /&gt;
* corpse_dwarf_01s.dds&lt;br /&gt;
* corpse_human_01d.dds&lt;br /&gt;
* corpse_human_01n.dds&lt;br /&gt;
* corpse_human_01s.dds&lt;br /&gt;
* corpse_hurlock_01d.dds&lt;br /&gt;
* corpse_hurlock_01n.dds&lt;br /&gt;
* corpse_hurlock_01s.dds&lt;br /&gt;
* corpse_knight_01d.dds&lt;br /&gt;
* corpse_knight_01n.dds&lt;br /&gt;
* corpse_knight_01s.dds&lt;br /&gt;
* corpse_pile_01d.dds&lt;br /&gt;
* corpse_pile_01n.dds&lt;br /&gt;
* corpse_pile_01s.dds&lt;br /&gt;
* corpse_pile_02d.dds&lt;br /&gt;
* corpse_pile_03d.dds&lt;br /&gt;
* corpse_pile_03n.dds&lt;br /&gt;
* corpse_pile_03s.dds&lt;br /&gt;
* corpse_templar_01d.dds&lt;br /&gt;
* corpse_templar_01n.dds&lt;br /&gt;
* corpse_templar_01s.dds&lt;br /&gt;
* d_waterspec.dds&lt;br /&gt;
* da_defaultcc.dds&lt;br /&gt;
* da_vignette.dds&lt;br /&gt;
* deadbodycom_d.dds&lt;br /&gt;
* deadbodycom_n.dds&lt;br /&gt;
* deadbodycom_s.dds&lt;br /&gt;
* default_black.dds&lt;br /&gt;
* default_blackcubemap.dds&lt;br /&gt;
* default_flatnm.dds&lt;br /&gt;
* default_gray50.dds&lt;br /&gt;
* default_missing.dds&lt;br /&gt;
* default_white.dds&lt;br /&gt;
* defaultmoon.dds&lt;br /&gt;
* defaultsun.dds&lt;br /&gt;
* distor_b.dds&lt;br /&gt;
* distor_b_alph.dds&lt;br /&gt;
* distort_clou.dds&lt;br /&gt;
* distort_clou_alp.dds&lt;br /&gt;
* dne_bldng_master.dds&lt;br /&gt;
* dne_bldng_master_n.dds&lt;br /&gt;
* dne_bldng_master_s.dds&lt;br /&gt;
* dne_cavemaster_d.dds&lt;br /&gt;
* dne_cavemaster_n.dds&lt;br /&gt;
* dne_pal_master.dds&lt;br /&gt;
* dne_pal_master_n.dds&lt;br /&gt;
* dne_pal_master_s.dds&lt;br /&gt;
* dni_master_d.dds&lt;br /&gt;
* dni_master_n.dds&lt;br /&gt;
* dni_master_s.dds&lt;br /&gt;
* doorass_diff.dds&lt;br /&gt;
* doorass_norm.dds&lt;br /&gt;
* doorass_spec.dds&lt;br /&gt;
* dse_master.dds&lt;br /&gt;
* dse_master_n.dds&lt;br /&gt;
* dse_master_s.dds&lt;br /&gt;
* dsi_cavemaster_d.dds&lt;br /&gt;
* dsi_cavemaster_n.dds&lt;br /&gt;
* dsi_cavemaster_s.dds&lt;br /&gt;
* dsi_master_d.dds&lt;br /&gt;
* dsi_master_n.dds&lt;br /&gt;
* dsi_master_s.dds&lt;br /&gt;
* duncan_tent_small_02d.dds&lt;br /&gt;
* duncan_tent_small_02s.dds&lt;br /&gt;
* dwe_lavark01d.dds&lt;br /&gt;
* dwe_lavark01n.dds&lt;br /&gt;
* dwfrug_d.dds&lt;br /&gt;
* dwfrug_n.dds&lt;br /&gt;
* dwfrug_s.dds&lt;br /&gt;
* dwi_beam01d.dds&lt;br /&gt;
* dwi_beam01n.dds&lt;br /&gt;
* dwi_beam01s.dds&lt;br /&gt;
* dwi_black_d.dds&lt;br /&gt;
* dwi_doorwy03d.dds&lt;br /&gt;
* dwi_doorwy03n.dds&lt;br /&gt;
* dwi_floor01d.dds&lt;br /&gt;
* dwi_floor01n.dds&lt;br /&gt;
* dwi_floor02d.dds&lt;br /&gt;
* dwi_floor02n.dds&lt;br /&gt;
* dwi_floor02s.dds&lt;br /&gt;
* dwi_genspec01.dds&lt;br /&gt;
* dwi_grate01d.dds&lt;br /&gt;
* dwi_grate01n.dds&lt;br /&gt;
* dwi_pillar01d.dds&lt;br /&gt;
* dwi_pillar01n.dds&lt;br /&gt;
* dwi_rkwall03s.dds&lt;br /&gt;
* dwi_rock01d.dds&lt;br /&gt;
* dwi_rock01n.dds&lt;br /&gt;
* dwi_rock02d.dds&lt;br /&gt;
* dwi_rock02n.dds&lt;br /&gt;
* dwi_rstnug1_d.dds&lt;br /&gt;
* dwi_rstnug1_n.dds&lt;br /&gt;
* dwi_rstnug1_s.dds&lt;br /&gt;
* dwi_throne01d.dds&lt;br /&gt;
* dwi_throne01n.dds&lt;br /&gt;
* dwi_throne01s.dds&lt;br /&gt;
* dwi_wall02d.dds&lt;br /&gt;
* dwi_wall02n.dds&lt;br /&gt;
* dwi_wall02s.dds&lt;br /&gt;
* dwi_wall03d.dds&lt;br /&gt;
* dwi_wall03h.dds&lt;br /&gt;
* dwi_wall03n.dds&lt;br /&gt;
* dwi_wall03s.dds&lt;br /&gt;
* dwi_wall04d.dds&lt;br /&gt;
* dwi_wall04n.dds&lt;br /&gt;
* dwi_wall04s.dds&lt;br /&gt;
* dwi_wall05d.dds&lt;br /&gt;
* dwi_wall05n.dds&lt;br /&gt;
* dwpain_d.dds&lt;br /&gt;
* dwpain_n.dds&lt;br /&gt;
* dwpain_s.dds&lt;br /&gt;
* eci_wall_d.dds&lt;br /&gt;
* eci_wall_h.dds&lt;br /&gt;
* eci_wall_n.dds&lt;br /&gt;
* eci_wall_s.dds&lt;br /&gt;
* fade01_d.dds&lt;br /&gt;
* fade01_e.dds&lt;br /&gt;
* fade01_n.dds&lt;br /&gt;
* fade01_s.dds&lt;br /&gt;
* fadeeffectmask.dds&lt;br /&gt;
* fadesaturatemask.dds&lt;br /&gt;
* fca_master_d.dds&lt;br /&gt;
* fca_master_n.dds&lt;br /&gt;
* fca_master_s.dds&lt;br /&gt;
* fce_door_01d.dds&lt;br /&gt;
* fce_door_01n.dds&lt;br /&gt;
* fce_estwall05_0_lod.dds&lt;br /&gt;
* fce_slumfnt01_01_lod.dds&lt;br /&gt;
* fci_black_d.dds&lt;br /&gt;
* fci_canvas_do.dds&lt;br /&gt;
* fci_canvas_n.dds&lt;br /&gt;
* fci_canvas2_d.dds&lt;br /&gt;
* fci_canvas2_h.dds&lt;br /&gt;
* fci_canvas2_n.dds&lt;br /&gt;
* fci_crwindow2_d.dds&lt;br /&gt;
* fci_crwindow2_h.dds&lt;br /&gt;
* fci_crwindow2_n.dds&lt;br /&gt;
* fci_crwindow2_s.dds&lt;br /&gt;
* fci_dunroof_d.dds&lt;br /&gt;
* fci_dunroof_n.dds&lt;br /&gt;
* fci_dunroof_s.dds&lt;br /&gt;
* fci_egrnd4_d.dds&lt;br /&gt;
* fci_egrnd4_h.dds&lt;br /&gt;
* fci_egrnd4_n.dds&lt;br /&gt;
* fci_egrnd4_s.dds&lt;br /&gt;
* fci_endwoodbm_d.dds&lt;br /&gt;
* fci_endwoodbm_n.dds&lt;br /&gt;
* fci_ewall1_d.dds&lt;br /&gt;
* fci_ewall1_h.dds&lt;br /&gt;
* fci_ewall1_n.dds&lt;br /&gt;
* fci_ewall1_s.dds&lt;br /&gt;
* fci_ewall2_d.dds&lt;br /&gt;
* fci_ewall2_h.dds&lt;br /&gt;
* fci_ewall2_n.dds&lt;br /&gt;
* fci_ewall2_s.dds&lt;br /&gt;
* fci_ewall3_d.dds&lt;br /&gt;
* fci_ewall3_h.dds&lt;br /&gt;
* fci_ewall3_n.dds&lt;br /&gt;
* fci_ewall3_s.dds&lt;br /&gt;
* fci_ewall4_d.dds&lt;br /&gt;
* fci_ewall4_h.dds&lt;br /&gt;
* fci_ewall4_n.dds&lt;br /&gt;
* fci_ewall4_s.dds&lt;br /&gt;
* fci_ewood1_d.dds&lt;br /&gt;
* fci_igrnd1_d.dds&lt;br /&gt;
* fci_igrnd1_h.dds&lt;br /&gt;
* fci_igrnd1_n.dds&lt;br /&gt;
* fci_igrnd1_s.dds&lt;br /&gt;
* fci_iroof_d.dds&lt;br /&gt;
* fci_iroof_h.dds&lt;br /&gt;
* fci_iroof_n.dds&lt;br /&gt;
* fci_iroof_s.dds&lt;br /&gt;
* fci_iwall2_d.dds&lt;br /&gt;
* fci_iwall2_h.dds&lt;br /&gt;
* fci_iwall2_n.dds&lt;br /&gt;
* fci_iwall2_s.dds&lt;br /&gt;
* fci_iwall3_d.dds&lt;br /&gt;
* fci_iwall3_h.dds&lt;br /&gt;
* fci_iwall3_n.dds&lt;br /&gt;
* fci_iwall3_s.dds&lt;br /&gt;
* fci_iwall4_d.dds&lt;br /&gt;
* fci_iwall4_h.dds&lt;br /&gt;
* fci_iwall4_n.dds&lt;br /&gt;
* fci_iwall4_s.dds&lt;br /&gt;
* fci_iwood1_d.dds&lt;br /&gt;
* fci_iwood1_h.dds&lt;br /&gt;
* fci_iwood1_n.dds&lt;br /&gt;
* fci_iwood1_s.dds&lt;br /&gt;
* fci_iwood1s_n.dds&lt;br /&gt;
* fci_iwoodp_d.dds&lt;br /&gt;
* fci_iwoodp_h.dds&lt;br /&gt;
* fci_iwoodp_n.dds&lt;br /&gt;
* fci_iwoodp_s.dds&lt;br /&gt;
* fci_metal1_d.dds&lt;br /&gt;
* fci_metal1_n.dds&lt;br /&gt;
* fci_metal1_s.dds&lt;br /&gt;
* fci_rocks_d.dds&lt;br /&gt;
* fci_rocks_n.dds&lt;br /&gt;
* fci_rocks_s.dds&lt;br /&gt;
* fci_stpillar_d.dds&lt;br /&gt;
* fci_stpillar_n.dds&lt;br /&gt;
* fci_stpillar_s.dds&lt;br /&gt;
* fci_trims_d.dds&lt;br /&gt;
* fci_trims_n.dds&lt;br /&gt;
* fci_trims_s.dds&lt;br /&gt;
* fci_trims2_d.dds&lt;br /&gt;
* fci_trims2_n.dds&lt;br /&gt;
* fci_trims2_s.dds&lt;br /&gt;
* fci_woodd_d.dds&lt;br /&gt;
* fci_woodd_n.dds&lt;br /&gt;
* fci_woodd_s.dds&lt;br /&gt;
* fci_woodo_n.dds&lt;br /&gt;
* fdi_master_d.dds&lt;br /&gt;
* fdi_master_n.dds&lt;br /&gt;
* fdi_master_s.dds&lt;br /&gt;
* fei_terfade_01_d.dds&lt;br /&gt;
* fei_terfade_01_n.dds&lt;br /&gt;
* fei_terfade_01_s.dds&lt;br /&gt;
* fei_terfade_02_d.dds&lt;br /&gt;
* fei_terfade_02_n.dds&lt;br /&gt;
* fei_terfade_02_s.dds&lt;br /&gt;
* fei_terfade_03_d.dds&lt;br /&gt;
* fei_terfade_03_n.dds&lt;br /&gt;
* fei_terfade_03_s.dds&lt;br /&gt;
* fei_terfade_04_d.dds&lt;br /&gt;
* fei_terfade_04_n.dds&lt;br /&gt;
* fei_terfade_04_s.dds&lt;br /&gt;
* fei_terfade_05_d.dds&lt;br /&gt;
* fei_terfade_05_n.dds&lt;br /&gt;
* fei_terfade_05_s.dds&lt;br /&gt;
* fei_terfade_06_d.dds&lt;br /&gt;
* fei_terfade_06_n.dds&lt;br /&gt;
* fei_terfade_06_s.dds&lt;br /&gt;
* ferchra_01_d.dds&lt;br /&gt;
* ferchra_01_n.dds&lt;br /&gt;
* fhe_canvas2_d.dds&lt;br /&gt;
* fhe_master_d.dds&lt;br /&gt;
* fhe_master_n.dds&lt;br /&gt;
* fhe_master_s.dds&lt;br /&gt;
* fhi_master_d.dds&lt;br /&gt;
* fhi_master_n.dds&lt;br /&gt;
* fhi_master_s.dds&lt;br /&gt;
* floatingbridge_d.dds&lt;br /&gt;
* floatingbridge_n.dds&lt;br /&gt;
* floatingbridge_s.dds&lt;br /&gt;
* fne_master_d.dds&lt;br /&gt;
* fne_master_n.dds&lt;br /&gt;
* fne_master_s.dds&lt;br /&gt;
* fne_master2_d.dds&lt;br /&gt;
* fne_master2_n.dds&lt;br /&gt;
* fne_master2_s.dds&lt;br /&gt;
* fne_plcbridge_d.dds&lt;br /&gt;
* fne_plcbridge_e.dds&lt;br /&gt;
* fti_master_d.dds&lt;br /&gt;
* fti_master_n.dds&lt;br /&gt;
* fti_master_s.dds&lt;br /&gt;
* ftr_master_d.dds&lt;br /&gt;
* ftr_master_n.dds&lt;br /&gt;
* ftr_master_s.dds&lt;br /&gt;
* fx_2000_diff.dds&lt;br /&gt;
* fx_2001_diff.dds&lt;br /&gt;
* fx_aoe.dds&lt;br /&gt;
* fx_aoe_no.dds&lt;br /&gt;
* fx_aura_circle.dds&lt;br /&gt;
* fx_cone.dds&lt;br /&gt;
* fx_symbol.dds&lt;br /&gt;
* gnawsignd.dds&lt;br /&gt;
* gnawsignn.dds&lt;br /&gt;
* goldmetal_d.dds&lt;br /&gt;
* goldmetal_s.dds&lt;br /&gt;
* gpumemoryover.dds&lt;br /&gt;
* grey_dif.dds&lt;br /&gt;
* h_andorala_0.dds&lt;br /&gt;
* h_aoamarana_0.dds&lt;br /&gt;
* h_aohowea_0.dds&lt;br /&gt;
* h_aoredclifa_0.dds&lt;br /&gt;
* h_aosouthra_0.dds&lt;br /&gt;
* h_aowestera_0.dds&lt;br /&gt;
* h_ashwarria_0.dds&lt;br /&gt;
* h_calcrowsa_0.dds&lt;br /&gt;
* h_coenchana_0.dds&lt;br /&gt;
* h_compncrfa_0.dds&lt;br /&gt;
* h_creationa_0.dds&lt;br /&gt;
* h_dalisht1a_0.dds&lt;br /&gt;
* h_dalisht2a_0.dds&lt;br /&gt;
* h_deshparaa_0.dds&lt;br /&gt;
* h_dumata_0.dds&lt;br /&gt;
* h_entropyoa_0.dds&lt;br /&gt;
* h_ephemeraa_0.dds&lt;br /&gt;
* h_gddofhhma_0.dds&lt;br /&gt;
* h_gdofcrfta_0.dds&lt;br /&gt;
* h_gdofdhfna_0.dds&lt;br /&gt;
* h_gdofgnava_0.dds&lt;br /&gt;
* h_gdofhunta_0.dds&lt;br /&gt;
* h_gdofsekna_0.dds&lt;br /&gt;
* h_gdofvenga_0.dds&lt;br /&gt;
* h_greywrada_0.dds&lt;br /&gt;
* h_haakonwba_0.dds&lt;br /&gt;
* h_hseofauda_0.dds&lt;br /&gt;
* h_impchanta_0.dds&lt;br /&gt;
* h_kingferea_0.dds&lt;br /&gt;
* h_korthomfa_0.dds&lt;br /&gt;
* h_ladyoskya_0.dds&lt;br /&gt;
* h_legofdeda_0.dds&lt;br /&gt;
* h_luscana_0.dds&lt;br /&gt;
* h_primalora_0.dds&lt;br /&gt;
* h_razikalea_0.dds&lt;br /&gt;
* h_smithcrfa_0.dds&lt;br /&gt;
* h_templarsa_0.dds&lt;br /&gt;
* h_teyofhira_0.dds&lt;br /&gt;
* h_teyoflota_0.dds&lt;br /&gt;
* h_teyrncoua_0.dds&lt;br /&gt;
* h_thotha_0.dds&lt;br /&gt;
* h_thsilsisa_0.dds&lt;br /&gt;
* h_togwarena_0.dds&lt;br /&gt;
* h_ursusbara_0.dds&lt;br /&gt;
* h_urthemiea_0.dds&lt;br /&gt;
* hn_p_father_dif.dds&lt;br /&gt;
* hn_p_father_nrm.dds&lt;br /&gt;
* hn_p_mother_dif.dds&lt;br /&gt;
* hn_p_mother_nrm.dds&lt;br /&gt;
* hro_anvil_floor01d.dds&lt;br /&gt;
* hro_anvil_floor01n.dds&lt;br /&gt;
* hro_anvil_floor01s.dds&lt;br /&gt;
* hro_anvil_lyr01d.dds&lt;br /&gt;
* hro_anvil_lyr01e.dds&lt;br /&gt;
* hro_anvil_lyr01n.dds&lt;br /&gt;
* hro_anvil_lyr01s.dds&lt;br /&gt;
* hro_anvil_lyr02d.dds&lt;br /&gt;
* hro_anvil_lyr02e.dds&lt;br /&gt;
* hro_anvil_lyr02n.dds&lt;br /&gt;
* hro_anvil_lyr02s.dds&lt;br /&gt;
* hro_anvil_wall01d.dds&lt;br /&gt;
* hro_anvil_wall01n.dds&lt;br /&gt;
* hro_den_bgcastle_d.dds&lt;br /&gt;
* hro_den_fdrakdoor_d.dds&lt;br /&gt;
* hro_den_fdrakdoor_n.dds&lt;br /&gt;
* hro_den_fdrakdoor_s.dds&lt;br /&gt;
* hro_den_fdrakeag_d.dds&lt;br /&gt;
* hro_den_fdrakeag_n.dds&lt;br /&gt;
* hro_den_fdrakeag_s.dds&lt;br /&gt;
* hro_den_fdrakent_d.dds&lt;br /&gt;
* hro_den_fdrakent_n.dds&lt;br /&gt;
* hro_den_fdrakent_s.dds&lt;br /&gt;
* hro_den_fdrakon_mt_d.dds&lt;br /&gt;
* hro_den_fdrakonctmap.dds&lt;br /&gt;
* hro_den_fdrakonmt.dds&lt;br /&gt;
* hro_den_fortdrakon_d.dds&lt;br /&gt;
* hro_den_gate_n.dds&lt;br /&gt;
* hro_den_gate_s.dds&lt;br /&gt;
* hro_den_roocircle_d.dds&lt;br /&gt;
* hro_den_roocircle_n.dds&lt;br /&gt;
* hro_den_roocircle_s.dds&lt;br /&gt;
* hro_den_rooftrim_d.dds&lt;br /&gt;
* hro_den_rooftrim_n.dds&lt;br /&gt;
* hro_den_rooftrim_s.dds&lt;br /&gt;
* hro_dni_assembly_d.dds&lt;br /&gt;
* hro_dni_assembly_n.dds&lt;br /&gt;
* hro_dni_assembly_s.dds&lt;br /&gt;
* hro_dni_warroom_d.dds&lt;br /&gt;
* hro_dni_warroom_n.dds&lt;br /&gt;
* hro_dni_warroom_s.dds&lt;br /&gt;
* hro_dsi_caverock_d.dds&lt;br /&gt;
* hro_dsi_caverock_n.dds&lt;br /&gt;
* hro_dsi_caverock_s.dds&lt;br /&gt;
* hro_fci_throne_d.dds&lt;br /&gt;
* hro_fci_throne_n.dds&lt;br /&gt;
* hro_fci_throne_s.dds&lt;br /&gt;
* hro_fie_bda_d.dds&lt;br /&gt;
* hro_fie_bdb_d.dds&lt;br /&gt;
* hro_fie_citymap_d.dds&lt;br /&gt;
* hro_froof_maintve_d.dds&lt;br /&gt;
* hro_froof_maintve_n.dds&lt;br /&gt;
* hro_froof_maintve_s.dds&lt;br /&gt;
* hro_orz_ent_door_d.dds&lt;br /&gt;
* hro_orz_ent_door_n.dds&lt;br /&gt;
* hro_orz_ent_door_s.dds&lt;br /&gt;
* hro_orz_ent_stone_d.dds&lt;br /&gt;
* hro_orz_ent_stone_n.dds&lt;br /&gt;
* hro_orz_ent_stone_s.dds&lt;br /&gt;
* hro_party_pkr_d.dds&lt;br /&gt;
* hro_party_pkr_n.dds&lt;br /&gt;
* hro_party_pkr_s.dds&lt;br /&gt;
* hro_tvi_domepit_d.dds&lt;br /&gt;
* hro_tvi_domepit_n.dds&lt;br /&gt;
* hro_tvi_domepit_s.dds&lt;br /&gt;
* hro_tvitreewall_d.dds&lt;br /&gt;
* hro_tvitreewall_n.dds&lt;br /&gt;
* hro_tvitreewall_s.dds&lt;br /&gt;
* hro_webroof_d.dds&lt;br /&gt;
* hro_webroof_n.dds&lt;br /&gt;
* hro_webroof_s.dds&lt;br /&gt;
* hvo_brd_slime_01a.dds&lt;br /&gt;
* hvo_brd_slime_01d.dds&lt;br /&gt;
* hvo_brd_slime_01n.dds&lt;br /&gt;
* hvo_brd_slime_01s.dds&lt;br /&gt;
* ice_mesh.dds&lt;br /&gt;
* ice_spec_mesh.dds&lt;br /&gt;
* iconrgby.dds&lt;br /&gt;
* iconrgbya.dds&lt;br /&gt;
* king_large_tent_d.dds&lt;br /&gt;
* king_large_tent_n.dds&lt;br /&gt;
* king_large_tent_s.dds&lt;br /&gt;
* king_tent_flag_d.dds&lt;br /&gt;
* king_tent_small_02d.dds&lt;br /&gt;
* king_tent_small_02s.dds&lt;br /&gt;
* kingflag01_d.dds&lt;br /&gt;
* kingflag01_s.dds&lt;br /&gt;
* lgtomb01_d.dds&lt;br /&gt;
* lgtomb01_n.dds&lt;br /&gt;
* lgtomb01_s.dds&lt;br /&gt;
* lgtomb02_d.dds&lt;br /&gt;
* lgtomb02_n.dds&lt;br /&gt;
* lgtomb02_s.dds&lt;br /&gt;
* lightbulb01.dds&lt;br /&gt;
* lmd_orange32.dds&lt;br /&gt;
* lmd_white32.dds&lt;br /&gt;
* lmd_white8.dds&lt;br /&gt;
* loghain_tent_small_02d.dds&lt;br /&gt;
* loghain_tent_small_02s.dds&lt;br /&gt;
* lyrium01_d.dds&lt;br /&gt;
* lyrium01_e.dds&lt;br /&gt;
* lyrium01_n.dds&lt;br /&gt;
* lyrium01_s.dds&lt;br /&gt;
* mages_tent_small_02d.dds&lt;br /&gt;
* mages_tent_small_02s.dds&lt;br /&gt;
* mapfogbrush.dds&lt;br /&gt;
* mapvisbrush.dds&lt;br /&gt;
* markettent_d.dds&lt;br /&gt;
* markettent_n.dds&lt;br /&gt;
* markettent_s.dds&lt;br /&gt;
* matdef_dce_diffuse.dds&lt;br /&gt;
* matdef_de_diffuse.dds&lt;br /&gt;
* matdef_de_normal.dds&lt;br /&gt;
* matdef_de_relief.dds&lt;br /&gt;
* matdef_de_specular.dds&lt;br /&gt;
* matdef_dm_diffuse.dds&lt;br /&gt;
* matdef_dm_normal.dds&lt;br /&gt;
* matdef_dn_diffuse.dds&lt;br /&gt;
* matdef_dn_specular.dds&lt;br /&gt;
* matdef_dp_diffuse.dds&lt;br /&gt;
* matdef_dp_normal.dds&lt;br /&gt;
* matdef_dp_specular.dds&lt;br /&gt;
* mossground2_d.dds&lt;br /&gt;
* mossground2_h.dds&lt;br /&gt;
* mossground2_n.dds&lt;br /&gt;
* mossground2_s.dds&lt;br /&gt;
* mousnow01_d.dds&lt;br /&gt;
* mousnow01_n.dds&lt;br /&gt;
* mousnow01_s.dds&lt;br /&gt;
* mousnow02_d.dds&lt;br /&gt;
* mousnow02_h.dds&lt;br /&gt;
* mousnow02_n.dds&lt;br /&gt;
* mousnow02_s.dds&lt;br /&gt;
* newbark.dds&lt;br /&gt;
* newbark_n.dds&lt;br /&gt;
* newbarkl.dds&lt;br /&gt;
* newbarkl_n.dds&lt;br /&gt;
* newbarks.dds&lt;br /&gt;
* newflags_diff.dds&lt;br /&gt;
* night_probe_3654.dds&lt;br /&gt;
* normal_grass.dds&lt;br /&gt;
* p__dog_01_d.dds&lt;br /&gt;
* p__dog_01_n.dds&lt;br /&gt;
* p__dog_01_s.dds&lt;br /&gt;
* p_alchemy_bowl_01d.dds&lt;br /&gt;
* p_alchemy_bowl_01n.dds&lt;br /&gt;
* p_alchemy_bowl_01s.dds&lt;br /&gt;
* p_alchemy_frog_01d.dds&lt;br /&gt;
* p_alchemy_frog_01n.dds&lt;br /&gt;
* p_alchemy_frog_01s.dds&lt;br /&gt;
* p_alchemy_recipe_01d.dds&lt;br /&gt;
* p_alchemy_recipe_01n.dds&lt;br /&gt;
* p_alchemy_recipe_01s.dds&lt;br /&gt;
* p_alchemy_scale_01d.dds&lt;br /&gt;
* p_alchemy_scale_01n.dds&lt;br /&gt;
* p_alchemy_scale_01s.dds&lt;br /&gt;
* p_alchemy_shelf_01d.dds&lt;br /&gt;
* p_alchemy_shelf_01n.dds&lt;br /&gt;
* p_alchemy_vials_01d.dds&lt;br /&gt;
* p_alchemy_vials_01n.dds&lt;br /&gt;
* p_alchemy_vials_01s.dds&lt;br /&gt;
* p_anvil_01d.dds&lt;br /&gt;
* p_anvil_01n.dds&lt;br /&gt;
* p_anvil_01s.dds&lt;br /&gt;
* p_aravela_01d.dds&lt;br /&gt;
* p_aravela_01n.dds&lt;br /&gt;
* p_aravela_01s.dds&lt;br /&gt;
* p_aravelb_01d.dds&lt;br /&gt;
* p_aravelb_01n.dds&lt;br /&gt;
* p_aravelb_01s.dds&lt;br /&gt;
* p_armoire_01d.dds&lt;br /&gt;
* p_armoire_01n.dds&lt;br /&gt;
* p_armoire_01s.dds&lt;br /&gt;
* p_armor_stand_01d.dds&lt;br /&gt;
* p_armor_stand_01n.dds&lt;br /&gt;
* p_armor_stand_01s.dds&lt;br /&gt;
* p_armorsuit_01d.dds&lt;br /&gt;
* p_armorsuit_01n.dds&lt;br /&gt;
* p_armorsuit_01s.dds&lt;br /&gt;
* p_ballista_01d.dds&lt;br /&gt;
* p_ballista_01n.dds&lt;br /&gt;
* p_ballista_01s.dds&lt;br /&gt;
* p_ballista_bolt_01d.dds&lt;br /&gt;
* p_ballista_bolt_01n.dds&lt;br /&gt;
* p_ballista_bolt_01s.dds&lt;br /&gt;
* p_ballista_bottom_01d.dds&lt;br /&gt;
* p_ballista_bottom_01n.dds&lt;br /&gt;
* p_ballista_bottom_01s.dds&lt;br /&gt;
* p_ballista_top_01d.dds&lt;br /&gt;
* p_ballista_top_01n.dds&lt;br /&gt;
* p_bandages_01d.dds&lt;br /&gt;
* p_bandages_01n.dds&lt;br /&gt;
* p_bandages_01s.dds&lt;br /&gt;
* p_barrel_oild.dds&lt;br /&gt;
* p_barrel_oiln.dds&lt;br /&gt;
* p_barrel_oils.dds&lt;br /&gt;
* p_barrel01_0d.dds&lt;br /&gt;
* p_barrel01_0n.dds&lt;br /&gt;
* p_barrel01_0s.dds&lt;br /&gt;
* p_basket_empty_01d.dds&lt;br /&gt;
* p_basket_empty_01n.dds&lt;br /&gt;
* p_basket_empty_01s.dds&lt;br /&gt;
* p_bath_stone_01d.dds&lt;br /&gt;
* p_bath_stone_01n.dds&lt;br /&gt;
* p_bed_canopyd.dds&lt;br /&gt;
* p_bed_canopyn.dds&lt;br /&gt;
* p_bed_canopys.dds&lt;br /&gt;
* p_bed_larged.dds&lt;br /&gt;
* p_bed_largen.dds&lt;br /&gt;
* p_bed_larges.dds&lt;br /&gt;
* p_bed_roll_01d.dds&lt;br /&gt;
* p_bed_roll_01n.dds&lt;br /&gt;
* p_bed_roll_01s.dds&lt;br /&gt;
* p_bedding_clothd.dds&lt;br /&gt;
* p_bedding_clothn.dds&lt;br /&gt;
* p_bedding_cloths.dds&lt;br /&gt;
* p_bedding_commond.dds&lt;br /&gt;
* p_bedding_commonn.dds&lt;br /&gt;
* p_bedding_commons.dds&lt;br /&gt;
* p_bedding_ornated.dds&lt;br /&gt;
* p_bedding_ornaten.dds&lt;br /&gt;
* p_bedding_ornates.dds&lt;br /&gt;
* p_bench_log_01d.dds&lt;br /&gt;
* p_bench_log_01n.dds&lt;br /&gt;
* p_bench_log_01s.dds&lt;br /&gt;
* p_bench_marble_01d.dds&lt;br /&gt;
* p_bench_marble_01n.dds&lt;br /&gt;
* p_bench_marble_01s.dds&lt;br /&gt;
* p_bird_cage_01d.dds&lt;br /&gt;
* p_bird_cage_01n.dds&lt;br /&gt;
* p_bird_cage_01s.dds&lt;br /&gt;
* p_bird_feeder_01d.dds&lt;br /&gt;
* p_bird_feeder_01n.dds&lt;br /&gt;
* p_bird_feeder_01s.dds&lt;br /&gt;
* p_bird_stand_01d.dds&lt;br /&gt;
* p_bird_stand_01n.dds&lt;br /&gt;
* p_bird_stand_01s.dds&lt;br /&gt;
* p_bit_bridal_01d.dds&lt;br /&gt;
* p_bit_bridal_01n.dds&lt;br /&gt;
* p_bit_bridal_01s.dds&lt;br /&gt;
* p_blackboard_01d.dds&lt;br /&gt;
* p_blackboard_01n.dds&lt;br /&gt;
* p_blackboard_01s.dds&lt;br /&gt;
* p_blacksmith_toolsd.dds&lt;br /&gt;
* p_blacksmith_toolsn.dds&lt;br /&gt;
* p_blacksmith_toolss.dds&lt;br /&gt;
* p_blood_altar_01d.dds&lt;br /&gt;
* p_blood_altar_01n.dds&lt;br /&gt;
* p_blood_altar_01s.dds&lt;br /&gt;
* p_boat_making_01d.dds&lt;br /&gt;
* p_boat_making_01n.dds&lt;br /&gt;
* p_boat_making_01s.dds&lt;br /&gt;
* p_bottle_wine_01d.dds&lt;br /&gt;
* p_bottle_wine_01n.dds&lt;br /&gt;
* p_bottle_wine_01s.dds&lt;br /&gt;
* p_bowl_fruit_01d.dds&lt;br /&gt;
* p_bowl_fruit_01n.dds&lt;br /&gt;
* p_bowl_fruit_01s.dds&lt;br /&gt;
* p_bowl_large_01d.dds&lt;br /&gt;
* p_bowl_large_01n.dds&lt;br /&gt;
* p_bowl_large_01s.dds&lt;br /&gt;
* p_bowl_mixing_01d.dds&lt;br /&gt;
* p_bowl_mixing_01n.dds&lt;br /&gt;
* p_bowl_mixing_01s.dds&lt;br /&gt;
* p_bowl_pewter_01d.dds&lt;br /&gt;
* p_bowl_pewter_01n.dds&lt;br /&gt;
* p_bowl_pewter_01s.dds&lt;br /&gt;
* p_bowl_wood_01d.dds&lt;br /&gt;
* p_bowl_wood_01n.dds&lt;br /&gt;
* p_bowl_wood_01s.dds&lt;br /&gt;
* p_brasstorch_01d.dds&lt;br /&gt;
* p_brasstorch_01n.dds&lt;br /&gt;
* p_brasstorch_01s.dds&lt;br /&gt;
* p_btevbench1_01d.dds&lt;br /&gt;
* p_btevbench1_01n.dds&lt;br /&gt;
* p_btevbench1_01s.dds&lt;br /&gt;
* p_btevbookshelf1_01d.dds&lt;br /&gt;
* p_btevbookshelf1_01n.dds&lt;br /&gt;
* p_btevbookshelf1_01s.dds&lt;br /&gt;
* p_btevpot1_01d.dds&lt;br /&gt;
* p_btevpot1_01n.dds&lt;br /&gt;
* p_btevpot1_01s.dds&lt;br /&gt;
* p_btevpot2_01d.dds&lt;br /&gt;
* p_btevpot2_01n.dds&lt;br /&gt;
* p_btevpot2_01s.dds&lt;br /&gt;
* p_btevpot3_01d.dds&lt;br /&gt;
* p_btevpot3_01n.dds&lt;br /&gt;
* p_btevpot3_01s.dds&lt;br /&gt;
* p_btevtable2_01d.dds&lt;br /&gt;
* p_btevtable2_01n.dds&lt;br /&gt;
* p_btevtable2_01s.dds&lt;br /&gt;
* p_btevwartable1_01d.dds&lt;br /&gt;
* p_btevwartable1_01n.dds&lt;br /&gt;
* p_btevwartable1_01s.dds&lt;br /&gt;
* p_bucket_01d.dds&lt;br /&gt;
* p_bucket_01n.dds&lt;br /&gt;
* p_bucket_01s.dds&lt;br /&gt;
* p_bunkbed_01_d.dds&lt;br /&gt;
* p_bunkbed_01_n.dds&lt;br /&gt;
* p_bunkbed_01_s.dds&lt;br /&gt;
* p_butcher_boardd.dds&lt;br /&gt;
* p_butcher_boardn.dds&lt;br /&gt;
* p_butcher_boards.dds&lt;br /&gt;
* p_cabbage_01d.dds&lt;br /&gt;
* p_cabbage_01n.dds&lt;br /&gt;
* p_cabbage_01s.dds&lt;br /&gt;
* p_cabinet_ornate_01d.dds&lt;br /&gt;
* p_cabinet_ornate_01n.dds&lt;br /&gt;
* p_cabinet_ornate_01s.dds&lt;br /&gt;
* p_cabinet_steel_01d.dds&lt;br /&gt;
* p_cabinet_steel_01n.dds&lt;br /&gt;
* p_cabinet_steel_01s.dds&lt;br /&gt;
* p_cage_animal_01d.dds&lt;br /&gt;
* p_cage_animal_01n.dds&lt;br /&gt;
* p_cage_animal_01s.dds&lt;br /&gt;
* p_cage_animal02d.dds&lt;br /&gt;
* p_cage_animal02n.dds&lt;br /&gt;
* p_cage_animal02s.dds&lt;br /&gt;
* p_cage_animal03d.dds&lt;br /&gt;
* p_cage_animal03n.dds&lt;br /&gt;
* p_cage_animal03s.dds&lt;br /&gt;
* p_cage_human_01d.dds&lt;br /&gt;
* p_cage_human_01dlo.dds&lt;br /&gt;
* p_cage_human_01n.dds&lt;br /&gt;
* p_cage_human_01nlo.dds&lt;br /&gt;
* p_cage_human_01slo.dds&lt;br /&gt;
* p_cage_human_01t.dds&lt;br /&gt;
* p_camping_tentd.dds&lt;br /&gt;
* p_camping_tentn.dds&lt;br /&gt;
* p_camping_tents.dds&lt;br /&gt;
* p_candle_holder_01d.dds&lt;br /&gt;
* p_candle_holder_01n.dds&lt;br /&gt;
* p_candle_holder_01s.dds&lt;br /&gt;
* p_candle_holder_02d.dds&lt;br /&gt;
* p_candle_holder_02n.dds&lt;br /&gt;
* p_candle_holder_02s.dds&lt;br /&gt;
* p_cargoboatd.dds&lt;br /&gt;
* p_cargoboatn.dds&lt;br /&gt;
* p_cargoboats.dds&lt;br /&gt;
* p_carriage_01d.dds&lt;br /&gt;
* p_carriage_01n.dds&lt;br /&gt;
* p_carriage_01s.dds&lt;br /&gt;
* p_cart_01d.dds&lt;br /&gt;
* p_cart_01n.dds&lt;br /&gt;
* p_cart_01s.dds&lt;br /&gt;
* p_cart_02d.dds&lt;br /&gt;
* p_cart_02s.dds&lt;br /&gt;
* p_chain_shackles_01d.dds&lt;br /&gt;
* p_chain_shackles_01n.dds&lt;br /&gt;
* p_chain_shackles_01s.dds&lt;br /&gt;
* p_chamber_pot_01d.dds&lt;br /&gt;
* p_chamber_pot_01n.dds&lt;br /&gt;
* p_chamber_pot_01s.dds&lt;br /&gt;
* p_chantry_altar_01d.dds&lt;br /&gt;
* p_chantry_altar_01n.dds&lt;br /&gt;
* p_chantry_altar_01s.dds&lt;br /&gt;
* p_chantry_altar_b_01d.dds&lt;br /&gt;
* p_chantry_altar_b_01n.dds&lt;br /&gt;
* p_chantry_altar_b_01s.dds&lt;br /&gt;
* p_chest_iron_01d.dds&lt;br /&gt;
* p_chest_iron_01n.dds&lt;br /&gt;
* p_chest_iron_01s.dds&lt;br /&gt;
* p_chest_ornate_01d.dds&lt;br /&gt;
* p_chest_ornate_01n.dds&lt;br /&gt;
* p_chest_ornate_01s.dds&lt;br /&gt;
* p_chest_ornate_02d.dds&lt;br /&gt;
* p_chest_ornate_02s.dds&lt;br /&gt;
* p_chicken_coop_d.dds&lt;br /&gt;
* p_chicken_coop_n.dds&lt;br /&gt;
* p_chicken_coop_s.dds&lt;br /&gt;
* p_china_vase_01d.dds&lt;br /&gt;
* p_china_vase_01n.dds&lt;br /&gt;
* p_china_vase_01s.dds&lt;br /&gt;
* p_chopping_blockd.dds&lt;br /&gt;
* p_chopping_blockn.dds&lt;br /&gt;
* p_chopping_blocks.dds&lt;br /&gt;
* p_classroom_table_01d.dds&lt;br /&gt;
* p_classroom_table_01n.dds&lt;br /&gt;
* p_classroom_table_01s.dds&lt;br /&gt;
* p_coal_pan_01d.dds&lt;br /&gt;
* p_coal_pan_01n.dds&lt;br /&gt;
* p_coal_pan_01s.dds&lt;br /&gt;
* p_cocoon_01d.dds&lt;br /&gt;
* p_cocoon_01n.dds&lt;br /&gt;
* p_cocoon_01s.dds&lt;br /&gt;
* p_coil_whip_01d.dds&lt;br /&gt;
* p_coil_whip_01n.dds&lt;br /&gt;
* p_coil_whip_01s.dds&lt;br /&gt;
* p_commoner_bkslf_01d.dds&lt;br /&gt;
* p_commoner_bkslf_01n.dds&lt;br /&gt;
* p_commoner_bkslf_01s.dds&lt;br /&gt;
* p_cooking_spitd.dds&lt;br /&gt;
* p_cooking_spitn.dds&lt;br /&gt;
* p_cooking_spits.dds&lt;br /&gt;
* p_cork_float_01d.dds&lt;br /&gt;
* p_cork_float_01n.dds&lt;br /&gt;
* p_cork_float_01s.dds&lt;br /&gt;
* p_couch_01d.dds&lt;br /&gt;
* p_couch_01n.dds&lt;br /&gt;
* p_couch_01s.dds&lt;br /&gt;
* p_crate_large_01d.dds&lt;br /&gt;
* p_crate_large_01n.dds&lt;br /&gt;
* p_crate_large_01s.dds&lt;br /&gt;
* p_crate_wood_01d.dds&lt;br /&gt;
* p_crate_wood_01n.dds&lt;br /&gt;
* p_crate_wood_01s.dds&lt;br /&gt;
* p_creature_bones_01d.dds&lt;br /&gt;
* p_creature_bones_01n.dds&lt;br /&gt;
* p_creature_bones_01s.dds&lt;br /&gt;
* p_cup_wood_01d.dds&lt;br /&gt;
* p_cup_wood_01n.dds&lt;br /&gt;
* p_cup_wood_01s.dds&lt;br /&gt;
* p_curios_03d.dds&lt;br /&gt;
* p_curios_03n.dds&lt;br /&gt;
* p_curios_03s.dds&lt;br /&gt;
* p_curious_02d.dds&lt;br /&gt;
* p_curious_02n.dds&lt;br /&gt;
* p_curious_02s.dds&lt;br /&gt;
* p_darkspawn_barricade_01d.dds&lt;br /&gt;
* p_darkspawn_barricade_01n.dds&lt;br /&gt;
* p_darkspawn_barricade_01s.dds&lt;br /&gt;
* p_decanter_01d.dds&lt;br /&gt;
* p_decanter_01n.dds&lt;br /&gt;
* p_decanter_01s.dds&lt;br /&gt;
* p_deeproast_d.dds&lt;br /&gt;
* p_deeproast_n.dds&lt;br /&gt;
* p_deeproast_s.dds&lt;br /&gt;
* p_demon_sconce_01d.dds&lt;br /&gt;
* p_demon_sconce_01n.dds&lt;br /&gt;
* p_demon_sconce_01s.dds&lt;br /&gt;
* p_demon_torch_01d.dds&lt;br /&gt;
* p_demon_torch_01n.dds&lt;br /&gt;
* p_demon_torch_01s.dds&lt;br /&gt;
* p_desk_large_01d.dds&lt;br /&gt;
* p_desk_large_01n.dds&lt;br /&gt;
* p_desk_large_01s.dds&lt;br /&gt;
* p_desk_ornate_01d.dds&lt;br /&gt;
* p_desk_ornate_01n.dds&lt;br /&gt;
* p_desk_ornate_01s.dds&lt;br /&gt;
* p_desk_small_01d.dds&lt;br /&gt;
* p_desk_small_01n.dds&lt;br /&gt;
* p_desk_small_01s.dds&lt;br /&gt;
* p_dragonegg_01d.dds&lt;br /&gt;
* p_dragonegg_01n.dds&lt;br /&gt;
* p_dragonegg_01s.dds&lt;br /&gt;
* p_dryingrack_01d.dds&lt;br /&gt;
* p_dryingrack_01n.dds&lt;br /&gt;
* p_dryingrack_01s.dds&lt;br /&gt;
* p_dryingrack_01t.dds&lt;br /&gt;
* p_ds_flesh_banner_01d.dds&lt;br /&gt;
* p_ds_totem_01d.dds&lt;br /&gt;
* p_ds_totem_01n.dds&lt;br /&gt;
* p_ds_totem_01s.dds&lt;br /&gt;
* p_ds_totem_02d.dds&lt;br /&gt;
* p_ds_totem_base_01d.dds&lt;br /&gt;
* p_ds_totem_base_01n.dds&lt;br /&gt;
* p_ds_totem_base_01s.dds&lt;br /&gt;
* p_ds_totem_base_02d.dds&lt;br /&gt;
* p_ds_totem_cloth_01d.dds&lt;br /&gt;
* p_ds_totem_rock_01d.dds&lt;br /&gt;
* p_ds_totem_rock_01n.dds&lt;br /&gt;
* p_ds_totem_rock_01s.dds&lt;br /&gt;
* p_dsforge_01d.dds&lt;br /&gt;
* p_dsforge_01n.dds&lt;br /&gt;
* p_dsforge_01s.dds&lt;br /&gt;
* p_dstools_01d.dds&lt;br /&gt;
* p_dstools_01n.dds&lt;br /&gt;
* p_dstools_01s.dds&lt;br /&gt;
* p_eaten_creature_d.dds&lt;br /&gt;
* p_eaten_creature_n.dds&lt;br /&gt;
* p_eaten_creature_s.dds&lt;br /&gt;
* p_face_rockl1_01d.dds&lt;br /&gt;
* p_face_rockl1_01n.dds&lt;br /&gt;
* p_face_rockl1_01s.dds&lt;br /&gt;
* p_fade_pedestal_01d.dds&lt;br /&gt;
* p_fade_pedestal_01n.dds&lt;br /&gt;
* p_fade_pedestal_01s.dds&lt;br /&gt;
* p_fade_rock1_01d.dds&lt;br /&gt;
* p_fade_rock1_01n.dds&lt;br /&gt;
* p_fade_rock1_01s.dds&lt;br /&gt;
* p_fade_rock2_01d.dds&lt;br /&gt;
* p_fade_rock2_01n.dds&lt;br /&gt;
* p_fade_rock2_01s.dds&lt;br /&gt;
* p_fade_rock3_01d.dds&lt;br /&gt;
* p_fade_rock3_01n.dds&lt;br /&gt;
* p_fade_rock3_01s.dds&lt;br /&gt;
* p_fade_rock4_01d.dds&lt;br /&gt;
* p_fade_rock4_01n.dds&lt;br /&gt;
* p_fade_rock4_01s.dds&lt;br /&gt;
* p_fade_rock5_01d.dds&lt;br /&gt;
* p_fade_rock5_01n.dds&lt;br /&gt;
* p_fade_rock5_01s.dds&lt;br /&gt;
* p_fade_rock6_01d.dds&lt;br /&gt;
* p_fade_rock6_01n.dds&lt;br /&gt;
* p_fade_rock6_01s.dds&lt;br /&gt;
* p_fade_rock7_01d.dds&lt;br /&gt;
* p_fade_rock7_01n.dds&lt;br /&gt;
* p_fade_rock7_01s.dds&lt;br /&gt;
* p_fade_rock8_01d.dds&lt;br /&gt;
* p_fade_rock8_01n.dds&lt;br /&gt;
* p_fade_rock8_01s.dds&lt;br /&gt;
* p_fade_rock9_01d.dds&lt;br /&gt;
* p_fade_rock9_01n.dds&lt;br /&gt;
* p_fade_rock9_01s.dds&lt;br /&gt;
* p_fade_rockl2_01d.dds&lt;br /&gt;
* p_fade_rockl2_01n.dds&lt;br /&gt;
* p_fade_rockl2_01s.dds&lt;br /&gt;
* p_fade_rockl3_01d.dds&lt;br /&gt;
* p_fade_rockl3_01n.dds&lt;br /&gt;
* p_fade_rockl3_01s.dds&lt;br /&gt;
* p_fademirror_01d.dds&lt;br /&gt;
* p_fademirror_01n.dds&lt;br /&gt;
* p_fademirror_01s.dds&lt;br /&gt;
* p_fademirror_mirror_01d.dds&lt;br /&gt;
* p_fademirror_mirror_01n.dds&lt;br /&gt;
* p_fademirror_mirror_01s.dds&lt;br /&gt;
* p_fence_01d.dds&lt;br /&gt;
* p_fence_01n.dds&lt;br /&gt;
* p_fence_01s.dds&lt;br /&gt;
* p_ferelden_altar_01d.dds&lt;br /&gt;
* p_ferelden_altar_01n.dds&lt;br /&gt;
* p_ferelden_altar_01s.dds&lt;br /&gt;
* p_ferelden_altar_b_01d.dds&lt;br /&gt;
* p_ferelden_altar_b_01n.dds&lt;br /&gt;
* p_ferelden_altar_b_01s.dds&lt;br /&gt;
* p_ferelden_statue2d.dds&lt;br /&gt;
* p_ferelden_statue2n.dds&lt;br /&gt;
* p_ferelden_statue2s.dds&lt;br /&gt;
* p_ferelden_statued.dds&lt;br /&gt;
* p_ferelden_statuen.dds&lt;br /&gt;
* p_ferelden_statues.dds&lt;br /&gt;
* p_ferelden_torch_01d.dds&lt;br /&gt;
* p_ferelden_torch_01n.dds&lt;br /&gt;
* p_ferelden_torch_01s.dds&lt;br /&gt;
* p_filth_pile_01d.dds&lt;br /&gt;
* p_filth_pile_01n.dds&lt;br /&gt;
* p_filth_pile_01s.dds&lt;br /&gt;
* p_fire_pitd.dds&lt;br /&gt;
* p_fire_pitn.dds&lt;br /&gt;
* p_fire_pits.dds&lt;br /&gt;
* p_fish_carving_01d.dds&lt;br /&gt;
* p_fish_carving_01n.dds&lt;br /&gt;
* p_fish_carving_01s.dds&lt;br /&gt;
* p_fish_net_01d.dds&lt;br /&gt;
* p_fish_net_01n.dds&lt;br /&gt;
* p_fish_net_01s.dds&lt;br /&gt;
* p_fishingboatd.dds&lt;br /&gt;
* p_fishingboatn.dds&lt;br /&gt;
* p_fishingboats.dds&lt;br /&gt;
* p_fleshpod_01d.dds&lt;br /&gt;
* p_fleshpod_01n.dds&lt;br /&gt;
* p_fleshpod_01s.dds&lt;br /&gt;
* p_fleshpod_02d.dds&lt;br /&gt;
* p_fleshpod_02n.dds&lt;br /&gt;
* p_fleshpod_02s.dds&lt;br /&gt;
* p_fleshpod_03d.dds&lt;br /&gt;
* p_fleshpod_03n.dds&lt;br /&gt;
* p_fleshpod_03s.dds&lt;br /&gt;
* p_flower_bunch_d.dds&lt;br /&gt;
* p_flower_bunch_n.dds&lt;br /&gt;
* p_flower_bunch_s.dds&lt;br /&gt;
* p_flower_potd.dds&lt;br /&gt;
* p_flower_potn.dds&lt;br /&gt;
* p_flower_pots.dds&lt;br /&gt;
* p_flower_wild_01d.dds&lt;br /&gt;
* p_flower_wild_01n.dds&lt;br /&gt;
* p_flower_wild_01s.dds&lt;br /&gt;
* p_food_bread_01d.dds&lt;br /&gt;
* p_food_bread_01n.dds&lt;br /&gt;
* p_food_bread_01s.dds&lt;br /&gt;
* p_food_cheese_01d.dds&lt;br /&gt;
* p_food_cheese_01n.dds&lt;br /&gt;
* p_food_cheese_01s.dds&lt;br /&gt;
* p_food_fish_01d.dds&lt;br /&gt;
* p_food_fish_01n.dds&lt;br /&gt;
* p_food_fish_01s.dds&lt;br /&gt;
* p_food_fruit_01d.dds&lt;br /&gt;
* p_food_fruit_01n.dds&lt;br /&gt;
* p_food_fruit_01s.dds&lt;br /&gt;
* p_food_meat_01d.dds&lt;br /&gt;
* p_food_meat_01n.dds&lt;br /&gt;
* p_food_meat_01s.dds&lt;br /&gt;
* p_food_pie_01d.dds&lt;br /&gt;
* p_food_pie_01n.dds&lt;br /&gt;
* p_food_pie_01s.dds&lt;br /&gt;
* p_food_vegetables_01d.dds&lt;br /&gt;
* p_food_vegetables_01n.dds&lt;br /&gt;
* p_food_vegetables_01s.dds&lt;br /&gt;
* p_forge_small_02d.dds&lt;br /&gt;
* p_forge_smalld.dds&lt;br /&gt;
* p_forge_smalln.dds&lt;br /&gt;
* p_forge_smalls.dds&lt;br /&gt;
* p_fruit_stand_01d.dds&lt;br /&gt;
* p_fruit_stand_01n.dds&lt;br /&gt;
* p_fruit_stand_01s.dds&lt;br /&gt;
* p_fur_01_d.dds&lt;br /&gt;
* p_fur_01_n.dds&lt;br /&gt;
* p_fur_piled.dds&lt;br /&gt;
* p_fur_pilen.dds&lt;br /&gt;
* p_fur_piles.dds&lt;br /&gt;
* p_gem1_01d.dds&lt;br /&gt;
* p_gem1_01n.dds&lt;br /&gt;
* p_gem1_01s.dds&lt;br /&gt;
* p_gem2_01d.dds&lt;br /&gt;
* p_gem2_01n.dds&lt;br /&gt;
* p_gem2_01s.dds&lt;br /&gt;
* p_german_altar_01d.dds&lt;br /&gt;
* p_goblet_01d.dds&lt;br /&gt;
* p_goblet_01n.dds&lt;br /&gt;
* p_goblet_01s.dds&lt;br /&gt;
* p_gong_01d.dds&lt;br /&gt;
* p_gong_01n.dds&lt;br /&gt;
* p_gong_01s.dds&lt;br /&gt;
* p_gravestone_01d.dds&lt;br /&gt;
* p_gravestone_01n.dds&lt;br /&gt;
* p_gravestone_01s.dds&lt;br /&gt;
* p_gravestone_02d.dds&lt;br /&gt;
* p_gravestone_02n.dds&lt;br /&gt;
* p_gravestone_02s.dds&lt;br /&gt;
* p_gravestone_03_d.dds&lt;br /&gt;
* p_gravestone_03_n.dds&lt;br /&gt;
* p_gravestone_03_s.dds&lt;br /&gt;
* p_gravestone_statue_01d.dds&lt;br /&gt;
* p_gravestone_statue_01n.dds&lt;br /&gt;
* p_gravestone_statue_01s.dds&lt;br /&gt;
* p_grindstone_01d.dds&lt;br /&gt;
* p_grindstone_01n.dds&lt;br /&gt;
* p_grindstone_01s.dds&lt;br /&gt;
* p_hanging_fish_01d.dds&lt;br /&gt;
* p_hanging_fish_01n.dds&lt;br /&gt;
* p_hanging_fish_01s.dds&lt;br /&gt;
* p_hanging_flowersd.dds&lt;br /&gt;
* p_hanging_flowersn.dds&lt;br /&gt;
* p_hanging_flowerss.dds&lt;br /&gt;
* p_hanging_garlicd.dds&lt;br /&gt;
* p_hanging_garlicn.dds&lt;br /&gt;
* p_hanging_garlics.dds&lt;br /&gt;
* p_hanging_meatd.dds&lt;br /&gt;
* p_hanging_meatn.dds&lt;br /&gt;
* p_hanging_meats.dds&lt;br /&gt;
* p_hanging_nug_01d.dds&lt;br /&gt;
* p_hanging_nug_01n.dds&lt;br /&gt;
* p_hanging_nug_01s.dds&lt;br /&gt;
* p_hanging_peppersd.dds&lt;br /&gt;
* p_hanging_peppersn.dds&lt;br /&gt;
* p_hanging_pepperss.dds&lt;br /&gt;
* p_hay_bale_01d.dds&lt;br /&gt;
* p_head_base01d.dds&lt;br /&gt;
* p_head_base01n.dds&lt;br /&gt;
* p_head_base01s.dds&lt;br /&gt;
* p_head_base02d.dds&lt;br /&gt;
* p_head_base02n.dds&lt;br /&gt;
* p_head_base02s.dds&lt;br /&gt;
* p_head_base03_0d.dds&lt;br /&gt;
* p_head_base03_0n.dds&lt;br /&gt;
* p_head_base03_0s.dds&lt;br /&gt;
* p_herb_basket_01d.dds&lt;br /&gt;
* p_herb_basket_01n.dds&lt;br /&gt;
* p_herb_basket_01s.dds&lt;br /&gt;
* p_herbalism1d.dds&lt;br /&gt;
* p_herbalism1n.dds&lt;br /&gt;
* p_herbalism1s.dds&lt;br /&gt;
* p_herbalism2d.dds&lt;br /&gt;
* p_herbalism2n.dds&lt;br /&gt;
* p_herbalism2s.dds&lt;br /&gt;
* p_herbalism3d.dds&lt;br /&gt;
* p_herbalism3n.dds&lt;br /&gt;
* p_herbalism3s.dds&lt;br /&gt;
* p_herbalism4d.dds&lt;br /&gt;
* p_herbalism4n.dds&lt;br /&gt;
* p_herbalism4s.dds&lt;br /&gt;
* p_herbalism5d.dds&lt;br /&gt;
* p_herbalism5s.dds&lt;br /&gt;
* p_hitching_post_01d.dds&lt;br /&gt;
* p_hitching_post_01n.dds&lt;br /&gt;
* p_hitching_post_01s.dds&lt;br /&gt;
* p_hugekeg_01d.dds&lt;br /&gt;
* p_hugekeg_01n.dds&lt;br /&gt;
* p_hugekeg_01s.dds&lt;br /&gt;
* p_hurlock_head_01d.dds&lt;br /&gt;
* p_hurlock_head_01n.dds&lt;br /&gt;
* p_idol_02d.dds&lt;br /&gt;
* p_idol_02n.dds&lt;br /&gt;
* p_idol_02s.dds&lt;br /&gt;
* p_incense_burner_01d.dds&lt;br /&gt;
* p_incense_burner_01n.dds&lt;br /&gt;
* p_incense_burner_01s.dds&lt;br /&gt;
* p_invention_01d.dds&lt;br /&gt;
* p_invention_01n.dds&lt;br /&gt;
* p_invention_01s.dds&lt;br /&gt;
* p_invention_02d.dds&lt;br /&gt;
* p_invention_02n.dds&lt;br /&gt;
* p_invention_02s.dds&lt;br /&gt;
* p_jug_water_01d.dds&lt;br /&gt;
* p_jug_water_01n.dds&lt;br /&gt;
* p_jug_water_01s.dds&lt;br /&gt;
* p_ladder_01d.dds&lt;br /&gt;
* p_ladder_01n.dds&lt;br /&gt;
* p_ladder_01s.dds&lt;br /&gt;
* p_large_anvil_01d.dds&lt;br /&gt;
* p_large_anvil_01e.dds&lt;br /&gt;
* p_large_anvil_01n.dds&lt;br /&gt;
* p_large_anvil_01s.dds&lt;br /&gt;
* p_large_anvil_base_01d.dds&lt;br /&gt;
* p_large_anvil_base_01n.dds&lt;br /&gt;
* p_large_anvil_base_01s.dds&lt;br /&gt;
* p_leather_stretcher_01d.dds&lt;br /&gt;
* p_leather_stretcher_01n.dds&lt;br /&gt;
* p_leather_stretcher_01s.dds&lt;br /&gt;
* p_legionnaire_altar_01d.dds&lt;br /&gt;
* p_legionnaire_altar_01n.dds&lt;br /&gt;
* p_legionnaire_altar_01s.dds&lt;br /&gt;
* p_lever_01d.dds&lt;br /&gt;
* p_lever_01n.dds&lt;br /&gt;
* p_lever_02_01d.dds&lt;br /&gt;
* p_lever_02_01n.dds&lt;br /&gt;
* p_lever_02_01s.dds&lt;br /&gt;
* p_library_shelves_01d.dds&lt;br /&gt;
* p_library_shelves_01n.dds&lt;br /&gt;
* p_library_shelves_01s.dds&lt;br /&gt;
* p_log_pile_d.dds&lt;br /&gt;
* p_log_pile_n.dds&lt;br /&gt;
* p_log_pile_s.dds&lt;br /&gt;
* p_logtrap_02d.dds&lt;br /&gt;
* p_logtrap_02n.dds&lt;br /&gt;
* p_loomd.dds&lt;br /&gt;
* p_loomn.dds&lt;br /&gt;
* p_looms.dds&lt;br /&gt;
* p_lyrium_dish_01d.dds&lt;br /&gt;
* p_lyrium_dish_01n.dds&lt;br /&gt;
* p_lyrium_dish_01s.dds&lt;br /&gt;
* p_lyrium_light_01d.dds&lt;br /&gt;
* p_lyrium_light_01e.dds&lt;br /&gt;
* p_lyrium_light_01n.dds&lt;br /&gt;
* p_lyrium_light_01s.dds&lt;br /&gt;
* p_lyrium_pot01_d.dds&lt;br /&gt;
* p_lyrium_pot01_n.dds&lt;br /&gt;
* p_lyrium_pot01_s.dds&lt;br /&gt;
* p_mage_sconce_01d.dds&lt;br /&gt;
* p_mage_sconce_01n.dds&lt;br /&gt;
* p_mage_sconce_01s.dds&lt;br /&gt;
* p_magical_apparatus_01d.dds&lt;br /&gt;
* p_map_01d.dds&lt;br /&gt;
* p_map_01n.dds&lt;br /&gt;
* p_market_armory_v1_01d.dds&lt;br /&gt;
* p_market_armory_v1_01n.dds&lt;br /&gt;
* p_market_armory_v1_01s.dds&lt;br /&gt;
* p_market_magic_v1_01d.dds&lt;br /&gt;
* p_market_magic_v1_01n.dds&lt;br /&gt;
* p_market_magic_v1_01s.dds&lt;br /&gt;
* p_market_stall1_01d.dds&lt;br /&gt;
* p_market_stall1_01n.dds&lt;br /&gt;
* p_market_stall1_01s.dds&lt;br /&gt;
* p_market_tavern_v1_01d.dds&lt;br /&gt;
* p_market_tavern_v1_01n.dds&lt;br /&gt;
* p_market_tavern_v1_01s.dds&lt;br /&gt;
* p_matress_02d.dds&lt;br /&gt;
* p_matress_02n.dds&lt;br /&gt;
* p_matress_02s.dds&lt;br /&gt;
* p_medarm01_0d.dds&lt;br /&gt;
* p_medarm01_0n.dds&lt;br /&gt;
* p_medarm01_0s.dds&lt;br /&gt;
* p_medboo01_0d.dds&lt;br /&gt;
* p_medboo01_0n.dds&lt;br /&gt;
* p_medboo01_0s.dds&lt;br /&gt;
* p_mirror_01_0d.dds&lt;br /&gt;
* p_mirror_01_0n.dds&lt;br /&gt;
* p_mirror_01_0s.dds&lt;br /&gt;
* p_monsterstatue1_0d.dds&lt;br /&gt;
* p_monsterstatue1_0n.dds&lt;br /&gt;
* p_monsterstatue1_0s.dds&lt;br /&gt;
* p_monsterstatue2_01d.dds&lt;br /&gt;
* p_monsterstatue2_01n.dds&lt;br /&gt;
* p_monsterstatue2_01s.dds&lt;br /&gt;
* p_monsterstatue4_01d.dds&lt;br /&gt;
* p_monsterstatue4_01n.dds&lt;br /&gt;
* p_monsterstatue4_01s.dds&lt;br /&gt;
* p_monsterstatue5_01d.dds&lt;br /&gt;
* p_monsterstatue5_01n.dds&lt;br /&gt;
* p_monsterstatue5_01s.dds&lt;br /&gt;
* p_monsterstatue6_01d.dds&lt;br /&gt;
* p_monsterstatue6_01n.dds&lt;br /&gt;
* p_monsterstatue6_01s.dds&lt;br /&gt;
* p_monsterstatue6_02d.dds&lt;br /&gt;
* p_monsterstatue6_02n.dds&lt;br /&gt;
* p_monsterstatue6_02s.dds&lt;br /&gt;
* p_monsterstatue6_03d.dds&lt;br /&gt;
* p_monsterstatue6_03n.dds&lt;br /&gt;
* p_monsterstatue6_03s.dds&lt;br /&gt;
* p_monsterstatue6_04d.dds&lt;br /&gt;
* p_monsterstatue6_04n.dds&lt;br /&gt;
* p_monsterstatue6_04s.dds&lt;br /&gt;
* p_monsterstatue6_05d.dds&lt;br /&gt;
* p_monsterstatue6_05n.dds&lt;br /&gt;
* p_monsterstatue6_05s.dds&lt;br /&gt;
* p_mug_pewterd.dds&lt;br /&gt;
* p_mug_pewtern.dds&lt;br /&gt;
* p_mug_pewters.dds&lt;br /&gt;
* p_musical_instrument_01d.dds&lt;br /&gt;
* p_musical_instrument_01n.dds&lt;br /&gt;
* p_musical_instrument_01s.dds&lt;br /&gt;
* p_musical_instrument_03d.dds&lt;br /&gt;
* p_musical_instrument_03n.dds&lt;br /&gt;
* p_musical_instrument_03s.dds&lt;br /&gt;
* p_paragon_female_01d.dds&lt;br /&gt;
* p_paragon_female_01n.dds&lt;br /&gt;
* p_paragon_female_01s.dds&lt;br /&gt;
* p_paragon_male_01d.dds&lt;br /&gt;
* p_paragon_male_01n.dds&lt;br /&gt;
* p_paragon_male_01s.dds&lt;br /&gt;
* p_pew_01_d.dds&lt;br /&gt;
* p_pew_01_n.dds&lt;br /&gt;
* p_pew_01_s.dds&lt;br /&gt;
* p_pile_rags_01d.dds&lt;br /&gt;
* p_pile_rags_01n.dds&lt;br /&gt;
* p_pile_rags_01s.dds&lt;br /&gt;
* p_pillareagle_d.dds&lt;br /&gt;
* p_pillareagle_n.dds&lt;br /&gt;
* p_pillow_01d.dds&lt;br /&gt;
* p_pillow_01n.dds&lt;br /&gt;
* p_pillow_01s.dds&lt;br /&gt;
* p_pillows_01ad.dds&lt;br /&gt;
* p_pillows_01as.dds&lt;br /&gt;
* p_pillows_01bd.dds&lt;br /&gt;
* p_pillows_01bs.dds&lt;br /&gt;
* p_pillows_01cd.dds&lt;br /&gt;
* p_pillows_01cs.dds&lt;br /&gt;
* p_pillows_01dd.dds&lt;br /&gt;
* p_pillows_01ds.dds&lt;br /&gt;
* p_pillows_01ed.dds&lt;br /&gt;
* p_pillows_01es.dds&lt;br /&gt;
* p_pillows_01fd.dds&lt;br /&gt;
* p_pillows_01fs.dds&lt;br /&gt;
* p_pillows_01n.dds&lt;br /&gt;
* p_plant_03d.dds&lt;br /&gt;
* p_plant_03n.dds&lt;br /&gt;
* p_plant_03s.dds&lt;br /&gt;
* p_plant_1_d.dds&lt;br /&gt;
* p_plant_1_n.dds&lt;br /&gt;
* p_plant_1_s.dds&lt;br /&gt;
* p_plant_2_d.dds&lt;br /&gt;
* p_plant_2_n.dds&lt;br /&gt;
* p_plant_2_s.dds&lt;br /&gt;
* p_plate_wood_01d.dds&lt;br /&gt;
* p_plate_wood_01n.dds&lt;br /&gt;
* p_plate_wood_01s.dds&lt;br /&gt;
* p_plough_0d.dds&lt;br /&gt;
* p_plough_0n.dds&lt;br /&gt;
* p_plough_0s.dds&lt;br /&gt;
* p_pool_water_01d.dds&lt;br /&gt;
* p_pool_water_01n.dds&lt;br /&gt;
* p_pool_water_01s.dds&lt;br /&gt;
* p_portcullis_01d.dds&lt;br /&gt;
* p_portcullis_01n.dds&lt;br /&gt;
* p_portcullis_01s.dds&lt;br /&gt;
* p_pot_1_01d.dds&lt;br /&gt;
* p_pot_1_01n.dds&lt;br /&gt;
* p_pot_1_01s.dds&lt;br /&gt;
* p_pot_2_01d.dds&lt;br /&gt;
* p_pot_2_01n.dds&lt;br /&gt;
* p_pot_2_01s.dds&lt;br /&gt;
* p_pot_3_01d.dds&lt;br /&gt;
* p_pot_3_01n.dds&lt;br /&gt;
* p_pot_3_01s.dds&lt;br /&gt;
* p_pot_cooking_01d.dds&lt;br /&gt;
* p_pot_cooking_01n.dds&lt;br /&gt;
* p_pot_cooking_01s.dds&lt;br /&gt;
* p_pot_weathered_01d.dds&lt;br /&gt;
* p_pot_weathered_01n.dds&lt;br /&gt;
* p_pot_weathered_01s.dds&lt;br /&gt;
* p_prop_01_d.dds&lt;br /&gt;
* p_prop_01_n.dds&lt;br /&gt;
* p_prop_01_s.dds&lt;br /&gt;
* p_pulpit_01d.dds&lt;br /&gt;
* p_pulpit_01n.dds&lt;br /&gt;
* p_pulpit_01s.dds&lt;br /&gt;
* p_pumpkin_0d.dds&lt;br /&gt;
* p_pumpkin_0n.dds&lt;br /&gt;
* p_pumpkin_0s.dds&lt;br /&gt;
* p_reliquary_01d.dds&lt;br /&gt;
* p_reliquary_01n.dds&lt;br /&gt;
* p_reliquary_01s.dds&lt;br /&gt;
* p_rock_topiary1_01d.dds&lt;br /&gt;
* p_rock_topiary1_01n.dds&lt;br /&gt;
* p_rock_topiary1_01s.dds&lt;br /&gt;
* p_rock_topiary2_01d.dds&lt;br /&gt;
* p_rock_topiary2_01n.dds&lt;br /&gt;
* p_rock_topiary2_01s.dds&lt;br /&gt;
* p_rock_topiary3_01d.dds&lt;br /&gt;
* p_rock_topiary3_01n.dds&lt;br /&gt;
* p_rock_topiary3_01s.dds&lt;br /&gt;
* p_rock_topiary4_01d.dds&lt;br /&gt;
* p_rock_topiary4_01n.dds&lt;br /&gt;
* p_rock_topiary4_01s.dds&lt;br /&gt;
* p_rope_01d.dds&lt;br /&gt;
* p_rope_01n.dds&lt;br /&gt;
* p_rope_01s.dds&lt;br /&gt;
* p_round_tabled.dds&lt;br /&gt;
* p_round_tablen.dds&lt;br /&gt;
* p_round_tables.dds&lt;br /&gt;
* p_rowboatd.dds&lt;br /&gt;
* p_rowboatn.dds&lt;br /&gt;
* p_rowboats.dds&lt;br /&gt;
* p_runepillar_01d.dds&lt;br /&gt;
* p_runepillar_01n.dds&lt;br /&gt;
* p_sack_01_0d.dds&lt;br /&gt;
* p_sack_01_0n.dds&lt;br /&gt;
* p_sack_01_0s.dds&lt;br /&gt;
* p_sack_02_0d.dds&lt;br /&gt;
* p_sack_02_0n.dds&lt;br /&gt;
* p_sack_02_0s.dds&lt;br /&gt;
* p_sack_03_0d.dds&lt;br /&gt;
* p_sack_03_0n.dds&lt;br /&gt;
* p_sack_03_0s.dds&lt;br /&gt;
* p_sack_04_0d.dds&lt;br /&gt;
* p_sack_04_0n.dds&lt;br /&gt;
* p_sack_04_0s.dds&lt;br /&gt;
* p_saw_horses_01d.dds&lt;br /&gt;
* p_saw_horses_01n.dds&lt;br /&gt;
* p_saw_horses_01s.dds&lt;br /&gt;
* p_scarecrow_01d.dds&lt;br /&gt;
* p_scarecrow_01n.dds&lt;br /&gt;
* p_scarecrow_01s.dds&lt;br /&gt;
* p_science_drawing_01d.dds&lt;br /&gt;
* p_science_drawing_01n.dds&lt;br /&gt;
* p_science_drawing_01s.dds&lt;br /&gt;
* p_science_drawing_02d.dds&lt;br /&gt;
* p_science_drawing_02n.dds&lt;br /&gt;
* p_science_drawing_02s.dds&lt;br /&gt;
* p_scroll_rack_01d.dds&lt;br /&gt;
* p_scroll_rack_01n.dds&lt;br /&gt;
* p_scroll_rack_01s.dds&lt;br /&gt;
* p_sexantd.dds&lt;br /&gt;
* p_sexantn.dds&lt;br /&gt;
* p_sexants.dds&lt;br /&gt;
* p_shelf3_d.dds&lt;br /&gt;
* p_shelf3_n.dds&lt;br /&gt;
* p_shelf3_s.dds&lt;br /&gt;
* p_shop_cart01_d.dds&lt;br /&gt;
* p_shop_cart01_n.dds&lt;br /&gt;
* p_shop_cart01_s.dds&lt;br /&gt;
* p_spirit_apparatus_01d.dds&lt;br /&gt;
* p_spirit_apparatus_01n.dds&lt;br /&gt;
* p_spirit_apparatus_01s.dds&lt;br /&gt;
* p_spit_meat_01d.dds&lt;br /&gt;
* p_spit_meat_01n.dds&lt;br /&gt;
* p_spit_meat_01s.dds&lt;br /&gt;
* p_statue_andraste_01d.dds&lt;br /&gt;
* p_statue_andraste_01n.dds&lt;br /&gt;
* p_statue_andraste_01s.dds&lt;br /&gt;
* p_stone_ruby1_01d.dds&lt;br /&gt;
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* p_stone_ruby1_01s.dds&lt;br /&gt;
* p_stone_ruby2_01d.dds&lt;br /&gt;
* p_stone_ruby2_01n.dds&lt;br /&gt;
* p_stone_ruby2_01s.dds&lt;br /&gt;
* p_stone_well_d.dds&lt;br /&gt;
* p_stone_well_n.dds&lt;br /&gt;
* p_stone_well_s.dds&lt;br /&gt;
* p_stool_01d.dds&lt;br /&gt;
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* p_stool_01s.dds&lt;br /&gt;
* p_straw_mat_01d.dds&lt;br /&gt;
* p_straw_mat_01n.dds&lt;br /&gt;
* p_straw_mat_01s.dds&lt;br /&gt;
* p_sundiald.dds&lt;br /&gt;
* p_sundialn.dds&lt;br /&gt;
* p_sundials.dds&lt;br /&gt;
* p_table_feast_01_d.dds&lt;br /&gt;
* p_table_feast_01_n.dds&lt;br /&gt;
* p_table_feast_01_s.dds&lt;br /&gt;
* p_table_stone_01d.dds&lt;br /&gt;
* p_table_stone_01n.dds&lt;br /&gt;
* p_table_stone_01s.dds&lt;br /&gt;
* p_table_tall_01_d.dds&lt;br /&gt;
* p_table_tall_01_n.dds&lt;br /&gt;
* p_table_tall_01_s.dds&lt;br /&gt;
* p_tent_dahlish04d.dds&lt;br /&gt;
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* p_tent_dahlish04s.dds&lt;br /&gt;
* p_tent_dahlish05d.dds&lt;br /&gt;
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* p_tent_large_01d.dds&lt;br /&gt;
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* p_tent_large_01s.dds&lt;br /&gt;
* p_tent_large_02d.dds&lt;br /&gt;
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* p_tent_large_02s.dds&lt;br /&gt;
* p_tent_noble_01d.dds&lt;br /&gt;
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* p_tent_noble_01s.dds&lt;br /&gt;
* p_tent_small_02d.dds&lt;br /&gt;
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* p_tent_small_02s.dds&lt;br /&gt;
* p_tevbench1_01d.dds&lt;br /&gt;
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* p_tevbench1_01s.dds&lt;br /&gt;
* p_tevbookshelf1_01d.dds&lt;br /&gt;
* p_tevbookshelf1_01n.dds&lt;br /&gt;
* p_tevbookshelf1_01s.dds&lt;br /&gt;
* p_tevbookshelf2_01d.dds&lt;br /&gt;
* p_tevbookshelf2_01n.dds&lt;br /&gt;
* p_tevbookshelf2_01s.dds&lt;br /&gt;
* p_tevchair2_01d.dds&lt;br /&gt;
* p_tevchair2_01n.dds&lt;br /&gt;
* p_tevchair2_01s.dds&lt;br /&gt;
* p_tevdesk2_01d.dds&lt;br /&gt;
* p_tevdesk2_01n.dds&lt;br /&gt;
* p_tevdesk2_01s.dds&lt;br /&gt;
* p_tevinter_altar_01d.dds&lt;br /&gt;
* p_tevinter_altar_01n.dds&lt;br /&gt;
* p_tevinter_altar_01s.dds&lt;br /&gt;
* p_tevinter_altar_b_01d.dds&lt;br /&gt;
* p_tevinter_altar_b_01n.dds&lt;br /&gt;
* p_tevinter_altar_b_01s.dds&lt;br /&gt;
* p_tevpot1_01d.dds&lt;br /&gt;
* p_tevpot1_01n.dds&lt;br /&gt;
* p_tevpot1_01s.dds&lt;br /&gt;
* p_tevpot2_01d.dds&lt;br /&gt;
* p_tevpot2_01n.dds&lt;br /&gt;
* p_tevpot2_01s.dds&lt;br /&gt;
* p_tevpot3_01d.dds&lt;br /&gt;
* p_tevpot3_01n.dds&lt;br /&gt;
* p_tevpot3_01s.dds&lt;br /&gt;
* p_tevstatue001_01d.dds&lt;br /&gt;
* p_tevstatue001_01n.dds&lt;br /&gt;
* p_tevstatue001_01s.dds&lt;br /&gt;
* p_tevstatue002_01d.dds&lt;br /&gt;
* p_tevstatue002_01n.dds&lt;br /&gt;
* p_tevstatue002_01s.dds&lt;br /&gt;
* p_tevstatue003_01d.dds&lt;br /&gt;
* p_tevstatue003_01n.dds&lt;br /&gt;
* p_tevstatue003_01s.dds&lt;br /&gt;
* p_tevtable1_01d.dds&lt;br /&gt;
* p_tevtable1_01n.dds&lt;br /&gt;
* p_tevtable1_01s.dds&lt;br /&gt;
* p_tevtable2_01d.dds&lt;br /&gt;
* p_tevtable2_01n.dds&lt;br /&gt;
* p_tevtable2_01s.dds&lt;br /&gt;
* p_tevwartable1_01d.dds&lt;br /&gt;
* p_tevwartable1_01n.dds&lt;br /&gt;
* p_tevwartable1_01s.dds&lt;br /&gt;
* p_throne_02d.dds&lt;br /&gt;
* p_throne_02n.dds&lt;br /&gt;
* p_throne_02s.dds&lt;br /&gt;
* p_tomato_plant_d.dds&lt;br /&gt;
* p_tomato_plant_n.dds&lt;br /&gt;
* p_tomato_plant_s.dds&lt;br /&gt;
* p_tools_fishing_0d.dds&lt;br /&gt;
* p_tools_fishing_0n.dds&lt;br /&gt;
* p_tools_fishing_0s.dds&lt;br /&gt;
* p_tools_skinningd.dds&lt;br /&gt;
* p_tools_skinningn.dds&lt;br /&gt;
* p_tools_skinnings.dds&lt;br /&gt;
* p_torture_rack_01d.dds&lt;br /&gt;
* p_torture_rack_01n.dds&lt;br /&gt;
* p_torture_rack_01s.dds&lt;br /&gt;
* p_torture_toolsd.dds&lt;br /&gt;
* p_torture_toolsn.dds&lt;br /&gt;
* p_torture_toolss.dds&lt;br /&gt;
* p_toy_01d.dds&lt;br /&gt;
* p_toy_01n.dds&lt;br /&gt;
* p_toy_01s.dds&lt;br /&gt;
* p_toy_02d.dds&lt;br /&gt;
* p_toy_02n.dds&lt;br /&gt;
* p_toy_02s.dds&lt;br /&gt;
* p_training_dummy_01d.dds&lt;br /&gt;
* p_training_dummy_01n.dds&lt;br /&gt;
* p_training_dummy_01s.dds&lt;br /&gt;
* p_tree_saw_01d.dds&lt;br /&gt;
* p_tree_saw_01n.dds&lt;br /&gt;
* p_tree_saw_01s.dds&lt;br /&gt;
* p_troughd.dds&lt;br /&gt;
* p_troughn.dds&lt;br /&gt;
* p_troughs.dds&lt;br /&gt;
* p_tub_d.dds&lt;br /&gt;
* p_tub_n.dds&lt;br /&gt;
* p_tub_s.dds&lt;br /&gt;
* p_turkish_lamp_01d.dds&lt;br /&gt;
* p_turkish_lamp_01n.dds&lt;br /&gt;
* p_turkish_lamp_01s.dds&lt;br /&gt;
* p_urn_ashes_01_d.dds&lt;br /&gt;
* p_urn_ashes_01_n.dds&lt;br /&gt;
* p_urn_ashes_01_s.dds&lt;br /&gt;
* p_vanity_02_0d.dds&lt;br /&gt;
* p_vanity_02_0n.dds&lt;br /&gt;
* p_vanity_02_0s.dds&lt;br /&gt;
* p_vase01_01d.dds&lt;br /&gt;
* p_vase01_01n.dds&lt;br /&gt;
* p_vase01_01s.dds&lt;br /&gt;
* p_wagon_chain_d.dds&lt;br /&gt;
* p_wagon_chain_n.dds&lt;br /&gt;
* p_wagon_chain_s.dds&lt;br /&gt;
* p_wagon_covered_01d.dds&lt;br /&gt;
* p_wagon_covered_01n.dds&lt;br /&gt;
* p_wagon_covered_01s.dds&lt;br /&gt;
* p_wagon_covered_01t.dds&lt;br /&gt;
* p_wall_carving2d.dds&lt;br /&gt;
* p_wall_carving2n.dds&lt;br /&gt;
* p_wall_carving2s.dds&lt;br /&gt;
* p_wall_carving3d.dds&lt;br /&gt;
* p_wall_carving3n.dds&lt;br /&gt;
* p_wall_carving3s.dds&lt;br /&gt;
* p_wall_carvingd.dds&lt;br /&gt;
* p_wall_carvingn.dds&lt;br /&gt;
* p_wall_carvings.dds&lt;br /&gt;
* p_wash_basin_01d.dds&lt;br /&gt;
* p_wash_basin_01n.dds&lt;br /&gt;
* p_wash_basin_01s.dds&lt;br /&gt;
* p_washbasin_01d.dds&lt;br /&gt;
* p_washbasin_01n.dds&lt;br /&gt;
* p_washbasin_01s.dds&lt;br /&gt;
* p_washboard_d.dds&lt;br /&gt;
* p_washboard_n.dds&lt;br /&gt;
* p_washboard_s.dds&lt;br /&gt;
* p_well_interiord.dds&lt;br /&gt;
* p_well_interiorn.dds&lt;br /&gt;
* p_well_interiors.dds&lt;br /&gt;
* p_wheel_barrow_01d.dds&lt;br /&gt;
* p_wheel_barrow_01n.dds&lt;br /&gt;
* p_wheel_barrow_01s.dds&lt;br /&gt;
* p_wine_rack_01d.dds&lt;br /&gt;
* p_wine_rack_01n.dds&lt;br /&gt;
* p_wine_rack_01s.dds&lt;br /&gt;
* p_wooden_buoy_01d.dds&lt;br /&gt;
* p_wooden_buoy_01n.dds&lt;br /&gt;
* p_wooden_buoy_01s.dds&lt;br /&gt;
* p_woodendragon_d.dds&lt;br /&gt;
* p_woodendragon_n.dds&lt;br /&gt;
* p_woodendragon_s.dds&lt;br /&gt;
* p_woodrope_02d.dds&lt;br /&gt;
* p_woodrope_02n.dds&lt;br /&gt;
* p_woodrope_02s.dds&lt;br /&gt;
* p_wpnaxe_0d.dds&lt;br /&gt;
* p_wpnaxe_0n.dds&lt;br /&gt;
* p_wpnaxe_0s.dds&lt;br /&gt;
* p_wpnbow_01_0d.dds&lt;br /&gt;
* p_wpnbow_01_0n.dds&lt;br /&gt;
* p_wpnbow_01_0s.dds&lt;br /&gt;
* p_wpnbow_02_0d.dds&lt;br /&gt;
* p_wpnbow_02_0n.dds&lt;br /&gt;
* p_wpnbow_02_0s.dds&lt;br /&gt;
* p_wpndsword_0d.dds&lt;br /&gt;
* p_wpndsword_0n.dds&lt;br /&gt;
* p_wpnpage_01d.dds&lt;br /&gt;
* p_wpnpage_01n.dds&lt;br /&gt;
* p_wpnpage_01s.dds&lt;br /&gt;
* p_wpnquiver01_0d.dds&lt;br /&gt;
* p_wpnquiver01_0n.dds&lt;br /&gt;
* p_wpnquiver01_0s.dds&lt;br /&gt;
* p_wpnsword_0n.dds&lt;br /&gt;
* p_wpnsword_0s.dds&lt;br /&gt;
* p_wpnswordblood_0d.dds&lt;br /&gt;
* p_wreckedboatd.dds&lt;br /&gt;
* p_wreckedboatn.dds&lt;br /&gt;
* p_wreckedboats.dds&lt;br /&gt;
* paintingwall_d.dds&lt;br /&gt;
* paintingwall_n.dds&lt;br /&gt;
* paintingwall_s.dds&lt;br /&gt;
* paintingwall02_d.dds&lt;br /&gt;
* paintingwall02_n.dds&lt;br /&gt;
* paintingwall02_s.dds&lt;br /&gt;
* pf_ulm_bas_0d.dds&lt;br /&gt;
* plasterwall04d.dds&lt;br /&gt;
* plasterwall04h.dds&lt;br /&gt;
* plasterwall04n.dds&lt;br /&gt;
* plasterwall05d.dds&lt;br /&gt;
* plasterwall05h.dds&lt;br /&gt;
* plasterwall05n.dds&lt;br /&gt;
* plasterwall06d.dds&lt;br /&gt;
* plasterwall06h.dds&lt;br /&gt;
* plasterwall06n.dds&lt;br /&gt;
* plc_bdoor01d.dds&lt;br /&gt;
* plc_bdoor01n.dds&lt;br /&gt;
* plc_bdoor01s.dds&lt;br /&gt;
* plc_bladetrap_diff.dds&lt;br /&gt;
* plc_chand01_0d.dds&lt;br /&gt;
* plc_cog01n.dds&lt;br /&gt;
* plc_cog01s.dds&lt;br /&gt;
* plc_cogc01d.dds&lt;br /&gt;
* plc_cogc07d.dds&lt;br /&gt;
* plc_cogo03d.dds&lt;br /&gt;
* plc_cogo05d.dds&lt;br /&gt;
* plc_coinpile01_d.dds&lt;br /&gt;
* plc_coinpile01_s.dds&lt;br /&gt;
* plc_doorcitydwf.dds&lt;br /&gt;
* plc_doorcitydwf_n.dds&lt;br /&gt;
* plc_doorcitydwf_s.dds&lt;br /&gt;
* plc_doordbl_01_diff.dds&lt;br /&gt;
* plc_doordbl_01_norm.dds&lt;br /&gt;
* plc_doordbl_01_spec.dds&lt;br /&gt;
* plc_doordbldwf_01_diff.dds&lt;br /&gt;
* plc_doordbldwf_01_norm.dds&lt;br /&gt;
* plc_doordbldwf_01_spec.dds&lt;br /&gt;
* plc_doordbldwf_02_diff.dds&lt;br /&gt;
* plc_doordbldwf_02_norm.dds&lt;br /&gt;
* plc_doordbldwf_02_spec.dds&lt;br /&gt;
* plc_doordbldwf_03_diff.dds&lt;br /&gt;
* plc_doordbldwf_03_norm.dds&lt;br /&gt;
* plc_doordbldwf_03_spec.dds&lt;br /&gt;
* plc_doordbldwf_04_diff.dds&lt;br /&gt;
* plc_doordbldwf_04_norm.dds&lt;br /&gt;
* plc_doordbldwf_04_spec.dds&lt;br /&gt;
* plc_doorlg_01_diff.dds&lt;br /&gt;
* plc_doorlg_01_norm.dds&lt;br /&gt;
* plc_doorlg_01_spec.dds&lt;br /&gt;
* plc_doorlg_02_diff.dds&lt;br /&gt;
* plc_doorlg_02_norm.dds&lt;br /&gt;
* plc_doorlg_02_spec.dds&lt;br /&gt;
* plc_doorlgdwf_01_diff.dds&lt;br /&gt;
* plc_doorlgdwf_01_norm.dds&lt;br /&gt;
* plc_doorlgdwf_01_spec.dds&lt;br /&gt;
* plc_doorlgdwf_02_diff.dds&lt;br /&gt;
* plc_doorlgdwf_02_norm.dds&lt;br /&gt;
* plc_doorlgdwf_02_spec.dds&lt;br /&gt;
* plc_doorlgdwf_03_diff.dds&lt;br /&gt;
* plc_doorlgdwf_03_norm.dds&lt;br /&gt;
* plc_doorlgdwf_03_spec.dds&lt;br /&gt;
* plc_doorlgdwf_04_diff.dds&lt;br /&gt;
* plc_doorlgdwf_04_norm.dds&lt;br /&gt;
* plc_doorlgdwf_04_spec.dds&lt;br /&gt;
* plc_doorlgdwf_05_diff.dds&lt;br /&gt;
* plc_doorlgdwf_05_norm.dds&lt;br /&gt;
* plc_doorlgdwf_05_spec.dds&lt;br /&gt;
* plc_doorsm_01_diff.dds&lt;br /&gt;
* plc_doorsm_01_norm.dds&lt;br /&gt;
* plc_doorsm_01_spec.dds&lt;br /&gt;
* plc_dwarfcoin_d.dds&lt;br /&gt;
* plc_dwarfcoin_n.dds&lt;br /&gt;
* plc_dwarfcoin_s.dds&lt;br /&gt;
* plc_halla_d.dds&lt;br /&gt;
* plc_halla_n.dds&lt;br /&gt;
* plc_halla_s.dds&lt;br /&gt;
* plc_halla_t.dds&lt;br /&gt;
* plc_hangingfemale_01_d.dds&lt;br /&gt;
* plc_hangingmale_01_d.dds&lt;br /&gt;
* plc_hangingmale_02_d.dds&lt;br /&gt;
* plc_ironbark1_d.dds&lt;br /&gt;
* plc_ironbark1_n.dds&lt;br /&gt;
* plc_lake_map01d.dds&lt;br /&gt;
* plc_mosstile_d.dds&lt;br /&gt;
* plc_mosstile_n.dds&lt;br /&gt;
* plc_mousehole_d.dds&lt;br /&gt;
* plc_mousehole_n.dds&lt;br /&gt;
* plc_mousehole_s.dds&lt;br /&gt;
* plc_platform_01d.dds&lt;br /&gt;
* plc_platform_01n.dds&lt;br /&gt;
* plc_poster_d.dds&lt;br /&gt;
* plc_poster_s.dds&lt;br /&gt;
* plc_pressure01_d.dds&lt;br /&gt;
* plc_pressure01_n.dds&lt;br /&gt;
* plc_pressure01_s.dds&lt;br /&gt;
* plc_pressure02_d.dds&lt;br /&gt;
* plc_pressure02_n.dds&lt;br /&gt;
* plc_pressure02_s.dds&lt;br /&gt;
* plc_registry02_d.dds&lt;br /&gt;
* plc_registry02_n.dds&lt;br /&gt;
* plc_registry02_s.dds&lt;br /&gt;
* plc_rescuefloor_01d.dds&lt;br /&gt;
* plc_rescuefloor_01n.dds&lt;br /&gt;
* plc_rescuefloor_01s.dds&lt;br /&gt;
* plc_rkwall03d.dds&lt;br /&gt;
* plc_rkwall03n.dds&lt;br /&gt;
* plc_rkwall03s.dds&lt;br /&gt;
* plc_rock04_d.dds&lt;br /&gt;
* plc_rock04_n.dds&lt;br /&gt;
* plc_shrub1_n.dds&lt;br /&gt;
* plc_shrub2_d.dds&lt;br /&gt;
* plc_shrubbark1_d.dds&lt;br /&gt;
* plc_shrubbark1_n.dds&lt;br /&gt;
* plc_shrubfrond_d.dds&lt;br /&gt;
* plc_shrubfrond_n.dds&lt;br /&gt;
* plc_smtrapdoor01_d.dds&lt;br /&gt;
* plc_smtrapdoor01_n.dds&lt;br /&gt;
* plc_smtrapdoor01_s.dds&lt;br /&gt;
* plc_tentsmall_02_lod.dds&lt;br /&gt;
* plc_thronechair_01_diff.dds&lt;br /&gt;
* plc_thronechair_01_norm.dds&lt;br /&gt;
* plc_thronechair_01_spec.dds&lt;br /&gt;
* plc_trpbladetci_d.dds&lt;br /&gt;
* plc_trpbladetci_n.dds&lt;br /&gt;
* plc_trpbladetci_s.dds&lt;br /&gt;
* plc_tvetower.dds&lt;br /&gt;
* plc_walldiv_d.dds&lt;br /&gt;
* plc_walldiv_n.dds&lt;br /&gt;
* plc_walldiv_s.dds&lt;br /&gt;
* plc_wood1_d.dds&lt;br /&gt;
* plc_wood1_s.dds&lt;br /&gt;
* plc_woodgt_sml_01_0_lod.dds&lt;br /&gt;
* pm_ulm_bas_0d.dds&lt;br /&gt;
* pn_crown_01d.dds&lt;br /&gt;
* pn_crown_01n.dds&lt;br /&gt;
* pn_crown_01s.dds&lt;br /&gt;
* pn_crown_01t.dds&lt;br /&gt;
* pn_eye_crpa_0d.dds&lt;br /&gt;
* pn_eye_nrma_0m.dds&lt;br /&gt;
* pn_ulm_bas_0d.dds&lt;br /&gt;
* prp_arm_dwpb_0d.dds&lt;br /&gt;
* prp_arm_dwpb_0n.dds&lt;br /&gt;
* prp_arm_dwpb_0s.dds&lt;br /&gt;
* prp_armorstand_02_0_d.dds&lt;br /&gt;
* prp_armorstand_03_0_d.dds&lt;br /&gt;
* prp_armorstand_04_0_d.dds&lt;br /&gt;
* prp_armorstand_05_0_d.dds&lt;br /&gt;
* prp_ashwraith_d.dds&lt;br /&gt;
* prp_ashwraith_n.dds&lt;br /&gt;
* prp_ashwraith_s.dds&lt;br /&gt;
* prp_bark_d.dds&lt;br /&gt;
* prp_bark_n.dds&lt;br /&gt;
* prp_basestatue01d.dds&lt;br /&gt;
* prp_basestatue01n.dds&lt;br /&gt;
* prp_bed01_0_d.dds&lt;br /&gt;
* prp_black01_d.dds&lt;br /&gt;
* prp_black01_s.dds&lt;br /&gt;
* prp_blankbanners_01d.dds&lt;br /&gt;
* prp_blankbanners_01n.dds&lt;br /&gt;
* prp_blankbanners_01s.dds&lt;br /&gt;
* prp_blncscale_d.dds&lt;br /&gt;
* prp_blood01_d.dds&lt;br /&gt;
* prp_blood01_n.dds&lt;br /&gt;
* prp_blood01_s.dds&lt;br /&gt;
* prp_bluecarp_d.dds&lt;br /&gt;
* prp_bluecarp_s.dds&lt;br /&gt;
* prp_bonfire_d.dds&lt;br /&gt;
* prp_bonfire_n.dds&lt;br /&gt;
* prp_bonfire01_0_lod.dds&lt;br /&gt;
* prp_bonfireash_d.dds&lt;br /&gt;
* prp_bowrack_d.dds&lt;br /&gt;
* prp_breadoven_05_0_d.dds&lt;br /&gt;
* prp_breadoven_05_0_s.dds&lt;br /&gt;
* prp_broadleaffrond_d.dds&lt;br /&gt;
* prp_broadleaffrond_n.dds&lt;br /&gt;
* prp_broadleafleaves_d.dds&lt;br /&gt;
* prp_broadleafleaves_n.dds&lt;br /&gt;
* prp_carpet_n.dds&lt;br /&gt;
* prp_carriage_01_lod.dds&lt;br /&gt;
* prp_cartempty_01_0_lod.dds&lt;br /&gt;
* prp_carvebark01_d.dds&lt;br /&gt;
* prp_carvebark01_n.dds&lt;br /&gt;
* prp_carvebark01_s.dds&lt;br /&gt;
* prp_carvebark02_d.dds&lt;br /&gt;
* prp_carvebark02_n.dds&lt;br /&gt;
* prp_carvebark02_s.dds&lt;br /&gt;
* prp_caskwine_01_diff.dds&lt;br /&gt;
* prp_caskwine_01_norm.dds&lt;br /&gt;
* prp_caskwine_01_spec.dds&lt;br /&gt;
* prp_caverock01_d.dds&lt;br /&gt;
* prp_caverock01_n.dds&lt;br /&gt;
* prp_chand01_0d.dds&lt;br /&gt;
* prp_chand01_0n.dds&lt;br /&gt;
* prp_chand01_0s.dds&lt;br /&gt;
* prp_chi_window1_d.dds&lt;br /&gt;
* prp_chi_window1_e.dds&lt;br /&gt;
* prp_chi_window1_n.dds&lt;br /&gt;
* prp_chi_window1_s.dds&lt;br /&gt;
* prp_chstwd_01_d.dds&lt;br /&gt;
* prp_chstwd_01_n.dds&lt;br /&gt;
* prp_cline0_0d.dds&lt;br /&gt;
* prp_cline0_0n.dds&lt;br /&gt;
* prp_cline0_0s.dds&lt;br /&gt;
* prp_cloth01_d.dds&lt;br /&gt;
* prp_cloth01_n.dds&lt;br /&gt;
* prp_cloth02_d.dds&lt;br /&gt;
* prp_cloth02_n.dds&lt;br /&gt;
* prp_cloth03_d.dds&lt;br /&gt;
* prp_clothtorn01_d.dds&lt;br /&gt;
* prp_clothtorn01_n.dds&lt;br /&gt;
* prp_clothtorn02_d.dds&lt;br /&gt;
* prp_clothtorn02_n.dds&lt;br /&gt;
* prp_clothtorn05_d.dds&lt;br /&gt;
* prp_coff01_0d.dds&lt;br /&gt;
* prp_coff01_0n.dds&lt;br /&gt;
* prp_coff01_0s.dds&lt;br /&gt;
* prp_coff02_0d.dds&lt;br /&gt;
* prp_coff02_0n.dds&lt;br /&gt;
* prp_coff02_0s.dds&lt;br /&gt;
* prp_corps01_d.dds&lt;br /&gt;
* prp_corps01_n.dds&lt;br /&gt;
* prp_corps01_s.dds&lt;br /&gt;
* prp_couldron_01_d.dds&lt;br /&gt;
* prp_couldron_01_n.dds&lt;br /&gt;
* prp_couldron_01_s.dds&lt;br /&gt;
* prp_creature_d.dds&lt;br /&gt;
* prp_creature_n.dds&lt;br /&gt;
* prp_creature_s.dds&lt;br /&gt;
* prp_crssd_swrd2_0_d.dds&lt;br /&gt;
* prp_curt05d.dds&lt;br /&gt;
* prp_curt05n.dds&lt;br /&gt;
* prp_curt05s.dds&lt;br /&gt;
* prp_curt08d.dds&lt;br /&gt;
* prp_curt08n.dds&lt;br /&gt;
* prp_curt08s.dds&lt;br /&gt;
* prp_deadox_01d.dds&lt;br /&gt;
* prp_deadox_01n.dds&lt;br /&gt;
* prp_deadox_01s.dds&lt;br /&gt;
* prp_deera_0d.dds&lt;br /&gt;
* prp_deera_0n.dds&lt;br /&gt;
* prp_deera_0s.dds&lt;br /&gt;
* prp_dirtpile01_d.dds&lt;br /&gt;
* prp_dirtpile01_n.dds&lt;br /&gt;
* prp_dni_archd01_d.dds&lt;br /&gt;
* prp_dni_archd01_n.dds&lt;br /&gt;
* prp_dni_lavapan01_d.dds&lt;br /&gt;
* prp_dni_lavapan01_n.dds&lt;br /&gt;
* prp_dni_pillar01_d.dds&lt;br /&gt;
* prp_dni_pillar01_n.dds&lt;br /&gt;
* prp_dni_plug02_d.dds&lt;br /&gt;
* prp_dni_plug02_n.dds&lt;br /&gt;
* prp_dni_plug02_s.dds&lt;br /&gt;
* prp_dni_plug03_d.dds&lt;br /&gt;
* prp_dni_plug03_n.dds&lt;br /&gt;
* prp_dni_rock01_d.dds&lt;br /&gt;
* prp_dni_rock01_n.dds&lt;br /&gt;
* prp_dni_rock02_d.dds&lt;br /&gt;
* prp_dni_rock02_n.dds&lt;br /&gt;
* prp_dni_support01_d.dds&lt;br /&gt;
* prp_dni_support01_n.dds&lt;br /&gt;
* prp_dni_torch01_d.dds&lt;br /&gt;
* prp_dni_torch01_n.dds&lt;br /&gt;
* prp_dni_torch02_d.dds&lt;br /&gt;
* prp_dni_torch02_n.dds&lt;br /&gt;
* prp_dni_wall01_d.dds&lt;br /&gt;
* prp_dni_wall01_n.dds&lt;br /&gt;
* prp_dni_walldivide01_d.dds&lt;br /&gt;
* prp_dni_walldivide01_n.dds&lt;br /&gt;
* prp_drkspstuf_11_0_lod.dds&lt;br /&gt;
* prp_drwven_registry_d.dds&lt;br /&gt;
* prp_drwven_registry_n.dds&lt;br /&gt;
* prp_drwven_registry_s.dds&lt;br /&gt;
* prp_dstotem_01_0_lod.dds&lt;br /&gt;
* prp_dw_bench01d.dds&lt;br /&gt;
* prp_dw_bench01n.dds&lt;br /&gt;
* prp_dw_box01d.dds&lt;br /&gt;
* prp_dw_box01n.dds&lt;br /&gt;
* prp_dw_carving3d.dds&lt;br /&gt;
* prp_dw_carving3n.dds&lt;br /&gt;
* prp_dw_carving4d.dds&lt;br /&gt;
* prp_dw_carving4n.dds&lt;br /&gt;
* prp_dw_chair1d.dds&lt;br /&gt;
* prp_dw_chair1n.dds&lt;br /&gt;
* prp_dw_floorart01d.dds&lt;br /&gt;
* prp_dw_floorart01n.dds&lt;br /&gt;
* prp_dw_rock01_d.dds&lt;br /&gt;
* prp_dw_rock01_n.dds&lt;br /&gt;
* prp_dw_rock02_d.dds&lt;br /&gt;
* prp_dw_slab01d.dds&lt;br /&gt;
* prp_dw_slab01n.dds&lt;br /&gt;
* prp_dw_slab02d.dds&lt;br /&gt;
* prp_dw_slab02n.dds&lt;br /&gt;
* prp_dw_torch01d.dds&lt;br /&gt;
* prp_dw_torch01n.dds&lt;br /&gt;
* prp_dw_vat01d.dds&lt;br /&gt;
* prp_dw_vat01n.dds&lt;br /&gt;
* prp_dw_window_01_d.dds&lt;br /&gt;
* prp_dw_window_01_e.dds&lt;br /&gt;
* prp_dw_window_01_n.dds&lt;br /&gt;
* prp_dw_window_01_s.dds&lt;br /&gt;
* prp_dwamph01d.dds&lt;br /&gt;
* prp_dwamph01n.dds&lt;br /&gt;
* prp_dwarfsign.dds&lt;br /&gt;
* prp_dwarfsign_n.dds&lt;br /&gt;
* prp_dwarfsign_s.dds&lt;br /&gt;
* prp_dwbed01d.dds&lt;br /&gt;
* prp_dwbed01n.dds&lt;br /&gt;
* prp_dwbed02d.dds&lt;br /&gt;
* prp_dwbed02n.dds&lt;br /&gt;
* prp_dwbed03d.dds&lt;br /&gt;
* prp_dwbed03n.dds&lt;br /&gt;
* prp_dwchest01d.dds&lt;br /&gt;
* prp_dwchest01n.dds&lt;br /&gt;
* prp_dwchest01s.dds&lt;br /&gt;
* prp_dwcloth01d.dds&lt;br /&gt;
* prp_dwcloth01n.dds&lt;br /&gt;
* prp_dwcloth02d.dds&lt;br /&gt;
* prp_dwcloth02n.dds&lt;br /&gt;
* prp_dwcouch01d.dds&lt;br /&gt;
* prp_dwcouch01n.dds&lt;br /&gt;
* prp_dwcryst01a_d.dds&lt;br /&gt;
* prp_dwcryst01a_e.dds&lt;br /&gt;
* prp_dwcryst01a_n.dds&lt;br /&gt;
* prp_dwcryst01a_s.dds&lt;br /&gt;
* prp_dwcryst01d.dds&lt;br /&gt;
* prp_dwcryst01e.dds&lt;br /&gt;
* prp_dwcryst01n.dds&lt;br /&gt;
* prp_dwcryst01s.dds&lt;br /&gt;
* prp_dwfirepit01d.dds&lt;br /&gt;
* prp_dwfirepit01n.dds&lt;br /&gt;
* prp_dwfrug_d.dds&lt;br /&gt;
* prp_dwfsign01_0d.dds&lt;br /&gt;
* prp_dwfsign01_0n.dds&lt;br /&gt;
* prp_dwfsign01_0s.dds&lt;br /&gt;
* prp_dwfsign02_0d.dds&lt;br /&gt;
* prp_dwfsign02_0n.dds&lt;br /&gt;
* prp_dwfsign02_0s.dds&lt;br /&gt;
* prp_dwgenspec01.dds&lt;br /&gt;
* prp_dwmet_d.dds&lt;br /&gt;
* prp_dwmet_n.dds&lt;br /&gt;
* prp_dwmet_s.dds&lt;br /&gt;
* prp_dwmetal01.dds&lt;br /&gt;
* prp_dwmetal01n.dds&lt;br /&gt;
* prp_dwoven01d.dds&lt;br /&gt;
* prp_dwoven01n.dds&lt;br /&gt;
* prp_dwovtls01d.dds&lt;br /&gt;
* prp_dwovtls01n.dds&lt;br /&gt;
* prp_dwrock01d.dds&lt;br /&gt;
* prp_dwrock01n.dds&lt;br /&gt;
* prp_dwrock01s.dds&lt;br /&gt;
* prp_dwrockt01d.dds&lt;br /&gt;
* prp_dwrockt01n.dds&lt;br /&gt;
* prp_dwrubble01d.dds&lt;br /&gt;
* prp_dwrubble01n.dds&lt;br /&gt;
* prp_dwrubble02d.dds&lt;br /&gt;
* prp_dwrubble02n.dds&lt;br /&gt;
* prp_dwsarco01d.dds&lt;br /&gt;
* prp_dwsarco01n.dds&lt;br /&gt;
* prp_dwsarco02d.dds&lt;br /&gt;
* prp_dwsign01d.dds&lt;br /&gt;
* prp_dwsign02d.dds&lt;br /&gt;
* prp_dwsign02n.dds&lt;br /&gt;
* prp_dwsign03d.dds&lt;br /&gt;
* prp_dwsign03n.dds&lt;br /&gt;
* prp_dwsign04d.dds&lt;br /&gt;
* prp_dwsign04n.dds&lt;br /&gt;
* prp_dwsign05d.dds&lt;br /&gt;
* prp_dwsign05n.dds&lt;br /&gt;
* prp_dwsign06d.dds&lt;br /&gt;
* prp_dwsign06n.dds&lt;br /&gt;
* prp_dwtable01d.dds&lt;br /&gt;
* prp_dwtable01n.dds&lt;br /&gt;
* prp_dwtable02d.dds&lt;br /&gt;
* prp_dwtable02n.dds&lt;br /&gt;
* prp_dwtable03d.dds&lt;br /&gt;
* prp_dwtable03n.dds&lt;br /&gt;
* prp_eagle_01_0_d.dds&lt;br /&gt;
* prp_eagle_01_0_n.dds&lt;br /&gt;
* prp_eagle_01_0_s.dds&lt;br /&gt;
* prp_elfstatue_01d.dds&lt;br /&gt;
* prp_elfstatue_01n.dds&lt;br /&gt;
* prp_elfstatue_01s.dds&lt;br /&gt;
* prp_elfstatue_02d.dds&lt;br /&gt;
* prp_elfstatue_02n.dds&lt;br /&gt;
* prp_elfstatue_02s.dds&lt;br /&gt;
* prp_elfstatue_03d.dds&lt;br /&gt;
* prp_elfstatue_03n.dds&lt;br /&gt;
* prp_elfstatue_03s.dds&lt;br /&gt;
* prp_elfstatue_04d.dds&lt;br /&gt;
* prp_elfstatue_04n.dds&lt;br /&gt;
* prp_elfstatue_04s.dds&lt;br /&gt;
* prp_endbark_d.dds&lt;br /&gt;
* prp_endbark_n.dds&lt;br /&gt;
* prp_endbark_s.dds&lt;br /&gt;
* prp_faderinfrcd_dr_d.dds&lt;br /&gt;
* prp_faderinfrcd_dr_n.dds&lt;br /&gt;
* prp_faderinfrcd_dr_s.dds&lt;br /&gt;
* prp_fadportal01_d.dds&lt;br /&gt;
* prp_fadportal01_n.dds&lt;br /&gt;
* prp_fadportal01_s.dds&lt;br /&gt;
* prp_fca_props_d.dds&lt;br /&gt;
* prp_fca_props_n.dds&lt;br /&gt;
* prp_fca_props_s.dds&lt;br /&gt;
* prp_fciwood_d.dds&lt;br /&gt;
* prp_fciwood_n.dds&lt;br /&gt;
* prp_fciwood_s.dds&lt;br /&gt;
* prp_ferbneple_dif.dds&lt;br /&gt;
* prp_ferbneple_norm.dds&lt;br /&gt;
* prp_ferprops_d.dds&lt;br /&gt;
* prp_ferprops_n.dds&lt;br /&gt;
* prp_ferprops_s.dds&lt;br /&gt;
* prp_fhe_window_01_d.dds&lt;br /&gt;
* prp_fhe_window_01_e.dds&lt;br /&gt;
* prp_fhe_window_01_n.dds&lt;br /&gt;
* prp_fhe_window_01_s.dds&lt;br /&gt;
* prp_fie_rock1_d.dds&lt;br /&gt;
* prp_fie_rock1_n.dds&lt;br /&gt;
* prp_fie_rock2_d.dds&lt;br /&gt;
* prp_fie_rock2_n.dds&lt;br /&gt;
* prp_fie_rock3_d.dds&lt;br /&gt;
* prp_fie_rock3_n.dds&lt;br /&gt;
* prp_fie_rock4_d.dds&lt;br /&gt;
* prp_fie_rock4_n.dds&lt;br /&gt;
* prp_fie_rock5_d.dds&lt;br /&gt;
* prp_fie_rock5_n.dds&lt;br /&gt;
* prp_fie_rock6_d.dds&lt;br /&gt;
* prp_fie_rock6_n.dds&lt;br /&gt;
* prp_fie_rock7_d.dds&lt;br /&gt;
* prp_fie_rock7_n.dds&lt;br /&gt;
* prp_fie_rock8_d.dds&lt;br /&gt;
* prp_fie_rock8_n.dds&lt;br /&gt;
* prp_fire01_0_d.dds&lt;br /&gt;
* prp_fleshtile_d.dds&lt;br /&gt;
* prp_fleshtile_h.dds&lt;br /&gt;
* prp_fleshtile_n.dds&lt;br /&gt;
* prp_fleshtile_s.dds&lt;br /&gt;
* prp_food01.dds&lt;br /&gt;
* prp_footpri_d.dds&lt;br /&gt;
* prp_footpri_n.dds&lt;br /&gt;
* prp_footpri_s.dds&lt;br /&gt;
* prp_greenrck_d.dds&lt;br /&gt;
* prp_greenrck_n.dds&lt;br /&gt;
* prp_haystack01_d.dds&lt;br /&gt;
* prp_haystack01_n.dds&lt;br /&gt;
* prp_haystack01_s.dds&lt;br /&gt;
* prp_haystack02_d.dds&lt;br /&gt;
* prp_haystack02_n.dds&lt;br /&gt;
* prp_haystack02_s.dds&lt;br /&gt;
* prp_hermithut_d.dds&lt;br /&gt;
* prp_hermithut_n.dds&lt;br /&gt;
* prp_hmf_dw1a_0d.dds&lt;br /&gt;
* prp_hmf_dw1a_0n.dds&lt;br /&gt;
* prp_hmf_dw1a_0s.dds&lt;br /&gt;
* prp_hmf_tp1b_0d.dds&lt;br /&gt;
* prp_hmf_tp1b_0n.dds&lt;br /&gt;
* prp_hmf_tp1b_0s.dds&lt;br /&gt;
* prp_hmf_tp2a_0d.dds&lt;br /&gt;
* prp_hmf_tp2a_0n.dds&lt;br /&gt;
* prp_hmf_tp2a_0s.dds&lt;br /&gt;
* prp_icicle_d.dds&lt;br /&gt;
* prp_icicle_n.dds&lt;br /&gt;
* prp_icicle_s.dds&lt;br /&gt;
* prp_ironblack_d.dds&lt;br /&gt;
* prp_ironblack_n.dds&lt;br /&gt;
* prp_ironblack_s.dds&lt;br /&gt;
* prp_ivyloose01_d.dds&lt;br /&gt;
* prp_ivyloose01_d2.dds&lt;br /&gt;
* prp_ivyloose01_n2.dds&lt;br /&gt;
* prp_ivyloose02_d.dds&lt;br /&gt;
* prp_ivywall01_d.dds&lt;br /&gt;
* prp_ivywall02_d.dds&lt;br /&gt;
* prp_ivywall02_d2.dds&lt;br /&gt;
* prp_ivywall02_n2.dds&lt;br /&gt;
* prp_lgtnking_01_0_lod.dds&lt;br /&gt;
* prp_lprop01_d.dds&lt;br /&gt;
* prp_lprop01_n.dds&lt;br /&gt;
* prp_lprop01_s.dds&lt;br /&gt;
* prp_mage01_d.dds&lt;br /&gt;
* prp_mage01_n.dds&lt;br /&gt;
* prp_mage01_s.dds&lt;br /&gt;
* prp_magicrock_d.dds&lt;br /&gt;
* prp_magicrock_n.dds&lt;br /&gt;
* prp_magicrock_s.dds&lt;br /&gt;
* prp_marble_d.dds&lt;br /&gt;
* prp_marble_n.dds&lt;br /&gt;
* prp_metal01_d.dds&lt;br /&gt;
* prp_metal01_n.dds&lt;br /&gt;
* prp_mirrorbronze_01d.dds&lt;br /&gt;
* prp_mirrorbronze_01n.dds&lt;br /&gt;
* prp_mirrorbronze_01s.dds&lt;br /&gt;
* prp_mirrormirror_01d.dds&lt;br /&gt;
* prp_mirrormirror_01n.dds&lt;br /&gt;
* prp_mirrormirror_01s.dds&lt;br /&gt;
* prp_mirrorstatue_01d.dds&lt;br /&gt;
* prp_mirrorstatue_01n.dds&lt;br /&gt;
* prp_mirrorstatue_01s.dds&lt;br /&gt;
* prp_mosstile_d.dds&lt;br /&gt;
* prp_mosstile_n.dds&lt;br /&gt;
* prp_mosstile_s.dds&lt;br /&gt;
* prp_nugplatter_d.dds&lt;br /&gt;
* prp_nugplatter_n.dds&lt;br /&gt;
* prp_nugplatter_s.dds&lt;br /&gt;
* prp_oilbowl_01_0_d.dds&lt;br /&gt;
* prp_oxa_0d.dds&lt;br /&gt;
* prp_oxa_0n.dds&lt;br /&gt;
* prp_oxa_0s.dds&lt;br /&gt;
* prp_paint1_d.dds&lt;br /&gt;
* prp_paint10_d.dds&lt;br /&gt;
* prp_paint11_d.dds&lt;br /&gt;
* prp_paint12_d.dds&lt;br /&gt;
* prp_paint13_d.dds&lt;br /&gt;
* prp_paint14_d.dds&lt;br /&gt;
* prp_paint2_d.dds&lt;br /&gt;
* prp_paint3_d.dds&lt;br /&gt;
* prp_paint4_d.dds&lt;br /&gt;
* prp_paint5_d.dds&lt;br /&gt;
* prp_paint6_d.dds&lt;br /&gt;
* prp_paint7_d.dds&lt;br /&gt;
* prp_paint9_d.dds&lt;br /&gt;
* prp_painting_01_d.dds&lt;br /&gt;
* prp_painting01_d.dds&lt;br /&gt;
* prp_painting01_n.dds&lt;br /&gt;
* prp_painting01_s.dds&lt;br /&gt;
* prp_painting02_d.dds&lt;br /&gt;
* prp_paintprt1_d.dds&lt;br /&gt;
* prp_paintprt2_d.dds&lt;br /&gt;
* prp_paintprt3_d.dds&lt;br /&gt;
* prp_paintprt4_d.dds&lt;br /&gt;
* prp_paintprt5_d.dds&lt;br /&gt;
* prp_paintprt6_d.dds&lt;br /&gt;
* prp_panel01_d.dds&lt;br /&gt;
* prp_panel01_n.dds&lt;br /&gt;
* prp_panel01_s.dds&lt;br /&gt;
* prp_panel02_d.dds&lt;br /&gt;
* prp_panel02_n.dds&lt;br /&gt;
* prp_panel02_s.dds&lt;br /&gt;
* prp_paragon_female_01d.dds&lt;br /&gt;
* prp_paragon_female_01s.dds&lt;br /&gt;
* prp_paragon_male_01d.dds&lt;br /&gt;
* prp_paragon_male_01n.dds&lt;br /&gt;
* prp_paragon_male_01s.dds&lt;br /&gt;
* prp_paragon_male_02d.dds&lt;br /&gt;
* prp_paragon_male_02n.dds&lt;br /&gt;
* prp_paragon_male_02s.dds&lt;br /&gt;
* prp_plant_0d.dds&lt;br /&gt;
* prp_plant_0n.dds&lt;br /&gt;
* prp_plant_0s.dds&lt;br /&gt;
* prp_planter_0d.dds&lt;br /&gt;
* prp_planter_0n.dds&lt;br /&gt;
* prp_planter_0s.dds&lt;br /&gt;
* prp_prt_dwarf_d.dds&lt;br /&gt;
* prp_prt_dwarf_s.dds&lt;br /&gt;
* prp_prt_humanf_d.dds&lt;br /&gt;
* prp_prt_humanf_s.dds&lt;br /&gt;
* prp_prt_humanm_d.dds&lt;br /&gt;
* prp_prt_humanm_s.dds&lt;br /&gt;
* prp_prt_n.dds&lt;br /&gt;
* prp_rckmoss_d.dds&lt;br /&gt;
* prp_rckmoss_n.dds&lt;br /&gt;
* prp_redcarp_d.dds&lt;br /&gt;
* prp_redcarp_s.dds&lt;br /&gt;
* prp_rock_d.dds&lt;br /&gt;
* prp_rock_n.dds&lt;br /&gt;
* prp_rock01_d.dds&lt;br /&gt;
* prp_rock01_n.dds&lt;br /&gt;
* prp_rock01_s.dds&lt;br /&gt;
* prp_rock01d.dds&lt;br /&gt;
* prp_rock01n.dds&lt;br /&gt;
* prp_rock02d.dds&lt;br /&gt;
* prp_rock03d.dds&lt;br /&gt;
* prp_rock03n.dds&lt;br /&gt;
* prp_rock06_d.dds&lt;br /&gt;
* prp_rock06_h.dds&lt;br /&gt;
* prp_rock06_n.dds&lt;br /&gt;
* prp_rock06_s.dds&lt;br /&gt;
* prp_rockmoss_d.dds&lt;br /&gt;
* prp_rockmoss_n.dds&lt;br /&gt;
* prp_rockmoss02_d.dds&lt;br /&gt;
* prp_rockmoss02_n.dds&lt;br /&gt;
* prp_rockmoss02_s.dds&lt;br /&gt;
* prp_root_d.dds&lt;br /&gt;
* prp_root_n.dds&lt;br /&gt;
* prp_root_s.dds&lt;br /&gt;
* prp_rootsb_d.dds&lt;br /&gt;
* prp_rootsb_n.dds&lt;br /&gt;
* prp_rootsb_s.dds&lt;br /&gt;
* prp_rug01_d.dds&lt;br /&gt;
* prp_rug01_n.dds&lt;br /&gt;
* prp_rug02_d.dds&lt;br /&gt;
* prp_rug02_n.dds&lt;br /&gt;
* prp_rug03_d.dds&lt;br /&gt;
* prp_rug03_n.dds&lt;br /&gt;
* prp_rug04_d.dds&lt;br /&gt;
* prp_rug04_n.dds&lt;br /&gt;
* prp_rug05_d.dds&lt;br /&gt;
* prp_rug05_n.dds&lt;br /&gt;
* prp_rug06_d.dds&lt;br /&gt;
* prp_rug06_n.dds&lt;br /&gt;
* prp_rugblue_d.dds&lt;br /&gt;
* prp_rugblue_n.dds&lt;br /&gt;
* prp_rugblue_s.dds&lt;br /&gt;
* prp_rugend_d.dds&lt;br /&gt;
* prp_rugend_n.dds&lt;br /&gt;
* prp_rugend_s.dds&lt;br /&gt;
* prp_ruggreen_d.dds&lt;br /&gt;
* prp_ruggreen_n.dds&lt;br /&gt;
* prp_ruggreen_s.dds&lt;br /&gt;
* prp_rugred_d.dds&lt;br /&gt;
* prp_rugred_n.dds&lt;br /&gt;
* prp_rugred_s.dds&lt;br /&gt;
* prp_sack01_d.dds&lt;br /&gt;
* prp_sack01_n.dds&lt;br /&gt;
* prp_sack01_s.dds&lt;br /&gt;
* prp_sackclth01_d.dds&lt;br /&gt;
* prp_sackclth01_n.dds&lt;br /&gt;
* prp_scafold1_0_lod.dds&lt;br /&gt;
* prp_scafold2_0_lod.dds&lt;br /&gt;
* prp_scafold3_0_lod.dds&lt;br /&gt;
* prp_scrolslf01_0d.dds&lt;br /&gt;
* prp_scrolslf01_0n.dds&lt;br /&gt;
* prp_scrolslf01_0s.dds&lt;br /&gt;
* prp_shrubleaves_d.dds&lt;br /&gt;
* prp_shrubleaves_n.dds&lt;br /&gt;
* prp_skybeam_01d.dds&lt;br /&gt;
* prp_skybeam_01e.dds&lt;br /&gt;
* prp_sngleshlve_d.dds&lt;br /&gt;
* prp_sngleshlve_s.dds&lt;br /&gt;
* prp_spdr_nst_egg_d.dds&lt;br /&gt;
* prp_spdr_nst_egg_n.dds&lt;br /&gt;
* prp_spdr_nst_egg_s.dds&lt;br /&gt;
* prp_spiderwebs_d.dds&lt;br /&gt;
* prp_spiderwebs_s.dds&lt;br /&gt;
* prp_spiderwebstile_d.dds&lt;br /&gt;
* prp_spiderwebstile_s.dds&lt;br /&gt;
* prp_stagestair_0_lod.dds&lt;br /&gt;
* prp_stagestair2_0_lod.dds&lt;br /&gt;
* prp_statuedwf_01_diff.dds&lt;br /&gt;
* prp_statuedwf_01_norm.dds&lt;br /&gt;
* prp_statuedwf_01_normb.dds&lt;br /&gt;
* prp_statuedwf_01_normc.dds&lt;br /&gt;
* prp_statueshield_01d.dds&lt;br /&gt;
* prp_statueshield_01n.dds&lt;br /&gt;
* prp_statueshield_01s.dds&lt;br /&gt;
* prp_steamvent_d.dds&lt;br /&gt;
* prp_steamvent_n.dds&lt;br /&gt;
* prp_steamvent_s.dds&lt;br /&gt;
* prp_steshelf01_0d.dds&lt;br /&gt;
* prp_steshelf01_0n.dds&lt;br /&gt;
* prp_steshelf01_0s.dds&lt;br /&gt;
* prp_stgladder1_0_lod.dds&lt;br /&gt;
* prp_stonea_0_lod.dds&lt;br /&gt;
* prp_stoneb_0_lod.dds&lt;br /&gt;
* prp_stonetrim01_d.dds&lt;br /&gt;
* prp_stonetrim01_n.dds&lt;br /&gt;
* prp_stonewall01_d.dds&lt;br /&gt;
* prp_stonewall01_n.dds&lt;br /&gt;
* prp_stump_02d.dds&lt;br /&gt;
* prp_stump_02n.dds&lt;br /&gt;
* prp_stump_d.dds&lt;br /&gt;
* prp_stump_n.dds&lt;br /&gt;
* prp_stump_s.dds&lt;br /&gt;
* prp_sulfgrnd_d.dds&lt;br /&gt;
* prp_sulfgrnd_n.dds&lt;br /&gt;
* prp_sulfgrnd_s.dds&lt;br /&gt;
* prp_sulfpool_d.dds&lt;br /&gt;
* prp_sulfpool_n.dds&lt;br /&gt;
* prp_sulfpool_s.dds&lt;br /&gt;
* prp_sulfvent_d.dds&lt;br /&gt;
* prp_sulfvent_n.dds&lt;br /&gt;
* prp_sulfvent_s.dds&lt;br /&gt;
* prp_table_01_0_lod.dds&lt;br /&gt;
* prp_table_01_d.dds&lt;br /&gt;
* prp_table_01_n.dds&lt;br /&gt;
* prp_tablestone_01_0_lod.dds&lt;br /&gt;
* prp_tapestry01_d.dds&lt;br /&gt;
* prp_tapestry01_n.dds&lt;br /&gt;
* prp_tapestry02_d.dds&lt;br /&gt;
* prp_tapestry02_n.dds&lt;br /&gt;
* prp_tarnishmirror_0_d.dds&lt;br /&gt;
* prp_tci_wind_lg2d.dds&lt;br /&gt;
* prp_tci_wind_lg2e.dds&lt;br /&gt;
* prp_tci_wind_lg2n.dds&lt;br /&gt;
* prp_tci_wind_lgd.dds&lt;br /&gt;
* prp_tci_wind_lge.dds&lt;br /&gt;
* prp_tci_wind_lgn.dds&lt;br /&gt;
* prp_tci_wind_smd.dds&lt;br /&gt;
* prp_tci_wind_sme.dds&lt;br /&gt;
* prp_tci_wind_smn.dds&lt;br /&gt;
* prp_tci_wind_sms.dds&lt;br /&gt;
* prp_tentberserk_01_0_lod.dds&lt;br /&gt;
* prp_tentcamping_01_0_lod.dds&lt;br /&gt;
* prp_tentchantry_01_0_lod.dds&lt;br /&gt;
* prp_tentduncan_01_0_lod.dds&lt;br /&gt;
* prp_tentking_01_0_lod.dds&lt;br /&gt;
* prp_tentloghain_01_0_lod.dds&lt;br /&gt;
* prp_tentmage_01_0_lod.dds&lt;br /&gt;
* prp_tentnoble_01_lod.dds&lt;br /&gt;
* prp_tevbrazier1_d.dds&lt;br /&gt;
* prp_tevbrazier1_n.dds&lt;br /&gt;
* prp_tevbrazier1_s.dds&lt;br /&gt;
* prp_throne_02_1.dds&lt;br /&gt;
* prp_throne_02_d.dds&lt;br /&gt;
* prp_throne_02_n.dds&lt;br /&gt;
* prp_torch_01_0_lod.dds&lt;br /&gt;
* prp_torch_02_0_lod.dds&lt;br /&gt;
* prp_torch_03_0_lod.dds&lt;br /&gt;
* prp_trashpile_d.dds&lt;br /&gt;
* prp_trashpile_n.dds&lt;br /&gt;
* prp_trashpile_s.dds&lt;br /&gt;
* prp_tree_d.dds&lt;br /&gt;
* prp_tree_n.dds&lt;br /&gt;
* prp_treea_01_0_lod.dds&lt;br /&gt;
* prp_treeb_01_0_lod.dds&lt;br /&gt;
* prp_treec_01_0_lod.dds&lt;br /&gt;
* prp_treeline_d.dds&lt;br /&gt;
* prp_treeline_n.dds&lt;br /&gt;
* prp_treemoss_d.dds&lt;br /&gt;
* prp_treemoss_n.dds&lt;br /&gt;
* prp_treemoss_s.dds&lt;br /&gt;
* prp_treemossblu_d.dds&lt;br /&gt;
* prp_tti_dirt_01_d.dds&lt;br /&gt;
* prp_tti_dirt_01_n.dds&lt;br /&gt;
* prp_tti_dirt_01_s.dds&lt;br /&gt;
* prp_tti_magestat_01_d.dds&lt;br /&gt;
* prp_tti_magestat_01_n.dds&lt;br /&gt;
* prp_tti_magestat_01_s.dds&lt;br /&gt;
* prp_tti_rubptc_01_d.dds&lt;br /&gt;
* prp_tti_rubptc_01_n.dds&lt;br /&gt;
* prp_tti_rubptc_01_s.dds&lt;br /&gt;
* prp_tti_towereagle_d.dds&lt;br /&gt;
* prp_tti_towereagle_n.dds&lt;br /&gt;
* prp_tti_towereagle_s.dds&lt;br /&gt;
* prp_tti_wallarchbar_d.dds&lt;br /&gt;
* prp_tti_wallarchbar_n.dds&lt;br /&gt;
* prp_tti_wallarchbar_s.dds&lt;br /&gt;
* prp_uprbooks_d.dds&lt;br /&gt;
* prp_uprbooks_n.dds&lt;br /&gt;
* prp_uprbooks_s.dds&lt;br /&gt;
* prp_vdarkspec_01_s.dds&lt;br /&gt;
* prp_wagoncover_01_lod.dds&lt;br /&gt;
* prp_wallarchiron_d.dds&lt;br /&gt;
* prp_wallarchiron_n.dds&lt;br /&gt;
* prp_wallarchiron_s.dds&lt;br /&gt;
* prp_washbasin_01n.dds&lt;br /&gt;
* prp_washbasin_01s.dds&lt;br /&gt;
* prp_washbasin_blood.dds&lt;br /&gt;
* prp_watchtower_01_0_lod.dds&lt;br /&gt;
* prp_wolfa_d.dds&lt;br /&gt;
* prp_wolfa_n.dds&lt;br /&gt;
* prp_wolfa_s.dds&lt;br /&gt;
* prp_wood01_d.dds&lt;br /&gt;
* prp_wood01_n.dds&lt;br /&gt;
* prp_wood2_dif.dds&lt;br /&gt;
* prp_wood2_n.dds&lt;br /&gt;
* prp_wood2_s.dds&lt;br /&gt;
* prp_woodbrk1_0_lod.dds&lt;br /&gt;
* prp_wooddr_d.dds&lt;br /&gt;
* prp_wooddr_n.dds&lt;br /&gt;
* prp_wooddr_s.dds&lt;br /&gt;
* prp_woodfnc_01_0_lod.dds&lt;br /&gt;
* prp_woodfnc_d.dds&lt;br /&gt;
* prp_woodfnc_n.dds&lt;br /&gt;
* prp_woodfnc_s.dds&lt;br /&gt;
* prp_woodgt_01_0_lod.dds&lt;br /&gt;
* prp_woodo_n.dds&lt;br /&gt;
* prp_woodpil1_0_d.dds&lt;br /&gt;
* prp_woodplank01_d.dds&lt;br /&gt;
* prp_woodplank01_n.dds&lt;br /&gt;
* prp_woodplank01_s.dds&lt;br /&gt;
* prp_woodrope_d.dds&lt;br /&gt;
* prp_woodrope_n.dds&lt;br /&gt;
* prp_woodrope_s.dds&lt;br /&gt;
* prp_wpnbarrelax_01d.dds&lt;br /&gt;
* prp_wpnbarrelax_01n.dds&lt;br /&gt;
* prp_wpnbarrelax_01s.dds&lt;br /&gt;
* prp_wpnbarrelsw_01d.dds&lt;br /&gt;
* prp_wpnbarrelsw_01n.dds&lt;br /&gt;
* prp_wpnbarrelsw_01s.dds&lt;br /&gt;
* prp_wpnstnd_d.dds&lt;br /&gt;
* prp_wpnstnd_n.dds&lt;br /&gt;
* prpbed_d.dds&lt;br /&gt;
* prpbed_n.dds&lt;br /&gt;
* prpbed_s.dds&lt;br /&gt;
* punchthroughmask.dds&lt;br /&gt;
* rmtst_probe_3679.dds&lt;br /&gt;
* rmtst_probe_3915.dds&lt;br /&gt;
* rmtst03_probe_3895.dds&lt;br /&gt;
* roofshingle02d.dds&lt;br /&gt;
* roofshingle02h.dds&lt;br /&gt;
* roofshingle02n.dds&lt;br /&gt;
* rope02d.dds&lt;br /&gt;
* rope02n.dds&lt;br /&gt;
* sb03_back.dds&lt;br /&gt;
* sb03_bcloud.dds&lt;br /&gt;
* sb03_cloud.dds&lt;br /&gt;
* sb03_front.dds&lt;br /&gt;
* sb03_perlin.dds&lt;br /&gt;
* scr_cave_l.dds&lt;br /&gt;
* scr_flatr_l.dds&lt;br /&gt;
* scr_rock01_l.dds&lt;br /&gt;
* scr_rock03_l.dds&lt;br /&gt;
* scr_rock06_l.dds&lt;br /&gt;
* scr_rock06red_d.dds&lt;br /&gt;
* scr_rock06red_l.dds&lt;br /&gt;
* secdoor_d.dds&lt;br /&gt;
* secdoor_n.dds&lt;br /&gt;
* secdoor_s.dds&lt;br /&gt;
* shutter01d.dds&lt;br /&gt;
* shutter01h.dds&lt;br /&gt;
* shutter01n.dds&lt;br /&gt;
* sighpost_d.dds&lt;br /&gt;
* sighpost_n.dds&lt;br /&gt;
* sighpost_s.dds&lt;br /&gt;
* snowpa01_d.dds&lt;br /&gt;
* snowpa01_n.dds&lt;br /&gt;
* snowpa01_s.dds&lt;br /&gt;
* snowpa02_d.dds&lt;br /&gt;
* snowpa02_n.dds&lt;br /&gt;
* snowpa02_s.dds&lt;br /&gt;
* sphere_color.dds&lt;br /&gt;
* sphere_normal.dds&lt;br /&gt;
* sphere_spec.dds&lt;br /&gt;
* spiderweb_d.dds&lt;br /&gt;
* spiderweb_s.dds&lt;br /&gt;
* spiderwebs_tile_d.dds&lt;br /&gt;
* spiderwebs_tile_s.dds&lt;br /&gt;
* spt_default_detail.dds&lt;br /&gt;
* stone_01d.dds&lt;br /&gt;
* stone_01n.dds&lt;br /&gt;
* stone_d.dds&lt;br /&gt;
* stone01_n.dds&lt;br /&gt;
* stonefloor03d.dds&lt;br /&gt;
* stonefloor03n.dds&lt;br /&gt;
* sys_tsgpumemoryover.dds&lt;br /&gt;
* tce_bigbannersd.dds&lt;br /&gt;
* tce_bigbannerss.dds&lt;br /&gt;
* tce_brconcrete_d.dds&lt;br /&gt;
* tce_brconcrete_h.dds&lt;br /&gt;
* tce_brconcrete_n.dds&lt;br /&gt;
* tce_brconcrete_s.dds&lt;br /&gt;
* tce_floor1_d.dds&lt;br /&gt;
* tce_floor1_h.dds&lt;br /&gt;
* tce_floor1_n.dds&lt;br /&gt;
* tce_floor1_s.dds&lt;br /&gt;
* tce_rubptc_01_0_lod.dds&lt;br /&gt;
* tce_stair_d.dds&lt;br /&gt;
* tce_stair_n.dds&lt;br /&gt;
* tce_stair_s.dds&lt;br /&gt;
* tce_stwall01_h.dds&lt;br /&gt;
* tce_stwall01_n.dds&lt;br /&gt;
* tce_stwall01_s.dds&lt;br /&gt;
* tce_stwall02_d.dds&lt;br /&gt;
* tce_testmaster_d.dds&lt;br /&gt;
* tce_testmaster_n.dds&lt;br /&gt;
* tce_testmaster_s.dds&lt;br /&gt;
* tce_trims_d.dds&lt;br /&gt;
* tce_trims_h.dds&lt;br /&gt;
* tce_trims_n.dds&lt;br /&gt;
* tce_trims_s.dds&lt;br /&gt;
* tce_wall02_d.dds&lt;br /&gt;
* tce_wall02_h.dds&lt;br /&gt;
* tce_wall02_n.dds&lt;br /&gt;
* tce_wall02_s.dds&lt;br /&gt;
* tce_wall06_d.dds&lt;br /&gt;
* tce_wall06_h.dds&lt;br /&gt;
* tce_wall06_n.dds&lt;br /&gt;
* tci_archtrim01_d.dds&lt;br /&gt;
* tci_archtrim01_n.dds&lt;br /&gt;
* tci_archtrim01_s.dds&lt;br /&gt;
* tci_ceilingmiddle_d.dds&lt;br /&gt;
* tci_ceilingmiddle_n.dds&lt;br /&gt;
* tci_ceilingmiddle_s.dds&lt;br /&gt;
* tci_dblwd_dr_d.dds&lt;br /&gt;
* tci_dblwd_dr_n.dds&lt;br /&gt;
* tci_dblwd_dr_s.dds&lt;br /&gt;
* tci_dh1_d.dds&lt;br /&gt;
* tci_dh1_n.dds&lt;br /&gt;
* tci_dh1_s.dds&lt;br /&gt;
* tci_eagle_d1.dds&lt;br /&gt;
* tci_eagle_h.dds&lt;br /&gt;
* tci_eagle_n.dds&lt;br /&gt;
* tci_floor1_d.dds&lt;br /&gt;
* tci_floor1_h.dds&lt;br /&gt;
* tci_floor1_n.dds&lt;br /&gt;
* tci_floor1_s.dds&lt;br /&gt;
* tci_icewall_d.dds&lt;br /&gt;
* tci_icewall_n.dds&lt;br /&gt;
* tci_lrgwd_dr_d.dds&lt;br /&gt;
* tci_lrgwd_dr_n.dds&lt;br /&gt;
* tci_lrgwd_dr_s.dds&lt;br /&gt;
* tci_middle_marble_d.dds&lt;br /&gt;
* tci_middle_marble_n.dds&lt;br /&gt;
* tci_middle_marble_s.dds&lt;br /&gt;
* tci_newwindow_01d.dds&lt;br /&gt;
* tci_newwindow_01e.dds&lt;br /&gt;
* tci_newwindow_01n.dds&lt;br /&gt;
* tci_newwindow_01s.dds&lt;br /&gt;
* tci_newwindow_02e.dds&lt;br /&gt;
* tci_newwindow_03e.dds&lt;br /&gt;
* tci_rinfrcd_dr_d.dds&lt;br /&gt;
* tci_rinfrcd_dr_n.dds&lt;br /&gt;
* tci_rinfrcd_dr_s.dds&lt;br /&gt;
* tci_rinfrcddbl_dr_d.dds&lt;br /&gt;
* tci_rinfrcddbl_dr_n.dds&lt;br /&gt;
* tci_rinfrcddbl_dr_s.dds&lt;br /&gt;
* tci_ruinbricks_d.dds&lt;br /&gt;
* tci_ruinbricks_n.dds&lt;br /&gt;
* tci_ruinbricks_s.dds&lt;br /&gt;
* tci_stair2_d.dds&lt;br /&gt;
* tci_stair2_h.dds&lt;br /&gt;
* tci_stair2_n.dds&lt;br /&gt;
* tci_stair2_s.dds&lt;br /&gt;
* tci_stair3_d.dds&lt;br /&gt;
* tci_stair3_n.dds&lt;br /&gt;
* tci_stair3_s.dds&lt;br /&gt;
* tci_stonedirt_d.dds&lt;br /&gt;
* tci_stonedirt_n.dds&lt;br /&gt;
* tci_stonedirt_s.dds&lt;br /&gt;
* tci_trim2_do.dds&lt;br /&gt;
* tci_trim2_h.dds&lt;br /&gt;
* tci_trim2_n.dds&lt;br /&gt;
* tci_trim2_s.dds&lt;br /&gt;
* tci_trims_d.dds&lt;br /&gt;
* tci_trims_h.dds&lt;br /&gt;
* tci_trims_n.dds&lt;br /&gt;
* tci_trims_s.dds&lt;br /&gt;
* tci_wall1_d.dds&lt;br /&gt;
* tci_wall1_h.dds&lt;br /&gt;
* tci_wall1_n.dds&lt;br /&gt;
* tci_wall1_s.dds&lt;br /&gt;
* tci_window_bright_e.dds&lt;br /&gt;
* tci_window_d.dds&lt;br /&gt;
* tci_window_dark_e.dds&lt;br /&gt;
* tci_window_day_e.dds&lt;br /&gt;
* tci_window_dim_e.dds&lt;br /&gt;
* tci_windowbroken_d.dds&lt;br /&gt;
* tci_windown_01_n.dds&lt;br /&gt;
* tci_wood01_d.dds&lt;br /&gt;
* tci_wood01_n.dds&lt;br /&gt;
* tci_wood01_s.dds&lt;br /&gt;
* tent_pole_d.dds&lt;br /&gt;
* tent_pole_n.dds&lt;br /&gt;
* tent_pole_s.dds&lt;br /&gt;
* tent_small_02n.dds&lt;br /&gt;
* testing.dds&lt;br /&gt;
* tfi_master_d.dds&lt;br /&gt;
* tfi_master_n.dds&lt;br /&gt;
* tfi_master_s.dds&lt;br /&gt;
* tti_master_d.dds&lt;br /&gt;
* tti_master_n.dds&lt;br /&gt;
* tti_master_s.dds&lt;br /&gt;
* tve_master_d.dds&lt;br /&gt;
* tve_master_n.dds&lt;br /&gt;
* tve_master_s.dds&lt;br /&gt;
* tvi_master_d.dds&lt;br /&gt;
* tvi_master_n.dds&lt;br /&gt;
* tvi_master_s.dds&lt;br /&gt;
* tvm_master_d.dds&lt;br /&gt;
* tvm_master_n.dds&lt;br /&gt;
* tvm_master_s.dds&lt;br /&gt;
* uh_checker_1k_d.dds&lt;br /&gt;
* uh_eye_nrma_0d.dds&lt;br /&gt;
* uh_eye_nrma_0m.dds&lt;br /&gt;
* uh_eye_nrma_0t.dds&lt;br /&gt;
* uh_eye_nrmi_0n.dds&lt;br /&gt;
* uh_eye_nrmo_0n.dds&lt;br /&gt;
* vfx_movearrow.dds&lt;br /&gt;
* vfx_movetarget.dds&lt;br /&gt;
* vfx_selbad.dds&lt;br /&gt;
* vfx_selbad_arrow.dds&lt;br /&gt;
* vfx_selbad_backstab.dds&lt;br /&gt;
* vfx_selbad_large.dds&lt;br /&gt;
* vfx_selbad_large_backstab.dds&lt;br /&gt;
* vfx_selbad_med.dds&lt;br /&gt;
* vfx_selbad_med_backstab.dds&lt;br /&gt;
* vfx_selbad2.dds&lt;br /&gt;
* vfx_selfrnd.dds&lt;br /&gt;
* vfx_selgood.dds&lt;br /&gt;
* vfx_selgood_large.dds&lt;br /&gt;
* vfx_selgood_med.dds&lt;br /&gt;
* vfx_selgood2.dds&lt;br /&gt;
* vfx_selparty.dds&lt;br /&gt;
* vfx_selparty_med.dds&lt;br /&gt;
* vfx_selparty2.dds&lt;br /&gt;
* vfx_selparty2_med.dds&lt;br /&gt;
* vis_mt_d.dds&lt;br /&gt;
* vis_mt02_d.dds&lt;br /&gt;
* vst_cliff_d.dds&lt;br /&gt;
* vst_mount_d.dds&lt;br /&gt;
* vst_mount_s.dds&lt;br /&gt;
* w_apothecary_01d.dds&lt;br /&gt;
* w_apothecary_01n.dds&lt;br /&gt;
* w_apothecary_01s.dds&lt;br /&gt;
* w_butcher_knife_01d.dds&lt;br /&gt;
* w_butcher_knife_01n.dds&lt;br /&gt;
* w_butcher_knife_01s.dds&lt;br /&gt;
* w_elven_light_01d.dds&lt;br /&gt;
* w_elven_light_01n.dds&lt;br /&gt;
* w_elven_light_01s.dds&lt;br /&gt;
* w_elven_stool_01d.dds&lt;br /&gt;
* w_elven_stool_01n.dds&lt;br /&gt;
* w_elven_stool_01s.dds&lt;br /&gt;
* w_hammer_01d.dds&lt;br /&gt;
* w_hammer_01n.dds&lt;br /&gt;
* w_hammer_01s.dds&lt;br /&gt;
* w_jars_01d.dds&lt;br /&gt;
* w_jars_01n.dds&lt;br /&gt;
* w_jars_01s.dds&lt;br /&gt;
* w_leaf_pile_01d.dds&lt;br /&gt;
* w_leaf_pile_01n.dds&lt;br /&gt;
* w_leaf_pile_01s.dds&lt;br /&gt;
* w_marble_pot_01d.dds&lt;br /&gt;
* w_marble_pot_01n.dds&lt;br /&gt;
* w_marble_pot_01s.dds&lt;br /&gt;
* w_phylactery_01ad.dds&lt;br /&gt;
* w_phylactery_01an.dds&lt;br /&gt;
* w_phylactery_01bd.dds&lt;br /&gt;
* w_phylactery_01bn.dds&lt;br /&gt;
* w_phylactery_01bs.dds&lt;br /&gt;
* w_sarcophagus_generic_01d.dds&lt;br /&gt;
* w_sarcophagus_generic_01n.dds&lt;br /&gt;
* w_sarcophagus_generic_01s.dds&lt;br /&gt;
* w_small_tree_01d.dds&lt;br /&gt;
* w_small_tree_01n.dds&lt;br /&gt;
* w_small_tree_01s.dds&lt;br /&gt;
* w_tongs_01d.dds&lt;br /&gt;
* w_tongs_01n.dds&lt;br /&gt;
* w_tongs_01s.dds&lt;br /&gt;
* wall_06_d.dds&lt;br /&gt;
* wall_06_n.dds&lt;br /&gt;
* wall_ivy01_d.dds&lt;br /&gt;
* wall_ivy01_n.dds&lt;br /&gt;
* wall_ivy01_s.dds&lt;br /&gt;
* wall_ivy02_d.dds&lt;br /&gt;
* wall_ivy02_n.dds&lt;br /&gt;
* wall_ivy02_s.dds&lt;br /&gt;
* wat_foam00d.dds&lt;br /&gt;
* wat_foam10d.dds&lt;br /&gt;
* wat_foam40d.dds&lt;br /&gt;
* wat_rdclf_falls_dist.dds&lt;br /&gt;
* wat_rdclf_falls_foam.dds&lt;br /&gt;
* wat_rdclf_falls_norm.dds&lt;br /&gt;
* wat_river00a.dds&lt;br /&gt;
* wat_river00n.dds&lt;br /&gt;
* wat_river00s.dds&lt;br /&gt;
* wat_river10a.dds&lt;br /&gt;
* wat_river10n.dds&lt;br /&gt;
* wat_river10s.dds&lt;br /&gt;
* wat_river11a.dds&lt;br /&gt;
* wat_river40a.dds&lt;br /&gt;
* wat_river40n.dds&lt;br /&gt;
* wat_river40s.dds&lt;br /&gt;
* wat_river41a.dds&lt;br /&gt;
* wat_white4c.dds&lt;br /&gt;
* water_bump_h.dds&lt;br /&gt;
* water_bump_n.dds&lt;br /&gt;
* water_d.dds&lt;br /&gt;
* water_n.dds&lt;br /&gt;
* water_s.dds&lt;br /&gt;
* waterpool_d.dds&lt;br /&gt;
* waterpool_n.dds&lt;br /&gt;
* waterpool_s.dds&lt;br /&gt;
* wood_messy_01d.dds&lt;br /&gt;
* wood_messy_01n.dds&lt;br /&gt;
* wood_messy_01s.dds&lt;br /&gt;
* wood1_d.dds&lt;br /&gt;
* wood1_n.dds&lt;br /&gt;
* wood1_s.dds&lt;br /&gt;
* wooddetail01d.dds&lt;br /&gt;
* wooddetail01n.dds&lt;br /&gt;
* woodpillar01d.dds&lt;br /&gt;
* woodpillar01h.dds&lt;br /&gt;
* woodpillar01n.dds&lt;br /&gt;
* woodpillar01s.dds&lt;br /&gt;
* woodplank_d.dds&lt;br /&gt;
* woodplank_h.dds&lt;br /&gt;
* woodplank_n.dds&lt;br /&gt;
* woodtrim_d.dds&lt;br /&gt;
* woodtrim_n.dds&lt;br /&gt;
* woodtrim_s.dds&lt;br /&gt;
* z_dust_little_w.dds&lt;br /&gt;
&lt;br /&gt;
== Base game (high quality) ==&lt;br /&gt;
&lt;br /&gt;
* 01_fire.dds&lt;br /&gt;
* 01_fire_f2.dds&lt;br /&gt;
* 01_fire_f2_blue.dds&lt;br /&gt;
* 02_fire.dds&lt;br /&gt;
* aflip_good.dds&lt;br /&gt;
* arc.dds&lt;br /&gt;
* arc_blur.dds&lt;br /&gt;
* ash_01.dds&lt;br /&gt;
* ash_02.dds&lt;br /&gt;
* ash_04_f.dds&lt;br /&gt;
* aur_missingvolume.dds&lt;br /&gt;
* aur_whitevol.dds&lt;br /&gt;
* b_caustic_flip.dds&lt;br /&gt;
* b_caustic_flip_n.dds&lt;br /&gt;
* beckmann.dds&lt;br /&gt;
* bee.dds&lt;br /&gt;
* bee_ball.dds&lt;br /&gt;
* bee_cyc.dds&lt;br /&gt;
* bee_cyc_g.dds&lt;br /&gt;
* bee_glow.dds&lt;br /&gt;
* bee_groud.dds&lt;br /&gt;
* bee_up2.dds&lt;br /&gt;
* bflipgood.dds&lt;br /&gt;
* bld_drian_m.dds&lt;br /&gt;
* bld_drian_tu2.dds&lt;br /&gt;
* bld_drian_tu2_a.dds&lt;br /&gt;
* bld_drian_tu3.dds&lt;br /&gt;
* bld_drian2.dds&lt;br /&gt;
* bld_pro_01.dds&lt;br /&gt;
* bld_pro_02.dds&lt;br /&gt;
* blood.dds&lt;br /&gt;
* blood_b.dds&lt;br /&gt;
* blood_conj_02.dds&lt;br /&gt;
* blood_conj_03.dds&lt;br /&gt;
* blood_conj_04.dds&lt;br /&gt;
* blood_cycle_sm.dds&lt;br /&gt;
* blood_loop2.dds&lt;br /&gt;
* blood_mud.dds&lt;br /&gt;
* blood_splatter_04.dds&lt;br /&gt;
* blood_w_s.dds&lt;br /&gt;
* blood3.dds&lt;br /&gt;
* bloodsmall5.dds&lt;br /&gt;
* blue_ground.dds&lt;br /&gt;
* blur_b.dds&lt;br /&gt;
* bm_leak_drop.dds&lt;br /&gt;
* bmm.80.dds&lt;br /&gt;
* bnn.80.dds&lt;br /&gt;
* bodyimp.dds&lt;br /&gt;
* bodyimp_v.dds&lt;br /&gt;
* branch2.dds&lt;br /&gt;
* butterfly01.dds&lt;br /&gt;
* butterfly02.dds&lt;br /&gt;
* c_ashwrath_0d.dds&lt;br /&gt;
* c_ashwrath_0n.dds&lt;br /&gt;
* c_ashwrath_0s.dds&lt;br /&gt;
* c_berkbeara_0d.dds&lt;br /&gt;
* c_berkbeara_0n.dds&lt;br /&gt;
* c_berkbeara_0s.dds&lt;br /&gt;
* c_blacbeara_0d.dds&lt;br /&gt;
* c_blacbeara_0n.dds&lt;br /&gt;
* c_blacbeara_0s.dds&lt;br /&gt;
* c_blgtwolfa_d.dds&lt;br /&gt;
* c_blgtwolfa_n.dds&lt;br /&gt;
* c_blgtwolfa_s.dds&lt;br /&gt;
* c_bronto_0d.dds&lt;br /&gt;
* c_bronto_0n.dds&lt;br /&gt;
* c_bronto_0s.dds&lt;br /&gt;
* c_bronto_0t.dds&lt;br /&gt;
* c_broodm1a_0d.dds&lt;br /&gt;
* c_broodm1a_0n.dds&lt;br /&gt;
* c_broodm1a_0s.dds&lt;br /&gt;
* c_broodm2a_0d.dds&lt;br /&gt;
* c_broodm2a_0n.dds&lt;br /&gt;
* c_broodm2a_0s.dds&lt;br /&gt;
* c_broodm3a_0d.dds&lt;br /&gt;
* c_broodm3a_0n.dds&lt;br /&gt;
* c_broodm3a_0s.dds&lt;br /&gt;
* c_broodm4a_0d.dds&lt;br /&gt;
* c_broodm4a_0n.dds&lt;br /&gt;
* c_broodm4a_0s.dds&lt;br /&gt;
* c_cata_d.dds&lt;br /&gt;
* c_cata_n.dds&lt;br /&gt;
* c_cata_s.dds&lt;br /&gt;
* c_cata_t.dds&lt;br /&gt;
* c_chickena_d.dds&lt;br /&gt;
* c_chickena_n.dds&lt;br /&gt;
* c_chickena_s.dds&lt;br /&gt;
* c_corspidra_0d.dds&lt;br /&gt;
* c_corspidra_0n.dds&lt;br /&gt;
* c_corspidra_0s.dds&lt;br /&gt;
* c_deepstkra_0d.dds&lt;br /&gt;
* c_deepstkra_0n.dds&lt;br /&gt;
* c_deepstkra_0s.dds&lt;br /&gt;
* c_deepstkra_0t.dds&lt;br /&gt;
* c_deera_0d.dds&lt;br /&gt;
* c_deera_0n.dds&lt;br /&gt;
* c_deera_0s.dds&lt;br /&gt;
* c_deera_0t.dds&lt;br /&gt;
* c_dog_tata.dds&lt;br /&gt;
* c_dog_tatb.dds&lt;br /&gt;
* c_dog_tatc.dds&lt;br /&gt;
* c_doga_0d.dds&lt;br /&gt;
* c_doga_0n.dds&lt;br /&gt;
* c_doga_0s.dds&lt;br /&gt;
* c_dragling_0d.dds&lt;br /&gt;
* c_dragling_0n.dds&lt;br /&gt;
* c_dragling_0s.dds&lt;br /&gt;
* c_dragling_0t.dds&lt;br /&gt;
* c_drake_0d.dds&lt;br /&gt;
* c_drake_0n.dds&lt;br /&gt;
* c_drake_0s.dds&lt;br /&gt;
* c_drake_0t.dds&lt;br /&gt;
* c_giaspidra_0d.dds&lt;br /&gt;
* c_giaspidra_0n.dds&lt;br /&gt;
* c_giaspidra_0s.dds&lt;br /&gt;
* c_giaspidra_0t.dds&lt;br /&gt;
* c_goata_0d.dds&lt;br /&gt;
* c_goata_0n.dds&lt;br /&gt;
* c_goata_0s.dds&lt;br /&gt;
* c_gretbeara_0d.dds&lt;br /&gt;
* c_gretbeara_0n.dds&lt;br /&gt;
* c_gretbeara_0s.dds&lt;br /&gt;
* c_hallaa_0d.dds&lt;br /&gt;
* c_hallaa_0n.dds&lt;br /&gt;
* c_hallaa_0s.dds&lt;br /&gt;
* c_mutta_0d.dds&lt;br /&gt;
* c_mutta_0n.dds&lt;br /&gt;
* c_mutta_0s.dds&lt;br /&gt;
* c_nuga_0d.dds&lt;br /&gt;
* c_nuga_0n.dds&lt;br /&gt;
* c_nuga_0s.dds&lt;br /&gt;
* c_owla_d.dds&lt;br /&gt;
* c_owla_n.dds&lt;br /&gt;
* c_owla_s.dds&lt;br /&gt;
* c_oxa_0d.dds&lt;br /&gt;
* c_oxa_0n.dds&lt;br /&gt;
* c_oxa_0s.dds&lt;br /&gt;
* c_oxa_0t.dds&lt;br /&gt;
* c_piga_0d.dds&lt;br /&gt;
* c_piga_0n.dds&lt;br /&gt;
* c_piga_0s.dds&lt;br /&gt;
* c_piga_0t.dds&lt;br /&gt;
* c_poispidra_0d.dds&lt;br /&gt;
* c_poispidra_0n.dds&lt;br /&gt;
* c_poispidra_0s.dds&lt;br /&gt;
* c_poispidra_0t.dds&lt;br /&gt;
* c_pridedem_bdy_0d.dds&lt;br /&gt;
* c_pridedem_bdy_0n.dds&lt;br /&gt;
* c_pridedem_bdy_0s.dds&lt;br /&gt;
* c_pridedem_hed_0d.dds&lt;br /&gt;
* c_pridedem_hed_0n.dds&lt;br /&gt;
* c_pridedem_hed_0s.dds&lt;br /&gt;
* c_ragedmon_0d.dds&lt;br /&gt;
* c_ragedmon_0e.dds&lt;br /&gt;
* c_ragedmon_0n.dds&lt;br /&gt;
* c_ragedmon_0s.dds&lt;br /&gt;
* c_rama_0d.dds&lt;br /&gt;
* c_rama_0n.dds&lt;br /&gt;
* c_rama_0s.dds&lt;br /&gt;
* c_rata_d.dds&lt;br /&gt;
* c_rata_n.dds&lt;br /&gt;
* c_rata_s.dds&lt;br /&gt;
* c_ravena_0d.dds&lt;br /&gt;
* c_ravena_0n.dds&lt;br /&gt;
* c_ravena_0s.dds&lt;br /&gt;
* c_shade_0d.dds&lt;br /&gt;
* c_shade_0n.dds&lt;br /&gt;
* c_shade_0s.dds&lt;br /&gt;
* c_squirrela_0d.dds&lt;br /&gt;
* c_squirrela_0n.dds&lt;br /&gt;
* c_squirrela_0s.dds&lt;br /&gt;
* c_squirrela_0t.dds&lt;br /&gt;
* c_wolfa_0d.dds&lt;br /&gt;
* c_wolfa_0n.dds&lt;br /&gt;
* c_wolfa_0s.dds&lt;br /&gt;
* c_wolfb_0d.dds&lt;br /&gt;
* c_wolfb_0n.dds&lt;br /&gt;
* c_wolfb_0s.dds&lt;br /&gt;
* cage_05.dds&lt;br /&gt;
* cage_06.dds&lt;br /&gt;
* caustic_flip.dds&lt;br /&gt;
* caustic_flip_a.dds&lt;br /&gt;
* caustic_flip_dis.dds&lt;br /&gt;
* chu_02.dds&lt;br /&gt;
* chu_06.dds&lt;br /&gt;
* ci_smoke03.dds&lt;br /&gt;
* ci_smoke05.dds&lt;br /&gt;
* cloud_f.dds&lt;br /&gt;
* cloud_f_bl.dds&lt;br /&gt;
* cloud_f_oil.dds&lt;br /&gt;
* cloud_f_w.dds&lt;br /&gt;
* cn_bdy_abma_0d.dds&lt;br /&gt;
* cn_bdy_abma_0n.dds&lt;br /&gt;
* cn_bdy_abma_0s.dds&lt;br /&gt;
* cn_bdy_adma_0d.dds&lt;br /&gt;
* cn_bdy_adma_0n.dds&lt;br /&gt;
* cn_bdy_adma_0s.dds&lt;br /&gt;
* cn_bdy_arh_0d.dds&lt;br /&gt;
* cn_bdy_arh_0n.dds&lt;br /&gt;
* cn_bdy_arh_0s.dds&lt;br /&gt;
* cn_bdy_cora_0d.dds&lt;br /&gt;
* cn_bdy_cora_0n.dds&lt;br /&gt;
* cn_bdy_cora_0s.dds&lt;br /&gt;
* cn_bdy_drga_0d.dds&lt;br /&gt;
* cn_bdy_drga_0n.dds&lt;br /&gt;
* cn_bdy_drga_0s.dds&lt;br /&gt;
* cn_bdy_glka_0d.dds&lt;br /&gt;
* cn_bdy_glka_0n.dds&lt;br /&gt;
* cn_bdy_glka_0s.dds&lt;br /&gt;
* cn_bdy_glka_0t.dds&lt;br /&gt;
* cn_bdy_glkb_0d.dds&lt;br /&gt;
* cn_bdy_glkb_0n.dds&lt;br /&gt;
* cn_bdy_glkb_0s.dds&lt;br /&gt;
* cn_bdy_glkc_0d.dds&lt;br /&gt;
* cn_bdy_glkc_0n.dds&lt;br /&gt;
* cn_bdy_glkc_0s.dds&lt;br /&gt;
* cn_bdy_graa_0d.dds&lt;br /&gt;
* cn_bdy_graa_0n.dds&lt;br /&gt;
* cn_bdy_graa_0s.dds&lt;br /&gt;
* cn_bdy_graa_0t.dds&lt;br /&gt;
* cn_bdy_hdra_0d.dds&lt;br /&gt;
* cn_bdy_hdra_0n.dds&lt;br /&gt;
* cn_bdy_hdra_0s.dds&lt;br /&gt;
* cn_bdy_hlka_0d.dds&lt;br /&gt;
* cn_bdy_hlka_0n.dds&lt;br /&gt;
* cn_bdy_hlka_0s.dds&lt;br /&gt;
* cn_bdy_hlka_0t.dds&lt;br /&gt;
* cn_bdy_hlkb_0d.dds&lt;br /&gt;
* cn_bdy_hlkb_0n.dds&lt;br /&gt;
* cn_bdy_hlkb_0s.dds&lt;br /&gt;
* cn_bdy_hlkc_0d.dds&lt;br /&gt;
* cn_bdy_hlkc_0n.dds&lt;br /&gt;
* cn_bdy_hlkc_0s.dds&lt;br /&gt;
* cn_bdy_lofa_0d.dds&lt;br /&gt;
* cn_bdy_lofa_0n.dds&lt;br /&gt;
* cn_bdy_ogra_0d.dds&lt;br /&gt;
* cn_bdy_ogra_0n.dds&lt;br /&gt;
* cn_bdy_ogra_0s.dds&lt;br /&gt;
* cn_bdy_reva_0d.dds&lt;br /&gt;
* cn_bdy_reva_0n.dds&lt;br /&gt;
* cn_bdy_reva_0s.dds&lt;br /&gt;
* cn_bdy_skla_0d.dds&lt;br /&gt;
* cn_bdy_skla_0n.dds&lt;br /&gt;
* cn_bdy_skla_0s.dds&lt;br /&gt;
* cn_bdy_snga_0d.dds&lt;br /&gt;
* cn_bdy_snga_0i.dds&lt;br /&gt;
* cn_bdy_snga_0n.dds&lt;br /&gt;
* cn_bdy_snga_0s.dds&lt;br /&gt;
* cn_bdy_snga_0t.dds&lt;br /&gt;
* cn_bdy_srk_0d.dds&lt;br /&gt;
* cn_bdy_srk_0n.dds&lt;br /&gt;
* cn_bdy_srk_0s.dds&lt;br /&gt;
* cn_bdy_stga_0d.dds&lt;br /&gt;
* cn_bdy_stga_0n.dds&lt;br /&gt;
* cn_bdy_stga_0s.dds&lt;br /&gt;
* cn_bdy_suca_0d.dds&lt;br /&gt;
* cn_bdy_suca_0e.dds&lt;br /&gt;
* cn_bdy_suca_0n.dds&lt;br /&gt;
* cn_bdy_suca_0s.dds&lt;br /&gt;
* cn_bdy_wera_0d.dds&lt;br /&gt;
* cn_bdy_wera_0n.dds&lt;br /&gt;
* cn_bdy_wera_0s.dds&lt;br /&gt;
* cn_bdy_wera_0t.dds&lt;br /&gt;
* cn_bdy_wsva_0d.dds&lt;br /&gt;
* cn_bdy_wsva_0n.dds&lt;br /&gt;
* cn_bdy_wsva_0s.dds&lt;br /&gt;
* cn_bra_graa_0d.dds&lt;br /&gt;
* cn_bra_graa_0n.dds&lt;br /&gt;
* cn_bra_graa_0s.dds&lt;br /&gt;
* cn_bra_wsva_0d.dds&lt;br /&gt;
* cn_bra_wsva_0n.dds&lt;br /&gt;
* cn_bra_wsva_0s.dds&lt;br /&gt;
* cn_eye_cora_0d.dds&lt;br /&gt;
* cn_eye_doga_0d.dds&lt;br /&gt;
* cn_eye_dogami_0n.dds&lt;br /&gt;
* cn_eye_draa_0d.dds&lt;br /&gt;
* cn_eye_drga_0d.dds&lt;br /&gt;
* cn_eye_hdra_0d.dds&lt;br /&gt;
* cn_eye_lofa_0d.dds&lt;br /&gt;
* cn_eye_ogra_0d.dds&lt;br /&gt;
* cn_eye_suca_0d.dds&lt;br /&gt;
* cn_eye_wera.dds&lt;br /&gt;
* cn_eye_wola_0d.dds&lt;br /&gt;
* cn_har_lofa_0d.dds&lt;br /&gt;
* cn_har_lofa_0n.dds&lt;br /&gt;
* cn_har_lofa_0s.dds&lt;br /&gt;
* cn_hed_abma_0d.dds&lt;br /&gt;
* cn_hed_abma_0n.dds&lt;br /&gt;
* cn_hed_abma_0s.dds&lt;br /&gt;
* cn_hed_abma_0t.dds&lt;br /&gt;
* cn_hed_adma_0d.dds&lt;br /&gt;
* cn_hed_adma_0n.dds&lt;br /&gt;
* cn_hed_adma_0s.dds&lt;br /&gt;
* cn_hed_arh_0d.dds&lt;br /&gt;
* cn_hed_arh_0n.dds&lt;br /&gt;
* cn_hed_arh_0s.dds&lt;br /&gt;
* cn_hed_cora_0d.dds&lt;br /&gt;
* cn_hed_cora_0n.dds&lt;br /&gt;
* cn_hed_cora_0s.dds&lt;br /&gt;
* cn_hed_dhla_0d.dds&lt;br /&gt;
* cn_hed_dhla_0n.dds&lt;br /&gt;
* cn_hed_dhla_0s.dds&lt;br /&gt;
* cn_hed_dhla_0t.dds&lt;br /&gt;
* cn_hed_glka_0d.dds&lt;br /&gt;
* cn_hed_glka_0n.dds&lt;br /&gt;
* cn_hed_glka_0s.dds&lt;br /&gt;
* cn_hed_glka_0t.dds&lt;br /&gt;
* cn_hed_glkb_0d.dds&lt;br /&gt;
* cn_hed_glkb_0n.dds&lt;br /&gt;
* cn_hed_glkb_0s.dds&lt;br /&gt;
* cn_hed_glkc_0d.dds&lt;br /&gt;
* cn_hed_glkc_0n.dds&lt;br /&gt;
* cn_hed_glkc_0s.dds&lt;br /&gt;
* cn_hed_hdra_0d.dds&lt;br /&gt;
* cn_hed_hdra_0n.dds&lt;br /&gt;
* cn_hed_hdra_0s.dds&lt;br /&gt;
* cn_hed_hlka_0d.dds&lt;br /&gt;
* cn_hed_hlka_0n.dds&lt;br /&gt;
* cn_hed_hlka_0s.dds&lt;br /&gt;
* cn_hed_hlka_0t.dds&lt;br /&gt;
* cn_hed_hlkb_0d.dds&lt;br /&gt;
* cn_hed_hlkb_0n.dds&lt;br /&gt;
* cn_hed_hlkb_0s.dds&lt;br /&gt;
* cn_hed_hlkc_0d.dds&lt;br /&gt;
* cn_hed_hlkc_0n.dds&lt;br /&gt;
* cn_hed_hlkc_0s.dds&lt;br /&gt;
* cn_hed_lofa_0d.dds&lt;br /&gt;
* cn_hed_lofa_0n.dds&lt;br /&gt;
* cn_hed_ogra_0d.dds&lt;br /&gt;
* cn_hed_ogra_0n.dds&lt;br /&gt;
* cn_hed_ogra_0s.dds&lt;br /&gt;
* cn_hed_reva_0d.dds&lt;br /&gt;
* cn_hed_reva_0e.dds&lt;br /&gt;
* cn_hed_reva_0n.dds&lt;br /&gt;
* cn_hed_reva_0s.dds&lt;br /&gt;
* cn_hed_skla_0d.dds&lt;br /&gt;
* cn_hed_skla_0n.dds&lt;br /&gt;
* cn_hed_skla_0s.dds&lt;br /&gt;
* cn_hed_skla_0t.dds&lt;br /&gt;
* cn_hed_snga_0d.dds&lt;br /&gt;
* cn_hed_snga_0i.dds&lt;br /&gt;
* cn_hed_snga_0n.dds&lt;br /&gt;
* cn_hed_snga_0s.dds&lt;br /&gt;
* cn_hed_snga_0t.dds&lt;br /&gt;
* cn_hed_srk_0d.dds&lt;br /&gt;
* cn_hed_srk_0n.dds&lt;br /&gt;
* cn_hed_srk_0s.dds&lt;br /&gt;
* cn_hed_suca_0d.dds&lt;br /&gt;
* cn_hed_suca_0e.dds&lt;br /&gt;
* cn_hed_suca_0n.dds&lt;br /&gt;
* cn_hed_suca_0s.dds&lt;br /&gt;
* cn_hed_wera_0d.dds&lt;br /&gt;
* cn_hed_wera_0n.dds&lt;br /&gt;
* cn_hed_wera_0s.dds&lt;br /&gt;
* cn_hed_wera_0t.dds&lt;br /&gt;
* cn_lea_graa_0d.dds&lt;br /&gt;
* cn_lea_graa_0n.dds&lt;br /&gt;
* cn_lea_graa_0s.dds&lt;br /&gt;
* cn_lea_wsva_0d.dds&lt;br /&gt;
* cn_lea_wsva_0n.dds&lt;br /&gt;
* cn_lea_wsva_0s.dds&lt;br /&gt;
* cn_low_hlka_0d.dds&lt;br /&gt;
* cn_low_hlka_0n.dds&lt;br /&gt;
* cn_low_hlka_0s.dds&lt;br /&gt;
* cn_low_hlka_0t.dds&lt;br /&gt;
* cn_lsw_reva_0d.dds&lt;br /&gt;
* cn_lsw_reva_0n.dds&lt;br /&gt;
* cn_lsw_reva_0s.dds&lt;br /&gt;
* cn_shd_reva_0d.dds&lt;br /&gt;
* cn_shd_reva_0n.dds&lt;br /&gt;
* cn_shd_reva_0s.dds&lt;br /&gt;
* cn_wng_adma_0d.dds&lt;br /&gt;
* cn_wng_adma_0n.dds&lt;br /&gt;
* cn_wng_adma_0s.dds&lt;br /&gt;
* cn_wng_hdra_0d.dds&lt;br /&gt;
* cn_wng_hdra_0n.dds&lt;br /&gt;
* cn_wng_hdra_0s.dds&lt;br /&gt;
* cr_center.dds&lt;br /&gt;
* cr_spe_01.dds&lt;br /&gt;
* crack.dds&lt;br /&gt;
* crack_g05.dds&lt;br /&gt;
* crack_ye.dds&lt;br /&gt;
* crack2.dds&lt;br /&gt;
* crack3.dds&lt;br /&gt;
* crate_03.dds&lt;br /&gt;
* crt_cycle.dds&lt;br /&gt;
* crt_cycle_2.dds&lt;br /&gt;
* crt_cycle_3.dds&lt;br /&gt;
* crt_cycle_4.dds&lt;br /&gt;
* crt_cycle_5.dds&lt;br /&gt;
* crt_cycle7.dds&lt;br /&gt;
* crt_spell.dds&lt;br /&gt;
* crt_star.dds&lt;br /&gt;
* crust_webs.dds&lt;br /&gt;
* crust_webs2.dds&lt;br /&gt;
* crust_webs3.dds&lt;br /&gt;
* crust_webs4.dds&lt;br /&gt;
* custic_dark.dds&lt;br /&gt;
* custic_light_f.dds&lt;br /&gt;
* custic_light_f2.dds&lt;br /&gt;
* custic001.dds&lt;br /&gt;
* custic00b.dds&lt;br /&gt;
* custic00b_a.dds&lt;br /&gt;
* custic00c.dds&lt;br /&gt;
* custic00c_a.dds&lt;br /&gt;
* custics002.dds&lt;br /&gt;
* cyc_air_big.dds&lt;br /&gt;
* cyc_cloud.dds&lt;br /&gt;
* cyc_cloud2.dds&lt;br /&gt;
* default_blackzero.dds&lt;br /&gt;
* default_specularmask.dds&lt;br /&gt;
* defaultnormal.dds&lt;br /&gt;
* df_arm_nuda_0d.dds&lt;br /&gt;
* df_arm_nuda_0n.dds&lt;br /&gt;
* df_arm_nuda_0s.dds&lt;br /&gt;
* df_arm_nuda_0t.dds&lt;br /&gt;
* dirty_bb.dds&lt;br /&gt;
* dirty_bb_nrm.dds&lt;br /&gt;
* dirty_stuff.dds&lt;br /&gt;
* dirty_stuff2.dds&lt;br /&gt;
* dis_02.dds&lt;br /&gt;
* dis_05.dds&lt;br /&gt;
* dis_ball.dds&lt;br /&gt;
* dis_ball_alph.dds&lt;br /&gt;
* dis_ball_in.dds&lt;br /&gt;
* dis_cu.dds&lt;br /&gt;
* dis_cu_alph.dds&lt;br /&gt;
* dis_vorta.dds&lt;br /&gt;
* dis_vorta_alp.dds&lt;br /&gt;
* discloud_alph.dds&lt;br /&gt;
* distor.dds&lt;br /&gt;
* distor_c1_alp.dds&lt;br /&gt;
* distor_cyl_alp.dds&lt;br /&gt;
* distor_cyl04_alp.dds&lt;br /&gt;
* distor_mask.dds&lt;br /&gt;
* distor_si.dds&lt;br /&gt;
* distortion_n.dds&lt;br /&gt;
* distortion_nh.dds&lt;br /&gt;
* dm_arm_nuda_0d.dds&lt;br /&gt;
* dm_arm_nuda_0n.dds&lt;br /&gt;
* dm_arm_nuda_0s.dds&lt;br /&gt;
* dm_arm_nuda_0t.dds&lt;br /&gt;
* dog_slaver.dds&lt;br /&gt;
* dot.dds&lt;br /&gt;
* dot_blur.dds&lt;br /&gt;
* dot_blur_a.dds&lt;br /&gt;
* dots.dds&lt;br /&gt;
* dots_02.dds&lt;br /&gt;
* dpl_black.dds&lt;br /&gt;
* dpl_black32.dds&lt;br /&gt;
* ele.dds&lt;br /&gt;
* ele_f2.dds&lt;br /&gt;
* enemytrap_reticle.dds&lt;br /&gt;
* evilbas_n.dds&lt;br /&gt;
* explo_shot.dds&lt;br /&gt;
* explo_smoke_blend.dds&lt;br /&gt;
* explo01.dds&lt;br /&gt;
* fire.dds&lt;br /&gt;
* fire_ball.dds&lt;br /&gt;
* fire_ball_blue.dds&lt;br /&gt;
* fire_f.dds&lt;br /&gt;
* fire_u_02.dds&lt;br /&gt;
* fire_u_06.dds&lt;br /&gt;
* flame_alpha.dds&lt;br /&gt;
* flame04.dds&lt;br /&gt;
* flare02.dds&lt;br /&gt;
* flesh.dds&lt;br /&gt;
* flesh2.dds&lt;br /&gt;
* fly.dds&lt;br /&gt;
* fx_0006_diff.dds&lt;br /&gt;
* fx_0014_diff.dds&lt;br /&gt;
* fx_0033_diff.dds&lt;br /&gt;
* fx_0034_diff.dds&lt;br /&gt;
* fx_1014_diff.dds&lt;br /&gt;
* fx_1018_diff.dds&lt;br /&gt;
* fx_1018_diff_a.dds&lt;br /&gt;
* fx_2003_diff.dds&lt;br /&gt;
* fx_ab_01.dds&lt;br /&gt;
* fx_arrow.dds&lt;br /&gt;
* fx_black_blast.dds&lt;br /&gt;
* fx_black_line.dds&lt;br /&gt;
* fx_blizz_flake.dds&lt;br /&gt;
* fx_blizz_swirl.dds&lt;br /&gt;
* fx_blood01.dds&lt;br /&gt;
* fx_blue_line.dds&lt;br /&gt;
* fx_center_snow_large.dds&lt;br /&gt;
* fx_chest.dds&lt;br /&gt;
* fx_circle.dds&lt;br /&gt;
* fx_cloud.dds&lt;br /&gt;
* fx_cloud01.dds&lt;br /&gt;
* fx_cloudbrown.dds&lt;br /&gt;
* fx_crescent01.dds&lt;br /&gt;
* fx_crescent02.dds&lt;br /&gt;
* fx_d_blank.dds&lt;br /&gt;
* fx_d_noise01.dds&lt;br /&gt;
* fx_d_noise02.dds&lt;br /&gt;
* fx_d_noise03.dds&lt;br /&gt;
* fx_d_ring01.dds&lt;br /&gt;
* fx_d_ring01_m.dds&lt;br /&gt;
* fx_d_sphere.dds&lt;br /&gt;
* fx_d_sphere_m.dds&lt;br /&gt;
* fx_d_spherem.dds&lt;br /&gt;
* fx_d_twirl.dds&lt;br /&gt;
* fx_d_twirl_m.dds&lt;br /&gt;
* fx_darkbolt.dds&lt;br /&gt;
* fx_dazz_halo.dds&lt;br /&gt;
* fx_dirt_blast.dds&lt;br /&gt;
* fx_dirt_spec.dds&lt;br /&gt;
* fx_dot.dds&lt;br /&gt;
* fx_dot01.dds&lt;br /&gt;
* fx_dust.dds&lt;br /&gt;
* fx_dust_bl.dds&lt;br /&gt;
* fx_dust_bl_h.dds&lt;br /&gt;
* fx_dust_sms01.dds&lt;br /&gt;
* fx_dust007.dds&lt;br /&gt;
* fx_dust05.dds&lt;br /&gt;
* fx_dust05_a.dds&lt;br /&gt;
* fx_dust06.dds&lt;br /&gt;
* fx_dust07.dds&lt;br /&gt;
* fx_energy_blast.dds&lt;br /&gt;
* fx_energy01.dds&lt;br /&gt;
* fx_energy02.dds&lt;br /&gt;
* fx_energy03.dds&lt;br /&gt;
* fx_equake.dds&lt;br /&gt;
* fx_exp_fing_cloud.dds&lt;br /&gt;
* fx_explosion02_flip.dds&lt;br /&gt;
* fx_explosion02_flipb.dds&lt;br /&gt;
* fx_f1c1.dds&lt;br /&gt;
* fx_f2c5.dds&lt;br /&gt;
* fx_f3c3.dds&lt;br /&gt;
* fx_fade_flip_cloud.dds&lt;br /&gt;
* fx_fade_skybox.dds&lt;br /&gt;
* fx_fadecloud_trans.dds&lt;br /&gt;
* fx_fadecloudb.dds&lt;br /&gt;
* fx_fire01.dds&lt;br /&gt;
* fx_fireball01.dds&lt;br /&gt;
* fx_fireringfb.dds&lt;br /&gt;
* fx_firetorchfb.dds&lt;br /&gt;
* fx_firetwister.dds&lt;br /&gt;
* fx_firetwister1.dds&lt;br /&gt;
* fx_fl_smoke.dds&lt;br /&gt;
* fx_fl_smoke_blend.dds&lt;br /&gt;
* fx_flamefb01.dds&lt;br /&gt;
* fx_flamefb02.dds&lt;br /&gt;
* fx_flamefb03.dds&lt;br /&gt;
* fx_floor_tile.dds&lt;br /&gt;
* fx_glow01.dds&lt;br /&gt;
* fx_glow02.dds&lt;br /&gt;
* fx_glow02_a.dds&lt;br /&gt;
* fx_glow03.dds&lt;br /&gt;
* fx_glyph.dds&lt;br /&gt;
* fx_glyph_neutral.dds&lt;br /&gt;
* fx_glyph_paral.dds&lt;br /&gt;
* fx_glyph_repul.dds&lt;br /&gt;
* fx_glyph_warding.dds&lt;br /&gt;
* fx_grass.dds&lt;br /&gt;
* fx_grass_b.dds&lt;br /&gt;
* fx_grass_small.dds&lt;br /&gt;
* fx_greasepool.dds&lt;br /&gt;
* fx_ground_exp.dds&lt;br /&gt;
* fx_headsmoke.dds&lt;br /&gt;
* fx_icebling.dds&lt;br /&gt;
* fx_iceboof.dds&lt;br /&gt;
* fx_icecloud.dds&lt;br /&gt;
* fx_icecrystal.dds&lt;br /&gt;
* fx_icestormcloud.dds&lt;br /&gt;
* fx_impact01.dds&lt;br /&gt;
* fx_impact011.dds&lt;br /&gt;
* fx_impact012.dds&lt;br /&gt;
* fx_impact013.dds&lt;br /&gt;
* fx_impact02.dds&lt;br /&gt;
* fx_kungfu_dust.dds&lt;br /&gt;
* fx_lens_flare.dds&lt;br /&gt;
* fx_lightning03.dds&lt;br /&gt;
* fx_lightningbolt01.dds&lt;br /&gt;
* fx_lightningbolt02.dds&lt;br /&gt;
* fx_link.dds&lt;br /&gt;
* fx_lit_half.dds&lt;br /&gt;
* fx_lowerlag.dds&lt;br /&gt;
* fx_m1c4.dds&lt;br /&gt;
* fx_m2c2.dds&lt;br /&gt;
* fx_m3c6.dds&lt;br /&gt;
* fx_markofdeath.dds&lt;br /&gt;
* fx_mfx_ad_wing.dds&lt;br /&gt;
* fx_mfx_def.dds&lt;br /&gt;
* fx_mfx_dmg.dds&lt;br /&gt;
* fx_noise01.dds&lt;br /&gt;
* fx_noise02.dds&lt;br /&gt;
* fx_rain01.dds&lt;br /&gt;
* fx_ray_line.dds&lt;br /&gt;
* fx_ring01.dds&lt;br /&gt;
* fx_rock_chips.dds&lt;br /&gt;
* fx_sa_comb_60.dds&lt;br /&gt;
* fx_sa_comb_60_1.dds&lt;br /&gt;
* fx_sa_comb_60_2.dds&lt;br /&gt;
* fx_sa_comb_60_3.dds&lt;br /&gt;
* fx_sa_comb_60_4.dds&lt;br /&gt;
* fx_sa_comb_70_1.dds&lt;br /&gt;
* fx_sa_comb_70_2.dds&lt;br /&gt;
* fx_sa_comb_80.dds&lt;br /&gt;
* fx_sa_comb_80_1.dds&lt;br /&gt;
* fx_sa_comb_80_2.dds&lt;br /&gt;
* fx_sa_comb01.dds&lt;br /&gt;
* fx_sa_dead.dds&lt;br /&gt;
* fx_sa_grun01.dds&lt;br /&gt;
* fx_sa_grun02.dds&lt;br /&gt;
* fx_sa_grun03.dds&lt;br /&gt;
* fx_sa_hrun01.dds&lt;br /&gt;
* fx_sa_hrun02.dds&lt;br /&gt;
* fx_sa_hrun03.dds&lt;br /&gt;
* fx_sa_hurl_40.dds&lt;br /&gt;
* fx_sa_hurl_40b.dds&lt;br /&gt;
* fx_sa_hurl_60.dds&lt;br /&gt;
* fx_sa_hurl_80.dds&lt;br /&gt;
* fx_sa_ogre_60.dds&lt;br /&gt;
* fx_sa_run_hrl.dds&lt;br /&gt;
* fx_sa_run_hum.dds&lt;br /&gt;
* fx_sa_torches.dds&lt;br /&gt;
* fx_sb_tear.dds&lt;br /&gt;
* fx_smoke.dds&lt;br /&gt;
* fx_smoke_cig.dds&lt;br /&gt;
* fx_smoke_vol.dds&lt;br /&gt;
* fx_smokebillow_fb.dds&lt;br /&gt;
* fx_smokebillow01.dds&lt;br /&gt;
* fx_smokeghost_flipbook.dds&lt;br /&gt;
* fx_smokelink01.dds&lt;br /&gt;
* fx_smokenewss.dds&lt;br /&gt;
* fx_smoketemp.dds&lt;br /&gt;
* fx_smoketrail01.dds&lt;br /&gt;
* fx_snow_fall.dds&lt;br /&gt;
* fx_snow_wsip.dds&lt;br /&gt;
* fx_snowflake01.dds&lt;br /&gt;
* fx_snowparticals.dds&lt;br /&gt;
* fx_snowvolume.dds&lt;br /&gt;
* fx_st_cloud.dds&lt;br /&gt;
* fx_st_cloud_a.dds&lt;br /&gt;
* fx_st_cloud_add.dds&lt;br /&gt;
* fx_st_cloudb.dds&lt;br /&gt;
* fx_tendrils01.dds&lt;br /&gt;
* fx_tent_64frm.dds&lt;br /&gt;
* fx_tree.dds&lt;br /&gt;
* fx_twirl_air.dds&lt;br /&gt;
* fx_twirl01.dds&lt;br /&gt;
* fx_twist.dds&lt;br /&gt;
* fx_upperlag.dds&lt;br /&gt;
* fx_vert_grad.dds&lt;br /&gt;
* fx_vol_light.dds&lt;br /&gt;
* fx_waterpour01.dds&lt;br /&gt;
* fx_web01.dds&lt;br /&gt;
* fx_whirlwind.dds&lt;br /&gt;
* fx_white.dds&lt;br /&gt;
* fx_woodgrain.dds&lt;br /&gt;
* fx_z.dds&lt;br /&gt;
* fxa_cen_aoe.dds&lt;br /&gt;
* fxa_cen_exo_smoke_blend.dds&lt;br /&gt;
* fxa_cen_light_sp.dds&lt;br /&gt;
* fxa_cen_red_c.dds&lt;br /&gt;
* fxa_cen_smoke.dds&lt;br /&gt;
* fxa_cen_smoke_add.dds&lt;br /&gt;
* fxa_cen_smoke_add_nrm.dds&lt;br /&gt;
* fxa_cen_snow.dds&lt;br /&gt;
* fxa_cen_splash.dds&lt;br /&gt;
* fxa_cen_volt.dds&lt;br /&gt;
* fxa_cen_volt2.dds&lt;br /&gt;
* fxa_cen_volt3.dds&lt;br /&gt;
* fxa_circle_dis_h.dds&lt;br /&gt;
* fxa_circle_dis_n.dds&lt;br /&gt;
* fxa_evl_smoke.dds&lt;br /&gt;
* fxa_lf_flower.dds&lt;br /&gt;
* fxa_pois_calt.dds&lt;br /&gt;
* fxa_pois_spin.dds&lt;br /&gt;
* fxa_pois_split.dds&lt;br /&gt;
* fxa_pois_split_blur.dds&lt;br /&gt;
* fxa_power_dirty.dds&lt;br /&gt;
* fxa_power_smoke.dds&lt;br /&gt;
* fxa_rocka.dds&lt;br /&gt;
* fxa_shield_spk.dds&lt;br /&gt;
* fxa_stun_spk.dds&lt;br /&gt;
* fxa_unholy_beams.dds&lt;br /&gt;
* fxa_unholy_bt.dds&lt;br /&gt;
* fxa_unholy_center.dds&lt;br /&gt;
* fxa_unholy_distortion.dds&lt;br /&gt;
* fxa_unholy_dusts.dds&lt;br /&gt;
* fxa_unholy_sharp.dds&lt;br /&gt;
* fxa_web_flare.dds&lt;br /&gt;
* fxc_lof_root.dds&lt;br /&gt;
* fxc_puke_ani.dds&lt;br /&gt;
* fxc_puke_blend.dds&lt;br /&gt;
* fxc_puke_hei.dds&lt;br /&gt;
* fxc_puke_shine.dds&lt;br /&gt;
* fxc_puke_sp.dds&lt;br /&gt;
* fxc_puke_sp_nrm.dds&lt;br /&gt;
* fxc_puke_sp_white.dds&lt;br /&gt;
* fxc_puke_vol.dds&lt;br /&gt;
* fxc_spider_web.dds&lt;br /&gt;
* fxc_water_drop.dds&lt;br /&gt;
* fxe_caustics_dif.dds&lt;br /&gt;
* fxe_cracked_nm.dds&lt;br /&gt;
* fxe_craked_glass.dds&lt;br /&gt;
* fxe_craked_glass_add.dds&lt;br /&gt;
* fxe_day_beams.dds&lt;br /&gt;
* fxe_day_beams_blured.dds&lt;br /&gt;
* fxe_day_beams_orz.dds&lt;br /&gt;
* fxe_dust_sunshine.dds&lt;br /&gt;
* fxe_fluff.dds&lt;br /&gt;
* fxe_fswater_ripple.dds&lt;br /&gt;
* fxe_ice_distor_dm.dds&lt;br /&gt;
* fxe_ice_distor_hm.dds&lt;br /&gt;
* fxe_ice_distor_nm.dds&lt;br /&gt;
* fxe_lava_explo.dds&lt;br /&gt;
* fxe_lava_spark.dds&lt;br /&gt;
* fxe_lava_stones.dds&lt;br /&gt;
* fxe_rippleout.dds&lt;br /&gt;
* fxe_shadow.dds&lt;br /&gt;
* fxe_snow_tiny.dds&lt;br /&gt;
* fxe_sunshine.dds&lt;br /&gt;
* fxe_tree_beam.dds&lt;br /&gt;
* fxe_water_color.dds&lt;br /&gt;
* fxe_water_disn.dds&lt;br /&gt;
* fxe_water_disnh.dds&lt;br /&gt;
* fxe_water_fall.dds&lt;br /&gt;
* fxe_water_form.dds&lt;br /&gt;
* fxe_water_pan_add.dds&lt;br /&gt;
* fxe_water_pan2.dds&lt;br /&gt;
* fxe_water_smoke2_add.dds&lt;br /&gt;
* fxe_water_smoke2_blend.dds&lt;br /&gt;
* fxe_water_smokes_add.dds&lt;br /&gt;
* fxe_water_sp.dds&lt;br /&gt;
* fxe_water_tiny.dds&lt;br /&gt;
* fxe_water_v_sp.dds&lt;br /&gt;
* fxe_waterblend.dds&lt;br /&gt;
* fxp_pillar_sym01.dds&lt;br /&gt;
* fxp_pillar_sym02.dds&lt;br /&gt;
* fxp_pillar_sym03.dds&lt;br /&gt;
* fxp_pillar_sym04.dds&lt;br /&gt;
* fxp_pillar_sym05.dds&lt;br /&gt;
* glow.dds&lt;br /&gt;
* glow4.dds&lt;br /&gt;
* glow4_a.dds&lt;br /&gt;
* glows.dds&lt;br /&gt;
* gore_default.dds&lt;br /&gt;
* hdistortion.dds&lt;br /&gt;
* head_flip_rev.dds&lt;br /&gt;
* head_flipv2.dds&lt;br /&gt;
* headgrab_flip.dds&lt;br /&gt;
* heallight3.dds&lt;br /&gt;
* hf_arm_nuda_0d.dds&lt;br /&gt;
* hf_arm_nuda_0n.dds&lt;br /&gt;
* hf_arm_nuda_0s.dds&lt;br /&gt;
* hf_arm_nuda_0t.dds&lt;br /&gt;
* hm_arm_nuda_0d.dds&lt;br /&gt;
* hm_arm_nuda_0n.dds&lt;br /&gt;
* hm_arm_nuda_0s.dds&lt;br /&gt;
* hm_arm_nuda_0t.dds&lt;br /&gt;
* hm_bak_lgtb_0d.dds&lt;br /&gt;
* hm_bak_lgtb_0n.dds&lt;br /&gt;
* hm_bak_lgtb_0s.dds&lt;br /&gt;
* hm_bak_lgtb_0t.dds&lt;br /&gt;
* hm_baked_0d.dds&lt;br /&gt;
* hm_baked_0n.dds&lt;br /&gt;
* hm_baked_0s.dds&lt;br /&gt;
* hm_hlf_meda_0d.dds&lt;br /&gt;
* hm_hlf_meda_0n.dds&lt;br /&gt;
* hm_hlf_meda_0s.dds&lt;br /&gt;
* hm_hlf_meda_0t.dds&lt;br /&gt;
* hro_anvil_crust01d.dds&lt;br /&gt;
* hro_anvil_lava01a.dds&lt;br /&gt;
* ice_crust.dds&lt;br /&gt;
* ice_shard.dds&lt;br /&gt;
* ice_shard_body.dds&lt;br /&gt;
* icicle01.dds&lt;br /&gt;
* lav_crust01a.dds&lt;br /&gt;
* lav_crust01d.dds&lt;br /&gt;
* lav_crust02d.dds&lt;br /&gt;
* lav_river00a.dds&lt;br /&gt;
* lav_river01a.dds&lt;br /&gt;
* lav_river03a.dds&lt;br /&gt;
* lava_alpha.dds&lt;br /&gt;
* lava_color.dds&lt;br /&gt;
* leave_001.dds&lt;br /&gt;
* leave_01.dds&lt;br /&gt;
* leave_03.dds&lt;br /&gt;
* leave_05.dds&lt;br /&gt;
* leave_06.dds&lt;br /&gt;
* leave_07.dds&lt;br /&gt;
* leave_f.dds&lt;br /&gt;
* lfx_glow01.dds&lt;br /&gt;
* lfx_noise2.dds&lt;br /&gt;
* lfx_temp01.dds&lt;br /&gt;
* lig3.dds&lt;br /&gt;
* lightni_5.dds&lt;br /&gt;
* lightning.dds&lt;br /&gt;
* lightning_bolt3.dds&lt;br /&gt;
* lightning_f.dds&lt;br /&gt;
* lightning_stone.dds&lt;br /&gt;
* lightning_stone_2.dds&lt;br /&gt;
* magma.dds&lt;br /&gt;
* matdef_dc_diffuse.dds&lt;br /&gt;
* matdef_dc_normal.dds&lt;br /&gt;
* matdef_dc_specular.dds&lt;br /&gt;
* matdef_dca_diffuse.dds&lt;br /&gt;
* matdef_dcb_diffuse.dds&lt;br /&gt;
* matdef_dcc_diffuse.dds&lt;br /&gt;
* matdef_dcd_diffuse.dds&lt;br /&gt;
* matdef_df_diffuse.dds&lt;br /&gt;
* matdef_df_normal.dds&lt;br /&gt;
* matdef_df_specular.dds&lt;br /&gt;
* matdef_dh_diffuse.dds&lt;br /&gt;
* matdef_dh_specshft.dds&lt;br /&gt;
* matdef_dw_diffuse.dds&lt;br /&gt;
* matdef_dw_normal.dds&lt;br /&gt;
* matdef_dw_specular.dds&lt;br /&gt;
* mnd_cycle_f2.dds&lt;br /&gt;
* mnd_cycle_f3.dds&lt;br /&gt;
* mud_cl.dds&lt;br /&gt;
* mud_f.dds&lt;br /&gt;
* mud_f_w.dds&lt;br /&gt;
* mud_sh.dds&lt;br /&gt;
* normals_streak.dds&lt;br /&gt;
* normals_streak_alpha.dds&lt;br /&gt;
* og_flsh_01.dds&lt;br /&gt;
* og_flsh_02.dds&lt;br /&gt;
* og_flsh_03.dds&lt;br /&gt;
* og_flsh_04.dds&lt;br /&gt;
* ogre_sl_01.1.dds&lt;br /&gt;
* ogre_sl_01.dds&lt;br /&gt;
* ogre_sl_02.2.dds&lt;br /&gt;
* ogre_sl_02.3.dds&lt;br /&gt;
* ogre_sl_02.dds&lt;br /&gt;
* ogre_sl_03.dds&lt;br /&gt;
* ogre_sl_04.dds&lt;br /&gt;
* ogre_sl_06.dds&lt;br /&gt;
* ogre_sl_06_sq.dds&lt;br /&gt;
* oil_256.dds&lt;br /&gt;
* oil_dot_2.dds&lt;br /&gt;
* oil_f2.dds&lt;br /&gt;
* oil_loop.dds&lt;br /&gt;
* oil_si.dds&lt;br /&gt;
* pf_arm_hvya_0d.dds&lt;br /&gt;
* pf_arm_hvya_0n.dds&lt;br /&gt;
* pf_arm_hvya_0s.dds&lt;br /&gt;
* pf_arm_hvya_0t.dds&lt;br /&gt;
* pf_arm_hvyb_0d.dds&lt;br /&gt;
* pf_arm_hvyb_0n.dds&lt;br /&gt;
* pf_arm_hvyb_0s.dds&lt;br /&gt;
* pf_arm_hvyb_0t.dds&lt;br /&gt;
* pf_arm_hvyc_0d.dds&lt;br /&gt;
* pf_arm_hvyc_0n.dds&lt;br /&gt;
* pf_arm_hvyc_0s.dds&lt;br /&gt;
* pf_arm_hvyc_0t.dds&lt;br /&gt;
* pf_arm_hvyd_0d.dds&lt;br /&gt;
* pf_arm_hvyd_0n.dds&lt;br /&gt;
* pf_arm_hvyd_0s.dds&lt;br /&gt;
* pf_arm_hvyd_0t.dds&lt;br /&gt;
* pf_arm_hvye_0d.dds&lt;br /&gt;
* pf_arm_hvye_0n.dds&lt;br /&gt;
* pf_arm_hvye_0s.dds&lt;br /&gt;
* pf_arm_lgta_0d.dds&lt;br /&gt;
* pf_arm_lgta_0n.dds&lt;br /&gt;
* pf_arm_lgta_0s.dds&lt;br /&gt;
* pf_arm_lgta_0t.dds&lt;br /&gt;
* pf_arm_lgtb_0d.dds&lt;br /&gt;
* pf_arm_lgtb_0n.dds&lt;br /&gt;
* pf_arm_lgtb_0s.dds&lt;br /&gt;
* pf_arm_lgtb_0t.dds&lt;br /&gt;
* pf_arm_lgtc_0d.dds&lt;br /&gt;
* pf_arm_lgtc_0n.dds&lt;br /&gt;
* pf_arm_lgtc_0s.dds&lt;br /&gt;
* pf_arm_lgtc_0t.dds&lt;br /&gt;
* pf_arm_lgtd_0d.dds&lt;br /&gt;
* pf_arm_lgtd_0n.dds&lt;br /&gt;
* pf_arm_lgtd_0s.dds&lt;br /&gt;
* pf_arm_lgtd_0t.dds&lt;br /&gt;
* pf_arm_meda_0d.dds&lt;br /&gt;
* pf_arm_meda_0n.dds&lt;br /&gt;
* pf_arm_meda_0s.dds&lt;br /&gt;
* pf_arm_meda_0t.dds&lt;br /&gt;
* pf_arm_medb_0d.dds&lt;br /&gt;
* pf_arm_medb_0n.dds&lt;br /&gt;
* pf_arm_medb_0s.dds&lt;br /&gt;
* pf_arm_medb_0t.dds&lt;br /&gt;
* pf_arm_medc_0d.dds&lt;br /&gt;
* pf_arm_medc_0n.dds&lt;br /&gt;
* pf_arm_medc_0s.dds&lt;br /&gt;
* pf_arm_medc_0t.dds&lt;br /&gt;
* pf_arm_medd_0d.dds&lt;br /&gt;
* pf_arm_medd_0n.dds&lt;br /&gt;
* pf_arm_medd_0s.dds&lt;br /&gt;
* pf_arm_medd_0t.dds&lt;br /&gt;
* pf_chd_grla_0d.dds&lt;br /&gt;
* pf_chd_grla_0n.dds&lt;br /&gt;
* pf_chd_grla_0s.dds&lt;br /&gt;
* pf_chd_grla_0t.dds&lt;br /&gt;
* pf_cth_coma_0d.dds&lt;br /&gt;
* pf_cth_coma_0n.dds&lt;br /&gt;
* pf_cth_coma_0s.dds&lt;br /&gt;
* pf_cth_coma_0t.dds&lt;br /&gt;
* pf_cth_comb_0d.dds&lt;br /&gt;
* pf_cth_comb_0n.dds&lt;br /&gt;
* pf_cth_comb_0s.dds&lt;br /&gt;
* pf_cth_comb_0t.dds&lt;br /&gt;
* pf_cth_comc_0d.dds&lt;br /&gt;
* pf_cth_comc_0n.dds&lt;br /&gt;
* pf_cth_comc_0s.dds&lt;br /&gt;
* pf_cth_comc_0t.dds&lt;br /&gt;
* pf_cth_comd_0d.dds&lt;br /&gt;
* pf_cth_comd_0n.dds&lt;br /&gt;
* pf_cth_comd_0s.dds&lt;br /&gt;
* pf_cth_comd_0t.dds&lt;br /&gt;
* pf_cth_come_0d.dds&lt;br /&gt;
* pf_cth_come_0n.dds&lt;br /&gt;
* pf_cth_come_0s.dds&lt;br /&gt;
* pf_cth_come_0t.dds&lt;br /&gt;
* pf_cth_comf_0d.dds&lt;br /&gt;
* pf_cth_comf_0n.dds&lt;br /&gt;
* pf_cth_comf_0s.dds&lt;br /&gt;
* pf_cth_comf_0t.dds&lt;br /&gt;
* pf_cth_comg_0d.dds&lt;br /&gt;
* pf_cth_comg_0n.dds&lt;br /&gt;
* pf_cth_comg_0s.dds&lt;br /&gt;
* pf_cth_comg_0t.dds&lt;br /&gt;
* pf_cth_comh_0d.dds&lt;br /&gt;
* pf_cth_comh_0n.dds&lt;br /&gt;
* pf_cth_comh_0s.dds&lt;br /&gt;
* pf_cth_comh_0t.dds&lt;br /&gt;
* pf_cth_comi_0d.dds&lt;br /&gt;
* pf_cth_comi_0n.dds&lt;br /&gt;
* pf_cth_comi_0s.dds&lt;br /&gt;
* pf_cth_comi_0t.dds&lt;br /&gt;
* pf_cth_comj_0d.dds&lt;br /&gt;
* pf_cth_comj_0n.dds&lt;br /&gt;
* pf_cth_comj_0s.dds&lt;br /&gt;
* pf_cth_comj_0t.dds&lt;br /&gt;
* pf_cth_comk_0d.dds&lt;br /&gt;
* pf_cth_comk_0n.dds&lt;br /&gt;
* pf_cth_comk_0s.dds&lt;br /&gt;
* pf_cth_comk_0t.dds&lt;br /&gt;
* pf_cth_fata_0d.dds&lt;br /&gt;
* pf_cth_fata_0n.dds&lt;br /&gt;
* pf_cth_fata_0s.dds&lt;br /&gt;
* pf_cth_fata_0t.dds&lt;br /&gt;
* pf_cth_nbla_0d.dds&lt;br /&gt;
* pf_cth_nbla_0n.dds&lt;br /&gt;
* pf_cth_nbla_0s.dds&lt;br /&gt;
* pf_cth_nbla_0t.dds&lt;br /&gt;
* pf_cth_nblb_0d.dds&lt;br /&gt;
* pf_cth_nblb_0n.dds&lt;br /&gt;
* pf_cth_nblb_0s.dds&lt;br /&gt;
* pf_cth_nblb_0t.dds&lt;br /&gt;
* pf_cth_nblc_0d.dds&lt;br /&gt;
* pf_cth_nblc_0n.dds&lt;br /&gt;
* pf_cth_nblc_0s.dds&lt;br /&gt;
* pf_cth_nblc_0t.dds&lt;br /&gt;
* pf_cth_nbld_0d.dds&lt;br /&gt;
* pf_cth_nbld_0n.dds&lt;br /&gt;
* pf_cth_nbld_0s.dds&lt;br /&gt;
* pf_cth_nbld_0t.dds&lt;br /&gt;
* pf_cth_nble_0d.dds&lt;br /&gt;
* pf_cth_nble_0n.dds&lt;br /&gt;
* pf_cth_nble_0s.dds&lt;br /&gt;
* pf_cth_nble_0t.dds&lt;br /&gt;
* pf_rob_appa_0d.dds&lt;br /&gt;
* pf_rob_appa_0n.dds&lt;br /&gt;
* pf_rob_appa_0s.dds&lt;br /&gt;
* pf_rob_appa_0t.dds&lt;br /&gt;
* pf_rob_appb_0d.dds&lt;br /&gt;
* pf_rob_appb_0n.dds&lt;br /&gt;
* pf_rob_appb_0s.dds&lt;br /&gt;
* pf_rob_appb_0t.dds&lt;br /&gt;
* pf_rob_chaa_0d.dds&lt;br /&gt;
* pf_rob_chaa_0n.dds&lt;br /&gt;
* pf_rob_chaa_0s.dds&lt;br /&gt;
* pf_rob_chaa_0t.dds&lt;br /&gt;
* pf_rob_chab_0d.dds&lt;br /&gt;
* pf_rob_chab_0n.dds&lt;br /&gt;
* pf_rob_chab_0s.dds&lt;br /&gt;
* pf_rob_chab_0t.dds&lt;br /&gt;
* pf_rob_enca_0d.dds&lt;br /&gt;
* pf_rob_enca_0n.dds&lt;br /&gt;
* pf_rob_enca_0s.dds&lt;br /&gt;
* pf_rob_enca_0t.dds&lt;br /&gt;
* pf_rob_encb_0d.dds&lt;br /&gt;
* pf_rob_encb_0n.dds&lt;br /&gt;
* pf_rob_encb_0s.dds&lt;br /&gt;
* pf_rob_encb_0t.dds&lt;br /&gt;
* pf_rob_mora_0d.dds&lt;br /&gt;
* pf_rob_mora_0n.dds&lt;br /&gt;
* pf_rob_mora_0s.dds&lt;br /&gt;
* pf_rob_mora_0t.dds&lt;br /&gt;
* pla_s.dds&lt;br /&gt;
* plasma.dds&lt;br /&gt;
* pls_hilight.dds&lt;br /&gt;
* pm_arm_hvya_0d.dds&lt;br /&gt;
* pm_arm_hvya_0n.dds&lt;br /&gt;
* pm_arm_hvya_0s.dds&lt;br /&gt;
* pm_arm_hvya_0t.dds&lt;br /&gt;
* pm_arm_hvyb_0d.dds&lt;br /&gt;
* pm_arm_hvyb_0n.dds&lt;br /&gt;
* pm_arm_hvyb_0s.dds&lt;br /&gt;
* pm_arm_hvyb_0t.dds&lt;br /&gt;
* pm_arm_hvyc_0d.dds&lt;br /&gt;
* pm_arm_hvyc_0n.dds&lt;br /&gt;
* pm_arm_hvyc_0s.dds&lt;br /&gt;
* pm_arm_hvyc_0t.dds&lt;br /&gt;
* pm_arm_hvyd_0d.dds&lt;br /&gt;
* pm_arm_hvyd_0n.dds&lt;br /&gt;
* pm_arm_hvyd_0s.dds&lt;br /&gt;
* pm_arm_hvyd_0t.dds&lt;br /&gt;
* pm_arm_hvye_0d.dds&lt;br /&gt;
* pm_arm_hvye_0n.dds&lt;br /&gt;
* pm_arm_hvye_0s.dds&lt;br /&gt;
* pm_arm_lgta_0d.dds&lt;br /&gt;
* pm_arm_lgta_0n.dds&lt;br /&gt;
* pm_arm_lgta_0s.dds&lt;br /&gt;
* pm_arm_lgta_0t.dds&lt;br /&gt;
* pm_arm_lgtb_0d.dds&lt;br /&gt;
* pm_arm_lgtb_0n.dds&lt;br /&gt;
* pm_arm_lgtb_0s.dds&lt;br /&gt;
* pm_arm_lgtb_0t.dds&lt;br /&gt;
* pm_arm_lgtc_0d.dds&lt;br /&gt;
* pm_arm_lgtc_0n.dds&lt;br /&gt;
* pm_arm_lgtc_0s.dds&lt;br /&gt;
* pm_arm_lgtc_0t.dds&lt;br /&gt;
* pm_arm_lgtd_0d.dds&lt;br /&gt;
* pm_arm_lgtd_0n.dds&lt;br /&gt;
* pm_arm_lgtd_0s.dds&lt;br /&gt;
* pm_arm_lgtd_0t.dds&lt;br /&gt;
* pm_arm_meda_0d.dds&lt;br /&gt;
* pm_arm_meda_0n.dds&lt;br /&gt;
* pm_arm_meda_0s.dds&lt;br /&gt;
* pm_arm_meda_0t.dds&lt;br /&gt;
* pm_arm_medb_0d.dds&lt;br /&gt;
* pm_arm_medb_0n.dds&lt;br /&gt;
* pm_arm_medb_0s.dds&lt;br /&gt;
* pm_arm_medb_0t.dds&lt;br /&gt;
* pm_arm_medc_0d.dds&lt;br /&gt;
* pm_arm_medc_0n.dds&lt;br /&gt;
* pm_arm_medc_0s.dds&lt;br /&gt;
* pm_arm_medc_0t.dds&lt;br /&gt;
* pm_arm_medd_0d.dds&lt;br /&gt;
* pm_arm_medd_0n.dds&lt;br /&gt;
* pm_arm_medd_0s.dds&lt;br /&gt;
* pm_arm_medd_0t.dds&lt;br /&gt;
* pm_bdy_duna_0d.dds&lt;br /&gt;
* pm_bdy_duna_0n.dds&lt;br /&gt;
* pm_bdy_duna_0s.dds&lt;br /&gt;
* pm_chd_boya_0d.dds&lt;br /&gt;
* pm_chd_boya_0n.dds&lt;br /&gt;
* pm_chd_boya_0s.dds&lt;br /&gt;
* pm_chd_boya_0t.dds&lt;br /&gt;
* pm_cth_coma_0d.dds&lt;br /&gt;
* pm_cth_coma_0n.dds&lt;br /&gt;
* pm_cth_coma_0s.dds&lt;br /&gt;
* pm_cth_coma_0t.dds&lt;br /&gt;
* pm_cth_comb_0d.dds&lt;br /&gt;
* pm_cth_comb_0n.dds&lt;br /&gt;
* pm_cth_comb_0s.dds&lt;br /&gt;
* pm_cth_comb_0t.dds&lt;br /&gt;
* pm_cth_comc_0d.dds&lt;br /&gt;
* pm_cth_comc_0n.dds&lt;br /&gt;
* pm_cth_comc_0s.dds&lt;br /&gt;
* pm_cth_comc_0t.dds&lt;br /&gt;
* pm_cth_comd_0d.dds&lt;br /&gt;
* pm_cth_comd_0n.dds&lt;br /&gt;
* pm_cth_comd_0s.dds&lt;br /&gt;
* pm_cth_comd_0t.dds&lt;br /&gt;
* pm_cth_come_0d.dds&lt;br /&gt;
* pm_cth_come_0n.dds&lt;br /&gt;
* pm_cth_come_0s.dds&lt;br /&gt;
* pm_cth_come_0t.dds&lt;br /&gt;
* pm_cth_comf_0d.dds&lt;br /&gt;
* pm_cth_comf_0n.dds&lt;br /&gt;
* pm_cth_comf_0s.dds&lt;br /&gt;
* pm_cth_comf_0t.dds&lt;br /&gt;
* pm_cth_comg_0d.dds&lt;br /&gt;
* pm_cth_comg_0n.dds&lt;br /&gt;
* pm_cth_comg_0s.dds&lt;br /&gt;
* pm_cth_comg_0t.dds&lt;br /&gt;
* pm_cth_comh_0d.dds&lt;br /&gt;
* pm_cth_comh_0n.dds&lt;br /&gt;
* pm_cth_comh_0s.dds&lt;br /&gt;
* pm_cth_comh_0t.dds&lt;br /&gt;
* pm_cth_comi_0d.dds&lt;br /&gt;
* pm_cth_comi_0n.dds&lt;br /&gt;
* pm_cth_comi_0s.dds&lt;br /&gt;
* pm_cth_comi_0t.dds&lt;br /&gt;
* pm_cth_comj_0d.dds&lt;br /&gt;
* pm_cth_comj_0n.dds&lt;br /&gt;
* pm_cth_comj_0s.dds&lt;br /&gt;
* pm_cth_comj_0t.dds&lt;br /&gt;
* pm_cth_comk_0d.dds&lt;br /&gt;
* pm_cth_comk_0n.dds&lt;br /&gt;
* pm_cth_comk_0s.dds&lt;br /&gt;
* pm_cth_comk_0t.dds&lt;br /&gt;
* pm_cth_fata_0d.dds&lt;br /&gt;
* pm_cth_fata_0n.dds&lt;br /&gt;
* pm_cth_fata_0s.dds&lt;br /&gt;
* pm_cth_fata_0t.dds&lt;br /&gt;
* pm_cth_nbla_0d.dds&lt;br /&gt;
* pm_cth_nbla_0n.dds&lt;br /&gt;
* pm_cth_nbla_0s.dds&lt;br /&gt;
* pm_cth_nbla_0t.dds&lt;br /&gt;
* pm_cth_nblb_0d.dds&lt;br /&gt;
* pm_cth_nblb_0n.dds&lt;br /&gt;
* pm_cth_nblb_0s.dds&lt;br /&gt;
* pm_cth_nblb_0t.dds&lt;br /&gt;
* pm_cth_nblc_0d.dds&lt;br /&gt;
* pm_cth_nblc_0n.dds&lt;br /&gt;
* pm_cth_nblc_0s.dds&lt;br /&gt;
* pm_cth_nblc_0t.dds&lt;br /&gt;
* pm_cth_nbld_0d.dds&lt;br /&gt;
* pm_cth_nbld_0n.dds&lt;br /&gt;
* pm_cth_nbld_0s.dds&lt;br /&gt;
* pm_cth_nbld_0t.dds&lt;br /&gt;
* pm_cth_nble_0d.dds&lt;br /&gt;
* pm_cth_nble_0n.dds&lt;br /&gt;
* pm_cth_nble_0s.dds&lt;br /&gt;
* pm_cth_nble_0t.dds&lt;br /&gt;
* pm_rob_appa_0d.dds&lt;br /&gt;
* pm_rob_appa_0n.dds&lt;br /&gt;
* pm_rob_appa_0s.dds&lt;br /&gt;
* pm_rob_appa_0t.dds&lt;br /&gt;
* pm_rob_appb_0d.dds&lt;br /&gt;
* pm_rob_appb_0n.dds&lt;br /&gt;
* pm_rob_appb_0s.dds&lt;br /&gt;
* pm_rob_appb_0t.dds&lt;br /&gt;
* pm_rob_chaa_0d.dds&lt;br /&gt;
* pm_rob_chaa_0n.dds&lt;br /&gt;
* pm_rob_chaa_0s.dds&lt;br /&gt;
* pm_rob_chaa_0t.dds&lt;br /&gt;
* pm_rob_chab_0d.dds&lt;br /&gt;
* pm_rob_chab_0n.dds&lt;br /&gt;
* pm_rob_enca_0d.dds&lt;br /&gt;
* pm_rob_enca_0n.dds&lt;br /&gt;
* pm_rob_enca_0s.dds&lt;br /&gt;
* pm_rob_enca_0t.dds&lt;br /&gt;
* pm_rob_encb_0d.dds&lt;br /&gt;
* pm_rob_encb_0n.dds&lt;br /&gt;
* pm_rob_encb_0s.dds&lt;br /&gt;
* pm_rob_encb_0t.dds&lt;br /&gt;
* pn_arm_dwpa_0d.dds&lt;br /&gt;
* pn_arm_dwpa_0n.dds&lt;br /&gt;
* pn_arm_dwpa_0s.dds&lt;br /&gt;
* pn_arm_dwpb_0d.dds&lt;br /&gt;
* pn_arm_dwpb_0n.dds&lt;br /&gt;
* pn_arm_dwpb_0s.dds&lt;br /&gt;
* pn_arm_masa_0d.dds&lt;br /&gt;
* pn_arm_masa_0n.dds&lt;br /&gt;
* pn_arm_masa_0s.dds&lt;br /&gt;
* pn_arm_masa_0t.dds&lt;br /&gt;
* pn_arm_masb_0d.dds&lt;br /&gt;
* pn_arm_masb_0n.dds&lt;br /&gt;
* pn_arm_masb_0s.dds&lt;br /&gt;
* pn_arm_masb_0t.dds&lt;br /&gt;
* pn_arm_masc_0d.dds&lt;br /&gt;
* pn_arm_masc_0n.dds&lt;br /&gt;
* pn_arm_masc_0s.dds&lt;br /&gt;
* pn_arm_masc_0t.dds&lt;br /&gt;
* pn_arm_masd_0d.dds&lt;br /&gt;
* pn_arm_masd_0n.dds&lt;br /&gt;
* pn_arm_masd_0s.dds&lt;br /&gt;
* pn_arm_masd_0t.dds&lt;br /&gt;
* pn_arm_mase_0d.dds&lt;br /&gt;
* pn_arm_mase_0n.dds&lt;br /&gt;
* pn_arm_mase_0s.dds&lt;br /&gt;
* pn_arm_mase_0t.dds&lt;br /&gt;
* pn_boo_dwpa_0d.dds&lt;br /&gt;
* pn_boo_dwpa_0n.dds&lt;br /&gt;
* pn_boo_dwpa_0s.dds&lt;br /&gt;
* pn_boo_dwpb_0d.dds&lt;br /&gt;
* pn_boo_dwpb_0n.dds&lt;br /&gt;
* pn_boo_dwpb_0s.dds&lt;br /&gt;
* pn_boo_hvya_0d.dds&lt;br /&gt;
* pn_boo_hvya_0n.dds&lt;br /&gt;
* pn_boo_hvya_0s.dds&lt;br /&gt;
* pn_boo_hvya_0t.dds&lt;br /&gt;
* pn_boo_hvyb_0d.dds&lt;br /&gt;
* pn_boo_hvyb_0n.dds&lt;br /&gt;
* pn_boo_hvyb_0s.dds&lt;br /&gt;
* pn_boo_hvyb_0t.dds&lt;br /&gt;
* pn_boo_hvyc_0d.dds&lt;br /&gt;
* pn_boo_hvyc_0n.dds&lt;br /&gt;
* pn_boo_hvyc_0s.dds&lt;br /&gt;
* pn_boo_hvyc_0t.dds&lt;br /&gt;
* pn_boo_hvyd_0d.dds&lt;br /&gt;
* pn_boo_hvyd_0n.dds&lt;br /&gt;
* pn_boo_hvyd_0s.dds&lt;br /&gt;
* pn_boo_hvyd_0t.dds&lt;br /&gt;
* pn_boo_hvye_0d.dds&lt;br /&gt;
* pn_boo_hvye_0n.dds&lt;br /&gt;
* pn_boo_hvye_0s.dds&lt;br /&gt;
* pn_boo_lgta_0d.dds&lt;br /&gt;
* pn_boo_lgta_0n.dds&lt;br /&gt;
* pn_boo_lgta_0s.dds&lt;br /&gt;
* pn_boo_lgta_0t.dds&lt;br /&gt;
* pn_boo_lgtb_0d.dds&lt;br /&gt;
* pn_boo_lgtb_0n.dds&lt;br /&gt;
* pn_boo_lgtb_0s.dds&lt;br /&gt;
* pn_boo_lgtb_0t.dds&lt;br /&gt;
* pn_boo_lgtc_0d.dds&lt;br /&gt;
* pn_boo_lgtc_0n.dds&lt;br /&gt;
* pn_boo_lgtc_0s.dds&lt;br /&gt;
* pn_boo_lgtc_0t.dds&lt;br /&gt;
* pn_boo_lgtd_0d.dds&lt;br /&gt;
* pn_boo_lgtd_0n.dds&lt;br /&gt;
* pn_boo_lgtd_0s.dds&lt;br /&gt;
* pn_boo_lgtd_0t.dds&lt;br /&gt;
* pn_boo_lgte_0d.dds&lt;br /&gt;
* pn_boo_lgte_0n.dds&lt;br /&gt;
* pn_boo_lgte_0s.dds&lt;br /&gt;
* pn_boo_lgte_0t.dds&lt;br /&gt;
* pn_boo_masa_0d.dds&lt;br /&gt;
* pn_boo_masa_0n.dds&lt;br /&gt;
* pn_boo_masa_0s.dds&lt;br /&gt;
* pn_boo_masa_0t.dds&lt;br /&gt;
* pn_boo_masb_0d.dds&lt;br /&gt;
* pn_boo_masb_0n.dds&lt;br /&gt;
* pn_boo_masb_0s.dds&lt;br /&gt;
* pn_boo_masb_0t.dds&lt;br /&gt;
* pn_boo_masc_0d.dds&lt;br /&gt;
* pn_boo_masc_0n.dds&lt;br /&gt;
* pn_boo_masc_0s.dds&lt;br /&gt;
* pn_boo_masc_0t.dds&lt;br /&gt;
* pn_boo_masd_0d.dds&lt;br /&gt;
* pn_boo_masd_0n.dds&lt;br /&gt;
* pn_boo_masd_0s.dds&lt;br /&gt;
* pn_boo_masd_0t.dds&lt;br /&gt;
* pn_boo_mase_0d.dds&lt;br /&gt;
* pn_boo_mase_0n.dds&lt;br /&gt;
* pn_boo_mase_0s.dds&lt;br /&gt;
* pn_boo_mase_0t.dds&lt;br /&gt;
* pn_boo_meda_0d.dds&lt;br /&gt;
* pn_boo_meda_0n.dds&lt;br /&gt;
* pn_boo_meda_0s.dds&lt;br /&gt;
* pn_boo_meda_0t.dds&lt;br /&gt;
* pn_boo_medb_0d.dds&lt;br /&gt;
* pn_boo_medb_0n.dds&lt;br /&gt;
* pn_boo_medb_0s.dds&lt;br /&gt;
* pn_boo_medb_0t.dds&lt;br /&gt;
* pn_boo_medc_0d.dds&lt;br /&gt;
* pn_boo_medc_0n.dds&lt;br /&gt;
* pn_boo_medc_0s.dds&lt;br /&gt;
* pn_boo_medc_0t.dds&lt;br /&gt;
* pn_boo_medd_0d.dds&lt;br /&gt;
* pn_boo_medd_0n.dds&lt;br /&gt;
* pn_boo_medd_0s.dds&lt;br /&gt;
* pn_boo_medd_0t.dds&lt;br /&gt;
* pn_eye_drka_0d.dds&lt;br /&gt;
* pn_eye_drka_0t.dds&lt;br /&gt;
* pn_eye_dsda_0d.dds&lt;br /&gt;
* pn_eye_dsea_0d.dds&lt;br /&gt;
* pn_eye_mora_0d.dds&lt;br /&gt;
* pn_eye_nrma_0d.dds&lt;br /&gt;
* pn_eye_nrma_0t.dds&lt;br /&gt;
* pn_eye_nrmi_0n.dds&lt;br /&gt;
* pn_eye_nrmo_0n.dds&lt;br /&gt;
* pn_eye_quna_0d.dds&lt;br /&gt;
* pn_eye_stna_0d.dds&lt;br /&gt;
* pn_glv_dwpa_0d.dds&lt;br /&gt;
* pn_glv_dwpa_0n.dds&lt;br /&gt;
* pn_glv_dwpa_0s.dds&lt;br /&gt;
* pn_glv_dwpb_0d.dds&lt;br /&gt;
* pn_glv_dwpb_0n.dds&lt;br /&gt;
* pn_glv_dwpb_0s.dds&lt;br /&gt;
* pn_glv_hvya_0d.dds&lt;br /&gt;
* pn_glv_hvya_0n.dds&lt;br /&gt;
* pn_glv_hvya_0s.dds&lt;br /&gt;
* pn_glv_hvya_0t.dds&lt;br /&gt;
* pn_glv_hvyb_0d.dds&lt;br /&gt;
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* pn_glv_hvyb_0s.dds&lt;br /&gt;
* pn_glv_hvyb_0t.dds&lt;br /&gt;
* pn_glv_hvyc_0d.dds&lt;br /&gt;
* pn_glv_hvyc_0n.dds&lt;br /&gt;
* pn_glv_hvyc_0s.dds&lt;br /&gt;
* pn_glv_hvyc_0t.dds&lt;br /&gt;
* pn_glv_hvyd_0d.dds&lt;br /&gt;
* pn_glv_hvyd_0n.dds&lt;br /&gt;
* pn_glv_hvyd_0s.dds&lt;br /&gt;
* pn_glv_hvyd_0t.dds&lt;br /&gt;
* pn_glv_hvye_0d.dds&lt;br /&gt;
* pn_glv_hvye_0n.dds&lt;br /&gt;
* pn_glv_hvye_0s.dds&lt;br /&gt;
* pn_glv_lgta_0d.dds&lt;br /&gt;
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* pn_glv_lgta_0t.dds&lt;br /&gt;
* pn_glv_lgtb_0d.dds&lt;br /&gt;
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* pn_glv_lgtc_0d.dds&lt;br /&gt;
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* pn_glv_lgtc_0s.dds&lt;br /&gt;
* pn_glv_lgtc_0t.dds&lt;br /&gt;
* pn_glv_lgtd_0d.dds&lt;br /&gt;
* pn_glv_lgtd_0n.dds&lt;br /&gt;
* pn_glv_lgtd_0s.dds&lt;br /&gt;
* pn_glv_lgtd_0t.dds&lt;br /&gt;
* pn_glv_masa_0d.dds&lt;br /&gt;
* pn_glv_masa_0n.dds&lt;br /&gt;
* pn_glv_masa_0s.dds&lt;br /&gt;
* pn_glv_masa_0t.dds&lt;br /&gt;
* pn_glv_masb_0d.dds&lt;br /&gt;
* pn_glv_masb_0n.dds&lt;br /&gt;
* pn_glv_masb_0s.dds&lt;br /&gt;
* pn_glv_masb_0t.dds&lt;br /&gt;
* pn_glv_masc_0d.dds&lt;br /&gt;
* pn_glv_masc_0n.dds&lt;br /&gt;
* pn_glv_masc_0s.dds&lt;br /&gt;
* pn_glv_masc_0t.dds&lt;br /&gt;
* pn_glv_masd_0d.dds&lt;br /&gt;
* pn_glv_masd_0n.dds&lt;br /&gt;
* pn_glv_masd_0s.dds&lt;br /&gt;
* pn_glv_masd_0t.dds&lt;br /&gt;
* pn_glv_mase_0d.dds&lt;br /&gt;
* pn_glv_mase_0n.dds&lt;br /&gt;
* pn_glv_mase_0s.dds&lt;br /&gt;
* pn_glv_mase_0t.dds&lt;br /&gt;
* pn_glv_meda_0d.dds&lt;br /&gt;
* pn_glv_meda_0n.dds&lt;br /&gt;
* pn_glv_meda_0s.dds&lt;br /&gt;
* pn_glv_meda_0t.dds&lt;br /&gt;
* pn_glv_medb_0d.dds&lt;br /&gt;
* pn_glv_medb_0n.dds&lt;br /&gt;
* pn_glv_medb_0s.dds&lt;br /&gt;
* pn_glv_medb_0t.dds&lt;br /&gt;
* pn_glv_medc_0d.dds&lt;br /&gt;
* pn_glv_medc_0n.dds&lt;br /&gt;
* pn_glv_medc_0s.dds&lt;br /&gt;
* pn_glv_medc_0t.dds&lt;br /&gt;
* pn_glv_medd_0d.dds&lt;br /&gt;
* pn_glv_medd_0n.dds&lt;br /&gt;
* pn_glv_medd_0s.dds&lt;br /&gt;
* pn_glv_medd_0t.dds&lt;br /&gt;
* pn_har_blda_0d.dds&lt;br /&gt;
* pn_har_blda_0n.dds&lt;br /&gt;
* pn_har_blda_0t.dds&lt;br /&gt;
* pn_har_stb_0n.dds&lt;br /&gt;
* pn_har_stb_0t.dds&lt;br /&gt;
* pn_hlf_d01a_0d.dds&lt;br /&gt;
* pn_hlf_d01a_0n.dds&lt;br /&gt;
* pn_hlf_d01a_0s.dds&lt;br /&gt;
* pn_hlf_d01b_0d.dds&lt;br /&gt;
* pn_hlf_d01b_0n.dds&lt;br /&gt;
* pn_hlf_d01b_0s.dds&lt;br /&gt;
* pn_hlf_m03a_0d.dds&lt;br /&gt;
* pn_hlf_m03a_0n.dds&lt;br /&gt;
* pn_hlf_m03a_0s.dds&lt;br /&gt;
* pn_hlf_m03a_0t.dds&lt;br /&gt;
* pn_hlf_s01a_0d.dds&lt;br /&gt;
* pn_hlf_s01a_0n.dds&lt;br /&gt;
* pn_hlf_s01a_0s.dds&lt;br /&gt;
* pn_hlf_s01a_0t.dds&lt;br /&gt;
* pn_hlf_s01b_0d.dds&lt;br /&gt;
* pn_hlf_s01b_0n.dds&lt;br /&gt;
* pn_hlf_s01b_0s.dds&lt;br /&gt;
* pn_hlf_s01b_0t.dds&lt;br /&gt;
* pn_hlf_s02a_0d.dds&lt;br /&gt;
* pn_hlf_s02a_0n.dds&lt;br /&gt;
* pn_hlf_s02a_0s.dds&lt;br /&gt;
* pn_hlf_s02a_0t.dds&lt;br /&gt;
* pn_hlf_s02b_0d.dds&lt;br /&gt;
* pn_hlf_s02b_0n.dds&lt;br /&gt;
* pn_hlf_s02b_0s.dds&lt;br /&gt;
* pn_hlf_s02b_0t.dds&lt;br /&gt;
* pn_hlf_t01a_0d.dds&lt;br /&gt;
* pn_hlf_t01a_0n.dds&lt;br /&gt;
* pn_hlf_t01a_0s.dds&lt;br /&gt;
* pn_hlf_t01b_0d.dds&lt;br /&gt;
* pn_hlf_t01b_0n.dds&lt;br /&gt;
* pn_hlf_t01b_0s.dds&lt;br /&gt;
* pn_hlf_t02a_0d.dds&lt;br /&gt;
* pn_hlf_t02a_0n.dds&lt;br /&gt;
* pn_hlf_t02a_0s.dds&lt;br /&gt;
* pn_hlh_crn_0d.dds&lt;br /&gt;
* pn_hlh_crn_0n.dds&lt;br /&gt;
* pn_hlh_crn_0s.dds&lt;br /&gt;
* pn_hlh_e01a_0d.dds&lt;br /&gt;
* pn_hlh_e01a_0n.dds&lt;br /&gt;
* pn_hlh_e01a_0s.dds&lt;br /&gt;
* pn_hlh_e01a_0t.dds&lt;br /&gt;
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* pn_hlh_g01a_0n.dds&lt;br /&gt;
* pn_hlh_g01a_0s.dds&lt;br /&gt;
* pn_hlh_g01a_0t.dds&lt;br /&gt;
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* pn_hlh_g02a_0s.dds&lt;br /&gt;
* pn_hlh_g02a_0t.dds&lt;br /&gt;
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* pn_hlh_g02b_0s.dds&lt;br /&gt;
* pn_hlh_g02b_0t.dds&lt;br /&gt;
* pn_hlh_h01a_0d.dds&lt;br /&gt;
* pn_hlh_h01a_0n.dds&lt;br /&gt;
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* pn_hlh_l01a_0d.dds&lt;br /&gt;
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* pn_hlh_m01a_0d.dds&lt;br /&gt;
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* pn_hlh_m04a_0d.dds&lt;br /&gt;
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* pn_rob_tmpa_0d.dds&lt;br /&gt;
* pn_rob_tmpa_0n.dds&lt;br /&gt;
* pn_rob_tmpa_0s.dds&lt;br /&gt;
* prp_lightbeam.dds&lt;br /&gt;
* r_u_c.dds&lt;br /&gt;
* rage_tend_flip6x6.dds&lt;br /&gt;
* ring2.dds&lt;br /&gt;
* rip_flip.dds&lt;br /&gt;
* ripple_sliver2.dds&lt;br /&gt;
* rock.dds&lt;br /&gt;
* rock_01.dds&lt;br /&gt;
* rock_02.dds&lt;br /&gt;
* rock_03.dds&lt;br /&gt;
* rock_aa.dds&lt;br /&gt;
* rock_body.dds&lt;br /&gt;
* rock_c_01.dds&lt;br /&gt;
* rock_c_02.dds&lt;br /&gt;
* rock_c_03.dds&lt;br /&gt;
* rock_c_04.dds&lt;br /&gt;
* rock_group_02.dds&lt;br /&gt;
* rock_h_f.dds&lt;br /&gt;
* rock_re_up.dds&lt;br /&gt;
* rock_ref.dds&lt;br /&gt;
* rock_small.dds&lt;br /&gt;
* s_ballista_01.dds&lt;br /&gt;
* s_ballista_02.dds&lt;br /&gt;
* s_ballista_03.dds&lt;br /&gt;
* s_ballista_04.dds&lt;br /&gt;
* s_ballista_05.dds&lt;br /&gt;
* s_ballista_06.dds&lt;br /&gt;
* s_smoke_01.dds&lt;br /&gt;
* s_smoke_02.dds&lt;br /&gt;
* s_stand_01.dds&lt;br /&gt;
* s_stand_02.dds&lt;br /&gt;
* s_stand_03.dds&lt;br /&gt;
* s_stand_04.dds&lt;br /&gt;
* sb_fade_clouda.dds&lt;br /&gt;
* sb_fade_cloudb.dds&lt;br /&gt;
* sb_noise.dds&lt;br /&gt;
* seagull_f.dds&lt;br /&gt;
* shatter_01.dds&lt;br /&gt;
* shatter_02.dds&lt;br /&gt;
* sheild.dds&lt;br /&gt;
* shock_projectile_f.dds&lt;br /&gt;
* shock_projectile_f_c.dds&lt;br /&gt;
* shock_projectile_f_e.dds&lt;br /&gt;
* shock_projectile_f_s.dds&lt;br /&gt;
* sicesheet.dds&lt;br /&gt;
* single_star.dds&lt;br /&gt;
* skel_f2.dds&lt;br /&gt;
* skel_si.dds&lt;br /&gt;
* smoke_ciga_f.dds&lt;br /&gt;
* smoke_ciga_f2.dds&lt;br /&gt;
* smoke_ciga_f2_a.dds&lt;br /&gt;
* smoke_ciga_f4.dds&lt;br /&gt;
* smoke_f.dds&lt;br /&gt;
* smoke04.dds&lt;br /&gt;
* snow_01.dds&lt;br /&gt;
* snow_02.dds&lt;br /&gt;
* snow_04_f.dds&lt;br /&gt;
* space_si.dds&lt;br /&gt;
* spark_ring.dds&lt;br /&gt;
* spi_02.dds&lt;br /&gt;
* spider.dds&lt;br /&gt;
* spider2.dds&lt;br /&gt;
* star_b.dds&lt;br /&gt;
* star_blue.dds&lt;br /&gt;
* star_yellow.dds&lt;br /&gt;
* starline.dds&lt;br /&gt;
* starline2.dds&lt;br /&gt;
* start.dds&lt;br /&gt;
* stormcloud.dds&lt;br /&gt;
* stormcloud_small.dds&lt;br /&gt;
* streak_normal.dds&lt;br /&gt;
* streak_normal_alpha.dds&lt;br /&gt;
* streaks01.dds&lt;br /&gt;
* streaks02.dds&lt;br /&gt;
* sum_cloud.dds&lt;br /&gt;
* t_table_01.dds&lt;br /&gt;
* t_table_02.dds&lt;br /&gt;
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* t_table_05.dds&lt;br /&gt;
* tal_01.dds&lt;br /&gt;
* tal_04.dds&lt;br /&gt;
* tau_star_g.dds&lt;br /&gt;
* tel_06.dds&lt;br /&gt;
* tell_03.dds&lt;br /&gt;
* testgenlock.dds&lt;br /&gt;
* testhurlock.dds&lt;br /&gt;
* testspritearmy.dds&lt;br /&gt;
* tree_01.dds&lt;br /&gt;
* tree_02.dds&lt;br /&gt;
* tree_04.dds&lt;br /&gt;
* tv_door_01.dds&lt;br /&gt;
* tv_door_02.dds&lt;br /&gt;
* tv_door_03.dds&lt;br /&gt;
* tv_door_04.dds&lt;br /&gt;
* twirl_air.dds&lt;br /&gt;
* uh_har_0d.dds&lt;br /&gt;
* uh_har_0t.dds&lt;br /&gt;
* uh_har_h01_0d.dds&lt;br /&gt;
* uh_har_h01_0t.dds&lt;br /&gt;
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* uh_hed_chka_0d.dds&lt;br /&gt;
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* uh_hed_chka_0s.dds&lt;br /&gt;
* uh_hed_chka_0t.dds&lt;br /&gt;
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* uh_hed_dbga_0n.dds&lt;br /&gt;
* uh_hed_dbga_0s.dds&lt;br /&gt;
* uh_hed_dbga_0t.dds&lt;br /&gt;
* uh_hed_dcpa_0d.dds&lt;br /&gt;
* uh_hed_dcpa_0n.dds&lt;br /&gt;
* uh_hed_dcpa_0t.dds&lt;br /&gt;
* uh_hed_dwfa_0d.dds&lt;br /&gt;
* uh_hed_dwfa_0n.dds&lt;br /&gt;
* uh_hed_elfa_0d.dds&lt;br /&gt;
* uh_hed_elfa_0n.dds&lt;br /&gt;
* uh_hed_emo_0n.dds&lt;br /&gt;
* uh_hed_fema_0d.dds&lt;br /&gt;
* uh_hed_fema_0n.dds&lt;br /&gt;
* uh_hed_infa_0d.dds&lt;br /&gt;
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* uh_hed_kida_0d.dds&lt;br /&gt;
* uh_hed_kida_0n.dds&lt;br /&gt;
* uh_hed_maka_0t.dds&lt;br /&gt;
* uh_hed_masa_0d.dds&lt;br /&gt;
* uh_hed_masa_0n.dds&lt;br /&gt;
* uh_hed_mbd.dds&lt;br /&gt;
* uh_hed_mbw.dds&lt;br /&gt;
* uh_hed_mlw.dds&lt;br /&gt;
* uh_hed_mup.dds&lt;br /&gt;
* uh_hed_olda_0d.dds&lt;br /&gt;
* uh_hed_olda_0n.dds&lt;br /&gt;
* uh_hed_quna_0d.dds&lt;br /&gt;
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* uh_hed_scr_0n.dds&lt;br /&gt;
* uh_hed_sica_0d.dds&lt;br /&gt;
* uh_hed_sica_0n.dds&lt;br /&gt;
* uh_hed_stb_0n.dds&lt;br /&gt;
* uh_hed_stb_0t.dds&lt;br /&gt;
* uh_hed_tata_0t.dds&lt;br /&gt;
* uh_hed_tatb_0t.dds&lt;br /&gt;
* uh_pct_dc1_0t.dds&lt;br /&gt;
* uh_pct_dn1_0t.dds&lt;br /&gt;
* uh_pct_h01_0t.dds&lt;br /&gt;
* uh_pct_h02_0t.dds&lt;br /&gt;
* uh_pmt_001_0t.dds&lt;br /&gt;
* uh_tat_av1_0t.dds&lt;br /&gt;
* uh_tat_av2_0t.dds&lt;br /&gt;
* uh_tat_av3_0t.dds&lt;br /&gt;
* uh_tat_dw1_0t.dds&lt;br /&gt;
* uh_tat_dw2_0t.dds&lt;br /&gt;
* uh_tat_ed1_0t.dds&lt;br /&gt;
* uh_tat_ed2_0t.dds&lt;br /&gt;
* uh_tat_ed3_0t.dds&lt;br /&gt;
* uh_tat_ed4_0t.dds&lt;br /&gt;
* uh_ulm_bas_0d.dds&lt;br /&gt;
* um_brd_0d.dds&lt;br /&gt;
* um_brd_0t.dds&lt;br /&gt;
* v_c_blood_05.dds&lt;br /&gt;
* v_c_blood_06.dds&lt;br /&gt;
* v_cage_01.dds&lt;br /&gt;
* v_cage_02.dds&lt;br /&gt;
* v_cage_03.dds&lt;br /&gt;
* v_cage_04.dds&lt;br /&gt;
* vfx_addcloud01.dds&lt;br /&gt;
* vfx_addcloud02.dds&lt;br /&gt;
* vfx_alphacloudanim01.dds&lt;br /&gt;
* vfx_bird_ra_up.dds&lt;br /&gt;
* vfx_bird_raven01.dds&lt;br /&gt;
* vfx_bird_raven02.dds&lt;br /&gt;
* vfx_bird_raven03.dds&lt;br /&gt;
* vfx_bird_raven04.dds&lt;br /&gt;
* vfx_blood_dot.dds&lt;br /&gt;
* vfx_blood_f.dds&lt;br /&gt;
* vfx_blood01.dds&lt;br /&gt;
* vfx_bugs_flies01.dds&lt;br /&gt;
* vfx_cloud_dark2.dds&lt;br /&gt;
* vfx_cloud_dark3.dds&lt;br /&gt;
* vfx_crack01.dds&lt;br /&gt;
* vfx_darkcloud01.dds&lt;br /&gt;
* vfx_darkring01.dds&lt;br /&gt;
* vfx_dust_01.dds&lt;br /&gt;
* vfx_dust_02.dds&lt;br /&gt;
* vfx_dust_03.dds&lt;br /&gt;
* vfx_fluff01.dds&lt;br /&gt;
* vfx_grad01.dds&lt;br /&gt;
* vfx_lavacom.dds&lt;br /&gt;
* vfx_lavacom02.dds&lt;br /&gt;
* vfx_lightnig_dot.dds&lt;br /&gt;
* vfx_lightnig_dot_ani.dds&lt;br /&gt;
* vfx_lightnig_dot2.dds&lt;br /&gt;
* vfx_lightning_f_02.dds&lt;br /&gt;
* vfx_lightning_f_05.dds&lt;br /&gt;
* vfx_lightning_f_06.dds&lt;br /&gt;
* vfx_lightning_f_07.dds&lt;br /&gt;
* vfx_lightning_f_08.dds&lt;br /&gt;
* vfx_protect01.dds&lt;br /&gt;
* vfx_protect02.dds&lt;br /&gt;
* vfx_ring01.dds&lt;br /&gt;
* vfx_ring02.dds&lt;br /&gt;
* vfx_sparkae.dds&lt;br /&gt;
* vfx_sparkae_02.dds&lt;br /&gt;
* vfx_sparkae_03.dds&lt;br /&gt;
* vfx_sparkae_w.dds&lt;br /&gt;
* vfx_sparkae2.dds&lt;br /&gt;
* vfx_splinters.dds&lt;br /&gt;
* vfx_swirlcloud.dds&lt;br /&gt;
* vfx_woodbits01.dds&lt;br /&gt;
* vfx_woodbits02.dds&lt;br /&gt;
* w_arr_la01d.dds&lt;br /&gt;
* w_arr_la01n.dds&lt;br /&gt;
* w_arr_la01s.dds&lt;br /&gt;
* w_axe_ax01a_0d.dds&lt;br /&gt;
* w_axe_ax01a_0n.dds&lt;br /&gt;
* w_axe_ax01a_0s.dds&lt;br /&gt;
* w_axe_ax01a_0t.dds&lt;br /&gt;
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* w_axe_ax02a_0n.dds&lt;br /&gt;
* w_axe_ax02a_0s.dds&lt;br /&gt;
* w_axe_ax02a_0t.dds&lt;br /&gt;
* w_axe_ax03a_0d.dds&lt;br /&gt;
* w_axe_ax03a_0n.dds&lt;br /&gt;
* w_axe_ax03a_0s.dds&lt;br /&gt;
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* w_shd_twrc_0d.dds&lt;br /&gt;
* w_shd_twrc_0n.dds&lt;br /&gt;
* w_shd_twrc_0s.dds&lt;br /&gt;
* w_shd_twrc_0t.dds&lt;br /&gt;
* w_small_dagger_01d.dds&lt;br /&gt;
* w_small_dagger_01n.dds&lt;br /&gt;
* w_small_dagger_01s.dds&lt;br /&gt;
* w_small_dagger_01t.dds&lt;br /&gt;
* w_stf_dssta_0d.dds&lt;br /&gt;
* w_stf_dssta_0n.dds&lt;br /&gt;
* w_stf_dssta_0s.dds&lt;br /&gt;
* w_stf_dssta_0t.dds&lt;br /&gt;
* w_stf_st01a_0d.dds&lt;br /&gt;
* w_stf_st01a_0n.dds&lt;br /&gt;
* w_stf_st01a_0s.dds&lt;br /&gt;
* w_stf_st01a_0t.dds&lt;br /&gt;
* w_stf_st02a_0d.dds&lt;br /&gt;
* w_stf_st02a_0n.dds&lt;br /&gt;
* w_stf_st02a_0s.dds&lt;br /&gt;
* w_stf_st02a_0t.dds&lt;br /&gt;
* w_stf_st03a_0d.dds&lt;br /&gt;
* w_stf_st03a_0n.dds&lt;br /&gt;
* w_stf_st03a_0s.dds&lt;br /&gt;
* w_stf_st03a_0t.dds&lt;br /&gt;
* w_wnd_dswda_0d.dds&lt;br /&gt;
* w_wnd_dswda_0n.dds&lt;br /&gt;
* w_wnd_dswda_0s.dds&lt;br /&gt;
* w_wnd_dswda_0t.dds&lt;br /&gt;
* w_wnd_wd01a_0d.dds&lt;br /&gt;
* w_wnd_wd01a_0n.dds&lt;br /&gt;
* w_wnd_wd01a_0s.dds&lt;br /&gt;
* w_wnd_wd01a_0t.dds&lt;br /&gt;
* w_wnd_wd02a_0d.dds&lt;br /&gt;
* w_wnd_wd02a_0n.dds&lt;br /&gt;
* w_wnd_wd02a_0s.dds&lt;br /&gt;
* w_wnd_wd02a_0t.dds&lt;br /&gt;
* w_wnd_wd03a_0d.dds&lt;br /&gt;
* w_wnd_wd03a_0n.dds&lt;br /&gt;
* w_wnd_wd03a_0s.dds&lt;br /&gt;
* w_wnd_wd03a_0t.dds&lt;br /&gt;
* water_cycle3.dds&lt;br /&gt;
* water_drop.dds&lt;br /&gt;
* water_pan.dds&lt;br /&gt;
* water_pan_add.dds&lt;br /&gt;
* water_pan_add_blur.dds&lt;br /&gt;
* water_pan_add_blur2.dds&lt;br /&gt;
* wave_alp.dds&lt;br /&gt;
* wave_nor.dds&lt;br /&gt;
* weapon_stand_01.dds&lt;br /&gt;
* weapontrail_normal.dds&lt;br /&gt;
* weapontrail_streaks.dds&lt;br /&gt;
* y_crate_01.dds&lt;br /&gt;
* y_crate_02.dds&lt;br /&gt;
* y_crate_03.dds&lt;br /&gt;
* y_crate_04.dds&lt;br /&gt;
* y_crate_05.dds&lt;br /&gt;
* z_cl_offset.dds&lt;br /&gt;
* z_cloud.dds&lt;br /&gt;
* z_cloud_2.dds&lt;br /&gt;
* z_cloud_v.dds&lt;br /&gt;
* z_cloud_w_smok.dds&lt;br /&gt;
* z_cloud02.dds&lt;br /&gt;
* z_cloud02_offsetup.dds&lt;br /&gt;
* z_cloud03.1.dds&lt;br /&gt;
* z_cloud03.2.dds&lt;br /&gt;
* z_cloud03.dds&lt;br /&gt;
* z_cloud031.dds&lt;br /&gt;
* z_dust_little.dds&lt;br /&gt;
* z_dust2.dds&lt;br /&gt;
* z_dust2_b.dds&lt;br /&gt;
* z_dust3.dds&lt;br /&gt;
* z_dust4.dds&lt;br /&gt;
* z_dust5.dds&lt;br /&gt;
* z_dust8.dds&lt;br /&gt;
* z_dust8_si.dds&lt;br /&gt;
* z_dust8_si3.dds&lt;br /&gt;
* z_dust8_white.dds&lt;br /&gt;
&lt;br /&gt;
== User interface ==&lt;br /&gt;
&lt;br /&gt;
* atl_chanters_dxt5_00.dds&lt;br /&gt;
* atl_chargen_dxt1_00.dds&lt;br /&gt;
* atl_chargen_dxt5_00.dds&lt;br /&gt;
* atl_credits_dxt5_00.dds&lt;br /&gt;
* atl_credits_dxt5_01.dds&lt;br /&gt;
* atl_credits_dxt5_02.dds&lt;br /&gt;
* atl_credits_dxt5_03.dds&lt;br /&gt;
* atl_deathscree_dxt1_00.dds&lt;br /&gt;
* atl_deathscree_dxt5_00.dds&lt;br /&gt;
* atl_debug_dxt5_00.dds&lt;br /&gt;
* atl_fademap_dxt1_00.dds&lt;br /&gt;
* atl_fademap_dxt1_01.dds&lt;br /&gt;
* atl_fademap_dxt5_00.dds&lt;br /&gt;
* atl_fademap_dxt5_01.dds&lt;br /&gt;
* atl_guicommuni_dxt5_00.dds&lt;br /&gt;
* atl_guiscreens_dxt5_00.dds&lt;br /&gt;
* atl_itemupgrad_dxt5_00.dds&lt;br /&gt;
* atl_load_town_dxt5_00.dds&lt;br /&gt;
* atl_prccontent_dxt5_00.dds&lt;br /&gt;
* atl_prccontent_dxt5_01.dds&lt;br /&gt;
* atl_purchaseco_dxt5_00.dds&lt;br /&gt;
* atl_shared_dxt1_00.dds&lt;br /&gt;
* atl_shared_dxt1_01.dds&lt;br /&gt;
* atl_shared_dxt5_00.dds&lt;br /&gt;
* atl_shared_dxt5_01.dds&lt;br /&gt;
* atl_shared_dxt5_02.dds&lt;br /&gt;
* atl_startmenu2_dxt1_00.dds&lt;br /&gt;
* atl_startmenu2_dxt1_01.dds&lt;br /&gt;
* atl_startmenu2_dxt1_02.dds&lt;br /&gt;
* atl_startmenu2_dxt5_00.dds&lt;br /&gt;
* atl_startmenu2_dxt5_01.dds&lt;br /&gt;
* atl_startmenu2_dxt5_02.dds&lt;br /&gt;
&lt;br /&gt;
== DLC (standard quality) ==&lt;br /&gt;
&lt;br /&gt;
* craterr_halff.dds&lt;br /&gt;
* nrx3_bigcliff01_d.dds&lt;br /&gt;
* nrx3_bigcliff01_n.dds&lt;br /&gt;
* nrx3_bigrock01_d.dds&lt;br /&gt;
* nrx3_bigrock01_n.dds&lt;br /&gt;
* nrx3_bigrock02_d.dds&lt;br /&gt;
* nrx3_bigrock02_n.dds&lt;br /&gt;
* nrx3_brickround02_d.dds&lt;br /&gt;
* nrx3_brickround02_n.dds&lt;br /&gt;
* nrx3_cracked01_d.dds&lt;br /&gt;
* nrx3_jaggedrock01_d.dds&lt;br /&gt;
* nrx3_jaggedrock01_n.dds&lt;br /&gt;
* nrx3_sand01_d.dds&lt;br /&gt;
* nrx3_sand01_n.dds&lt;br /&gt;
* nrx3_sand01_s.dds&lt;br /&gt;
* nrx3rock_d.dds&lt;br /&gt;
* p_nrx3_boat01d.dds&lt;br /&gt;
* p_nrx3_boat01n.dds&lt;br /&gt;
* p_nrx3_boat01s.dds&lt;br /&gt;
* plc_cp3_doll1_d.dds&lt;br /&gt;
* plc_cp3_doll1_n.dds&lt;br /&gt;
* plc_cp3_doll1_s.dds&lt;br /&gt;
* plc_cp3_pet1_d.dds&lt;br /&gt;
* plc_cp3_pet1_n.dds&lt;br /&gt;
* plc_cp3_pet1_s.dds&lt;br /&gt;
* plc_cp3_stick1_d.dds&lt;br /&gt;
* plc_cp3_stick1_n.dds&lt;br /&gt;
* plc_cp3_stick1_s.dds&lt;br /&gt;
* prp_nrx3_bark_d.dds&lt;br /&gt;
* prp_nrx3_bark_n.dds&lt;br /&gt;
* prp_nrx3_branch_d.dds&lt;br /&gt;
* prp_nrx3_twall_d.dds&lt;br /&gt;
* prp_nrx3_win01d.dds&lt;br /&gt;
* prp_nrx3_win01e.dds&lt;br /&gt;
* prp_nrx3_win01n.dds&lt;br /&gt;
* prp_nrx3_win01s.dds&lt;br /&gt;
* prp_str_bark_d.dds&lt;br /&gt;
* prp_str_bark_n.dds&lt;br /&gt;
* prp_str_branch_d.dds&lt;br /&gt;
* prp_str_dbone_d.dds&lt;br /&gt;
* prp_str_dbone_n.dds&lt;br /&gt;
* prp_str_dbone_s.dds&lt;br /&gt;
* prp_str_mirrorstatue_01d.dds&lt;br /&gt;
* prp_str_mirrorstatue_01n.dds&lt;br /&gt;
* prp_str_mirrorstatue_01s.dds&lt;br /&gt;
* prp_str_rock_d.dds&lt;br /&gt;
* prp_str_rock_n.dds&lt;br /&gt;
* prp_str_slime_d.dds&lt;br /&gt;
* prp_str_slime_n.dds&lt;br /&gt;
* prp_str_slime_s.dds&lt;br /&gt;
* prp_str_tentical_d.dds&lt;br /&gt;
* prp_str_tentical_n.dds&lt;br /&gt;
* prp_str_twall_d.dds&lt;br /&gt;
* str_bigrock02_d.dds&lt;br /&gt;
* str_bigrock02_n.dds&lt;br /&gt;
* str_cracked01_d.dds&lt;br /&gt;
* str_cracked01_n.dds&lt;br /&gt;
* str_jaggedrock01_d.dds&lt;br /&gt;
* str_jaggedrock01_n.dds&lt;br /&gt;
* str_slime_d.dds&lt;br /&gt;
* str_slime_n.dds&lt;br /&gt;
* str_slime_s.dds&lt;br /&gt;
* str_slimebone_d.dds&lt;br /&gt;
* str_slimebone_n.dds&lt;br /&gt;
* str_slimebone_s.dds&lt;br /&gt;
* strcave01_d.dds&lt;br /&gt;
* strcave01_n.dds&lt;br /&gt;
* strmt01_d.dds&lt;br /&gt;
* strmt01_n.dds&lt;br /&gt;
* strmt02_d.dds&lt;br /&gt;
* strmt02_n.dds&lt;br /&gt;
* ter_cracked01_d.dds&lt;br /&gt;
* vistanrx3_01_d.dds&lt;br /&gt;
* vistanrx3_01_n.dds&lt;br /&gt;
* vistanrx3_02_d.dds&lt;br /&gt;
* vistanrx3_02_n.dds&lt;br /&gt;
&lt;br /&gt;
== DLC (high quality) ==&lt;br /&gt;
&lt;br /&gt;
* armor.dds&lt;br /&gt;
* arrow_f.dds&lt;br /&gt;
* bld_drian_tu5.dds&lt;br /&gt;
* bld_fin_f.dds&lt;br /&gt;
* bld_fin_f12.dds&lt;br /&gt;
* bld_fin_f7.dds&lt;br /&gt;
* blood_conj_03.dds&lt;br /&gt;
* blood_splatter_f.dds&lt;br /&gt;
* blood3.dds&lt;br /&gt;
* blur_b_a.dds&lt;br /&gt;
* butterfly.dds&lt;br /&gt;
* c_meye.dds&lt;br /&gt;
* c_mhead_0d.dds&lt;br /&gt;
* c_mhead_0n.dds&lt;br /&gt;
* c_mhead_0s.dds&lt;br /&gt;
* c_mhead2_0d.dds&lt;br /&gt;
* c_mhead2_0n.dds&lt;br /&gt;
* c_mhead2_0s.dds&lt;br /&gt;
* c_mother_0d.dds&lt;br /&gt;
* c_mother_0n.dds&lt;br /&gt;
* c_mother_0s.dds&lt;br /&gt;
* c_pridedemb_bdy_0d.dds&lt;br /&gt;
* c_pridedemb_bdy_0n.dds&lt;br /&gt;
* c_pridedemb_bdy_0s.dds&lt;br /&gt;
* c_pridedemb_hed_0d.dds&lt;br /&gt;
* c_pridedemb_hed_0i.dds&lt;br /&gt;
* c_pridedemb_hed_0n.dds&lt;br /&gt;
* c_pridedemb_hed_0s.dds&lt;br /&gt;
* c_shadeb_0d.dds&lt;br /&gt;
* c_shadeb_0i.dds&lt;br /&gt;
* c_shadeb_0n.dds&lt;br /&gt;
* c_shadeb_0s.dds&lt;br /&gt;
* c_stpigeon_0d.dds&lt;br /&gt;
* c_stpigeon_0n.dds&lt;br /&gt;
* c_stpigeon_0s.dds&lt;br /&gt;
* c_stridera_0d.dds&lt;br /&gt;
* c_stridera_0n.dds&lt;br /&gt;
* c_stridera_0s.dds&lt;br /&gt;
* cloud_f_bl.dds&lt;br /&gt;
* cn_bdy_aoga_0d.dds&lt;br /&gt;
* cn_bdy_aoga_0n.dds&lt;br /&gt;
* cn_bdy_aoga_0s.dds&lt;br /&gt;
* cn_bdy_arc_0d.dds&lt;br /&gt;
* cn_bdy_arc_0n.dds&lt;br /&gt;
* cn_bdy_arc_0s.dds&lt;br /&gt;
* cn_bdy_bwwa_0d.dds&lt;br /&gt;
* cn_bdy_bwwa_0n.dds&lt;br /&gt;
* cn_bdy_bwwa_0s.dds&lt;br /&gt;
* cn_bdy_chda_0d.dds&lt;br /&gt;
* cn_bdy_chda_0n.dds&lt;br /&gt;
* cn_bdy_chda_0s.dds&lt;br /&gt;
* cn_bdy_disa_0d.dds&lt;br /&gt;
* cn_bdy_disa_0n.dds&lt;br /&gt;
* cn_bdy_disa_0s.dds&lt;br /&gt;
* cn_bdy_disb_0d.dds&lt;br /&gt;
* cn_bdy_disb_0n.dds&lt;br /&gt;
* cn_bdy_disb_0s.dds&lt;br /&gt;
* cn_bdy_drga_0n.dds&lt;br /&gt;
* cn_bdy_drgb_0d.dds&lt;br /&gt;
* cn_bdy_drgb_0i.dds&lt;br /&gt;
* cn_bdy_drgb_0s.dds&lt;br /&gt;
* cn_bdy_gib_0d.dds&lt;br /&gt;
* cn_bdy_gib_0n.dds&lt;br /&gt;
* cn_bdy_gib_0s.dds&lt;br /&gt;
* cn_bdy_hdrb_0d.dds&lt;br /&gt;
* cn_bdy_hdrb_0i.dds&lt;br /&gt;
* cn_bdy_hdrb_0s.dds&lt;br /&gt;
* cn_bdy_sklg_0d.dds&lt;br /&gt;
* cn_bdy_sklg_0n.dds&lt;br /&gt;
* cn_bdy_sklg_0s.dds&lt;br /&gt;
* cn_bdy_stgb_0d.dds&lt;br /&gt;
* cn_bdy_stgb_0i.dds&lt;br /&gt;
* cn_bdy_stgb_0n.dds&lt;br /&gt;
* cn_bdy_stgb_0s.dds&lt;br /&gt;
* cn_bdy_wsvb_0d.dds&lt;br /&gt;
* cn_bdy_wsvb_0i.dds&lt;br /&gt;
* cn_bdy_wsvc_0d.dds&lt;br /&gt;
* cn_bdy_wsvc_0i.dds&lt;br /&gt;
* cn_bra_wsvb_0d.dds&lt;br /&gt;
* cn_bra_wsvc_0d.dds&lt;br /&gt;
* cn_eye_arc_0d.dds&lt;br /&gt;
* cn_eye_drgb_0d.dds&lt;br /&gt;
* cn_eye_hdrb_0d.dds&lt;br /&gt;
* cn_hed_aoga_0d.dds&lt;br /&gt;
* cn_hed_aoga_0n.dds&lt;br /&gt;
* cn_hed_aoga_0s.dds&lt;br /&gt;
* cn_hed_arc_0d.dds&lt;br /&gt;
* cn_hed_arc_0n.dds&lt;br /&gt;
* cn_hed_arc_0s.dds&lt;br /&gt;
* cn_hed_bwwa_0d.dds&lt;br /&gt;
* cn_hed_bwwa_0i.dds&lt;br /&gt;
* cn_hed_bwwa_0n.dds&lt;br /&gt;
* cn_hed_bwwa_0s.dds&lt;br /&gt;
* cn_hed_disa_0d.dds&lt;br /&gt;
* cn_hed_disa_0n.dds&lt;br /&gt;
* cn_hed_disa_0s.dds&lt;br /&gt;
* cn_hed_disb_0d.dds&lt;br /&gt;
* cn_hed_disb_0n.dds&lt;br /&gt;
* cn_hed_disb_0s.dds&lt;br /&gt;
* cn_hed_gib_0d.dds&lt;br /&gt;
* cn_hed_gib_0n.dds&lt;br /&gt;
* cn_hed_gib_0s.dds&lt;br /&gt;
* cn_hed_hdrb_0d.dds&lt;br /&gt;
* cn_hed_hdrb_0n.dds&lt;br /&gt;
* cn_wng_hdrb_0d.dds&lt;br /&gt;
* cn_wng_hdrb_0i.dds&lt;br /&gt;
* cn_wng_hdrb_0n.dds&lt;br /&gt;
* cn_wng_hdrb_0s.dds&lt;br /&gt;
* cr_spe_crack.dds&lt;br /&gt;
* cr_spe_glow.dds&lt;br /&gt;
* crate_03_a.dds&lt;br /&gt;
* crater_half.dds&lt;br /&gt;
* d15_b_shot.dds&lt;br /&gt;
* d15_b_shot_a.dds&lt;br /&gt;
* d15_b_shot2.dds&lt;br /&gt;
* d15_b_sp.dds&lt;br /&gt;
* d15_b_sp_color.dds&lt;br /&gt;
* d15_b_sp_d.dds&lt;br /&gt;
* d15_blood_link.dds&lt;br /&gt;
* d15_link_smo2.dds&lt;br /&gt;
* door_wood.dds&lt;br /&gt;
* flare3.dds&lt;br /&gt;
* fx_child_spit.dds&lt;br /&gt;
* fx_fire_b.dds&lt;br /&gt;
* fx_fireline01.dds&lt;br /&gt;
* fx_fireringfb_a.dds&lt;br /&gt;
* fx_fireringfb_b.dds&lt;br /&gt;
* fx_glyph_blurl.dds&lt;br /&gt;
* fx_larc_fb.dds&lt;br /&gt;
* fx_lb_fb.dds&lt;br /&gt;
* fx_lb00.dds&lt;br /&gt;
* fx_noise01_a.dds&lt;br /&gt;
* fx_ripple01.dds&lt;br /&gt;
* fx_twirl01_s.dds&lt;br /&gt;
* fxe_fire_out.dds&lt;br /&gt;
* h_cailanprca_0.dds&lt;br /&gt;
* h_grywrprca_0.dds&lt;br /&gt;
* half_dot.dds&lt;br /&gt;
* hole_s.dds&lt;br /&gt;
* lining_ciga_f.dds&lt;br /&gt;
* medicine_cone.dds&lt;br /&gt;
* normal_out_dot.dds&lt;br /&gt;
* oil_loop_a.dds&lt;br /&gt;
* pf_arm_lgte_0d.dds&lt;br /&gt;
* pf_arm_lgte_0s.dds&lt;br /&gt;
* pf_arm_lgte_0t.dds&lt;br /&gt;
* pf_cth_nblf_0d.dds&lt;br /&gt;
* pf_cth_nblf_0n.dds&lt;br /&gt;
* pf_cth_nblf_0s.dds&lt;br /&gt;
* pf_cth_nblf_0t.dds&lt;br /&gt;
* pf_cth_nblg_0d.dds&lt;br /&gt;
* pf_cth_nblg_0e.dds&lt;br /&gt;
* pf_cth_nblg_0s.dds&lt;br /&gt;
* pf_cth_nblg_0t.dds&lt;br /&gt;
* pf_rob_chac_0d.dds&lt;br /&gt;
* pf_rob_chac_0n.dds&lt;br /&gt;
* pf_rob_chac_0s.dds&lt;br /&gt;
* pf_rob_chac_0t.dds&lt;br /&gt;
* pla_another.dds&lt;br /&gt;
* pm_arm_lgte_0d.dds&lt;br /&gt;
* pm_arm_lgte_0s.dds&lt;br /&gt;
* pm_cth_nblf_0d.dds&lt;br /&gt;
* pm_cth_nblf_0n.dds&lt;br /&gt;
* pm_cth_nblf_0s.dds&lt;br /&gt;
* pm_cth_nblf_0t.dds&lt;br /&gt;
* pm_rob_chac_0d.dds&lt;br /&gt;
* pm_rob_chac_0n.dds&lt;br /&gt;
* pm_rob_chac_0s.dds&lt;br /&gt;
* pm_rob_chac_0t.dds&lt;br /&gt;
* pn_arm_bdaa_0d.dds&lt;br /&gt;
* pn_arm_bdaa_0i.dds&lt;br /&gt;
* pn_arm_bdaa_0n.dds&lt;br /&gt;
* pn_arm_bdaa_0s.dds&lt;br /&gt;
* pn_arm_dwpc_0d.dds&lt;br /&gt;
* pn_arm_dwpc_0n.dds&lt;br /&gt;
* pn_arm_dwpc_0s.dds&lt;br /&gt;
* pn_arm_dwpd_0d.dds&lt;br /&gt;
* pn_arm_dwpd_0i.dds&lt;br /&gt;
* pn_arm_dwpd_0s.dds&lt;br /&gt;
* pn_arm_masg_0d.dds&lt;br /&gt;
* pn_arm_masg_0n.dds&lt;br /&gt;
* pn_arm_masg_0s.dds&lt;br /&gt;
* pn_arm_masg_0t.dds&lt;br /&gt;
* pn_arm_mash_0d.dds&lt;br /&gt;
* pn_arm_mash_0i.dds&lt;br /&gt;
* pn_arm_mash_0s.dds&lt;br /&gt;
* pn_arm_masi_0d.dds&lt;br /&gt;
* pn_arm_masi_0s.dds&lt;br /&gt;
* pn_boo_dwpc_0d.dds&lt;br /&gt;
* pn_boo_dwpc_0n.dds&lt;br /&gt;
* pn_boo_dwpc_0s.dds&lt;br /&gt;
* pn_boo_dwpd_0d.dds&lt;br /&gt;
* pn_boo_dwpd_0i.dds&lt;br /&gt;
* pn_boo_dwpd_0s.dds&lt;br /&gt;
* pn_boo_masg_0d.dds&lt;br /&gt;
* pn_boo_masg_0n.dds&lt;br /&gt;
* pn_boo_masg_0s.dds&lt;br /&gt;
* pn_boo_masg_0t.dds&lt;br /&gt;
* pn_boo_mash_0d.dds&lt;br /&gt;
* pn_boo_mash_0s.dds&lt;br /&gt;
* pn_boo_masi_0d.dds&lt;br /&gt;
* pn_boo_masi_0s.dds&lt;br /&gt;
* pn_eye_disa_0d.dds&lt;br /&gt;
* pn_eye_disa_0n.dds&lt;br /&gt;
* pn_eye_disb_0d.dds&lt;br /&gt;
* pn_glv_dwpc_0d.dds&lt;br /&gt;
* pn_glv_dwpc_0n.dds&lt;br /&gt;
* pn_glv_dwpc_0s.dds&lt;br /&gt;
* pn_glv_dwpd_0d.dds&lt;br /&gt;
* pn_glv_dwpd_0i.dds&lt;br /&gt;
* pn_glv_lgte_0d.dds&lt;br /&gt;
* pn_glv_lgte_0s.dds&lt;br /&gt;
* pn_glv_lgte_0t.dds&lt;br /&gt;
* pn_glv_masg_0d.dds&lt;br /&gt;
* pn_glv_masg_0n.dds&lt;br /&gt;
* pn_glv_masg_0s.dds&lt;br /&gt;
* pn_glv_masg_0t.dds&lt;br /&gt;
* pn_glv_mash_0d.dds&lt;br /&gt;
* pn_glv_mash_0s.dds&lt;br /&gt;
* pn_glv_masi_0d.dds&lt;br /&gt;
* pn_glv_masi_0s.dds&lt;br /&gt;
* pn_hlf_bdaa_0d.dds&lt;br /&gt;
* pn_hlf_bdaa_0i.dds&lt;br /&gt;
* pn_hlf_bdaa_0n.dds&lt;br /&gt;
* pn_hlf_bdaa_0s.dds&lt;br /&gt;
* pn_hlf_d01c_0d.dds&lt;br /&gt;
* pn_hlf_d01c_0n.dds&lt;br /&gt;
* pn_hlf_d01c_0s.dds&lt;br /&gt;
* pn_hlf_d01d_0d.dds&lt;br /&gt;
* pn_hlf_d01d_0i.dds&lt;br /&gt;
* pn_hlf_d01d_0s.dds&lt;br /&gt;
* pn_hlf_s01c_0d.dds&lt;br /&gt;
* pn_hlf_s01c_0s.dds&lt;br /&gt;
* pn_hlf_t02b_0d.dds&lt;br /&gt;
* pn_hlf_t02b_0i.dds&lt;br /&gt;
* pn_hlf_t02b_0n.dds&lt;br /&gt;
* pn_hlf_t02b_0s.dds&lt;br /&gt;
* pn_hlh_m02c_0d.dds&lt;br /&gt;
* pn_hlh_m02c_0s.dds&lt;br /&gt;
* ring.dds&lt;br /&gt;
* ring_dot.dds&lt;br /&gt;
* ring_twis_sin.dds&lt;br /&gt;
* rock_w.dds&lt;br /&gt;
* rune1.dds&lt;br /&gt;
* rune2.dds&lt;br /&gt;
* rune3.dds&lt;br /&gt;
* rune4.dds&lt;br /&gt;
* rune5.dds&lt;br /&gt;
* shadow.dds&lt;br /&gt;
* skel_f.dds&lt;br /&gt;
* skel_h2_f.dds&lt;br /&gt;
* skel_hand_f.dds&lt;br /&gt;
* smoke_sigle.dds&lt;br /&gt;
* spi_f2.dds&lt;br /&gt;
* tau_star.dds&lt;br /&gt;
* tel_02.dds&lt;br /&gt;
* thorns.dds&lt;br /&gt;
* uh_hed_deda_0d.dds&lt;br /&gt;
* uh_hed_deda_0n.dds&lt;br /&gt;
* uh_pct_exp_0t.dds&lt;br /&gt;
* uh_tat_p01_0t.dds&lt;br /&gt;
* w_axe_ax07a_0d.dds&lt;br /&gt;
* w_axe_ax07a_0n.dds&lt;br /&gt;
* w_axe_ax07a_0s.dds&lt;br /&gt;
* w_axe_ax07a_0t.dds&lt;br /&gt;
* w_dgr_dsdgc_0d.dds&lt;br /&gt;
* w_dgr_dsdgc_0n.dds&lt;br /&gt;
* w_dgr_dsdgc_0s.dds&lt;br /&gt;
* w_gsw_dsgsb_0d.dds&lt;br /&gt;
* w_gsw_dsgsb_0n.dds&lt;br /&gt;
* w_gsw_dsgsb_0s.dds&lt;br /&gt;
* w_gsw_gs07a_0d.dds&lt;br /&gt;
* w_gsw_gs07a_0e.dds&lt;br /&gt;
* w_gsw_gs07a_0n.dds&lt;br /&gt;
* w_gsw_gs07a_0s.dds&lt;br /&gt;
* w_gsw_gs08a_0d.dds&lt;br /&gt;
* w_gsw_gs08a_0e.dds&lt;br /&gt;
* w_gsw_gs08a_0n.dds&lt;br /&gt;
* w_gsw_gs08a_0s.dds&lt;br /&gt;
* w_gsw_gs08a_0t.dds&lt;br /&gt;
* w_lbw_lb07a_0d.dds&lt;br /&gt;
* w_lbw_lb07a_0e.dds&lt;br /&gt;
* w_lbw_lb07a_0n.dds&lt;br /&gt;
* w_lbw_lb07a_0s.dds&lt;br /&gt;
* w_lbw_lb07a_0t.dds&lt;br /&gt;
* w_lsw_ls07a_0d.dds&lt;br /&gt;
* w_lsw_ls07a_0e.dds&lt;br /&gt;
* w_lsw_ls07a_0n.dds&lt;br /&gt;
* w_lsw_ls07a_0s.dds&lt;br /&gt;
* w_lsw_ls08a_0d.dds&lt;br /&gt;
* w_lsw_ls08a_0e.dds&lt;br /&gt;
* w_lsw_ls08a_0n.dds&lt;br /&gt;
* w_lsw_ls08a_0s.dds&lt;br /&gt;
* w_lsw_ls09a_0d.dds&lt;br /&gt;
* w_lsw_ls09a_0n.dds&lt;br /&gt;
* w_lsw_ls09a_0s.dds&lt;br /&gt;
* w_lsw_ls09a_0t.dds&lt;br /&gt;
* w_mal_ml07a_0d.dds&lt;br /&gt;
* w_mal_ml07a_0n.dds&lt;br /&gt;
* w_mal_ml07a_0s.dds&lt;br /&gt;
* w_mal_ml07a_0t.dds&lt;br /&gt;
* w_mce_mc07a_0d.dds&lt;br /&gt;
* w_mce_mc07a_0n.dds&lt;br /&gt;
* w_mce_mc07a_0s.dds&lt;br /&gt;
* w_mce_mc07a_0t.dds&lt;br /&gt;
* w_sbw_sb07a_0d.dds&lt;br /&gt;
* w_sbw_sb07a_0n.dds&lt;br /&gt;
* w_sbw_sb07a_0s.dds&lt;br /&gt;
* w_sbw_sb07a_0t.dds&lt;br /&gt;
* w_shd_dslb_0d.dds&lt;br /&gt;
* w_shd_dslb_0n.dds&lt;br /&gt;
* w_shd_dslb_0s.dds&lt;br /&gt;
* w_shd_elna_0d.dds&lt;br /&gt;
* w_shd_elna_0n.dds&lt;br /&gt;
* w_shd_elna_0s.dds&lt;br /&gt;
* w_shd_elna_0t.dds&lt;br /&gt;
* w_shd_seaa_0d.dds&lt;br /&gt;
* w_shd_seaa_0n.dds&lt;br /&gt;
* w_shd_seaa_0s.dds&lt;br /&gt;
* w_shd_seaa_0t.dds&lt;br /&gt;
* w_shd_seaa_d.dds&lt;br /&gt;
* w_shd_seaa_n.dds&lt;br /&gt;
* w_shd_seaa_s.dds&lt;br /&gt;
* w_shd_seaa_t.dds&lt;br /&gt;
* w_stf_st04a_0d.dds&lt;br /&gt;
* w_stf_st04a_0n.dds&lt;br /&gt;
* w_stf_st04a_0s.dds&lt;br /&gt;
* w_stf_st05a_0d.dds&lt;br /&gt;
* w_stf_st05a_0e.dds&lt;br /&gt;
* w_stf_st05a_0n.dds&lt;br /&gt;
* w_stf_st05a_0s.dds&lt;br /&gt;
* w_stf_st05a_0t.dds&lt;br /&gt;
* white.dds&lt;br /&gt;
* wispy_line2.dds&lt;br /&gt;
* wispy_smo_bright.dds&lt;br /&gt;
* wispy_smoke_darker.dds&lt;br /&gt;
* wispy_smoke_sin.dds&lt;br /&gt;
* wispy_smoke2.dds&lt;br /&gt;
* wood_chip.dds&lt;br /&gt;
* z_dust_blood.dds&lt;br /&gt;
* z_dust7.dds&lt;br /&gt;
&lt;br /&gt;
[[Category:Art resources]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Adding_custom_armor_tutorial&amp;diff=20023</id>
		<title>Adding custom armor tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Adding_custom_armor_tutorial&amp;diff=20023"/>
				<updated>2022-07-08T22:49:32Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a tutorial to import meshes into DAO with Eshme’s 3ds max plugin.&lt;br /&gt;
Some of the things here are not specific to DAO, such as weight painting in 3dsmax. There are many more resources to find than can be put into this tutorial, it is not exhaustive.  &lt;br /&gt;
&lt;br /&gt;
*3ds max (or free version - gmax). 3ds max version needs to be 2010-2012 or the import script will not work. GMax needs specific setup- check useful links and fextralife forums.&lt;br /&gt;
*Dragon Age Origins&lt;br /&gt;
*Dragon Age Toolset&lt;br /&gt;
*Gimp/Photoshop/ Anything else that will make .dds files&lt;br /&gt;
*[https://www.nexusmods.com/dragonage/mods/214 GDA plugin]&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/895/? Eshme Import/Export DAO Tools] &lt;br /&gt;
&lt;br /&gt;
==Anatomy of an Item==&lt;br /&gt;
&lt;br /&gt;
 mmh.&lt;br /&gt;
 This is the one the game references first. It defines the path for the other parts of the mesh(msh, mao etc). It has information in it like bone order for whatever skeleton the item uses. &lt;br /&gt;
&lt;br /&gt;
 Msh.&lt;br /&gt;
 The actual mesh itself.&lt;br /&gt;
&lt;br /&gt;
 Phy. &lt;br /&gt;
 Handles collision, physics&lt;br /&gt;
&lt;br /&gt;
 Mao. &lt;br /&gt;
 The material object file. This tells the item which texture files it’s supposed to use. &lt;br /&gt;
&lt;br /&gt;
 Textures&lt;br /&gt;
&lt;br /&gt;
==Naming==&lt;br /&gt;
&lt;br /&gt;
Very important for the GDA. Textures in the game are named as follows: [belonging to a semi-race]_[type of armor\clothing]_[unique index of 4 letters]_0[texture type]. Although you can name your custom textures anything you want so long as it is unique. &lt;br /&gt;
&lt;br /&gt;
Model naming has more restrictions, no more than 4 letters for the idenfifying string. Check custom item GDAs to get a clearer idea of this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race gender is defined as follows:&lt;br /&gt;
&lt;br /&gt;
    hf- female Human&lt;br /&gt;
    hm - male Human&lt;br /&gt;
    ef- female elf&lt;br /&gt;
    em - male elf&lt;br /&gt;
    df - female dwarf&lt;br /&gt;
    dm - male dwarf&lt;br /&gt;
    qm - male qunari (there's no female qunari in the game)&lt;br /&gt;
&lt;br /&gt;
Armor:&lt;br /&gt;
&lt;br /&gt;
    arm - armor&lt;br /&gt;
    rob - robe (mage, clergyman)&lt;br /&gt;
    cth - clothes (nobleman, wedding)&lt;br /&gt;
&lt;br /&gt;
Helmets:&lt;br /&gt;
&lt;br /&gt;
    hlh - for mages.&lt;br /&gt;
    hlf - massive ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Texture types:&lt;br /&gt;
&lt;br /&gt;
    d - diffuse (Duffise)&lt;br /&gt;
    n - Normal&lt;br /&gt;
    s - Spectacular&lt;br /&gt;
    t - tint (Tint)&lt;br /&gt;
    e - emissive (Emissive) Need for a glowing effect. Almost never used in dao)&lt;br /&gt;
&lt;br /&gt;
The result should be something like this: hf_rob_xmpl_0d or em_arm_exmp_0n. *NOTE: The material itself (the name of the material in max, then it will be the MAO file) is named the same, but without the texture type. For example: hf_rob_xmpl or em_arm_exmp. The model is named the same, only with a detail number at the end: hf_rob_xmpl_0 or em_arm_exmp_0 &lt;br /&gt;
&lt;br /&gt;
== Script Settings ==&lt;br /&gt;
&lt;br /&gt;
Decide where you install all programs - program files(x86) for 32 bit programs on 64 bit computers. The export script and the game itself must be in the same program files folder.&lt;br /&gt;
To Install Eshme Import/Export script: Startup, YAGG and DAOTools add to C(disk):/Program Files/Autodesk/3dsmax/Scripts -&amp;gt; scripts &lt;br /&gt;
If you did everything correctly, then at the first start, a window with settings will appear.&lt;br /&gt;
&lt;br /&gt;
The Game Path should be the folder with the game: C:\Program Files (x86)\Dragon Age..&lt;br /&gt;
For the Export Path, make a folder in your Override folder- the one you put mods in, [local_disk_name]:\Documents and Settings\[user_name]\My Documents\BioWare\Dragon Age\packages\core\override\. This makes it easier to test it. &lt;br /&gt;
&lt;br /&gt;
For scale, tick x100. This makes it much easier to work with them. Note, make sure any obj you import and export also uses the x100 scale, or whatever you are using.&lt;br /&gt;
The toolset itself must be installed in the game folder, after that you can start working in 3 d Max -&amp;gt; Run Script.&lt;br /&gt;
&lt;br /&gt;
Before closing, the configurator will inform us about the possibility to change the settings at any time, this is fine.&lt;br /&gt;
&lt;br /&gt;
==Exporting a template==&lt;br /&gt;
&lt;br /&gt;
The engine will not be able to work with a model larger than 45,000 polygons (Faces) and 30,000 vertices (Vertices). &lt;br /&gt;
&lt;br /&gt;
First, pick an outfit with similar dimensions for the same race and class as the one you want to import for(see below). &lt;br /&gt;
You will need the  mmh, msh, phy and mao of the item. These can be extracted from the game’s erfs or using DATOOL if you have it.&lt;br /&gt;
&lt;br /&gt;
In the Toolset, open the archives modelhierarchies.erf materialobjects.erf modelmeshdata.erf (you can find them at [game_disk_name]: \Dragon Age\packages\core\data). Also, open the texturepack.erf archive located at [game_disk_name]:\Dragon Age\packages\core\textures\high. If we want the female chantry robe: In these archives we find the files hf_rob_chaa_0.mmh, hf_rob_chaa_0.phy (modelhierarchies.erf) hf_rob_chaa_0.msh (modelmeshdata.erf) pf_rob_chaa.mao (materialobjects.erf) pf_rob_chaa_0d.dds, pf_rob_chaa_0n_dds, pf_rob_chaa_0s. .erf) and unpack it into a separate folder. In total, the output should be 8 files.&lt;br /&gt;
If you are doing an object for a female, you will want to use tmp’s proportion fixes- copy his mmh and msh and let it overwrite the original ones you downloaded.&lt;br /&gt;
&lt;br /&gt;
Run the DAOImport script. In the File section of the Model Import section, specify the location of the .mmh file we recently pulled out (hf_rob_chaa_0.mmh). Click on the Import button, a special window will notify us that it is ready for import, click OK and wait 5-30 seconds (depending on the power of the computer) until the model is loaded.&lt;br /&gt;
&lt;br /&gt;
Select everything except the mesh then delete it.&lt;br /&gt;
Save the model as an obj.&lt;br /&gt;
&lt;br /&gt;
==Preparing A Model==&lt;br /&gt;
&lt;br /&gt;
Pick the new item you want in Origins. If it is an Inquisition item, extract both the model and 4 textures(diffuse, normal, tint and spec) with Frosty mod manager. DAI mod manager extracts textures fine but can jumble or flip Uvs on models.&lt;br /&gt;
 &lt;br /&gt;
Open it in blender. Make sure to have ‘seperate groups’ ticked on the import, otherwise it will import with several different meshes layered inside it&lt;br /&gt;
&lt;br /&gt;
The item needs to be should be one mesh object, all on the same UV map. &lt;br /&gt;
If it is a Dragon age Inquistion item with skin showing, you will need to alter the UV map in Blender to combine them, as all the skin in DAI is on a separate material.&lt;br /&gt;
DA:O has difficulty with multi mesh objects, and will only tint the mesh with higher priority in the mmh- very bad on objects with visible skin. It can cause difficulty elsewhere if you try and use it as a mesh replacer too, so it is best to combine the two textures into one UV map where possible.&lt;br /&gt;
&lt;br /&gt;
Try not to rotate pieces, as keeping them in the same orientation means you can reuse the original’s normal map.&lt;br /&gt;
&lt;br /&gt;
If you are porting a DA2 item or a single mesh DAI item that has no skin showing, you shouldn’t need to alter the UV.&lt;br /&gt;
&lt;br /&gt;
Import the obj. you exported from dao. Flip your model to match it.&lt;br /&gt;
Now either move the model into position with blender pose mode(if you exported a psk or a fbx model), or push it into place in Blender sculpt mode with the grab brush, to match the obj. you exported from the game. &lt;br /&gt;
&lt;br /&gt;
You may want to check it has no gaps, merge redundant vertices and reset the normals to make it ready for editing.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
If your UV map had skin and needed combining, export the UV map as a guideline. You can now move things around and create your texture in any program.&lt;br /&gt;
&lt;br /&gt;
[[File:Text1.png|border]]&lt;br /&gt;
&lt;br /&gt;
If you did not need to change the UV map the textures still need to be changed to meet the DA:O standard, with shading added, normal map converted and appropriate specular and tint maps created. Check various texture guides for more information.&lt;br /&gt;
&lt;br /&gt;
Save them as .dds in GIMP, Photoshop or any other program that can make .dds files. &lt;br /&gt;
&lt;br /&gt;
You should have textures with distinct unique names as placeholders at least- a diffuse, a normal, a spec and a tint.&lt;br /&gt;
&lt;br /&gt;
== 3D MAX ==&lt;br /&gt;
 &lt;br /&gt;
Import the dragon age mmh you are using as a template. As before it will import with skeleton, glowing green boxes and collision bubbles, take care to move or delete none of these. Do not move the model from its starting position.&lt;br /&gt;
&lt;br /&gt;
Import your own new item as an obj, in the correct scale matching the import scale (x100)&lt;br /&gt;
&lt;br /&gt;
You may want to Poly&amp;gt; Weld polygons to make it easier to weight paint.&lt;br /&gt;
Copy the skin modifier from the dragon age mmh. Paste it into the modifier list of your new mesh. It should now register as having absorbed the weighting, if you click Paint Weights to check. &lt;br /&gt;
You can delete the template mmh now, it has served its purpose.&lt;br /&gt;
&lt;br /&gt;
Use the Select and Link tool in the top left hand corner. Select your mesh. Draw a line from your mesh to the small green box between its feet. The box should glow upon connection. Return to the regular select tool to make sure you don’t link anything by accident.&lt;br /&gt;
Run script&amp;gt; DAO ModelManager&lt;br /&gt;
&lt;br /&gt;
The mesh will show up. Change its parameters to ‘mesh’ instead of Unknown.&lt;br /&gt;
If you have done this correctly, there should be an option under Poly that contains a list of Dragon Age mesh options. Make sure Cast Runtime Shadow is ticked, or your item will not cast a shadow.&lt;br /&gt;
&lt;br /&gt;
Your poly needs 3 modifiers in the following order(The other two can be found in the dropdown list.):&lt;br /&gt;
1)Skin&lt;br /&gt;
2) Unwrap UVW&lt;br /&gt;
3)Edit Normals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alternate Method to skin the mesh ==&lt;br /&gt;
1) Import both the example mmh with the script, and your new obj.&lt;br /&gt;
1) Select your model. Right-click on an empty space-&amp;gt;Convert To-&amp;gt; Convert To Editable Mesh &lt;br /&gt;
2)  Select the mmh’s Skin and Edit Normals modifiers. Right Click, Cut&lt;br /&gt;
3) Switch to polygon editing mode&lt;br /&gt;
&lt;br /&gt;
[[File:Polygon.png|border]]&lt;br /&gt;
 &lt;br /&gt;
4) Press CTRL+A The entire original outfit should be in the red selection color. Next, you need to deselect a single polygon (done with the ALT key pressed). It doesn't matter which one it is, the main thing is that it should be visible and easy to get to.&lt;br /&gt;
5)Click the Delete button. This will delete the entire model, except for the one polygon we left behind. &lt;br /&gt;
6)Now we need to attach the new mesh to this polygon. To do this, select the Attach button on the toolbar on the right and click on the suit with the mouse. A window will appear, select the Match Material to Material IDs option. Click OK. &lt;br /&gt;
7)Now we need to remove the last polygon of the original robe. We again switch to the polygon editing mode (having previously “pressed” the attach button), find the polygon we once left and delete it. &lt;br /&gt;
5) Paste the cut modifiers in the list &lt;br /&gt;
6) Either reset the normals or add a new Edit Normals modifier&lt;br /&gt;
&lt;br /&gt;
==Weight Painting==&lt;br /&gt;
If you have just copy/pasted the Skin modifier onto the mesh, it will probably have some weighting problems that will need to be touched up.&lt;br /&gt;
&lt;br /&gt;
Run the import window again. Now, select the animation window.&lt;br /&gt;
First you will need to export some test animations to make your life easier. For example, mh_m.mov_rf is the running animation and it has 3 files in the animations erf.&lt;br /&gt;
&lt;br /&gt;
You can also import a test head, if you extracted all the base head files. (racegenderprefix_uhm_basa_0.mmh, racegenderprefix_uhm_bas_0.msh and so on)&lt;br /&gt;
Tick Merge With Selected and you should be able to see how it reacts with a head in it. Make sure you delete it before exporting.&lt;br /&gt;
&lt;br /&gt;
Now use Paint Weights button to edit anything that needs it.&lt;br /&gt;
&lt;br /&gt;
If you want to do things very well and you used Blender pose mode to match the original mesh in blender, you can import that in as a fbx and do a bone weight transfer(under Utilities&amp;gt;Skin Utilties). This will get you very good weighting, as it was professionally done.&lt;br /&gt;
&lt;br /&gt;
When you are done weighting the mesh, select everything in the scene especially any gizmos that may have moved far out of view.&lt;br /&gt;
Go to timeline, select all the animation frames, right click Delete Selected Frames. This should snap everything back into default positions, ready to export.&lt;br /&gt;
&lt;br /&gt;
== Assign materials ==&lt;br /&gt;
&lt;br /&gt;
On the top toolbar we find the material editor button (four multi-colored balls) Next, click Get Material and select Dragon Age Material from the list (if the plugin is installed correctly, it will be in the list)&lt;br /&gt;
&lt;br /&gt;
[[File:Materialeditor.png|border]]&lt;br /&gt;
&lt;br /&gt;
In Material Type we specify what type of MAO semantic the item will need.&lt;br /&gt;
For example&lt;br /&gt;
1 - Model with skin and transparent bits (fur robe for example) - [Armor w / Skin Tint][Alpha Blending][No Emissive].&lt;br /&gt;
2- Skinless Model in Render Semantics – [No Tint][Alpha Blending][No Emissive].&lt;br /&gt;
3- Expand the list of Texture Maps and assign the appropriate textures. Next, Assign Material to Selection (the item should be selected). If you really want to see the texture in the editor, then click Show Map in Viewport. It remains only to give our material a normal name. In the corresponding field, enter pf_rob_chaz_0. That's all.&lt;br /&gt;
&lt;br /&gt;
[[File:Materialwork.png|border]]&lt;br /&gt;
&lt;br /&gt;
You can import a Dragon Age Mesh and use the eyedropper to sample its MAO and apply it to other items.&lt;br /&gt;
&lt;br /&gt;
A mesh needs a DAO material assigned to it or it will not export correctly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
To do this, run the DAOModelExport script. We will see a window like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Export.png|border]]&lt;br /&gt;
&lt;br /&gt;
Between Name and .MMH enter whatever your new item is named. &lt;br /&gt;
You should call it something that works with the gda you have already set up. &lt;br /&gt;
Between Name and .MSH, enter the same thing (if this was not done automatically). Check the Create MAO Material File option. That's it, now click Export. &lt;br /&gt;
At the end of the export process, five new files should appear in the folder [local_drive_name]:\Documents and Settings\[username]\My Documents\BioWare\Dragon Age\packages\core\override\ hf_rob_chaa_0.phy hf_rob_chaa_0.msh hf_rob_chaa_0.mmh hf_rob_chaa_0.met pf_rob_chaz_0.mao &lt;br /&gt;
Your textures should already be there. The model is ready, you can run the game and see the result.&lt;br /&gt;
&lt;br /&gt;
==LODS==&lt;br /&gt;
Every item imports with its own skeleton. The LOD 0, 2 and 3 skeletons for the races are all different as they have different numbers of bones. You cannot export LOD0 skeleton for a LOD2, it will cause errors.&lt;br /&gt;
To create, just import a LOD2 model (ends with _2.mmh) and repeat the steps. It does not matter how good the LOD2 weighting is, as it is only seen from a distance anyway.&lt;br /&gt;
For a custom item with its own GDA, you only need a LOD2. For an item replacer that replaces a vanilla item, you will also need a LOD3.&lt;br /&gt;
It is a good idea to create LOD2 as it stops the character deforming from a distance, such as in the party camp.&lt;br /&gt;
&lt;br /&gt;
==Bug Fixes==&lt;br /&gt;
If something isn’t tinting, you may need to open the .mmh in the toolset, find the field Material Library and make sure it is empty.&lt;br /&gt;
All your LODs(you did make LODs right?) need to be the same 'material type' as the main one or they won't tint- aka RobeM1, CLothesM1 and so on.&lt;br /&gt;
&lt;br /&gt;
You can have more than one mesh chunk in an outfit mmh, but only the top billed one will tint at all, so make sure you put anything with skin at the top.&lt;br /&gt;
&lt;br /&gt;
If your character using tmp proportion has long grotesque hands, you may need to get a vanilla phy and rename it to replace the exported phy. (one that is similar, a boot for a boot and so on)&lt;br /&gt;
&lt;br /&gt;
If something is glowing green and t-posing, your mao is either not connected properly, not connected at all, or missing a texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
&lt;br /&gt;
*[https://sapphim.tumblr.com/post/132791322645/dao-mesh-modding-tutorial-1-setting-up  How to set up a mesh for Eshme’s script]&lt;br /&gt;
*[http://forums.nexusmods.com/index.php?/topic/423834-the-witcher-1-armors-in-da-origins/page-2#entry3544131 Similar tutorial, How to add new armor to DAO] &lt;br /&gt;
*[https://www.youtube.com/watch?v=fpU1yqsT8_A Guide to 3ds max Weight Painting Mike Pickton]&lt;br /&gt;
* [https://www.youtube.com/watch?v=HWlxEy2wbcs Painting Weights 3ds Max tutorial]&lt;br /&gt;
*[https://www.youtube.com/watch?v=GWvxMXzEbuM Add a weapon with 3ds max Mike Pickton] &lt;br /&gt;
*[https://www.youtube.com/watch?v=NvJ8yhGborY Adding Custom Armor to Game in Toolset Mike Pickton- explains GDAS, file naming]&lt;br /&gt;
*[[Customisation of original Dragon age armor]]&lt;br /&gt;
*[[Adding custom shield tutorial]]&lt;br /&gt;
*[[Adding custom level tutorial]] - Add your own level. Contains explanation of adding props with Eshme script&lt;br /&gt;
*[http://forums.nexusmods.com/index.php?/topic/1122450-loincloth-fashion/page-56#entry16909714 How to fix GDA conflict]&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/3974/? Item Variation ID spreadsheet modification]&lt;br /&gt;
* [https://fextralife.com/forums/t140995/items-the-basics-how?p=1512198#p1512198 How to configure import script for GMAX]&lt;br /&gt;
* [https://www.youtube.com/watch?v=370D7Lul9tk Skinning Example video]&lt;br /&gt;
* [https://www.youtube.com/watch?v=_q4mmFMmIK8 Crinoline example video ]&lt;br /&gt;
* [https://www.youtube.com/watch?v=1QMcAX1cDyo Own modifications video]&lt;br /&gt;
* [https://www.youtube.com/watch?v=TPrnSACiTJ4 Learn Blender for beginners tutorials]&lt;br /&gt;
*[https://sapphimods.me/tutorials/dragon-age-texture-guide/ DAO texture guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
{{Languages}}&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How_to_create_textures&amp;diff=20019</id>
		<title>How to create textures</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How_to_create_textures&amp;diff=20019"/>
				<updated>2022-06-26T13:31:19Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to make a texture for an item&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This tutorial requires GIMP. You can also use Photoshop’s dds plugin, it doesn’t matter, but this tutorial is for GIMP.&lt;br /&gt;
&lt;br /&gt;
First extract base game textures manually from the game’s ERFs. [http://www.datoolset.net/wiki/Reskinning_an_item_tutorial This page] will explain how to extract the textures from the game.&lt;br /&gt;
&lt;br /&gt;
== Textures used in Origins ==&lt;br /&gt;
&lt;br /&gt;
Textures (4)&lt;br /&gt;
There are four textures in an Origins item. Sometimes, for creatures or items, there is no specific specular or tint, but these are generally what they are.&lt;br /&gt;
&lt;br /&gt;
'''Diffuse'''- the one that you typically think of as the texture.&lt;br /&gt;
&lt;br /&gt;
'''Normal map''' – (Purple in most games. Grey in Origins. Orange in Dragon Age 2. ) This makes the shading engine of the game bounce light off the item in a way that makes the object look like it has more depth than it does.&lt;br /&gt;
&lt;br /&gt;
'''Specular''' – this decides what parts of the object are shiny and which aren’t. It also decides what colour the object reflects.&lt;br /&gt;
&lt;br /&gt;
'''Tint'''- this decides what optional colour tints are overlaid, giving the outfit different colour choices. It also tells the game what is skin, so darker skin tones know to have colour overlaid on them.&lt;br /&gt;
&lt;br /&gt;
Each file will have a prefix. ‘pm’ and ‘pf’ mean the texture is universal for all males and all females respectively. Other items could have ‘hf’ for a human only variant for example.&lt;br /&gt;
&lt;br /&gt;
== LOD textures ==&lt;br /&gt;
&lt;br /&gt;
A lod stands for level of detail. Origins has LOD_0 (cutscene distance), LOD_2 (mid distance, like in the party camp) and LOD_3 (very far away- most modded in armour meshes don’t have a LOD3)&lt;br /&gt;
&lt;br /&gt;
You should make LOD textures for your replacer or the item will swap to a different texture once you get far away from it. Simply resize all your files and save as according to whatever you are replacing, which will be something like pf_rob_appa_0dl2, pf_rob_appa_0tl3. (see below for file sizes and formats.) The normal map is generally dropped from a distance so you may not need to make LODs for it. Face textures are an exception however.&lt;br /&gt;
&lt;br /&gt;
== Saving options ==&lt;br /&gt;
&lt;br /&gt;
'''File sizes'''&lt;br /&gt;
&lt;br /&gt;
The textures need to be perfect squares, or perfect rectangles. This is because computers work to the power of 2 and prefer things that way. Not remembering this can make people’s games crash.&lt;br /&gt;
&lt;br /&gt;
The game's default textures for most items are 1024x1024, but modern computers can handle a lot more so I would recommend working 2048x2048 at least. 4096X4096 is overkill, but you can do it.&lt;br /&gt;
You can also have 2048 by 1024 and so on.&lt;br /&gt;
&lt;br /&gt;
'''Example sizes:'''&lt;br /&gt;
&lt;br /&gt;
128 ,&lt;br /&gt;
256 ,&lt;br /&gt;
512 ,&lt;br /&gt;
1024 ,&lt;br /&gt;
2048 ,&lt;br /&gt;
4096 &lt;br /&gt;
&lt;br /&gt;
'''Saving formats'''&lt;br /&gt;
&lt;br /&gt;
[[File:Dxt5.png|200px|thumb|left|Dtx5 option]]&lt;br /&gt;
&lt;br /&gt;
Use DTX5 compression for anything with an alpha- diffuses, normal maps, speculars. If something has an alpha, it may have transparent elements or look transparent.&lt;br /&gt;
&lt;br /&gt;
If something has no transparent elements, such as a diffuse with no fur or feathers, DXT1 can be used instead, which takes up less space.&lt;br /&gt;
&lt;br /&gt;
Use U8888 for tint maps, hair textures, tattoos. It is uncompressed and therefore very large. You can create it by selecting [none] under compression options.&lt;br /&gt;
&lt;br /&gt;
'''Mipmaps'''&lt;br /&gt;
&lt;br /&gt;
Always tick ‘Generate mipmaps’. You need mipmaps on anything that could move closer or further away to the camera, the only case you don’t need them is static elements like the UI. Things that don’t have mipmaps will have an odd ‘sparkle’ to them, instead of a smooth clean appearance.&lt;br /&gt;
&lt;br /&gt;
== The Compressonator ==&lt;br /&gt;
&lt;br /&gt;
This is a Dragon Age Origins texture tool.&lt;br /&gt;
Under tools\ResourceBuild\Processors\Texture in the DAO install directory you will find a tool called TheCompressonator. &lt;br /&gt;
You can use this to check what compression a dds file has and if it has mipmaps or not.&lt;br /&gt;
Drag the dds into it, and use view -&amp;gt; properties.&lt;br /&gt;
&lt;br /&gt;
== Make a diffuse ==&lt;br /&gt;
Fairly straightforward, this is the part of the texture that has the colour and shading on it.&lt;br /&gt;
If you intend the item to be tintable, to come in different colours, you will need to make those parts greyscale or muted, as colour will be overlaid on top of them.&lt;br /&gt;
&lt;br /&gt;
== Make a normal map ==&lt;br /&gt;
You can generate an industry standard normal map using tools, from a heightmap, or less optimally from the diffuse. GIMP has a normal map plugin and there are other online tools, such as Normalize, that will do this free. However, Origins has an older format that needs to be converted to in order to work properly.&lt;br /&gt;
&lt;br /&gt;
Once you have the purple normal map:&lt;br /&gt;
Go to the toolbar of GIMP and Colours&amp;gt;Components&amp;gt;Decompose the purple thing.&lt;br /&gt;
&lt;br /&gt;
You can decompose it to RGB (or RGBA, it doesn’t matter, some normal maps do not have an alpha channel. Origins maps always do, however)&lt;br /&gt;
It will now become 3 images, two grey ones and one white. Possibly another white one for the alpha.&lt;br /&gt;
Delete the white layers, you don’t need them. One of these grey ones, the X axis, will be lit from side to side (probably the red one), and the other will be your Y axis, from top to bottom.&lt;br /&gt;
Origins maps are set up to have the X axis in the alpha channel, and the Y axis in the RGB channels.&lt;br /&gt;
&lt;br /&gt;
To modify a standard purple normal map to Origins format:&lt;br /&gt;
&lt;br /&gt;
[[File:Decm1.png|200px|thumb|left|How to decompose an image]]&lt;br /&gt;
Decompose it.&lt;br /&gt;
Identify which is the X axis and which is the Y&lt;br /&gt;
Rename the X axis one Alpha. &lt;br /&gt;
Invert the Y channel one, the RGB, so it looks as though it is inside out.&lt;br /&gt;
&lt;br /&gt;
Colours&amp;gt;Components&amp;gt;Compose&lt;br /&gt;
Compose colour model, RGBA&lt;br /&gt;
&lt;br /&gt;
[[File:Decm4.png|200px|thumb|right|How to recompose an image]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put the x axis in the alpha slot&lt;br /&gt;
Put the y axis in the RGB slots&lt;br /&gt;
Compose&lt;br /&gt;
&lt;br /&gt;
Save as dxt5.&lt;br /&gt;
It should now be transparent, grey, and ready to use.&lt;br /&gt;
&lt;br /&gt;
'''Convert da2 normal map'''&lt;br /&gt;
&lt;br /&gt;
You don’t need to, they work fine in Origins. Even though they’re orange.&lt;br /&gt;
&lt;br /&gt;
'''Convert Inquisition normal map'''&lt;br /&gt;
&lt;br /&gt;
If they are green, they don't need the rgb channel inverting.&lt;br /&gt;
&lt;br /&gt;
== Common problems with Normal maps ==&lt;br /&gt;
&lt;br /&gt;
If you are generating a normal map from a diffuse, you need to remember that the lighter something is, the more it will push out, and the darker it is, the more it will recede.&lt;br /&gt;
This can result in strange features, such as freckles or moles going in instead of out on a face texture, or shading cutting into skin.&lt;br /&gt;
&lt;br /&gt;
You may be better off creating a height map. It is a monochrome image set up according to the darker = further in rule. So in the face texture example above, a heightmap for a face might have a dark face with a light mole and no or minimal shading on it. This will get better results than generating off the diffuse image.&lt;br /&gt;
&lt;br /&gt;
==How to Paint your own normal map==&lt;br /&gt;
&lt;br /&gt;
Take a regular Origins map.&lt;br /&gt;
&lt;br /&gt;
Decompose&lt;br /&gt;
&lt;br /&gt;
Rename alpha -&amp;gt; red, &lt;br /&gt;
&lt;br /&gt;
invert green channel, &lt;br /&gt;
&lt;br /&gt;
fill blue slot with white &lt;br /&gt;
&lt;br /&gt;
Compose.&lt;br /&gt;
&lt;br /&gt;
It will turn purple. You can now use the clone tool or draw on it in the same colours and when you convert it back to origins normal map, it should work the same way.&lt;br /&gt;
&lt;br /&gt;
== Make a specular map ==&lt;br /&gt;
&lt;br /&gt;
Take the diffuse map, convert to greyscale (except parts you want to glow different colours, such as gold sections) and play with the levels. The whiter it is the shinier it will be in game. Black out anything you don't want to be shiny. This is your RGB.&lt;br /&gt;
The rgb decides the colours the spec map reflects. Generally you will want this to be greyscale, except for details such as gold jewellery.&lt;br /&gt;
&lt;br /&gt;
Import it into GIMP. Decompose as RGB.&lt;br /&gt;
&lt;br /&gt;
Add a new layer. This is your alpha.&lt;br /&gt;
&lt;br /&gt;
The alpha of the spec decides how shiny everything is overall, by how bright it is. White is full shine. Greyer and blacker saturation will make the overall effect more muted.&lt;br /&gt;
You can also have a more detailed specular alpha , if you don't want a uniform level of shine. Check speculars from the game to see how they work.&lt;br /&gt;
&lt;br /&gt;
Compose. It may be partially transparent now.&lt;br /&gt;
Save as dxt5.&lt;br /&gt;
&lt;br /&gt;
You can also have a spec with no alpha, the game doesn’t mind so long as there actually is one.&lt;br /&gt;
&lt;br /&gt;
== Make a tint map. ==&lt;br /&gt;
&lt;br /&gt;
What a tint map will look like depends on what the tint map you're replacing is. &lt;br /&gt;
&lt;br /&gt;
You need 4 images. These will be your red, blue, green and alpha channels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How to make red, green, blue'''&lt;br /&gt;
&lt;br /&gt;
You need to make 3 images, one for each shade you want tinted. Simply take the diffuse, turn it greyscale and paint over it. Black out anything you don't want affected, such as the metal parts.&lt;br /&gt;
&lt;br /&gt;
Don't worry about these being the right hue, GIMP will turn them greyscale anyway. &lt;br /&gt;
&lt;br /&gt;
If you don’t want the item to be tintable, create 3 all black images to be your red, blue and green.&lt;br /&gt;
How the item tints depends on items like it, other robes and such. Use the items from the game as reference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How to make Alpha Channel'''&lt;br /&gt;
&lt;br /&gt;
Alpha channel contains the information of what skin is showing.&lt;br /&gt;
To make this, Create a completely black layer, but with a totally transparent or pure white(#fffff).  cut-out on anything you want skin tinted.&lt;br /&gt;
Technically the body skin tint is #dedede, but #ffffff is the standard for Origins skin tint.&lt;br /&gt;
When &amp;gt;composed, it should flip inside out, leaving black shapes on a transparent background.&lt;br /&gt;
&lt;br /&gt;
Skin needs to be a specific colour on the diffuse to be tinted. If in doubt, just copy and paste the textures from the original nude file of the game.&lt;br /&gt;
If the texture doesn’t have skin in it, leave the alpha channel black.&lt;br /&gt;
&lt;br /&gt;
'''Create the tint map'''&lt;br /&gt;
&lt;br /&gt;
Import one of your images into gimp, anything the right size.&lt;br /&gt;
Decompose it. Delete your layers, then paste in the four you have made. &lt;br /&gt;
Then, compose the image. Make sure they are in the right slots.&lt;br /&gt;
When done, you can check the channels tab to see if what you did worked.&lt;br /&gt;
Ideally, save as u8888 for the LOD0 and dtx5 for LOD2&amp;amp;3. &lt;br /&gt;
&lt;br /&gt;
== Other options==&lt;br /&gt;
&lt;br /&gt;
'''MAO editing'''&lt;br /&gt;
&lt;br /&gt;
If you want a specific item to use a different texture, you will need to open a mao and change the texture file directories. Put the new Mao in your override along with your new textures and it will change the textures for you. This has little chance of conflict as comparatively few mods overwrite the maos, so I would recommend it. You can just open these in notepad.&lt;br /&gt;
&lt;br /&gt;
'''MMH editing'''&lt;br /&gt;
&lt;br /&gt;
If you want an item to use a different mao, such as many items that share textures between the races, you need to open the item’s mmh and change a directory there. This is not recommended except in specific cases as a lot of people use replacers, such as tmps proportion mods for females, that will overwrite the vanilla clothing mmhs.&lt;br /&gt;
&lt;br /&gt;
== Common problems ==&lt;br /&gt;
&lt;br /&gt;
'''My item is turquoise or otherwise looks weird?'''&lt;br /&gt;
&lt;br /&gt;
Are you sure you have every texture in the override, and everything in your mao is correctly spelled?&lt;br /&gt;
&lt;br /&gt;
'''My item is shiny?'''&lt;br /&gt;
One of your textures might be missing, or the specular has gone wrong.&lt;br /&gt;
&lt;br /&gt;
'''My item is green AND t-posing!'''&lt;br /&gt;
&lt;br /&gt;
Did you touch the mmh’s mao file directory? You might have spelled something wrong.&lt;br /&gt;
Alternately your mao may be missing, or absent a crucial texture like a normal map.&lt;br /&gt;
&lt;br /&gt;
'''My transparency/tint isn’t working on my new item no matter what I do to the texture!'''&lt;br /&gt;
&lt;br /&gt;
Does your MAO use the right semantic? You want AlphaArmourSkinTint for things with both transparency and skin tinting for example - check maos of similar items to see what they look like.&lt;br /&gt;
&lt;br /&gt;
'''Half my item is dark and the other half is light!'''&lt;br /&gt;
&lt;br /&gt;
Your normal map is broken.&lt;br /&gt;
&lt;br /&gt;
'''I can’t match the skin tone no matter what I do!'''&lt;br /&gt;
&lt;br /&gt;
The skin on the vanilla neck texture isn’t the correct skin tint colour, so you probably can’t anyway. You might want to download one of the patchy skin fix mods on the Nexus.&lt;br /&gt;
&lt;br /&gt;
'''The male version of this is too shiny?'''&lt;br /&gt;
&lt;br /&gt;
Yes, the mao gives some of the male ones a higher shine value(mml_fSpecularReflectionMult) to the female one. I don’t know why. Alter the mao or darken your spec to compensate.&lt;br /&gt;
&lt;br /&gt;
== Texture Tools ==&lt;br /&gt;
&lt;br /&gt;
[https://boundingboxsoftware.com/materialize/ Bounding box software- materialise – For making Normal Maps from scratch]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4019 DA Normal Map Conversion Photoshop Actions- Automates normal map conversions in Photoshop]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4080 DAO Clothing References - PDF file (references)- theskymoves]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4929 Beerfish Excel Utilities (references)]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/skyrim/mods/12801 Optimizer Textures (Ordenador)- process textures fast]&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
[[Texture_Formats]]&lt;br /&gt;
&lt;br /&gt;
[[Reskinning_an_item_tutorial]]&lt;br /&gt;
&lt;br /&gt;
Modding dao item texture guide – Good beginning, although not finished.&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47231896811 1]&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47235240017 2]&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47294843984 3]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=7E_slY9Latk Mike Pickton retexture item]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=NvJ8yhGborY Mike Pickton Get item in game -for when you have the textures and want to put them on a new item]&lt;br /&gt;
&lt;br /&gt;
[https://danceoffools.tumblr.com/post/149178737714 Convert Inquisition normal maps]&lt;br /&gt;
&lt;br /&gt;
[https://sapphimods.me/tutorials/dragon-age-texture-guide/ Dragon age texture guide – Exhaustive] &lt;br /&gt;
&lt;br /&gt;
[https://dragonagemods.tumblr.com/post/147762406449/i-want-to-change-some-textures-for-dao-but-i-have Some texture basics]&lt;br /&gt;
&lt;br /&gt;
[[How to create a tattoo]]&lt;br /&gt;
&lt;br /&gt;
[https://whuffie.wordpress.com/2011/02/27/creating-simple-1-color-or-3-color-tattoos-from-scratch-dragon-age-da-toolset-tutorial/ How to make Tattoos]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Art resources]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How_to_create_a_tattoo&amp;diff=20018</id>
		<title>How to create a tattoo</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How_to_create_a_tattoo&amp;diff=20018"/>
				<updated>2022-06-26T13:28:05Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to create facial tattoos for use in the toolset.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This tutorial requires GIMP. You can also use Photoshop’s dds plugin, it doesn’t matter, but this tutorial is for GIMP.&lt;br /&gt;
&lt;br /&gt;
If you wish to modify the base games textures or have them as a reference, extract them manually from the game’s ERFs. [http://www.datoolset.net/wiki/Reskinning_an_item_tutorial This page] will explain how to extract the textures from the game.&lt;br /&gt;
&lt;br /&gt;
A texture is a tint map file. See [[How to create textures]] for extra details on textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tattoo Textures in base game guide==&lt;br /&gt;
&lt;br /&gt;
uh_pct_dc1_0t - Dwarf common player tattoos&lt;br /&gt;
&lt;br /&gt;
uh_pct_dn1_0t - Dwarf noble player tattoos&lt;br /&gt;
&lt;br /&gt;
uh_pct_h01_0t – uh_pct_h02_0t – Human player tattoos &lt;br /&gt;
&lt;br /&gt;
uh_tat_ed1_0t - uh_tat_ed4_0t - Elf vallaslin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Toolset only'''&lt;br /&gt;
&lt;br /&gt;
uh_tat_av1_0t - uh_tat_av1_03 – Human tattoos. Probably leftover from scrapped avvar origin.&lt;br /&gt;
&lt;br /&gt;
uh_tat_dw1_0t - uh_tat_dw2_0t - Dwarf tattoos&lt;br /&gt;
&lt;br /&gt;
uh_pmt_001_0t - Companion tattoos- Morrigan eyeshadow, Zevran tattoo,  Casteless brand, Unused Oghren tattoo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''DLC'''&lt;br /&gt;
&lt;br /&gt;
uh_pct_exp_0t – Awakening tattoos- Velanna vallaslin and Sigrun tattoos.&lt;br /&gt;
&lt;br /&gt;
== Make a tattoo == &lt;br /&gt;
&lt;br /&gt;
You need at least one image. However tattoos come in a pack of 4 images composed together. If this is a standalone tattoo, you can leave all the other slots blank if you want.&lt;br /&gt;
&lt;br /&gt;
The 4 images are stored in the red, blue, green and alpha channels. You can use the files you extracted as reference. &lt;br /&gt;
&lt;br /&gt;
To create the tattoo , it may be helpful to extract one of the games base heads and have it as an .OBJ to draw on, or at least have a UV map of the head. Every head in the game will have the same UV map, from child to dwarf, so a tattoo for one should work for every character in the toolset.&lt;br /&gt;
&lt;br /&gt;
[[File:Hm_head.png|200px|thumb|left|Head UV map]]&lt;br /&gt;
The background of your image needs to be pure black, with the tattoo in white. How bright the tattoo’s base colour is, depends on how white or off white you have made the tattoo. A purer white will be a darker tattoo.&lt;br /&gt;
&lt;br /&gt;
Import one of your new images into GIMP, anything the right size.&lt;br /&gt;
Go to the toolbar of GIMP and Colours&amp;gt;Components&amp;gt;Decompose&lt;br /&gt;
It will have made some extra layers that look identical to the ones you already have. Delete the extra layers, then paste in the four you have made. &lt;br /&gt;
&lt;br /&gt;
Colours&amp;gt;Components&amp;gt;Compose&lt;br /&gt;
Compose colour model, RGBA&lt;br /&gt;
Make sure they are in the right slots.&lt;br /&gt;
&lt;br /&gt;
When done, you can check the channels tab to see if what you did worked. The image should now look mostly transparent but with odd bands of colour on it.&lt;br /&gt;
&lt;br /&gt;
Save it in preferred format and then you can test it in the toolset.&lt;br /&gt;
Try to name it something with the uh_tat_ whatever _0t file convention so it is easy to select in the toolset.&lt;br /&gt;
&lt;br /&gt;
[[File:Decm1.png|200px|thumb|left|How to decompose an image]]&lt;br /&gt;
[[File:Decm4.png|200px|thumb|right|How to recompose an image]]&lt;br /&gt;
&lt;br /&gt;
A tattoo does not need a normal map, but it will need 2 LODS. Simply resize the image to be much smaller and save it with l2, and then l3, after it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Saving options ==&lt;br /&gt;
&lt;br /&gt;
'''File sizes'''&lt;br /&gt;
&lt;br /&gt;
The game's default textures for most items are 1024x1024, but I would recommend working 2048x2048 at least. Most custom face textures are that size. &lt;br /&gt;
&lt;br /&gt;
For face tattoos, make the lod2/3 very small and save as dxt5, because they will occupy a very small amount of the screen.&lt;br /&gt;
&lt;br /&gt;
'''Example sizes:'''&lt;br /&gt;
&lt;br /&gt;
128 ,&lt;br /&gt;
256 ,&lt;br /&gt;
512 ,&lt;br /&gt;
1024 ,&lt;br /&gt;
2048 ,&lt;br /&gt;
4096 &lt;br /&gt;
&lt;br /&gt;
'''Saving formats'''&lt;br /&gt;
&lt;br /&gt;
[[File:Dxt5.png|200px|thumb|left|Dtx5 option]]&lt;br /&gt;
&lt;br /&gt;
The game’s default file format for tattoo tint files is u4444. This is smaller than U8888, but it may compress gradients. You can also not compress it at all, but this will make the file very large, so make sure your computer can handle it.&lt;br /&gt;
DXT5 compression or lower is not recommended as it may leave artefacts.&lt;br /&gt;
&lt;br /&gt;
[[File:Texture_u4444.png|200px|thumb|left|How to generate u4444]]&lt;br /&gt;
&lt;br /&gt;
[[File:Texture_u8888.png|200px|thumb|right|How to generate u8888]]&lt;br /&gt;
&lt;br /&gt;
To use U8888 format, you can select [none] under compression options and [RGBA8] under format.&lt;br /&gt;
To use u4444 format, select [none] under compression options and [RGBA4] under format.&lt;br /&gt;
&lt;br /&gt;
For face tattoos, you can make the lod2/3 very small and save as dxt5 to save space, because they will occupy a very small amount of the screen.&lt;br /&gt;
&lt;br /&gt;
Make sure to generate mipmaps, no matter how you save it!&lt;br /&gt;
&lt;br /&gt;
== The Compressonator ==&lt;br /&gt;
&lt;br /&gt;
This is a Dragon Age Origins texture tool.&lt;br /&gt;
Under tools\ResourceBuild\Processors\Texture in the DAO install directory you will find a tool called TheCompressonator. &lt;br /&gt;
You can use this to check what compression a dds file has and if it has mipmaps or not.&lt;br /&gt;
Drag the dds into it, and use view -&amp;gt; properties.&lt;br /&gt;
&lt;br /&gt;
== In Game Implementation ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately it is not currently possible to edit the [[Chargenmorphcfg.xml]] to add more tattoos to the character creation slider, as they are hardcoded into the game somewhere. So you will have to either replace a set of existing tattoos(see above for files), or apply them in the toolset if you want them in-game. This is easy enough to do with an alternate morph for a NPC, but to put them on a player character you may wish to create a preset out of your morph.&lt;br /&gt;
&lt;br /&gt;
== Texture Tools ==&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4929 Beerfish Excel Utilities (references)]&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
&lt;br /&gt;
[[Morph]]&lt;br /&gt;
&lt;br /&gt;
[[Texture Formats]]&lt;br /&gt;
&lt;br /&gt;
[[Chargenmorphcfg.xml]]&lt;br /&gt;
&lt;br /&gt;
[https://sapphimods.me/tutorials/dragon-age-texture-guide/ Dragon age texture guide – Exhaustive] &lt;br /&gt;
&lt;br /&gt;
[https://whuffie.wordpress.com/2011/02/27/creating-simple-1-color-or-3-color-tattoos-from-scratch-dragon-age-da-toolset-tutorial/ How to make Tattoos]&lt;br /&gt;
&lt;br /&gt;
[https://dragonagemods.tumblr.com/tagged/tattoos Tattoo guides]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Art resources]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How_to_create_a_tattoo&amp;diff=20017</id>
		<title>How to create a tattoo</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How_to_create_a_tattoo&amp;diff=20017"/>
				<updated>2022-06-26T13:25:53Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to create facial tattoos for use in the toolset.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This tutorial requires GIMP. You can also use Photoshop’s dds plugin, it doesn’t matter, but this tutorial is for GIMP.&lt;br /&gt;
&lt;br /&gt;
If you wish to modify the base games textures or have them as a reference, extract them manually from the game’s ERFs. [http://www.datoolset.net/wiki/Reskinning_an_item_tutorial This page] will explain how to extract the textures from the game.&lt;br /&gt;
&lt;br /&gt;
A texture is a tint map file. See [[How to create textures]] for extra details on textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tattoo Textures in base game guide==&lt;br /&gt;
&lt;br /&gt;
uh_pct_dc1_0t - Dwarf common player tattoos&lt;br /&gt;
&lt;br /&gt;
uh_pct_dn1_0t - Dwarf noble player tattoos&lt;br /&gt;
&lt;br /&gt;
uh_pct_h01_0t – uh_pct_h02_0t – Human player tattoos &lt;br /&gt;
&lt;br /&gt;
uh_pmt_001_0t - Companion tattoos- Morrigan eyeshadow, Zevran tattoo,  Casteless brand, Unused Oghren tattoo&lt;br /&gt;
&lt;br /&gt;
uh_tat_dw1_0t - uh_tat_dw2_0t - Dwarf tattoos&lt;br /&gt;
&lt;br /&gt;
uh_tat_ed1_0t - uh_tat_ed4_0t - Elf vallaslin&lt;br /&gt;
&lt;br /&gt;
uh_pct_exp_0t – Awakening tattoos- Velanna vallaslin and Sigrun tattoos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unused'''&lt;br /&gt;
&lt;br /&gt;
uh_tat_av1_0t - uh_tat_av1_03 – Human tattoos, only selectable in toolset. Probably leftover from scrapped avvar origin.&lt;br /&gt;
&lt;br /&gt;
== Make a tattoo == &lt;br /&gt;
&lt;br /&gt;
You need at least one image. However tattoos come in a pack of 4 images composed together. If this is a standalone tattoo, you can leave all the other slots blank if you want.&lt;br /&gt;
&lt;br /&gt;
The 4 images are stored in the red, blue, green and alpha channels. You can use the files you extracted as reference. &lt;br /&gt;
&lt;br /&gt;
To create the tattoo , it may be helpful to extract one of the games base heads and have it as an .OBJ to draw on, or at least have a UV map of the head. Every head in the game will have the same UV map, from child to dwarf, so a tattoo for one should work for every character in the toolset.&lt;br /&gt;
&lt;br /&gt;
[[File:Hm_head.png|200px|thumb|left|Head UV map]]&lt;br /&gt;
The background of your image needs to be pure black, with the tattoo in white. How bright the tattoo’s base colour is, depends on how white or off white you have made the tattoo. A purer white will be a darker tattoo.&lt;br /&gt;
&lt;br /&gt;
Import one of your new images into GIMP, anything the right size.&lt;br /&gt;
Go to the toolbar of GIMP and Colours&amp;gt;Components&amp;gt;Decompose&lt;br /&gt;
It will have made some extra layers that look identical to the ones you already have. Delete the extra layers, then paste in the four you have made. &lt;br /&gt;
&lt;br /&gt;
Colours&amp;gt;Components&amp;gt;Compose&lt;br /&gt;
Compose colour model, RGBA&lt;br /&gt;
Make sure they are in the right slots.&lt;br /&gt;
&lt;br /&gt;
When done, you can check the channels tab to see if what you did worked. The image should now look mostly transparent but with odd bands of colour on it.&lt;br /&gt;
&lt;br /&gt;
Save it in preferred format and then you can test it in the toolset.&lt;br /&gt;
Try to name it something with the uh_tat_ whatever _0t file convention so it is easy to select in the toolset.&lt;br /&gt;
&lt;br /&gt;
[[File:Decm1.png|200px|thumb|left|How to decompose an image]]&lt;br /&gt;
[[File:Decm4.png|200px|thumb|right|How to recompose an image]]&lt;br /&gt;
&lt;br /&gt;
A tattoo does not need a normal map, but it will need 2 LODS. Simply resize the image to be much smaller and save it with l2, and then l3, after it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Saving options ==&lt;br /&gt;
&lt;br /&gt;
'''File sizes'''&lt;br /&gt;
&lt;br /&gt;
The game's default textures for most items are 1024x1024, but I would recommend working 2048x2048 at least. Most custom face textures are that size. &lt;br /&gt;
&lt;br /&gt;
For face tattoos, make the lod2/3 very small and save as dxt5, because they will occupy a very small amount of the screen.&lt;br /&gt;
&lt;br /&gt;
'''Example sizes:'''&lt;br /&gt;
&lt;br /&gt;
128 ,&lt;br /&gt;
256 ,&lt;br /&gt;
512 ,&lt;br /&gt;
1024 ,&lt;br /&gt;
2048 ,&lt;br /&gt;
4096 &lt;br /&gt;
&lt;br /&gt;
'''Saving formats'''&lt;br /&gt;
&lt;br /&gt;
[[File:Dxt5.png|200px|thumb|left|Dtx5 option]]&lt;br /&gt;
&lt;br /&gt;
The game’s default file format for tattoo tint files is u4444. This is smaller than U8888, but it may compress gradients. You can also not compress it at all, but this will make the file very large, so make sure your computer can handle it.&lt;br /&gt;
DXT5 compression or lower is not recommended as it may leave artefacts.&lt;br /&gt;
&lt;br /&gt;
[[File:Texture_u4444.png|200px|thumb|left|How to generate u4444]]&lt;br /&gt;
&lt;br /&gt;
[[File:Texture_u8888.png|200px|thumb|right|How to generate u8888]]&lt;br /&gt;
&lt;br /&gt;
To use U8888 format, you can select [none] under compression options and [RGBA8] under format.&lt;br /&gt;
To use u4444 format, select [none] under compression options and [RGBA4] under format.&lt;br /&gt;
&lt;br /&gt;
For face tattoos, you can make the lod2/3 very small and save as dxt5 to save space, because they will occupy a very small amount of the screen.&lt;br /&gt;
&lt;br /&gt;
Make sure to generate mipmaps, no matter how you save it!&lt;br /&gt;
&lt;br /&gt;
== The Compressonator ==&lt;br /&gt;
&lt;br /&gt;
This is a Dragon Age Origins texture tool.&lt;br /&gt;
Under tools\ResourceBuild\Processors\Texture in the DAO install directory you will find a tool called TheCompressonator. &lt;br /&gt;
You can use this to check what compression a dds file has and if it has mipmaps or not.&lt;br /&gt;
Drag the dds into it, and use view -&amp;gt; properties.&lt;br /&gt;
&lt;br /&gt;
== In Game Implementation ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately it is not currently possible to edit the [[Chargenmorphcfg.xml]] to add more tattoos to the character creation slider, as they are hardcoded into the game somewhere. So you will have to either replace a set of existing tattoos(see above for files), or apply them in the toolset if you want them in-game. This is easy enough to do with an alternate morph for a NPC, but to put them on a player character you may wish to create a preset out of your morph.&lt;br /&gt;
&lt;br /&gt;
== Texture Tools ==&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4929 Beerfish Excel Utilities (references)]&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
&lt;br /&gt;
[[Morph]]&lt;br /&gt;
&lt;br /&gt;
[[Texture Formats]]&lt;br /&gt;
&lt;br /&gt;
[[Chargenmorphcfg.xml]]&lt;br /&gt;
&lt;br /&gt;
[https://sapphimods.me/tutorials/dragon-age-texture-guide/ Dragon age texture guide – Exhaustive] &lt;br /&gt;
&lt;br /&gt;
[https://whuffie.wordpress.com/2011/02/27/creating-simple-1-color-or-3-color-tattoos-from-scratch-dragon-age-da-toolset-tutorial/ How to make Tattoos]&lt;br /&gt;
&lt;br /&gt;
[https://dragonagemods.tumblr.com/tagged/tattoos Tattoo guides]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Art resources]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How_to_create_a_tattoo&amp;diff=20016</id>
		<title>How to create a tattoo</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How_to_create_a_tattoo&amp;diff=20016"/>
				<updated>2022-06-26T13:24:20Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to create facial tattoos for use in the toolset.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This tutorial requires GIMP. You can also use Photoshop’s dds plugin, it doesn’t matter, but this tutorial is for GIMP.&lt;br /&gt;
&lt;br /&gt;
If you wish to modify the base games textures or have them as a reference, extract them manually from the game’s ERFs. [http://www.datoolset.net/wiki/Reskinning_an_item_tutorial This page] will explain how to extract the textures from the game.&lt;br /&gt;
&lt;br /&gt;
A texture is a tint map file. See [[How to create textures]] for extra details on textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tattoo Textures in base game guide==&lt;br /&gt;
&lt;br /&gt;
uh_pct_dc1_0t - Dwarf common player tattoos&lt;br /&gt;
&lt;br /&gt;
uh_pct_dn1_0t - Dwarf noble player tattoos&lt;br /&gt;
&lt;br /&gt;
uh_pct_h01_0t – uh_pct_h02_0t – Human player tattoos &lt;br /&gt;
&lt;br /&gt;
uh_pmt_001_0t - Companion tattoos- Morrigan eyeshadow, Zevran tattoo,  Casteless brand, Unused Oghren tattoo&lt;br /&gt;
&lt;br /&gt;
uh_tat_dw1_0t - uh_tat_dw2_0t - Dwarf tattoos&lt;br /&gt;
&lt;br /&gt;
uh_tat_ed1_0t - uh_tat_ed4_0t - Elf vallaslin&lt;br /&gt;
&lt;br /&gt;
uh_pct_exp_0t – Awakening tattoos- Velanna vallaslin and Sigrun tattoos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unused'''&lt;br /&gt;
&lt;br /&gt;
uh_tat_av1_0t - uh_tat_av1_03 – Human tattoos, only selectable in toolset. Probably leftover from scrapped avvar origin.&lt;br /&gt;
&lt;br /&gt;
== Make a tattoo == &lt;br /&gt;
&lt;br /&gt;
You need at least one image. However tattoos come in a pack of 4 images composed together. If this is a standalone tattoo, you can leave all the other slots blank if you want.&lt;br /&gt;
&lt;br /&gt;
The 4 images are stored in the red, blue, green and alpha channels. You can use the files you extracted as reference. &lt;br /&gt;
&lt;br /&gt;
To create the tattoo , it may be helpful to extract one of the games base heads and have it as an .OBJ to draw on, or at least have a UV map of the head. Every head in the game will have the same UV map, from child to dwarf, so a tattoo for one should work for every character in the toolset.&lt;br /&gt;
&lt;br /&gt;
[[File:Hm_head.png|200px|thumb|left|Head UV map]]&lt;br /&gt;
The background of your image needs to be pure black, with the tattoo in white. How bright the tattoo’s base colour is, depends on how white or off white you have made the tattoo. A purer white will be a darker tattoo.&lt;br /&gt;
&lt;br /&gt;
Import one of your new images into GIMP, anything the right size.&lt;br /&gt;
Go to the toolbar of GIMP and Colours&amp;gt;Components&amp;gt;Decompose&lt;br /&gt;
It will have made some extra layers that look identical to the ones you already have. Delete the extra layers, then paste in the four you have made. &lt;br /&gt;
&lt;br /&gt;
Colours&amp;gt;Components&amp;gt;Compose&lt;br /&gt;
Compose colour model, RGBA&lt;br /&gt;
Make sure they are in the right slots.&lt;br /&gt;
&lt;br /&gt;
When done, you can check the channels tab to see if what you did worked. The image should now look mostly transparent but with odd bands of colour on it.&lt;br /&gt;
&lt;br /&gt;
Save it in preferred format and then you can test it in the toolset.&lt;br /&gt;
Try to name it something with the uh_tat_ whatever _0t file convention so it is easy to select in the toolset.&lt;br /&gt;
&lt;br /&gt;
[[File:Decm1.png|200px|thumb|left|How to decompose an image]]&lt;br /&gt;
[[File:Decm4.png|200px|thumb|right|How to recompose an image]]&lt;br /&gt;
&lt;br /&gt;
A tattoo does not need a normal map, but it will need 2 LODS. Simply resize the image to be much smaller and save it with l2, and then l3, after it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Saving options ==&lt;br /&gt;
&lt;br /&gt;
'''File sizes'''&lt;br /&gt;
&lt;br /&gt;
The game's default textures for most items are 1024x1024, but I would recommend working 2048x2048 at least. Most custom face textures are that size. &lt;br /&gt;
&lt;br /&gt;
For face tattoos, make the lod2/3 very small and save as dxt5, because they will occupy a very small amount of the screen.&lt;br /&gt;
&lt;br /&gt;
'''Example sizes:'''&lt;br /&gt;
&lt;br /&gt;
128 ,&lt;br /&gt;
256 ,&lt;br /&gt;
512 ,&lt;br /&gt;
1024 ,&lt;br /&gt;
2048 ,&lt;br /&gt;
4096 &lt;br /&gt;
&lt;br /&gt;
'''Saving formats'''&lt;br /&gt;
&lt;br /&gt;
[[File:Dxt5.png|200px|thumb|left|Dtx5 option]]&lt;br /&gt;
&lt;br /&gt;
The game’s default file format for tattoo tint files is u4444. This is smaller than U8888, but it may compress gradients. You can also not compress it at all, but this will make the file very large, so make sure your computer can handle it.&lt;br /&gt;
DXT5 compression or lower is not recommended as it may leave artefacts.&lt;br /&gt;
&lt;br /&gt;
[[File:Texture_u4444.png|200px|thumb|left|How to generate u4444]]&lt;br /&gt;
&lt;br /&gt;
[[File:Texture_u8888.png|200px|thumb|right|How to generate u8888]]&lt;br /&gt;
&lt;br /&gt;
To use U8888 format, you can select [none] under compression options and [RGBA8] under format.&lt;br /&gt;
To use u4444 format, select [none] under compression options and [RGBA4] under format.&lt;br /&gt;
&lt;br /&gt;
For face tattoos, you can make the lod2/3 very small and save as dxt5 to save space, because they will occupy a very small amount of the screen.&lt;br /&gt;
&lt;br /&gt;
Make sure to generate mipmaps, no matter how you save it!&lt;br /&gt;
&lt;br /&gt;
== The Compressonator ==&lt;br /&gt;
&lt;br /&gt;
This is a Dragon Age Origins texture tool.&lt;br /&gt;
Under tools\ResourceBuild\Processors\Texture in the DAO install directory you will find a tool called TheCompressonator. &lt;br /&gt;
You can use this to check what compression a dds file has and if it has mipmaps or not.&lt;br /&gt;
Drag the dds into it, and use view -&amp;gt; properties.&lt;br /&gt;
&lt;br /&gt;
== In Game Implementation ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately it is not currently possible to edit the [[Chargenmorphcfg.xml]] to add more tattoos to the character creation slider, as they are hardcoded into the game somewhere. So you will have to either replace a set of existing tattoos(see above for files), or apply them in the toolset if you want them in-game. This is easy enough to do with an alternate morph for a NPC, but to put them on a player character you may wish to create a preset out of your morph.&lt;br /&gt;
&lt;br /&gt;
== Texture Tools ==&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4929 Beerfish Excel Utilities (references)]&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
&lt;br /&gt;
[[Morph]]&lt;br /&gt;
&lt;br /&gt;
[[Texture_Formats]]&lt;br /&gt;
&lt;br /&gt;
[https://sapphimods.me/tutorials/dragon-age-texture-guide/ Dragon age texture guide – Exhaustive] &lt;br /&gt;
&lt;br /&gt;
[https://whuffie.wordpress.com/2011/02/27/creating-simple-1-color-or-3-color-tattoos-from-scratch-dragon-age-da-toolset-tutorial/ How to make Tattoos]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Art resources]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How_to_create_a_tattoo&amp;diff=20015</id>
		<title>How to create a tattoo</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How_to_create_a_tattoo&amp;diff=20015"/>
				<updated>2022-06-26T13:15:33Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to create facial tattoos for use in the toolset.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This tutorial requires GIMP. You can also use Photoshop’s dds plugin, it doesn’t matter, but this tutorial is for GIMP.&lt;br /&gt;
&lt;br /&gt;
If you wish to modify the base games textures or have them as a reference, extract them manually from the game’s ERFs. [http://www.datoolset.net/wiki/Reskinning_an_item_tutorial This page] will explain how to extract the textures from the game.&lt;br /&gt;
&lt;br /&gt;
A texture is a tint map file. See [[How to create textures]] for extra details on textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tattoo Textures in base game guide==&lt;br /&gt;
&lt;br /&gt;
uh_pct_dc1_0t - Dwarf common player tattoos&lt;br /&gt;
&lt;br /&gt;
uh_pct_dn1_0t - Dwarf noble player tattoos&lt;br /&gt;
&lt;br /&gt;
uh_pct_h01_0t – uh_pct_h02_0t – Human player tattoos &lt;br /&gt;
&lt;br /&gt;
uh_pmt_001_0t - Companion tattoos- Morrigan eyeshadow, Zevran tattoo,  Casteless brand, Unused Oghren tattoo&lt;br /&gt;
&lt;br /&gt;
uh_tat_dw1_0t - uh_tat_dw2_0t - Dwarf tattoos&lt;br /&gt;
&lt;br /&gt;
uh_tat_ed1_0t - uh_tat_ed4_0t - Elf vallaslin&lt;br /&gt;
&lt;br /&gt;
uh_pct_exp_0t – Awakening tattoos- Velanna vallaslin and Sigrun tattoos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unused'''&lt;br /&gt;
&lt;br /&gt;
uh_tat_av1_0t - uh_tat_av1_03 – Human tattoos, only selectable in toolset. Probably leftover from scrapped avvar origin.&lt;br /&gt;
&lt;br /&gt;
== Make a tattoo == &lt;br /&gt;
&lt;br /&gt;
You need at least one image. However tattoos come in a pack of 4 images composed together. If this is a standalone tattoo, you can leave all the other slots blank if you want.&lt;br /&gt;
&lt;br /&gt;
The 4 images are stored in the red, blue, green and alpha channels. You can use the files you extracted as reference. &lt;br /&gt;
&lt;br /&gt;
To create the tattoo , it may be helpful to extract one of the games base heads and have it as an .OBJ to draw on, or at least have a UV map of the head. Every head in the game will have the same UV map, from child to dwarf, so a tattoo for one should work for every character in the toolset.&lt;br /&gt;
&lt;br /&gt;
[[File:Hm_head.png|200px|thumb|left|Head UV map]]&lt;br /&gt;
The background of your image needs to be pure black, with the tattoo in white. How bright the tattoo’s base colour is, depends on how white or off white you have made the tattoo. A purer white will be a darker tattoo.&lt;br /&gt;
&lt;br /&gt;
Import one of your new images into GIMP, anything the right size.&lt;br /&gt;
Go to the toolbar of GIMP and Colours&amp;gt;Components&amp;gt;Decompose&lt;br /&gt;
It will have made some extra layers that look identical to the ones you already have. Delete the extra layers, then paste in the four you have made. &lt;br /&gt;
&lt;br /&gt;
Colours&amp;gt;Components&amp;gt;Compose&lt;br /&gt;
Compose colour model, RGBA&lt;br /&gt;
Make sure they are in the right slots.&lt;br /&gt;
&lt;br /&gt;
When done, you can check the channels tab to see if what you did worked. The image should now look mostly transparent but with odd bands of colour on it.&lt;br /&gt;
&lt;br /&gt;
Save it in preferred format and then you can test it in the toolset.&lt;br /&gt;
Try to name it something with the uh_tat_ whatever _0t file convention so it is easy to select in the toolset.&lt;br /&gt;
&lt;br /&gt;
[[File:Decm1.png|200px|thumb|left|How to decompose an image]]&lt;br /&gt;
[[File:Decm4.png|200px|thumb|right|How to recompose an image]]&lt;br /&gt;
&lt;br /&gt;
A tattoo does not need a normal map, but it will need 2 LODS. Simply resize the image to be much smaller and save it with l2, and then l3, after it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Saving options ==&lt;br /&gt;
&lt;br /&gt;
'''File sizes'''&lt;br /&gt;
&lt;br /&gt;
The game's default textures for most items are 1024x1024, but I would recommend working 2048x2048 at least. Most custom face textures are that size. &lt;br /&gt;
&lt;br /&gt;
For face tattoos, make the lod2/3 very small and save as dxt5, because they will occupy a very small amount of the screen.&lt;br /&gt;
&lt;br /&gt;
'''Example sizes:'''&lt;br /&gt;
&lt;br /&gt;
128 ,&lt;br /&gt;
256 ,&lt;br /&gt;
512 ,&lt;br /&gt;
1024 ,&lt;br /&gt;
2048 ,&lt;br /&gt;
4096 &lt;br /&gt;
&lt;br /&gt;
'''Saving formats'''&lt;br /&gt;
&lt;br /&gt;
[[File:Dxt5.png|200px|thumb|left|Dtx5 option]]&lt;br /&gt;
&lt;br /&gt;
The game’s default file format for tattoo tint files is u4444. This is smaller than U8888, but it may compress gradients.&lt;br /&gt;
&lt;br /&gt;
[[File:Texture_u4444.png|200px|thumb|left|How to generate u4444]]&lt;br /&gt;
&lt;br /&gt;
[[File:Texture_u8888.png|200px|thumb|right|How to generate u8888]]&lt;br /&gt;
&lt;br /&gt;
To use U8888 format, you can select [none] under compression options and [RGBA8] under format.&lt;br /&gt;
To use u4444 format, select [none] under compression options and [RGBA4] under format.&lt;br /&gt;
&lt;br /&gt;
For face tattoos, you can make the lod2/3 very small and save as dxt5 to save space, because they will occupy a very small amount of the screen.&lt;br /&gt;
&lt;br /&gt;
Make sure to generate mipmaps, no matter how you save it!&lt;br /&gt;
&lt;br /&gt;
== The Compressonator ==&lt;br /&gt;
&lt;br /&gt;
This is a Dragon Age Origins texture tool.&lt;br /&gt;
Under tools\ResourceBuild\Processors\Texture in the DAO install directory you will find a tool called TheCompressonator. &lt;br /&gt;
You can use this to check what compression a dds file has and if it has mipmaps or not.&lt;br /&gt;
Drag the dds into it, and use view -&amp;gt; properties.&lt;br /&gt;
&lt;br /&gt;
== In Game Implementation ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately it is not currently possible to edit the [[Chargenmorphcfg.xml]] to add more tattoos to the character creation slider, as they are hardcoded into the game somewhere. So you will have to either replace a set of existing tattoos(see above for files), or apply them in the toolset if you want them in-game. This is easy enough to do with an alternate morph for a NPC, but to put them on a player character you may wish to create a preset out of your morph.&lt;br /&gt;
&lt;br /&gt;
== Texture Tools ==&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4929 Beerfish Excel Utilities (references)]&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
&lt;br /&gt;
[[Morph]]&lt;br /&gt;
&lt;br /&gt;
[[Texture_Formats]]&lt;br /&gt;
&lt;br /&gt;
[https://sapphimods.me/tutorials/dragon-age-texture-guide/ Dragon age texture guide – Exhaustive] &lt;br /&gt;
&lt;br /&gt;
[https://whuffie.wordpress.com/2011/02/27/creating-simple-1-color-or-3-color-tattoos-from-scratch-dragon-age-da-toolset-tutorial/ How to make Tattoos]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Art resources]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How_to_create_a_tattoo&amp;diff=20014</id>
		<title>How to create a tattoo</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How_to_create_a_tattoo&amp;diff=20014"/>
				<updated>2022-06-26T13:13:20Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to create facial tattoos for use in the toolset.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This tutorial requires GIMP. You can also use Photoshop’s dds plugin, it doesn’t matter, but this tutorial is for GIMP.&lt;br /&gt;
&lt;br /&gt;
If you wish to modify the base games textures or have them as a reference, extract them manually from the game’s ERFs. [http://www.datoolset.net/wiki/Reskinning_an_item_tutorial This page] will explain how to extract the textures from the game.&lt;br /&gt;
&lt;br /&gt;
A texture is a tint map file. See [[How to create textures]] for extra details on textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tattoo Textures in base game guide==&lt;br /&gt;
&lt;br /&gt;
uh_pct_dc1_0t - Dwarf common player tattoos&lt;br /&gt;
&lt;br /&gt;
uh_pct_dn1_0t - Dwarf noble player tattoos&lt;br /&gt;
&lt;br /&gt;
uh_pct_h01_0t – uh_pct_h02_0t – Human player tattoos &lt;br /&gt;
&lt;br /&gt;
uh_tat_av1_0t -uh_tat_av1_03 – Human tattoos, probably leftover from scrapped avvar origin&lt;br /&gt;
&lt;br /&gt;
uh_pmt_001_0t - Companion tattoos- Morrigan eyeshadow, Zevran tattoo,  Casteless brand, Unused Oghren tattoo&lt;br /&gt;
&lt;br /&gt;
uh_tat_dw1_0t - uh_tat_dw2_0t - Dwarf tattoos&lt;br /&gt;
&lt;br /&gt;
uh_tat_ed1_0t - uh_tat_ed4_0t - Elf vallaslin&lt;br /&gt;
&lt;br /&gt;
uh_pct_exp_0t – Awakening tattoos- Velanna vallaslin and Sigrun tattoos.&lt;br /&gt;
&lt;br /&gt;
== Make a tattoo == &lt;br /&gt;
&lt;br /&gt;
You need at least one image. However tattoos come in a pack of 4 images composed together. If this is a standalone tattoo, you can leave all the other slots blank if you want.&lt;br /&gt;
&lt;br /&gt;
The 4 images are stored in the red, blue, green and alpha channels. You can use the files you extracted as reference. &lt;br /&gt;
&lt;br /&gt;
To create the tattoo , it may be helpful to extract one of the games base heads and have it as an .OBJ to draw on, or at least have a UV map of the head. Every head in the game will have the same UV map, from child to dwarf, so a tattoo for one should work for every character in the toolset.&lt;br /&gt;
&lt;br /&gt;
[[File:Hm_head.png|200px|thumb|left|Head UV map]]&lt;br /&gt;
The background of your image needs to be pure black, with the tattoo in white. How bright the tattoo’s base colour is, depends on how white or off white you have made the tattoo. A purer white will be a darker tattoo.&lt;br /&gt;
&lt;br /&gt;
Import one of your new images into GIMP, anything the right size.&lt;br /&gt;
Go to the toolbar of GIMP and Colours&amp;gt;Components&amp;gt;Decompose&lt;br /&gt;
It will have made some extra layers that look identical to the ones you already have. Delete the extra layers, then paste in the four you have made. &lt;br /&gt;
&lt;br /&gt;
Colours&amp;gt;Components&amp;gt;Compose&lt;br /&gt;
Compose colour model, RGBA&lt;br /&gt;
Make sure they are in the right slots.&lt;br /&gt;
&lt;br /&gt;
When done, you can check the channels tab to see if what you did worked. The image should now look mostly transparent but with odd bands of colour on it.&lt;br /&gt;
&lt;br /&gt;
Save it in preferred format and then you can test it in the toolset.&lt;br /&gt;
Try to name it something with the uh_tat_ whatever _0t file convention so it is easy to select in the toolset.&lt;br /&gt;
&lt;br /&gt;
[[File:Decm1.png|200px|thumb|left|How to decompose an image]]&lt;br /&gt;
[[File:Decm4.png|200px|thumb|right|How to recompose an image]]&lt;br /&gt;
&lt;br /&gt;
A tattoo does not need a normal map, but it will need 2 LODS. Simply resize the image to be much smaller and save it with l2, and then l3, after it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Saving options ==&lt;br /&gt;
&lt;br /&gt;
'''File sizes'''&lt;br /&gt;
&lt;br /&gt;
The game's default textures for most items are 1024x1024, but I would recommend working 2048x2048 at least. Most custom face textures are that size. &lt;br /&gt;
&lt;br /&gt;
For face tattoos, make the lod2/3 very small and save as dxt5, because they will occupy a very small amount of the screen.&lt;br /&gt;
&lt;br /&gt;
'''Example sizes:'''&lt;br /&gt;
&lt;br /&gt;
128 ,&lt;br /&gt;
256 ,&lt;br /&gt;
512 ,&lt;br /&gt;
1024 ,&lt;br /&gt;
2048 ,&lt;br /&gt;
4096 &lt;br /&gt;
&lt;br /&gt;
'''Saving formats'''&lt;br /&gt;
&lt;br /&gt;
[[File:Dxt5.png|200px|thumb|left|Dtx5 option]]&lt;br /&gt;
&lt;br /&gt;
The game’s default file format for tattoo tint files is u4444. This is smaller than U8888, but it may compress gradients.&lt;br /&gt;
&lt;br /&gt;
[[File:Texture_u4444.png|200px|thumb|left|How to generate u4444]]&lt;br /&gt;
&lt;br /&gt;
[[File:Texture_u8888.png|200px|thumb|right|How to generate u8888]]&lt;br /&gt;
&lt;br /&gt;
To use U8888 format, you can select [none] under compression options and [RGBA8] under format.&lt;br /&gt;
To use u4444 format, select [none] under compression options and [RGBA4] under format.&lt;br /&gt;
&lt;br /&gt;
For face tattoos, you can make the lod2/3 very small and save as dxt5 to save space, because they will occupy a very small amount of the screen.&lt;br /&gt;
&lt;br /&gt;
Make sure to generate mipmaps, no matter how you save it!&lt;br /&gt;
&lt;br /&gt;
== The Compressonator ==&lt;br /&gt;
&lt;br /&gt;
This is a Dragon Age Origins texture tool.&lt;br /&gt;
Under tools\ResourceBuild\Processors\Texture in the DAO install directory you will find a tool called TheCompressonator. &lt;br /&gt;
You can use this to check what compression a dds file has and if it has mipmaps or not.&lt;br /&gt;
Drag the dds into it, and use view -&amp;gt; properties.&lt;br /&gt;
&lt;br /&gt;
== In Game Implementation ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately it is not currently possible to edit the [[Chargenmorphcfg.xml]] to add more tattoos to the character creation slider, as they are hardcoded into the game somewhere. So you will have to either replace a set of existing tattoos(see above for files), or apply them in the toolset if you want them in-game. This is easy enough to do with an alternate morph for a NPC, but to put them on a player character you may wish to create a preset out of your morph.&lt;br /&gt;
&lt;br /&gt;
== Texture Tools ==&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4929 Beerfish Excel Utilities (references)]&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
&lt;br /&gt;
[[Morph]]&lt;br /&gt;
&lt;br /&gt;
[[Texture_Formats]]&lt;br /&gt;
&lt;br /&gt;
[https://sapphimods.me/tutorials/dragon-age-texture-guide/ Dragon age texture guide – Exhaustive] &lt;br /&gt;
&lt;br /&gt;
[https://whuffie.wordpress.com/2011/02/27/creating-simple-1-color-or-3-color-tattoos-from-scratch-dragon-age-da-toolset-tutorial/ How to make Tattoos]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Art resources]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How_to_create_a_tattoo&amp;diff=20013</id>
		<title>How to create a tattoo</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How_to_create_a_tattoo&amp;diff=20013"/>
				<updated>2022-06-26T13:11:43Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to create facial tattoos for use in the toolset.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This tutorial requires GIMP. You can also use Photoshop’s dds plugin, it doesn’t matter, but this tutorial is for GIMP.&lt;br /&gt;
&lt;br /&gt;
If you wish to modify the base games textures or have them as a reference, extract them manually from the game’s ERFs. [http://www.datoolset.net/wiki/Reskinning_an_item_tutorial This page] will explain how to extract the textures from the game.&lt;br /&gt;
&lt;br /&gt;
A texture is a tint map file. See [[How to create textures]] for extra details on textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tattoo Textures in base game guide==&lt;br /&gt;
&lt;br /&gt;
uh_pct_dc1_0t - Dwarf common player tattoos&lt;br /&gt;
&lt;br /&gt;
uh_pct_dn1_0t - Dwarf noble player tattoos&lt;br /&gt;
&lt;br /&gt;
uh_pct_h01_0t – uh_pct_h02_0t – Human player tattoos &lt;br /&gt;
&lt;br /&gt;
uh_tat_av1_0t -uh_tat_av1_03 – Human tattoos, probably leftover from scrapped avvar origin&lt;br /&gt;
&lt;br /&gt;
uh_pmt_001_0t - Companion tattoos- Morrigan eyeshadow, Zevran tattoo,  Casteless brand, Unused Oghren tattoo&lt;br /&gt;
&lt;br /&gt;
uh_tat_dw1_0t - uh_tat_dw2_0t - Dwarf tattoos&lt;br /&gt;
&lt;br /&gt;
uh_tat_ed1_0t - uh_tat_ed4_0t - Elf vallaslin&lt;br /&gt;
&lt;br /&gt;
uh_pct_exp_0t – Awakening tattoos- Velanna vallaslin and Sigrun tattoos.&lt;br /&gt;
&lt;br /&gt;
== Make a tattoo == &lt;br /&gt;
&lt;br /&gt;
You need at least one image. However tattoos come in a pack of 4 images composed together. If this is a standalone tattoo, you can leave all the other slots blank if you want.&lt;br /&gt;
&lt;br /&gt;
The 4 images are stored in the red, blue, green and alpha channels. You can use the files you extracted as reference. &lt;br /&gt;
&lt;br /&gt;
To create the tattoo , it may be helpful to extract one of the games base heads and have it as an .OBJ to draw on, or at least have a UV map of the head. Every head in the game will have the same UV map, from child to dwarf, so a tattoo for one should work for every character in the toolset.&lt;br /&gt;
&lt;br /&gt;
[[File:Hm_head.png|200px|thumb|left|Head UV map]]&lt;br /&gt;
The background of your image needs to be pure black, with the tattoo in white. How bright the tattoo’s base colour is, depends on how white or off white you have made the tattoo. A purer white will be a darker tattoo.&lt;br /&gt;
&lt;br /&gt;
Import one of your new images into GIMP, anything the right size.&lt;br /&gt;
Go to the toolbar of GIMP and Colours&amp;gt;Components&amp;gt;Decompose&lt;br /&gt;
It will have made some extra layers that look identical to the ones you already have. Delete the extra layers, then paste in the four you have made. &lt;br /&gt;
&lt;br /&gt;
Colours&amp;gt;Components&amp;gt;Compose&lt;br /&gt;
Compose colour model, RGBA&lt;br /&gt;
Make sure they are in the right slots.&lt;br /&gt;
&lt;br /&gt;
When done, you can check the channels tab to see if what you did worked. The image should now look mostly transparent but with odd bands of colour on it.&lt;br /&gt;
&lt;br /&gt;
Save it in preferred format and then you can test it in the toolset.&lt;br /&gt;
Try to name it something with the uh_tat_ whatever _0t file convention so it is easy to select in the toolset.&lt;br /&gt;
&lt;br /&gt;
[[File:Decm1.png|200px|thumb|left|How to decompose an image]]&lt;br /&gt;
[[File:Decm4.png|200px|thumb|right|How to recompose an image]]&lt;br /&gt;
&lt;br /&gt;
A tattoo does not need a normal map, but it will need 2 LODS. Simply resize the image to be much smaller and save it with l2, and then l3, after it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Saving options ==&lt;br /&gt;
&lt;br /&gt;
'''File sizes'''&lt;br /&gt;
&lt;br /&gt;
The game's default textures for most items are 1024x1024, but I would recommend working 2048x2048 at least. Most custom face textures are that size. &lt;br /&gt;
&lt;br /&gt;
For face tattoos, make the lod2/3 very small and save as dxt5, because they will occupy a very small amount of the screen.&lt;br /&gt;
&lt;br /&gt;
'''Example sizes:'''&lt;br /&gt;
&lt;br /&gt;
128 ,&lt;br /&gt;
256 ,&lt;br /&gt;
512 ,&lt;br /&gt;
1024 ,&lt;br /&gt;
2048 ,&lt;br /&gt;
4096 &lt;br /&gt;
&lt;br /&gt;
'''Saving formats'''&lt;br /&gt;
&lt;br /&gt;
[[File:Dxt5.png|200px|thumb|left|Dtx5 option]]&lt;br /&gt;
&lt;br /&gt;
The game’s default file format for tattoo tint files is u4444. U8888 is better. You can also have them totally uncompressed for best quality, but they will be very large files.&lt;br /&gt;
[[File:Texture_u4444.png|200px|thumb|left|How to generate u4444]]&lt;br /&gt;
&lt;br /&gt;
[[File:Texture_u8888.png|200px|thumb|right|How to generate u8888]]&lt;br /&gt;
&lt;br /&gt;
For face tattoos, make the lod2/3 very small and you can save as dxt5 to save space, because they will occupy a very small amount of the screen.&lt;br /&gt;
&lt;br /&gt;
To use U8888 format, you can select [none] under compression options and [RGBA8] under format.&lt;br /&gt;
To use u4444 format, select [none] under compression options and [RGBA4] under format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make sure to generate mipmaps, no matter how you save it!&lt;br /&gt;
&lt;br /&gt;
== The Compressonator ==&lt;br /&gt;
&lt;br /&gt;
This is a Dragon Age Origins texture tool.&lt;br /&gt;
Under tools\ResourceBuild\Processors\Texture in the DAO install directory you will find a tool called TheCompressonator. &lt;br /&gt;
You can use this to check what compression a dds file has and if it has mipmaps or not.&lt;br /&gt;
Drag the dds into it, and use view -&amp;gt; properties.&lt;br /&gt;
&lt;br /&gt;
== In Game Implementation ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately it is not currently possible to edit the [[Chargenmorphcfg.xml]] to add more tattoos to the character creation slider, as they are hardcoded into the game somewhere. So you will have to either replace a set of existing tattoos(see above for files), or apply them in the toolset if you want them in-game. This is easy enough to do with an alternate morph for a NPC, but to put them on a player character you may wish to create a preset out of your morph.&lt;br /&gt;
&lt;br /&gt;
== Texture Tools ==&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4929 Beerfish Excel Utilities (references)]&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
&lt;br /&gt;
[[Morph]]&lt;br /&gt;
&lt;br /&gt;
[[Texture_Formats]]&lt;br /&gt;
&lt;br /&gt;
[https://sapphimods.me/tutorials/dragon-age-texture-guide/ Dragon age texture guide – Exhaustive] &lt;br /&gt;
&lt;br /&gt;
[https://whuffie.wordpress.com/2011/02/27/creating-simple-1-color-or-3-color-tattoos-from-scratch-dragon-age-da-toolset-tutorial/ How to make Tattoos]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Art resources]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How_to_create_a_tattoo&amp;diff=20012</id>
		<title>How to create a tattoo</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How_to_create_a_tattoo&amp;diff=20012"/>
				<updated>2022-06-26T13:00:15Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This tutorial requires GIMP. You can also use Photoshop’s dds plugin, it doesn’t matter, but this tutorial is for GIMP.&lt;br /&gt;
&lt;br /&gt;
If you wish to modify the base games textures or have them as a reference, extract them manually from the game’s ERFs. [http://www.datoolset.net/wiki/Reskinning_an_item_tutorial This page] will explain how to extract the textures from the game.&lt;br /&gt;
&lt;br /&gt;
A texture is a tint map file. See [[How to create textures]] for extra details on textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tattoo Textures in base game guide==&lt;br /&gt;
&lt;br /&gt;
uh_pct_dc1_0t - Dwarf player tattoos&lt;br /&gt;
&lt;br /&gt;
uh_pct_dn1_0t - Dwarf player tattoos&lt;br /&gt;
&lt;br /&gt;
uh_pct_h01_0t – uh_pct_h02_0t – Human player tattoos &lt;br /&gt;
&lt;br /&gt;
uh_tat_av1_0t -uh_tat_av1_03 – Human and city elf tattoos, probably leftover from scrapped avvar origin&lt;br /&gt;
&lt;br /&gt;
uh_pmt_001_0t - Companion tattoos- Morrigan eyeshadow, Zevran tattoo,  Casteless brand, Unused Oghren brand&lt;br /&gt;
&lt;br /&gt;
uh_tat_dw1_0t - uh_tat_dw2_0t - Dwarf tattoos&lt;br /&gt;
&lt;br /&gt;
uh_tat_ed1_0t - uh_tat_ed4_0t - Elf vallaslin&lt;br /&gt;
&lt;br /&gt;
uh_pct_exp_0t – Awakening tattoos- Velanna vallaslin and Sigrun tattoos.&lt;br /&gt;
&lt;br /&gt;
== Make a tattoo == &lt;br /&gt;
&lt;br /&gt;
You need at least one image. However tattoos come in a pack of 4 images composed together. If this is a standalone tattoo, you can leave all the other slots blank if you want.&lt;br /&gt;
&lt;br /&gt;
The 4 images are stored in the red, blue, green and alpha channels. You can use the files you extracted as reference. &lt;br /&gt;
&lt;br /&gt;
To create the tattoo , it may be helpful to extract one of the games base heads and have it as an .OBJ to draw on, or at least have a UV map of the head. Every head in the game will have the same UV map, from child to dwarf, so a tattoo for one should work for every character in the toolset.&lt;br /&gt;
&lt;br /&gt;
[[File:Hm_head.png|200px|thumb|left|Head UV map]]&lt;br /&gt;
The background of your image needs to be pure black, with the tattoo in white. How bright the tattoo’s base colour is, depends on how white or off white you have made the tattoo. A purer white will be a darker tattoo.&lt;br /&gt;
&lt;br /&gt;
Import one of your new images into GIMP, anything the right size.&lt;br /&gt;
Go to the toolbar of GIMP and Colours&amp;gt;Components&amp;gt;Decompose&lt;br /&gt;
It will have made some extra layers that look identical to the ones you already have. Delete the extra layers, then paste in the four you have made. &lt;br /&gt;
&lt;br /&gt;
Colours&amp;gt;Components&amp;gt;Compose&lt;br /&gt;
Compose colour model, RGBA&lt;br /&gt;
Make sure they are in the right slots.&lt;br /&gt;
&lt;br /&gt;
When done, you can check the channels tab to see if what you did worked. The image should now look mostly transparent but with odd bands of colour on it.&lt;br /&gt;
&lt;br /&gt;
Save it in preferred format and then you can test it in the toolset.&lt;br /&gt;
Try to name it something with the uh_tat_ whatever _0t file convention so it is easy to select in the toolset.&lt;br /&gt;
&lt;br /&gt;
[[File:Decm1.png|200px|thumb|left|How to decompose an image]]&lt;br /&gt;
[[File:Decm4.png|200px|thumb|right|How to recompose an image]]&lt;br /&gt;
&lt;br /&gt;
A tattoo does not need a normal map, but it will need 2 LODS. Simply resize the image to be much smaller and save it with l2, and then l3, after it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Saving options ==&lt;br /&gt;
&lt;br /&gt;
'''File sizes'''&lt;br /&gt;
&lt;br /&gt;
The game's default textures for most items are 1024x1024, but I would recommend working 2048x2048 at least. Most custom face textures are that size. &lt;br /&gt;
&lt;br /&gt;
For face tattoos, make the lod2/3 very small and save as dxt5, because they will occupy a very small amount of the screen.&lt;br /&gt;
&lt;br /&gt;
'''Example sizes:'''&lt;br /&gt;
&lt;br /&gt;
128 ,&lt;br /&gt;
256 ,&lt;br /&gt;
512 ,&lt;br /&gt;
1024 ,&lt;br /&gt;
2048 ,&lt;br /&gt;
4096 &lt;br /&gt;
&lt;br /&gt;
'''Saving formats'''&lt;br /&gt;
&lt;br /&gt;
[[File:Dxt5.png|200px|thumb|left|Dtx5 option]]&lt;br /&gt;
&lt;br /&gt;
The game’s default file format for tattoo tint files is u4444. U8888 is better. You can also have them totally uncompressed for best quality, but they will be very large files.&lt;br /&gt;
[[File:Texture_u4444.png|200px|thumb|left|How to generate u4444]]&lt;br /&gt;
&lt;br /&gt;
[[File:Texture_u8888.png|200px|thumb|right|How to generate u8888]]&lt;br /&gt;
&lt;br /&gt;
For face tattoos, make the lod2/3 very small and you can save as dxt5 to save space, because they will occupy a very small amount of the screen.&lt;br /&gt;
&lt;br /&gt;
To use U8888 format, you can select [none] under compression options and [RGBA8] under format.&lt;br /&gt;
To use u4444 format, select [none] under compression options and [RGBA4] under format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make sure to generate mipmaps, no matter how you save it!&lt;br /&gt;
&lt;br /&gt;
== The Compressonator ==&lt;br /&gt;
&lt;br /&gt;
This is a Dragon Age Origins texture tool.&lt;br /&gt;
Under tools\ResourceBuild\Processors\Texture in the DAO install directory you will find a tool called TheCompressonator. &lt;br /&gt;
You can use this to check what compression a dds file has and if it has mipmaps or not.&lt;br /&gt;
Drag the dds into it, and use view -&amp;gt; properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Texture Tools ==&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4929 Beerfish Excel Utilities (references)]&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
&lt;br /&gt;
[[Morph]]&lt;br /&gt;
&lt;br /&gt;
[[Texture_Formats]]&lt;br /&gt;
&lt;br /&gt;
[https://sapphimods.me/tutorials/dragon-age-texture-guide/ Dragon age texture guide – Exhaustive] &lt;br /&gt;
&lt;br /&gt;
[https://whuffie.wordpress.com/2011/02/27/creating-simple-1-color-or-3-color-tattoos-from-scratch-dragon-age-da-toolset-tutorial/ How to make Tattoos]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Art resources]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How_to_create_textures&amp;diff=20011</id>
		<title>How to create textures</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How_to_create_textures&amp;diff=20011"/>
				<updated>2022-06-26T12:36:59Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to make a texture for an item&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This tutorial requires GIMP. You can also use Photoshop’s dds plugin, it doesn’t matter, but this tutorial is for GIMP.&lt;br /&gt;
&lt;br /&gt;
First extract base game textures manually from the game’s ERFs. [http://www.datoolset.net/wiki/Reskinning_an_item_tutorial This page] will explain how to extract the textures from the game.&lt;br /&gt;
&lt;br /&gt;
== Textures used in Origins ==&lt;br /&gt;
&lt;br /&gt;
Textures (4)&lt;br /&gt;
There are four textures in an Origins item. Sometimes, for creatures or items, there is no specific specular or tint, but these are generally what they are.&lt;br /&gt;
&lt;br /&gt;
'''Diffuse'''- the one that you typically think of as the texture.&lt;br /&gt;
&lt;br /&gt;
'''Normal map''' – (Purple in most games. Grey in Origins. Orange in Dragon Age 2. ) This makes the shading engine of the game bounce light off the item in a way that makes the object look like it has more depth than it does.&lt;br /&gt;
&lt;br /&gt;
'''Specular''' – this decides what parts of the object are shiny and which aren’t. It also decides what colour the object reflects.&lt;br /&gt;
&lt;br /&gt;
'''Tint'''- this decides what optional colour tints are overlaid, giving the outfit different colour choices. It also tells the game what is skin, so darker skin tones know to have colour overlaid on them.&lt;br /&gt;
&lt;br /&gt;
Each file will have a prefix. ‘pm’ and ‘pf’ mean the texture is universal for all males and all females respectively. Other items could have ‘hf’ for a human only variant for example.&lt;br /&gt;
&lt;br /&gt;
== LOD textures ==&lt;br /&gt;
&lt;br /&gt;
A lod stands for level of detail. Origins has LOD_0 (cutscene distance), LOD_2 (mid distance, like in the party camp) and LOD_3 (very far away- most modded in armour meshes don’t have a LOD3)&lt;br /&gt;
&lt;br /&gt;
You should make LOD textures for your replacer or the item will swap to a different texture once you get far away from it. Simply resize all your files and save as according to whatever you are replacing, which will be something like pf_rob_appa_0dl2, pf_rob_appa_0tl3. (see below for file sizes and formats.) The normal map is generally dropped from a distance so you may not need to make LODs for it. Face textures are an exception however.&lt;br /&gt;
&lt;br /&gt;
== Saving options ==&lt;br /&gt;
&lt;br /&gt;
'''File sizes'''&lt;br /&gt;
&lt;br /&gt;
The textures need to be perfect squares, or perfect rectangles. This is because computers work to the power of 2 and prefer things that way. Not remembering this can make people’s games crash.&lt;br /&gt;
&lt;br /&gt;
The game's default textures for most items are 1024x1024, but modern computers can handle a lot more so I would recommend working 2048x2048 at least. 4096X4096 is overkill, but you can do it.&lt;br /&gt;
You can also have 2048 by 1024 and so on.&lt;br /&gt;
&lt;br /&gt;
'''Example sizes:'''&lt;br /&gt;
&lt;br /&gt;
128 ,&lt;br /&gt;
256 ,&lt;br /&gt;
512 ,&lt;br /&gt;
1024 ,&lt;br /&gt;
2048 ,&lt;br /&gt;
4096 &lt;br /&gt;
&lt;br /&gt;
'''Saving formats'''&lt;br /&gt;
&lt;br /&gt;
[[File:Dxt5.png|200px|thumb|left|Dtx5 option]]&lt;br /&gt;
&lt;br /&gt;
Use DTX5 compression for anything with an alpha- diffuses, normal maps, speculars. If something has an alpha, it may have transparent elements or look transparent.&lt;br /&gt;
&lt;br /&gt;
If something has no transparent elements, such as a diffuse with no fur or feathers, DXT1 can be used instead, which takes up less space.&lt;br /&gt;
&lt;br /&gt;
Use U8888 for tint maps, hair textures, tattoos. It is uncompressed and therefore very large. You can create it by selecting [none] under compression options.&lt;br /&gt;
&lt;br /&gt;
'''Mipmaps'''&lt;br /&gt;
&lt;br /&gt;
Always tick ‘Generate mipmaps’. You need mipmaps on anything that could move closer or further away to the camera, the only case you don’t need them is static elements like the UI. Things that don’t have mipmaps will have an odd ‘sparkle’ to them, instead of a smooth clean appearance.&lt;br /&gt;
&lt;br /&gt;
== The Compressonator ==&lt;br /&gt;
&lt;br /&gt;
This is a Dragon Age Origins texture tool.&lt;br /&gt;
Under tools\ResourceBuild\Processors\Texture in the DAO install directory you will find a tool called TheCompressonator. &lt;br /&gt;
You can use this to check what compression a dds file has and if it has mipmaps or not.&lt;br /&gt;
Drag the dds into it, and use view -&amp;gt; properties.&lt;br /&gt;
&lt;br /&gt;
== Make a diffuse ==&lt;br /&gt;
Fairly straightforward, this is the part of the texture that has the colour and shading on it.&lt;br /&gt;
If you intend the item to be tintable, to come in different colours, you will need to make those parts greyscale or muted, as colour will be overlaid on top of them.&lt;br /&gt;
&lt;br /&gt;
== Make a normal map ==&lt;br /&gt;
You can generate an industry standard normal map using tools, from a heightmap, or less optimally from the diffuse. GIMP has a normal map plugin and there are other online tools, such as Normalize, that will do this free. However, Origins has an older format that needs to be converted to in order to work properly.&lt;br /&gt;
&lt;br /&gt;
Once you have the purple normal map:&lt;br /&gt;
Go to the toolbar of GIMP and Colours&amp;gt;Components&amp;gt;Decompose the purple thing.&lt;br /&gt;
&lt;br /&gt;
You can decompose it to RGB (or RGBA, it doesn’t matter, some normal maps do not have an alpha channel. Origins maps always do, however)&lt;br /&gt;
It will now become 3 images, two grey ones and one white. Possibly another white one for the alpha.&lt;br /&gt;
Delete the white layers, you don’t need them. One of these grey ones, the X axis, will be lit from side to side (probably the red one), and the other will be your Y axis, from top to bottom.&lt;br /&gt;
Origins maps are set up to have the X axis in the alpha channel, and the Y axis in the RGB channels.&lt;br /&gt;
&lt;br /&gt;
To modify a standard purple normal map to Origins format:&lt;br /&gt;
&lt;br /&gt;
[[File:Decm1.png|200px|thumb|left|How to decompose an image]]&lt;br /&gt;
Decompose it.&lt;br /&gt;
Identify which is the X axis and which is the Y&lt;br /&gt;
Rename the X axis one Alpha. &lt;br /&gt;
Invert the Y channel one, the RGB, so it looks as though it is inside out.&lt;br /&gt;
&lt;br /&gt;
Colours&amp;gt;Components&amp;gt;Compose&lt;br /&gt;
Compose colour model, RGBA&lt;br /&gt;
&lt;br /&gt;
[[File:Decm4.png|200px|thumb|right|How to recompose an image]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put the x axis in the alpha slot&lt;br /&gt;
Put the y axis in the RGB slots&lt;br /&gt;
Compose&lt;br /&gt;
&lt;br /&gt;
Save as dxt5.&lt;br /&gt;
It should now be transparent, grey, and ready to use.&lt;br /&gt;
&lt;br /&gt;
'''Convert da2 normal map'''&lt;br /&gt;
&lt;br /&gt;
You don’t need to, they work fine in Origins. Even though they’re orange.&lt;br /&gt;
&lt;br /&gt;
'''Convert Inquisition normal map'''&lt;br /&gt;
&lt;br /&gt;
If they are green, they don't need the rgb channel inverting.&lt;br /&gt;
&lt;br /&gt;
== Common problems with Normal maps ==&lt;br /&gt;
&lt;br /&gt;
If you are generating a normal map from a diffuse, you need to remember that the lighter something is, the more it will push out, and the darker it is, the more it will recede.&lt;br /&gt;
This can result in strange features, such as freckles or moles going in instead of out on a face texture, or shading cutting into skin.&lt;br /&gt;
&lt;br /&gt;
You may be better off creating a height map. It is a monochrome image set up according to the darker = further in rule. So in the face texture example above, a heightmap for a face might have a dark face with a light mole and no or minimal shading on it. This will get better results than generating off the diffuse image.&lt;br /&gt;
&lt;br /&gt;
==How to Paint your own normal map==&lt;br /&gt;
&lt;br /&gt;
Take a regular Origins map.&lt;br /&gt;
&lt;br /&gt;
Decompose&lt;br /&gt;
&lt;br /&gt;
Rename alpha -&amp;gt; red, &lt;br /&gt;
&lt;br /&gt;
invert green channel, &lt;br /&gt;
&lt;br /&gt;
fill blue slot with white &lt;br /&gt;
&lt;br /&gt;
Compose.&lt;br /&gt;
&lt;br /&gt;
It will turn purple. You can now use the clone tool or draw on it in the same colours and when you convert it back to origins normal map, it should work the same way.&lt;br /&gt;
&lt;br /&gt;
== Make a specular map ==&lt;br /&gt;
&lt;br /&gt;
Take the diffuse map, convert to greyscale (except parts you want to glow different colours, such as gold sections) and play with the levels. The whiter it is the shinier it will be in game. Black out anything you don't want to be shiny. This is your RGB.&lt;br /&gt;
The rgb decides the colours the spec map reflects. Generally you will want this to be greyscale, except for details such as gold jewellery.&lt;br /&gt;
&lt;br /&gt;
Import it into GIMP. Decompose as RGB.&lt;br /&gt;
&lt;br /&gt;
Add a new layer. This is your alpha.&lt;br /&gt;
&lt;br /&gt;
The alpha of the spec decides how shiny everything is overall, by how bright it is. White is full shine. Greyer and blacker saturation will make the overall effect more muted.&lt;br /&gt;
You can also have a more detailed specular alpha , if you don't want a uniform level of shine. Check speculars from the game to see how they work.&lt;br /&gt;
&lt;br /&gt;
Compose. It may be partially transparent now.&lt;br /&gt;
Save as dxt5.&lt;br /&gt;
&lt;br /&gt;
You can also have a spec with no alpha, the game doesn’t mind so long as there actually is one.&lt;br /&gt;
&lt;br /&gt;
== Make a tint map. ==&lt;br /&gt;
&lt;br /&gt;
What a tint map will look like depends on what the tint map you're replacing is. &lt;br /&gt;
&lt;br /&gt;
You need 4 images. These will be your red, blue, green and alpha channels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How to make red, green, blue'''&lt;br /&gt;
&lt;br /&gt;
You need to make 3 images, one for each shade you want tinted. Simply take the diffuse, turn it greyscale and paint over it. Black out anything you don't want affected, such as the metal parts.&lt;br /&gt;
&lt;br /&gt;
Don't worry about these being the right hue, GIMP will turn them greyscale anyway. &lt;br /&gt;
&lt;br /&gt;
If you don’t want the item to be tintable, create 3 all black images to be your red, blue and green.&lt;br /&gt;
How the item tints depends on items like it, other robes and such. Use the items from the game as reference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How to make Alpha Channel'''&lt;br /&gt;
&lt;br /&gt;
Alpha channel contains the information of what skin is showing.&lt;br /&gt;
To make this, Create a completely black layer, but with a totally transparent or pure white(#fffff).  cut-out on anything you want skin tinted.&lt;br /&gt;
Technically the body skin tint is #dedede, but #ffffff is the standard for Origins skin tint.&lt;br /&gt;
When &amp;gt;composed, it should flip inside out, leaving black shapes on a transparent background.&lt;br /&gt;
&lt;br /&gt;
Skin needs to be a specific colour on the diffuse to be tinted. If in doubt, just copy and paste the textures from the original nude file of the game.&lt;br /&gt;
If the texture doesn’t have skin in it, leave the alpha channel black.&lt;br /&gt;
&lt;br /&gt;
'''Create the tint map'''&lt;br /&gt;
&lt;br /&gt;
Import one of your images into gimp, anything the right size.&lt;br /&gt;
Decompose it. Delete your layers, then paste in the four you have made. &lt;br /&gt;
Then, compose the image. Make sure they are in the right slots.&lt;br /&gt;
When done, you can check the channels tab to see if what you did worked.&lt;br /&gt;
Ideally, save as u8888 for the LOD0 and dtx5 for LOD2&amp;amp;3. &lt;br /&gt;
&lt;br /&gt;
== Other options==&lt;br /&gt;
&lt;br /&gt;
'''MAO editing'''&lt;br /&gt;
&lt;br /&gt;
If you want a specific item to use a different texture, you will need to open a mao and change the texture file directories. Put the new Mao in your override along with your new textures and it will change the textures for you. This has little chance of conflict as comparatively few mods overwrite the maos, so I would recommend it. You can just open these in notepad.&lt;br /&gt;
&lt;br /&gt;
'''MMH editing'''&lt;br /&gt;
&lt;br /&gt;
If you want an item to use a different mao, such as many items that share textures between the races, you need to open the item’s mmh and change a directory there. This is not recommended except in specific cases as a lot of people use replacers, such as tmps proportion mods for females, that will overwrite the vanilla clothing mmhs.&lt;br /&gt;
&lt;br /&gt;
== Common problems ==&lt;br /&gt;
&lt;br /&gt;
'''My item is turquoise or otherwise looks weird?'''&lt;br /&gt;
&lt;br /&gt;
Are you sure you have every texture in the override, and everything in your mao is correctly spelled?&lt;br /&gt;
&lt;br /&gt;
'''My item is green AND t-posing!'''&lt;br /&gt;
&lt;br /&gt;
Did you touch the mmh’s mao file directory? You might have spelled something wrong.&lt;br /&gt;
Alternately your mao may be missing, or absent a crucial texture like a normal map.&lt;br /&gt;
&lt;br /&gt;
'''My transparency/tint isn’t working on my new item no matter what I do to the texture!'''&lt;br /&gt;
&lt;br /&gt;
Does your MAO use the right semantic? You want AlphaArmourSkinTint for things with both transparency and skin tinting for example - check maos of similar items to see what they look like.&lt;br /&gt;
&lt;br /&gt;
'''Half my item is dark and the other half is light!'''&lt;br /&gt;
&lt;br /&gt;
Your normal map is broken.&lt;br /&gt;
&lt;br /&gt;
'''I can’t match the skin tone no matter what I do!'''&lt;br /&gt;
&lt;br /&gt;
The skin on the vanilla neck texture isn’t the correct skin tint colour, so you probably can’t anyway&lt;br /&gt;
&lt;br /&gt;
'''The male version of this is too shiny?'''&lt;br /&gt;
&lt;br /&gt;
Yes, the mao gives some of the male ones a higher shine value(mml_fSpecularReflectionMult) to the female one. I don’t know why. Alter the mao or darken your spec to compensate.&lt;br /&gt;
&lt;br /&gt;
== Texture Tools ==&lt;br /&gt;
&lt;br /&gt;
[https://boundingboxsoftware.com/materialize/ Bounding box software- materialise – For making Normal Maps from scratch]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4019 DA Normal Map Conversion Photoshop Actions- Automates normal map conversions in Photoshop]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4080 DAO Clothing References - PDF file (references)- theskymoves]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4929 Beerfish Excel Utilities (references)]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/skyrim/mods/12801 Optimizer Textures (Ordenador)- process textures fast]&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
[[Texture_Formats]]&lt;br /&gt;
&lt;br /&gt;
[[Reskinning_an_item_tutorial]]&lt;br /&gt;
&lt;br /&gt;
Modding dao item texture guide – Good beginning, although not finished.&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47231896811 1]&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47235240017 2]&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47294843984 3]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=7E_slY9Latk Mike Pickton retexture item]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=NvJ8yhGborY Mike Pickton Get item in game -for when you have the textures and want to put them on a new item]&lt;br /&gt;
&lt;br /&gt;
[https://danceoffools.tumblr.com/post/149178737714 Convert Inquisition normal maps]&lt;br /&gt;
&lt;br /&gt;
[https://sapphimods.me/tutorials/dragon-age-texture-guide/ Dragon age texture guide – Exhaustive] &lt;br /&gt;
&lt;br /&gt;
[https://dragonagemods.tumblr.com/post/147762406449/i-want-to-change-some-textures-for-dao-but-i-have Some texture basics]&lt;br /&gt;
&lt;br /&gt;
[[How to create a tattoo]]&lt;br /&gt;
&lt;br /&gt;
[https://whuffie.wordpress.com/2011/02/27/creating-simple-1-color-or-3-color-tattoos-from-scratch-dragon-age-da-toolset-tutorial/ How to make Tattoos]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Art resources]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How_to_create_a_tattoo&amp;diff=20010</id>
		<title>How to create a tattoo</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How_to_create_a_tattoo&amp;diff=20010"/>
				<updated>2022-06-26T12:32:15Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to make a tattoo&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This tutorial requires GIMP. You can also use Photoshop’s dds plugin, it doesn’t matter, but this tutorial is for GIMP.&lt;br /&gt;
&lt;br /&gt;
If you wish to modify the base games textures or have them as a reference, extract them manually from the game’s ERFs. [http://www.datoolset.net/wiki/Reskinning_an_item_tutorial This page] will explain how to extract the textures from the game.&lt;br /&gt;
&lt;br /&gt;
A texture is a tint map file. See [[How to create textures]] for extra details on textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tattoo Textures in base game guide==&lt;br /&gt;
&lt;br /&gt;
uh_pct_dc1_0t - Dwarf player tattoos&lt;br /&gt;
&lt;br /&gt;
uh_pct_dn1_0t - Dwarf player tattoos&lt;br /&gt;
&lt;br /&gt;
uh_pct_h01_0t – uh_pct_h02_0t – Human player tattoos &lt;br /&gt;
&lt;br /&gt;
uh_tat_av1_0t -uh_tat_av1_03 – Human and city elf tattoos, probably leftover from scrapped avvar origin&lt;br /&gt;
&lt;br /&gt;
uh_pmt_001_0t - Companion tattoos- Morrigan eyeshadow, Zevran tattoo,  Casteless brand, Unused Oghren brand&lt;br /&gt;
&lt;br /&gt;
uh_tat_dw1_0t - uh_tat_dw2_0t - Dwarf tattoos&lt;br /&gt;
&lt;br /&gt;
uh_tat_ed1_0t - uh_tat_ed4_0t - Elf vallaslin&lt;br /&gt;
&lt;br /&gt;
uh_pct_exp_0t – Awakening tattoos- Velanna vallaslin and Sigrun tattoos.&lt;br /&gt;
&lt;br /&gt;
== Make a tattoo == &lt;br /&gt;
&lt;br /&gt;
You need at least one image. However tattoos come in a pack of 4 images composed together. If this is a standalone tattoo, you can leave all the other slots blank if you want.&lt;br /&gt;
&lt;br /&gt;
The 4 images are stored in the red, blue, green and alpha channels. You can use the files you extracted as reference. &lt;br /&gt;
&lt;br /&gt;
To create the tattoo , it may be helpful to extract one of the games base heads and have it as an .OBJ to draw on, or at least have a UV map of the head. Every head in the game will have the same UV map, from child to dwarf, so a tattoo for one should work for every character in the toolset.&lt;br /&gt;
&lt;br /&gt;
[[File:Hm_head.png|200px|thumb|left|Head UV map]]&lt;br /&gt;
The background of your image needs to be pure black, with the tattoo in white. How bright the tattoo’s base colour is, depends on how white or off white you have made the tattoo. A purer white will be a darker tattoo.&lt;br /&gt;
&lt;br /&gt;
Import one of your new images into GIMP, anything the right size.&lt;br /&gt;
Go to the toolbar of GIMP and Colours&amp;gt;Components&amp;gt;Decompose&lt;br /&gt;
It will have made some extra layers that look identical to the ones you already have. Delete the extra layers, then paste in the four you have made. &lt;br /&gt;
&lt;br /&gt;
Colours&amp;gt;Components&amp;gt;Compose&lt;br /&gt;
Compose colour model, RGBA&lt;br /&gt;
Make sure they are in the right slots.&lt;br /&gt;
&lt;br /&gt;
When done, you can check the channels tab to see if what you did worked. The image should now look mostly transparent but with odd bands of colour on it.&lt;br /&gt;
&lt;br /&gt;
Save it in preferred format and then you can test it in the toolset.&lt;br /&gt;
Try to name it something with the uh_tat_ whatever _0t file convention so it is easy to select in the toolset.&lt;br /&gt;
&lt;br /&gt;
[[File:Decm1.png|200px|thumb|left|How to decompose an image]]&lt;br /&gt;
[[File:Decm4.png|200px|thumb|right|How to recompose an image]]&lt;br /&gt;
&lt;br /&gt;
A tattoo does not need a normal map, but it will need 2 LODS. Simply resize the image to be much smaller and save it with l2, and then l3, after it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Saving options ==&lt;br /&gt;
&lt;br /&gt;
'''File sizes'''&lt;br /&gt;
&lt;br /&gt;
The game's default textures for most items are 1024x1024, but I would recommend working 2048x2048 at least. Most custom face textures are that size. &lt;br /&gt;
&lt;br /&gt;
For face tattoos, make the lod2/3 very small and save as dxt5, because they will occupy a very small amount of the screen.&lt;br /&gt;
&lt;br /&gt;
'''Example sizes:'''&lt;br /&gt;
&lt;br /&gt;
128 ,&lt;br /&gt;
256 ,&lt;br /&gt;
512 ,&lt;br /&gt;
1024 ,&lt;br /&gt;
2048 ,&lt;br /&gt;
4096 &lt;br /&gt;
&lt;br /&gt;
'''Saving formats'''&lt;br /&gt;
&lt;br /&gt;
[[File:Dxt5.png|200px|thumb|left|Dtx5 option]]&lt;br /&gt;
&lt;br /&gt;
The game’s default file format for tattoo tint files is u4444. U8888 is better. You can also have them totally uncompressed for best quality, but they will be very large files.&lt;br /&gt;
[[File:Texture_u4444.png|200px|thumb|left|How to generate u4444]]&lt;br /&gt;
&lt;br /&gt;
[[File:Texture_u8888.png|200px|thumb|right|How to generate u8888]]&lt;br /&gt;
&lt;br /&gt;
For face tattoos, make the lod2/3 very small and you can save as dxt5 to save space, because they will occupy a very small amount of the screen.&lt;br /&gt;
&lt;br /&gt;
To use U8888 format, you can select [none] under compression options and [RGBA8] under format.&lt;br /&gt;
To use u4444 format, select [none] under compression options and [RGBA4] under format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make sure to generate mipmaps, no matter how you save it!&lt;br /&gt;
&lt;br /&gt;
== The Compressonator ==&lt;br /&gt;
&lt;br /&gt;
This is a Dragon Age Origins texture tool.&lt;br /&gt;
Under tools\ResourceBuild\Processors\Texture in the DAO install directory you will find a tool called TheCompressonator. &lt;br /&gt;
You can use this to check what compression a dds file has and if it has mipmaps or not.&lt;br /&gt;
Drag the dds into it, and use view -&amp;gt; properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Texture Tools ==&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4929 Beerfish Excel Utilities (references)]&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
&lt;br /&gt;
[[Morph]]&lt;br /&gt;
&lt;br /&gt;
[[Texture_Formats]]&lt;br /&gt;
&lt;br /&gt;
[https://sapphimods.me/tutorials/dragon-age-texture-guide/ Dragon age texture guide – Exhaustive] &lt;br /&gt;
&lt;br /&gt;
[https://whuffie.wordpress.com/2011/02/27/creating-simple-1-color-or-3-color-tattoos-from-scratch-dragon-age-da-toolset-tutorial/ How to make Tattoos]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Art resources]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How_to_create_a_tattoo&amp;diff=20009</id>
		<title>How to create a tattoo</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How_to_create_a_tattoo&amp;diff=20009"/>
				<updated>2022-06-26T12:19:45Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to make a tattoo&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This tutorial requires GIMP. You can also use Photoshop’s dds plugin, it doesn’t matter, but this tutorial is for GIMP.&lt;br /&gt;
&lt;br /&gt;
If you wish to modify the base games textures or have them as a reference, extract them manually from the game’s ERFs. [http://www.datoolset.net/wiki/Reskinning_an_item_tutorial This page] will explain how to extract the textures from the game.&lt;br /&gt;
&lt;br /&gt;
A texture is a tint map file. See [[How to create textures]] for extra details on textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tattoo Textures in base game guide==&lt;br /&gt;
&lt;br /&gt;
uh_pct_dc1_0t - Dwarf player tattoos&lt;br /&gt;
&lt;br /&gt;
uh_pct_dn1_0t - Dwarf player tattoos&lt;br /&gt;
&lt;br /&gt;
uh_pct_h01_0t – uh_pct_h02_0t – Human player tattoos &lt;br /&gt;
&lt;br /&gt;
uh_tat_av1_0t -uh_tat_av1_03 – Human and city elf tattoos, probably leftover from scrapped avvar origin&lt;br /&gt;
&lt;br /&gt;
uh_pmt_001_0t - Companion tattoos- Morrigan eyeshadow, Zevran tattoo,  Casteless brand, Unused Oghren brand&lt;br /&gt;
&lt;br /&gt;
uh_tat_dw1_0t - uh_tat_dw2_0t - Dwarf tattoos&lt;br /&gt;
&lt;br /&gt;
uh_tat_ed1_0t - uh_tat_ed4_0t - Elf vallaslin&lt;br /&gt;
&lt;br /&gt;
uh_pct_exp_0t – Awakening tattoos- Velanna vallaslin and Sigrun tattoos.&lt;br /&gt;
&lt;br /&gt;
== Make a tattoo == &lt;br /&gt;
&lt;br /&gt;
You need at least one image. However tattoos come in a pack of 4 images composed together. If this is a standalone tattoo, you can leave all the other slots blank if you want.&lt;br /&gt;
&lt;br /&gt;
The 4 images are stored in the red, blue, green and alpha channels. You can use the files you extracted as reference. &lt;br /&gt;
&lt;br /&gt;
To create the tattoo , it may be helpful to extract one of the games base heads and have it as an .OBJ to draw on, or at least have a UV map of the head. Every head in the game will have the same UV map, from child to dwarf, so a tattoo for one should work for every character in the toolset.&lt;br /&gt;
&lt;br /&gt;
[[File:Hm_head.png|200px|thumb|left|Head UV map]]&lt;br /&gt;
The background of your image needs to be pure black, with the tattoo in white. How bright the tattoo’s base colour is, depends on how white or off white you have made the tattoo. A purer white will be a darker tattoo.&lt;br /&gt;
&lt;br /&gt;
Import one of your new images into GIMP, anything the right size.&lt;br /&gt;
Go to the toolbar of GIMP and Colours&amp;gt;Components&amp;gt;Decompose&lt;br /&gt;
It will have made some extra layers that look identical to the ones you already have. Delete the extra layers, then paste in the four you have made. &lt;br /&gt;
&lt;br /&gt;
Colours&amp;gt;Components&amp;gt;Compose&lt;br /&gt;
Compose colour model, RGBA&lt;br /&gt;
Make sure they are in the right slots.&lt;br /&gt;
&lt;br /&gt;
When done, you can check the channels tab to see if what you did worked. The image should now look mostly transparent but with odd bands of colour on it.&lt;br /&gt;
&lt;br /&gt;
Save it in preferred format and then you can test it in the toolset.&lt;br /&gt;
Try to name it something with the uh_tat_ whatever _0t file convention so it is easy to select in the toolset.&lt;br /&gt;
&lt;br /&gt;
[[File:Decm1.png|200px|thumb|left|How to decompose an image]]&lt;br /&gt;
[[File:Decm4.png|200px|thumb|right|How to recompose an image]]&lt;br /&gt;
&lt;br /&gt;
A tattoo does not need a normal map, but it will need 2 LODS. Simply resize the image to be much smaller and save it with l2, and then l3, after it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Saving options ==&lt;br /&gt;
&lt;br /&gt;
'''File sizes'''&lt;br /&gt;
&lt;br /&gt;
The game's default textures for most items are 1024x1024, but I would recommend working 2048x2048 at least. Most custom face textures are that size. &lt;br /&gt;
&lt;br /&gt;
For face tattoos, make the lod2/3 very small and save as dxt5, because they will occupy a very small amount of the screen.&lt;br /&gt;
&lt;br /&gt;
'''Example sizes:'''&lt;br /&gt;
&lt;br /&gt;
128 ,&lt;br /&gt;
256 ,&lt;br /&gt;
512 ,&lt;br /&gt;
1024 ,&lt;br /&gt;
2048 ,&lt;br /&gt;
4096 &lt;br /&gt;
&lt;br /&gt;
'''Saving formats'''&lt;br /&gt;
&lt;br /&gt;
[[File:Dxt5.png|200px|thumb|left|Dtx5 option]]&lt;br /&gt;
&lt;br /&gt;
The game’s default file format for tattoo tint files is u4444. U8888 is better. You can also have them totally uncompressed for best quality, but they will be very large files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For face tattoos, make the lod2/3 very small and you can save as dxt5 to save space, because they will occupy a very small amount of the screen.&lt;br /&gt;
&lt;br /&gt;
To use U8888 format, you can select [none] under compression options and [RGBA8] under format.&lt;br /&gt;
To use u4444 format, select [none] under compression options and [RGBA4] under format.&lt;br /&gt;
&lt;br /&gt;
[[File:Texture_u4444.png|200px|thumb|left|How to generate u4444]]&lt;br /&gt;
&lt;br /&gt;
Make sure to generate mipmaps, no matter how you save it!&lt;br /&gt;
&lt;br /&gt;
== The Compressonator ==&lt;br /&gt;
&lt;br /&gt;
This is a Dragon Age Origins texture tool.&lt;br /&gt;
Under tools\ResourceBuild\Processors\Texture in the DAO install directory you will find a tool called TheCompressonator. &lt;br /&gt;
You can use this to check what compression a dds file has and if it has mipmaps or not.&lt;br /&gt;
Drag the dds into it, and use view -&amp;gt; properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Texture Tools ==&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4929 Beerfish Excel Utilities (references)]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/skyrim/mods/12801 Optimizer Textures (Ordenador)- process textures fast]&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
[[Texture_Formats]]&lt;br /&gt;
&lt;br /&gt;
[[Reskinning_an_item_tutorial]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://sapphimods.me/tutorials/dragon-age-texture-guide/ Dragon age texture guide – Exhaustive] &lt;br /&gt;
&lt;br /&gt;
[https://whuffie.wordpress.com/2011/02/27/creating-simple-1-color-or-3-color-tattoos-from-scratch-dragon-age-da-toolset-tutorial/ How to make Tattoos]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Art resources]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How_to_create_a_tattoo&amp;diff=20008</id>
		<title>How to create a tattoo</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How_to_create_a_tattoo&amp;diff=20008"/>
				<updated>2022-06-26T12:19:19Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: how to make a tattoo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to make a tattoo&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This tutorial requires GIMP. You can also use Photoshop’s dds plugin, it doesn’t matter, but this tutorial is for GIMP.&lt;br /&gt;
&lt;br /&gt;
If you wish to modify the base games textures or have them as a reference, extract them manually from the game’s ERFs. [http://www.datoolset.net/wiki/Reskinning_an_item_tutorial This page] will explain how to extract the textures from the game.&lt;br /&gt;
&lt;br /&gt;
A texture is a tint map file. See [[How to create textures]] for extra details on textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tattoo Textures in base game guide==&lt;br /&gt;
&lt;br /&gt;
uh_pct_dc1_0t - Dwarf player tattoos&lt;br /&gt;
uh_pct_dn1_0t - Dwarf player tattoos&lt;br /&gt;
uh_pct_h01_0t – uh_pct_h02_0t – Human player tattoos &lt;br /&gt;
uh_tat_av1_0t -uh_tat_av1_03 – Human and city elf tattoos, probably leftover from scrapped avvar origin&lt;br /&gt;
uh_pmt_001_0t - Companion tattoos- Morrigan eyeshadow, Zevran tattoo,  Casteless brand, Unused Oghren brand&lt;br /&gt;
uh_tat_dw1_0t - uh_tat_dw2_0t - Dwarf tattoos&lt;br /&gt;
uh_tat_ed1_0t - uh_tat_ed4_0t - Elf vallaslin&lt;br /&gt;
uh_pct_exp_0t – Awakening tattoos- Velanna vallaslin and Sigrun tattoos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Make a tattoo == &lt;br /&gt;
&lt;br /&gt;
You need at least one image. However tattoos come in a pack of 4 images composed together. If this is a standalone tattoo, you can leave all the other slots blank if you want.&lt;br /&gt;
&lt;br /&gt;
The 4 images are stored in the red, blue, green and alpha channels. You can use the files you extracted as reference. &lt;br /&gt;
&lt;br /&gt;
To create the tattoo , it may be helpful to extract one of the games base heads and have it as an .OBJ to draw on, or at least have a UV map of the head. Every head in the game will have the same UV map, from child to dwarf, so a tattoo for one should work for every character in the toolset.&lt;br /&gt;
&lt;br /&gt;
[[File:Hm_head.png|200px|thumb|left|Head UV map]]&lt;br /&gt;
The background of your image needs to be pure black, with the tattoo in white. How bright the tattoo’s base colour is, depends on how white or off white you have made the tattoo. A purer white will be a darker tattoo.&lt;br /&gt;
&lt;br /&gt;
Import one of your new images into GIMP, anything the right size.&lt;br /&gt;
Go to the toolbar of GIMP and Colours&amp;gt;Components&amp;gt;Decompose&lt;br /&gt;
It will have made some extra layers that look identical to the ones you already have. Delete the extra layers, then paste in the four you have made. &lt;br /&gt;
&lt;br /&gt;
Colours&amp;gt;Components&amp;gt;Compose&lt;br /&gt;
Compose colour model, RGBA&lt;br /&gt;
Make sure they are in the right slots.&lt;br /&gt;
&lt;br /&gt;
When done, you can check the channels tab to see if what you did worked. The image should now look mostly transparent but with odd bands of colour on it.&lt;br /&gt;
&lt;br /&gt;
Save it in preferred format and then you can test it in the toolset.&lt;br /&gt;
Try to name it something with the uh_tat_ whatever _0t file convention so it is easy to select in the toolset.&lt;br /&gt;
&lt;br /&gt;
[[File:Decm1.png|200px|thumb|left|How to decompose an image]]&lt;br /&gt;
[[File:Decm4.png|200px|thumb|right|How to recompose an image]]&lt;br /&gt;
&lt;br /&gt;
A tattoo does not need a normal map, but it will need 2 LODS. Simply resize the image to be much smaller and save it with l2, and then l3, after it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Saving options ==&lt;br /&gt;
&lt;br /&gt;
'''File sizes'''&lt;br /&gt;
&lt;br /&gt;
The game's default textures for most items are 1024x1024, but I would recommend working 2048x2048 at least. Most custom face textures are that size. &lt;br /&gt;
&lt;br /&gt;
For face tattoos, make the lod2/3 very small and save as dxt5, because they will occupy a very small amount of the screen.&lt;br /&gt;
&lt;br /&gt;
'''Example sizes:'''&lt;br /&gt;
&lt;br /&gt;
128 ,&lt;br /&gt;
256 ,&lt;br /&gt;
512 ,&lt;br /&gt;
1024 ,&lt;br /&gt;
2048 ,&lt;br /&gt;
4096 &lt;br /&gt;
&lt;br /&gt;
'''Saving formats'''&lt;br /&gt;
&lt;br /&gt;
[[File:Dxt5.png|200px|thumb|left|Dtx5 option]]&lt;br /&gt;
&lt;br /&gt;
The game’s default file format for tattoo tint files is u4444. U8888 is better. You can also have them totally uncompressed for best quality, but they will be very large files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For face tattoos, make the lod2/3 very small and you can save as dxt5 to save space, because they will occupy a very small amount of the screen.&lt;br /&gt;
&lt;br /&gt;
To use U8888 format, you can select [none] under compression options and [RGBA8] under format.&lt;br /&gt;
To use u4444 format, select [none] under compression options and [RGBA4] under format.&lt;br /&gt;
&lt;br /&gt;
[[File:Texture_u4444.png|200px|thumb|left|How to generate u4444]]&lt;br /&gt;
&lt;br /&gt;
Make sure to generate mipmaps, no matter how you save it!&lt;br /&gt;
&lt;br /&gt;
== The Compressonator ==&lt;br /&gt;
&lt;br /&gt;
This is a Dragon Age Origins texture tool.&lt;br /&gt;
Under tools\ResourceBuild\Processors\Texture in the DAO install directory you will find a tool called TheCompressonator. &lt;br /&gt;
You can use this to check what compression a dds file has and if it has mipmaps or not.&lt;br /&gt;
Drag the dds into it, and use view -&amp;gt; properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Texture Tools ==&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4929 Beerfish Excel Utilities (references)]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/skyrim/mods/12801 Optimizer Textures (Ordenador)- process textures fast]&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
[[Texture_Formats]]&lt;br /&gt;
&lt;br /&gt;
[[Reskinning_an_item_tutorial]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://sapphimods.me/tutorials/dragon-age-texture-guide/ Dragon age texture guide – Exhaustive] &lt;br /&gt;
&lt;br /&gt;
[https://whuffie.wordpress.com/2011/02/27/creating-simple-1-color-or-3-color-tattoos-from-scratch-dragon-age-da-toolset-tutorial/ How to make Tattoos]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Art resources]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=File:Hm_head.png&amp;diff=20007</id>
		<title>File:Hm head.png</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=File:Hm_head.png&amp;diff=20007"/>
				<updated>2022-06-26T12:15:20Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: head UV map for tattoo tutorial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;head UV map for tattoo tutorial&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How_to_create_textures&amp;diff=20006</id>
		<title>How to create textures</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How_to_create_textures&amp;diff=20006"/>
				<updated>2022-06-26T11:36:45Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to make a texture for an item&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This tutorial requires GIMP. You can also use Photoshop’s dds plugin, it doesn’t matter, but this tutorial is for GIMP.&lt;br /&gt;
&lt;br /&gt;
First extract base game textures manually from the game’s ERFs. [http://www.datoolset.net/wiki/Reskinning_an_item_tutorial This page] will explain how to extract the textures from the game.&lt;br /&gt;
&lt;br /&gt;
== Textures used in Origins ==&lt;br /&gt;
&lt;br /&gt;
Textures (4)&lt;br /&gt;
There are four textures in an Origins item. Sometimes, for creatures or items, there is no specific specular or tint, but these are generally what they are.&lt;br /&gt;
&lt;br /&gt;
'''Diffuse'''- the one that you typically think of as the texture.&lt;br /&gt;
&lt;br /&gt;
'''Normal map''' – (Purple in most games. Grey in Origins. Orange in Dragon Age 2. ) This makes the shading engine of the game bounce light off the item in a way that makes the object look like it has more depth than it does.&lt;br /&gt;
&lt;br /&gt;
'''Specular''' – this decides what parts of the object are shiny and which aren’t. It also decides what colour the object reflects.&lt;br /&gt;
&lt;br /&gt;
'''Tint'''- this decides what optional colour tints are overlaid, giving the outfit different colour choices. It also tells the game what is skin, so darker skin tones know to have colour overlaid on them.&lt;br /&gt;
&lt;br /&gt;
Each file will have a prefix. ‘pm’ and ‘pf’ mean the texture is universal for all males and all females respectively. Other items could have ‘hf’ for a human only variant for example.&lt;br /&gt;
&lt;br /&gt;
== LOD textures ==&lt;br /&gt;
&lt;br /&gt;
A lod stands for level of detail. Origins has LOD_0 (cutscene distance), LOD_2 (mid distance, like in the party camp) and LOD_3 (very far away- most modded in armour meshes don’t have a LOD3)&lt;br /&gt;
&lt;br /&gt;
You should make LOD textures for your replacer or the item will swap to a different texture once you get far away from it. Simply resize all your files and save as according to whatever you are replacing, which will be something like pf_rob_appa_0dl2, pf_rob_appa_0tl3. (see below for file sizes and formats.) The normal map is generally dropped from a distance so you may not need to make LODs for it. Face textures are an exception however.&lt;br /&gt;
&lt;br /&gt;
== Saving options ==&lt;br /&gt;
&lt;br /&gt;
'''File sizes'''&lt;br /&gt;
&lt;br /&gt;
The textures need to be perfect squares, or perfect rectangles. This is because computers work to the power of 2 and prefer things that way. Not remembering this can make people’s games crash.&lt;br /&gt;
&lt;br /&gt;
The game's default textures for most items are 1024x1024, but modern computers can handle a lot more so I would recommend working 2048x2048 at least. 4096X4096 is overkill, but you can do it.&lt;br /&gt;
You can also have 2048 by 1024 and so on.&lt;br /&gt;
&lt;br /&gt;
'''Example sizes:'''&lt;br /&gt;
&lt;br /&gt;
128 ,&lt;br /&gt;
256 ,&lt;br /&gt;
512 ,&lt;br /&gt;
1024 ,&lt;br /&gt;
2048 ,&lt;br /&gt;
4096 &lt;br /&gt;
&lt;br /&gt;
'''Saving formats'''&lt;br /&gt;
&lt;br /&gt;
[[File:Dxt5.png|200px|thumb|left|Dtx5 option]]&lt;br /&gt;
&lt;br /&gt;
Use DTX5 compression for anything with an alpha- diffuses, normal maps, speculars. If something has an alpha, it may have transparent elements or look transparent.&lt;br /&gt;
&lt;br /&gt;
If something has no transparent elements, such as a diffuse with no fur or feathers, DXT1 can be used instead, which takes up less space.&lt;br /&gt;
&lt;br /&gt;
Use U8888 for tint maps, hair textures, tattoos. It is uncompressed and therefore very large. You can create it by selecting [none] under compression options.&lt;br /&gt;
&lt;br /&gt;
'''Mipmaps'''&lt;br /&gt;
&lt;br /&gt;
Always tick ‘Generate mipmaps’. You need mipmaps on anything that could move closer or further away to the camera, the only case you don’t need them is static elements like the UI. Things that don’t have mipmaps will have an odd ‘sparkle’ to them, instead of a smooth clean appearance.&lt;br /&gt;
&lt;br /&gt;
== The Compressonator ==&lt;br /&gt;
&lt;br /&gt;
This is a Dragon Age Origins texture tool.&lt;br /&gt;
Under tools\ResourceBuild\Processors\Texture in the DAO install directory you will find a tool called TheCompressonator. &lt;br /&gt;
You can use this to check what compression a dds file has and if it has mipmaps or not.&lt;br /&gt;
Drag the dds into it, and use view -&amp;gt; properties.&lt;br /&gt;
&lt;br /&gt;
== Make a diffuse ==&lt;br /&gt;
Fairly straightforward, this is the part of the texture that has the colour and shading on it.&lt;br /&gt;
If you intend the item to be tintable, to come in different colours, you will need to make those parts greyscale or muted, as colour will be overlaid on top of them.&lt;br /&gt;
&lt;br /&gt;
== Make a normal map ==&lt;br /&gt;
You can generate an industry standard normal map using tools, from a heightmap, or less optimally from the diffuse. GIMP has a normal map plugin and there are other online tools, such as Normalize, that will do this free. However, Origins has an older format that needs to be converted to in order to work properly.&lt;br /&gt;
&lt;br /&gt;
Once you have the purple normal map:&lt;br /&gt;
Go to the toolbar of GIMP and Colours&amp;gt;Components&amp;gt;Decompose the purple thing.&lt;br /&gt;
&lt;br /&gt;
You can decompose it to RGB (or RGBA, it doesn’t matter, some normal maps do not have an alpha channel. Origins maps always do, however)&lt;br /&gt;
It will now become 3 images, two grey ones and one white. Possibly another white one for the alpha.&lt;br /&gt;
Delete the white layers, you don’t need them. One of these grey ones, the X axis, will be lit from side to side (probably the red one), and the other will be your Y axis, from top to bottom.&lt;br /&gt;
Origins maps are set up to have the X axis in the alpha channel, and the Y axis in the RGB channels.&lt;br /&gt;
&lt;br /&gt;
To modify a standard purple normal map to Origins format:&lt;br /&gt;
&lt;br /&gt;
[[File:Decm1.png|200px|thumb|left|How to decompose an image]]&lt;br /&gt;
Decompose it.&lt;br /&gt;
Identify which is the X axis and which is the Y&lt;br /&gt;
Rename the X axis one Alpha. &lt;br /&gt;
Invert the Y channel one, the RGB, so it looks as though it is inside out.&lt;br /&gt;
&lt;br /&gt;
Colours&amp;gt;Components&amp;gt;Compose&lt;br /&gt;
Compose colour model, RGBA&lt;br /&gt;
&lt;br /&gt;
[[File:Decm4.png|200px|thumb|right|How to recompose an image]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put the x axis in the alpha slot&lt;br /&gt;
Put the y axis in the RGB slots&lt;br /&gt;
Compose&lt;br /&gt;
&lt;br /&gt;
Save as dxt5.&lt;br /&gt;
It should now be transparent, grey, and ready to use.&lt;br /&gt;
&lt;br /&gt;
'''Convert da2 normal map'''&lt;br /&gt;
&lt;br /&gt;
You don’t need to, they work fine in Origins. Even though they’re orange.&lt;br /&gt;
&lt;br /&gt;
'''Convert Inquisition normal map'''&lt;br /&gt;
&lt;br /&gt;
If they are green, they don't need the rgb channel inverting.&lt;br /&gt;
&lt;br /&gt;
== Common problems with Normal maps ==&lt;br /&gt;
&lt;br /&gt;
If you are generating a normal map from a diffuse, you need to remember that the lighter something is, the more it will push out, and the darker it is, the more it will recede.&lt;br /&gt;
This can result in strange features, such as freckles or moles going in instead of out on a face texture, or shading cutting into skin.&lt;br /&gt;
&lt;br /&gt;
You may be better off creating a height map. It is a monochrome image set up according to the darker = further in rule. So in the face texture example above, a heightmap for a face might have a dark face with a light mole and no or minimal shading on it. This will get better results than generating off the diffuse image.&lt;br /&gt;
&lt;br /&gt;
==How to Paint your own normal map==&lt;br /&gt;
&lt;br /&gt;
Take a regular Origins map.&lt;br /&gt;
&lt;br /&gt;
Decompose&lt;br /&gt;
&lt;br /&gt;
Rename alpha -&amp;gt; red, &lt;br /&gt;
&lt;br /&gt;
invert green channel, &lt;br /&gt;
&lt;br /&gt;
fill blue slot with white &lt;br /&gt;
&lt;br /&gt;
Compose.&lt;br /&gt;
&lt;br /&gt;
It will turn purple. You can now use the clone tool or draw on it in the same colours and when you convert it back to origins normal map, it should work the same way.&lt;br /&gt;
&lt;br /&gt;
== Make a specular map ==&lt;br /&gt;
&lt;br /&gt;
Take the diffuse map, convert to greyscale (except parts you want to glow different colours, such as gold sections) and play with the levels. The whiter it is the shinier it will be in game. Black out anything you don't want to be shiny. This is your RGB.&lt;br /&gt;
The rgb decides the colours the spec map reflects. Generally you will want this to be greyscale, except for details such as gold jewellery.&lt;br /&gt;
&lt;br /&gt;
Import it into GIMP. Decompose as RGB.&lt;br /&gt;
&lt;br /&gt;
Add a new layer. This is your alpha.&lt;br /&gt;
&lt;br /&gt;
The alpha of the spec decides how shiny everything is overall, by how bright it is. White is full shine. Greyer and blacker saturation will make the overall effect more muted.&lt;br /&gt;
You can also have a more detailed specular alpha , if you don't want a uniform level of shine. Check speculars from the game to see how they work.&lt;br /&gt;
&lt;br /&gt;
Compose. It may be partially transparent now.&lt;br /&gt;
Save as dxt5.&lt;br /&gt;
&lt;br /&gt;
You can also have a spec with no alpha, the game doesn’t mind so long as there actually is one.&lt;br /&gt;
&lt;br /&gt;
== Make a tint map. ==&lt;br /&gt;
&lt;br /&gt;
What a tint map will look like depends on what the tint map you're replacing is. &lt;br /&gt;
&lt;br /&gt;
You need 4 images. These will be your red, blue, green and alpha channels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How to make red, green, blue'''&lt;br /&gt;
&lt;br /&gt;
You need to make 3 images, one for each shade you want tinted. Simply take the diffuse, turn it greyscale and paint over it. Black out anything you don't want affected, such as the metal parts.&lt;br /&gt;
&lt;br /&gt;
Don't worry about these being the right hue, GIMP will turn them greyscale anyway. &lt;br /&gt;
&lt;br /&gt;
If you don’t want the item to be tintable, create 3 all black images to be your red, blue and green.&lt;br /&gt;
How the item tints depends on items like it, other robes and such. Use the items from the game as reference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How to make Alpha Channel'''&lt;br /&gt;
&lt;br /&gt;
Alpha channel contains the information of what skin is showing.&lt;br /&gt;
To make this, Create a completely black layer, but with a totally transparent or pure white(#fffff).  cut-out on anything you want skin tinted.&lt;br /&gt;
Technically the body skin tint is #dedede, but #ffffff is the standard for Origins skin tint.&lt;br /&gt;
When &amp;gt;composed, it should flip inside out, leaving black shapes on a transparent background.&lt;br /&gt;
&lt;br /&gt;
Skin needs to be a specific colour on the diffuse to be tinted. If in doubt, just copy and paste the textures from the original nude file of the game.&lt;br /&gt;
If the texture doesn’t have skin in it, leave the alpha channel black.&lt;br /&gt;
&lt;br /&gt;
'''Create the tint map'''&lt;br /&gt;
&lt;br /&gt;
Import one of your images into gimp, anything the right size.&lt;br /&gt;
Decompose it. Delete your layers, then paste in the four you have made. &lt;br /&gt;
Then, compose the image. Make sure they are in the right slots.&lt;br /&gt;
When done, you can check the channels tab to see if what you did worked.&lt;br /&gt;
Ideally, save as u8888 for the LOD0 and dtx5 for LOD2&amp;amp;3. &lt;br /&gt;
&lt;br /&gt;
== Other options==&lt;br /&gt;
&lt;br /&gt;
'''MAO editing'''&lt;br /&gt;
&lt;br /&gt;
If you want a specific item to use a different texture, you will need to open a mao and change the texture file directories. Put the new Mao in your override along with your new textures and it will change the textures for you. This has little chance of conflict as comparatively few mods overwrite the maos, so I would recommend it. You can just open these in notepad.&lt;br /&gt;
&lt;br /&gt;
'''MMH editing'''&lt;br /&gt;
&lt;br /&gt;
If you want an item to use a different mao, such as many items that share textures between the races, you need to open the item’s mmh and change a directory there. This is not recommended except in specific cases as a lot of people use replacers, such as tmps proportion mods for females, that will overwrite the vanilla clothing mmhs.&lt;br /&gt;
&lt;br /&gt;
== Common problems ==&lt;br /&gt;
&lt;br /&gt;
'''My item is turquoise or otherwise looks weird?'''&lt;br /&gt;
&lt;br /&gt;
Are you sure you have every texture in the override, and everything in your mao is correctly spelled?&lt;br /&gt;
&lt;br /&gt;
'''My item is green AND t-posing!'''&lt;br /&gt;
&lt;br /&gt;
Did you touch the mmh’s mao file directory? You might have spelled something wrong.&lt;br /&gt;
Alternately your mao may be missing, or absent a crucial texture like a normal map.&lt;br /&gt;
&lt;br /&gt;
'''My transparency/tint isn’t working on my new item no matter what I do to the texture!'''&lt;br /&gt;
&lt;br /&gt;
Does your MAO use the right semantic? You want AlphaArmourSkinTint for things with both transparency and skin tinting for example - check maos of similar items to see what they look like.&lt;br /&gt;
&lt;br /&gt;
'''Half my item is dark and the other half is light!'''&lt;br /&gt;
&lt;br /&gt;
Your normal map is broken.&lt;br /&gt;
&lt;br /&gt;
'''I can’t match the skin tone no matter what I do!'''&lt;br /&gt;
&lt;br /&gt;
The skin on the vanilla neck texture isn’t the correct skin tint colour, so you probably can’t anyway&lt;br /&gt;
&lt;br /&gt;
'''The male version of this is too shiny?'''&lt;br /&gt;
&lt;br /&gt;
Yes, the mao gives some of the male ones a higher shine value(mml_fSpecularReflectionMult) to the female one. I don’t know why. Alter the mao or darken your spec to compensate.&lt;br /&gt;
&lt;br /&gt;
== Texture Tools ==&lt;br /&gt;
&lt;br /&gt;
[https://boundingboxsoftware.com/materialize/ Bounding box software- materialise – For making Normal Maps from scratch]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4019 DA Normal Map Conversion Photoshop Actions- Automates normal map conversions in Photoshop]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4080 DAO Clothing References - PDF file (references)- theskymoves]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4929 Beerfish Excel Utilities (references)]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/skyrim/mods/12801 Optimizer Textures (Ordenador)- process textures fast]&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
[[Texture_Formats]]&lt;br /&gt;
&lt;br /&gt;
[[Reskinning_an_item_tutorial]]&lt;br /&gt;
&lt;br /&gt;
Modding dao item texture guide – Good beginning, although not finished.&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47231896811 1]&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47235240017 2]&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47294843984 3]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=7E_slY9Latk Mike Pickton retexture item]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=NvJ8yhGborY Mike Pickton Get item in game -for when you have the textures and want to put them on a new item]&lt;br /&gt;
&lt;br /&gt;
[https://danceoffools.tumblr.com/post/149178737714 Convert Inquisition normal maps]&lt;br /&gt;
&lt;br /&gt;
[https://sapphimods.me/tutorials/dragon-age-texture-guide/ Dragon age texture guide – Exhaustive] &lt;br /&gt;
&lt;br /&gt;
[https://dragonagemods.tumblr.com/post/147762406449/i-want-to-change-some-textures-for-dao-but-i-have Some texture basics]&lt;br /&gt;
&lt;br /&gt;
[https://whuffie.wordpress.com/2011/02/27/creating-simple-1-color-or-3-color-tattoos-from-scratch-dragon-age-da-toolset-tutorial/ How to make Tattoos]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Art resources]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=File:Tmp_female_proportion_encb.png&amp;diff=20005</id>
		<title>File:Tmp female proportion encb.png</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=File:Tmp_female_proportion_encb.png&amp;diff=20005"/>
				<updated>2022-06-26T11:31:35Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: example UV MAP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;example UV MAP&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=File:Decm4.png&amp;diff=20004</id>
		<title>File:Decm4.png</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=File:Decm4.png&amp;diff=20004"/>
				<updated>2022-06-26T11:30:52Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: texture tutorial -compose&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;texture tutorial -compose&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=File:Decm1.png&amp;diff=20003</id>
		<title>File:Decm1.png</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=File:Decm1.png&amp;diff=20003"/>
				<updated>2022-06-26T11:30:23Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: texture tutorial -decompose&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;texture tutorial -decompose&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=File:Texture_u8888.png&amp;diff=20002</id>
		<title>File:Texture u8888.png</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=File:Texture_u8888.png&amp;diff=20002"/>
				<updated>2022-06-26T11:29:11Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: u8888 compression option&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;u8888 compression option&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=File:Texture_u4444.png&amp;diff=20001</id>
		<title>File:Texture u4444.png</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=File:Texture_u4444.png&amp;diff=20001"/>
				<updated>2022-06-26T11:28:47Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: u44444 Compression option&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;u44444 Compression option&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=File:Dxt5.png&amp;diff=20000</id>
		<title>File:Dxt5.png</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=File:Dxt5.png&amp;diff=20000"/>
				<updated>2022-06-26T11:28:23Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: DTX5 Compression option&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DTX5 Compression option&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Overriding_and_creating_tints_tutorial&amp;diff=19999</id>
		<title>Overriding and creating tints tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Overriding_and_creating_tints_tutorial&amp;diff=19999"/>
				<updated>2022-04-20T11:17:55Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Material Tint System|tint system]] is potentially very powerful, but its results are not always pleasing to everyone. One example in the base game that a number of people dislike is the number of armour and weapon material types (like Red Steel) that are a pinkish-red colour. The colour of a particular material is tied to its tint. What follows is a revised and enhanced version of several forum posts by DarthParametric on how to make armour and weapons more of a traditional metal colour by both replacing default tints with alternative ones that already exist in the game and using completely custom tints.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= How to Create a Tint =&lt;br /&gt;
&lt;br /&gt;
Open the toolset. Extract a tint from the tints ERF, similar in format to what you want to create. (hair, skin, tattoo and so on)&lt;br /&gt;
&lt;br /&gt;
Go to File-&amp;gt;New-&amp;gt;Material. This is the material editor. Right click on the Root object and choose Insert-&amp;gt;Insert New Tint Library.&lt;br /&gt;
&lt;br /&gt;
Right click on the new tint library and choose Insert-&amp;gt;Insert New Tint Object.&lt;br /&gt;
&lt;br /&gt;
Click on the new tint object and then in the Object Inspector (if it isn’t already open go to View-&amp;gt;Other Windows-&amp;gt;Object Inspector) look for the Import TNT File line and click the button to the right. Navigate to where you extracted the tint files and load one.&lt;br /&gt;
&lt;br /&gt;
Change the colours to what you want. When you are done, select the tint objects, right click and 'Post Selection to Local'. You may need to change the tint's Export settings to True so it will export.&lt;br /&gt;
&lt;br /&gt;
The tint should now have exported to one of your override folders. Rename it to match other tints of its kind. You don't have to stick to the 3 letter identify naming scheme, but it does need to have a unique name.&lt;br /&gt;
&lt;br /&gt;
Put the tint in your override. Refresh the toolset (View&amp;gt; Refresh) or open and close it. Then create a new morph file or item. It should show up. It will probably need a lot of tweaking to make it look like what you want, so make sure you save the matproject somewhere you can find it again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic Override: Replacing One Set of Tints with Another =&lt;br /&gt;
&lt;br /&gt;
The first thing is to open materialtypes.xls located in &amp;amp;lt;install directory&amp;amp;gt;&amp;amp;#92;tools&amp;amp;#92;Source&amp;amp;#92;2DA&amp;amp;#92;rules&amp;amp;#92; Change to the materialtypes tab. Here you’ll see all the armour and weapon material types and their associated tints. You'll want to find the entries for metal armour, metal weapons, and metal shields. For easy reference, here are the specific rows of interest (click for larger):&lt;br /&gt;
&lt;br /&gt;
 {| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
 |&amp;lt;!--column1--&amp;gt;[[Image:ArmTnt_2DA_Armour.jpg|200px]]&lt;br /&gt;
 |&amp;lt;!--column2--&amp;gt;[[Image:ArmTnt_2DA_Weapon.jpg|200px]]&lt;br /&gt;
 |&amp;lt;!--column3--&amp;gt;[[Image:ArmTnt_2DA_Shield.jpg|200px]]&lt;br /&gt;
 |-align=&amp;quot;center&amp;quot;&lt;br /&gt;
 |&amp;lt;!--column1--&amp;gt;Metal Armour Material Tints&lt;br /&gt;
 |&amp;lt;!--column2--&amp;gt;Metal Weapon Material Tints&lt;br /&gt;
 |&amp;lt;!--column3--&amp;gt;Metal Shield Material Tints&lt;br /&gt;
 |}&amp;lt;!--end wikitable--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Red Steel is obviously going to be the major offender in terms of pink/red colouration, but we’ll extract them all just to be safe. In the toolset directory, run ErfEditor.exe. Go to File-&amp;amp;gt;Open File and navigate to &amp;amp;lt;install directory&amp;amp;gt;&amp;amp;#92;packages&amp;amp;#92;core&amp;amp;#92;data&amp;amp;#92; and select tints.erf and click Open. You’ll see all the game’s tint files. As seen in the 2DA, the tint files we want are prefaced T3_ARM_, T3_WPN_ and T3_SHD_, so scroll down until you find them all. Select (CTRL + left click) the 20 (there is no veridium shield) files we want, then right click and choose Extract Resource. In the pop-up folder browser, just choose somewhere easy to find like the Desktop and click OK.&lt;br /&gt;
&lt;br /&gt;
Now what we are going to do is choose the tint file for one material type that looks appropriately metal-like and overwrite the others with copies of it. Before we do that though we need to see what colours each tint file has. Open the toolset. Go to File-&amp;amp;gt;New-&amp;amp;gt;Material. This is the [[Material editor|material editor]]. Right click on the Root object and choose Insert-&amp;amp;gt;Insert New Tint Library. Right click on the new tint library and choose Insert-&amp;amp;gt;Insert New Tint Object. Click on the new tint object and then in the Object Inspector (if it isn’t already open go to View-&amp;amp;gt;Other Windows-&amp;amp;gt;Object Inspector) look for the Import [[TNT]] File line and click the button to the right. Navigate to where you extracted the tint files and load one.&lt;br /&gt;
&lt;br /&gt;
You’ll see in the Object Inspector a whole series of colours, labelled diffuse and specular for the red, green and blue channels. Diffuse is the actual base colour, and specular is the highlights. The channels it is referring to is of the [[Texture_Formats#Tint_Map|tint map]]. This has 4 channels (RGB plus Alpha), each of which is a greyscale image that is used to define the area its related tint colour is applied. Refer to the other relevant wiki tint and texture topics for more info.&lt;br /&gt;
&lt;br /&gt;
If you load the tint files for all 7 different material types in turn, you’ll see a number of them have reddish colours. There are two which would be suitable replacements. The first is silverite, the second is steel. Both have bluish grey colours for the most part: &lt;br /&gt;
&lt;br /&gt;
[[image:ArmTnt_Tnt_Stl_Sil.jpg|thumb|none|Silverite and Steel Tints]]&lt;br /&gt;
&lt;br /&gt;
What you want to do is select one of those and make additional copies of the TNT file, then rename them appropriately (after deleting the originals) to replace the Iron, Grey Iron, Red Steel and Dragonbone tint files. Additionally, you may also choose to replace the Veridium tint file (for armour and weapons), which is a greenish tint, if that is not to your taste. Make sure you only replace a tint file with one of the same type, i.e. only replace armour tints with another armour tint, not a weapon or shield tint (the reason for this is detailed later). Once that is done, create a new folder in My Documents&amp;amp;#92;BioWare&amp;amp;#92;Dragon Age&amp;amp;#92;packages&amp;amp;#92;core&amp;amp;#92;override&amp;amp;#92; and call it something appropriate (Armour &amp;amp; Weapon Tint Mod for example). Place your tint files in there. Load up the game and try out a formally pink suit of armour. You should get something like this:&lt;br /&gt;
&lt;br /&gt;
[[image:ArmTnt_Arm_Tint_Edit.jpg|thumb|none|Before and After Tint Override]]&lt;br /&gt;
&lt;br /&gt;
You can see there that Alistair has gone from the original red armour to a proper metal colour.&lt;br /&gt;
&lt;br /&gt;
There are also some additional tints that you may want to look at. If you peruse the rest of materialtypes.xls you'll see that Templar armour uses T3_ARM_TMP.tnt and the king's armour uses T3_ARM_GLD.tnt.&lt;br /&gt;
&lt;br /&gt;
= Advanced Tinting 101: Overriding with Custom Tints =&lt;br /&gt;
&lt;br /&gt;
As alluded to previously, tint files hold a series of colours that are applied to a model in a manner that is defined by a [[Texture_Formats#Tint_Map|tint map]]. Each channel of the tint map is used as a mask to define a specific area of the parent texture to apply the associated tint. While tint maps have four channels (RGB+A), it’s mostly only face textures and related things like tattoos that use all four. Everything else tends just to use the RGB channels.&lt;br /&gt;
&lt;br /&gt;
As you would have seen, the metal material tints extracted previously have a pair of colours, diffuse and specular, for each of the three tint map channels (thus 6 colours in total). The diffuse is what actually colours the base texture, the specular is the “shininess” – the colour of highlights caused by light reflection. A specific type of armour generally shares a single model (well, one model per sex per race, not counting scaled [[Texture_Formats#Level_of_Detail|LOD]] variants). There are usually 4 (occasionally 5) texture variants, and these are diversified further into actual item variations through the use of tints, the colour of which are determined by material type. As an example, I’ll use two texture variants of male medium armour (as with faces, armour models share a common UV map across races, although armour is split into male and female variants, aside from massive armour).&lt;br /&gt;
&lt;br /&gt;
If you haven’t previously unpacked or browsed through the armour textures, you can find them in &amp;amp;lt;install directory&amp;amp;gt;&amp;amp;#92;packages&amp;amp;#92;core&amp;amp;#92;textures&amp;amp;#92;high&amp;amp;#92;texturepack.erf. We’ll use variant A, pm_arm_meda_0d.dds, and variant D, pm_arm_medd_0d.dds. Notice the _0d suffix. This denotes the [[Texture_Formats#Diffuse_Map|diffuse map]]. You’ll see a number of associated textures with the same base filename as the diffuse maps. Those with the _0n suffix are the [[Texture_Formats#Normal_Map|normal maps]], those with _0s are the [[Texture_Formats#Specular_Map|specular maps]], and the ones we want, _0t, the [[Texture_Formats#Tint_Map|tint maps]]. Refer to the [[Texture_Formats|texture formats]] page for more info on texture types and filename conventions. Extract the two diffuse maps and the two tint maps to a working directory and open them with something that can handle [[DDS]] files.&lt;br /&gt;
&lt;br /&gt;
You’ll see that the diffuse maps are just standard colour textures, albeit a tad dull. The tint maps, at first impression, look to be horrible technicolour nightmares. Change to the channels tab however and you’ll see how they work. Think of each channel as a separate alpha mask. Black is 100% transparency, white is 100% opacity, and shades of grey denote values in between. If we lay out the channels of the tint map as 3 separate images and compare them to the parent diffuse map, we get the following for the two texture variants:&lt;br /&gt;
&lt;br /&gt;
[[image:ArmTnt_Med_Arm_Tint_Example_01.jpg|thumb|left|Male Medium Armour Texture A Plus Tint Masks]]  [[image:ArmTnt_Med_Arm_Tint_Example_02.jpg|thumb|none|Male Medium Armour Texture D Plus Tint Masks]]&lt;br /&gt;
&amp;lt;br&amp;gt;If you look at the first image, variant A, you’ll see that the red channel of the tint mask is confined to areas of metal banding, the green channel to other metal areas like buckles and trim, and the blue channel to areas of leather. Variant D is a similar story, the red and green channels being confined to metal, the blue to leather. Because all three classes of metal armour (medium, heavy, massive) use a universal set of tints based on material type, if you look at the other metal armour tint masks you’ll see that this is the pattern that they all more or less conform to – the red channel is the primary metal area tint, the green channel the secondary metal area tint, the blue channel the leather/cloth/misc area tint (the &amp;quot;misc&amp;quot; mostly refers to the massive armours, which don’t have much leather or cloth and mainly use the blue channel for filigree patterns and other decorative effects).&lt;br /&gt;
&lt;br /&gt;
Now that we know what each channel of the tint mask does, we can edit our tint file appropriately. Load the tint file you want to edit into the material editor. I’ll use the dragonbone tint, T3_ARM_DRB.tnt, for this example. Creating tints in the toolset's [[material editor]] has already been [[Creating recolors of existing items tutorial|covered previously]], so I won't recount the process here. Instead, I'll cover editing [[TNT]] files directly in the GFF editor. You can do this in the toolset (by just going to File-&amp;amp;gt;Open and loading the TNT file) but I prefer to use the standalone GFF editor in the toolset directory, GffEditor.exe. You may find it handy to associate this program with all GFF file types so that you can quickly edit a particular file just by double clicking on it. With the TNT file open in the GFF editor, you’ll see something like this:&lt;br /&gt;
&lt;br /&gt;
[[image:ArmTnt_TNT_GFF_Editor.jpg|thumb|none|Dragonbone Tint File in GFF Editor]]&lt;br /&gt;
&lt;br /&gt;
Although it’s confusing at first, you’ll see it’s conveying the same basic information as that in the material editor, just in a more concise (and less visually intuitive) format. For a breakdown of the file structure and significance of the values, refer to the [[TNT]] page.&lt;br /&gt;
&lt;br /&gt;
Now let’s look at the tint file in the material editor. We’ll use this to tweak the colours to our liking, then copy the values across to the file in the GFF editor. If you click on each colour you’ll get a button on the right that pops up a colour picker for easy tweaking. If you are using the Dragonbone tint file from earlier, it will be using the colour values from the Silverite or Steel tints, which are bluish grey. I don’t know what colour Dragonbone is supposed to be, but for this example I’ll change it to some brownish colours, as follows:&lt;br /&gt;
&lt;br /&gt;
[[image:ArmTnt_Tint_Col_Dragonbone.jpg|thumb|none|Custom Dragonbone Tint Colours]]&lt;br /&gt;
&lt;br /&gt;
So now we have our set of colours. You’ll see next to the little colour square, the material editor gives you the RGB V4 values. We need to copy and paste these into the appropriate rows in the GFF editor, remembering to append a 1 to the end. So for example the Red channel value of 0.75,0.74,0.44 gets pasted as 0.75,0.74,0.44,1. If you try and paste just the 3 values, the editor will complain about it not being a proper V4 array. Based on our exploration of the tint masks earlier, we know that the Red and Green channels are for metal, so these get the boney colour we want along with a fairly bright colour for specular. Given that this is supposed to be bone and not metal, I probably should have used a darker colour instead which would give a flatter specular highlight, as opposed to the sharp, close to white, specular highly reflective materials like metal have. However the fact that the intensity value is being reduced to 1 (by just pasting the RGB values directly) should counteract this. The Blue channel gets a darkish brown with a dark specular, as that is for any leather and cloth. Save the TNT file and we are ready to test it in the game. Reusing the example scene from the original tint override:&lt;br /&gt;
&lt;br /&gt;
[[image:ArmTnt_Dragonbone_Tint_Game.jpg|thumb|none|Custom Dragonbone Tint In-Game]]&lt;br /&gt;
&lt;br /&gt;
OK, so not exactly the most thrilling tint in the world, but hopefully it demonstrates the principle. In particular, notice the reduction in the specular highlights between the two tints as a result of dropping the intensity. If you are trying to make a shiny metal then crank the intensity up, if making cloth, leather or some other flat, dull material (bone?) then crank it down. Adjust your specular colours to suit as well. Generally you want to make it some lighter shade of your diffuse colour, but the more reflective the object and the higher the intensity, the closer to white it should be.&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
[https://dragonagemods.tumblr.com/post/153227347784/tutorial-how-to-create-your-own-skin-tints-eye How to create a tint]&lt;br /&gt;
&lt;br /&gt;
[https://nezroy.com/DAOTintCreator/ DAO tint creator by nezroy]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Overriding_and_creating_tints_tutorial&amp;diff=19998</id>
		<title>Overriding and creating tints tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Overriding_and_creating_tints_tutorial&amp;diff=19998"/>
				<updated>2022-04-20T11:17:46Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Material Tint System|tint system]] is potentially very powerful, but its results are not always pleasing to everyone. One example in the base game that a number of people dislike is the number of armour and weapon material types (like Red Steel) that are a pinkish-red colour. The colour of a particular material is tied to its tint. What follows is a revised and enhanced version of several forum posts by DarthParametric on how to make armour and weapons more of a traditional metal colour by both replacing default tints with alternative ones that already exist in the game and using completely custom tints.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= How to Create a Tint =&lt;br /&gt;
&lt;br /&gt;
Open the toolset. Extract a tint from the tints ERF, similar in format to what you want to create. (hair, skin, tattoo and so on)&lt;br /&gt;
&lt;br /&gt;
Go to File-&amp;gt;New-&amp;gt;Material. This is the material editor. Right click on the Root object and choose Insert-&amp;gt;Insert New Tint Library.&lt;br /&gt;
&lt;br /&gt;
Right click on the new tint library and choose Insert-&amp;gt;Insert New Tint Object.&lt;br /&gt;
&lt;br /&gt;
Click on the new tint object and then in the Object Inspector (if it isn’t already open go to View-&amp;gt;Other Windows-&amp;gt;Object Inspector) look for the Import TNT File line and click the button to the right. Navigate to where you extracted the tint files and load one.&lt;br /&gt;
&lt;br /&gt;
Change the colours to what you want. When you are done, select the tint objects, right click and 'Post Selection to Local'. You may need to change the tint's Export settings to True so it will export.&lt;br /&gt;
&lt;br /&gt;
The tint should now have exported to one of your override folders. Rename it to match other tints of its kind. You don't have to stick to the 3 letter identify naming scheme, but it does need to have a unique name.&lt;br /&gt;
&lt;br /&gt;
Put the tint in your override. Refresh the toolset (View&amp;gt; Refresh) or open and close it. Then create a new morph file or item. It should show up. It will probably need a lot of tweaking to make it look like what you want, so make sure you save the matproject somewhere you can find it again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic Override: Replacing One Set of Tints with Another =&lt;br /&gt;
&lt;br /&gt;
The first thing is to open materialtypes.xls located in &amp;amp;lt;install directory&amp;amp;gt;&amp;amp;#92;tools&amp;amp;#92;Source&amp;amp;#92;2DA&amp;amp;#92;rules&amp;amp;#92; Change to the materialtypes tab. Here you’ll see all the armour and weapon material types and their associated tints. You'll want to find the entries for metal armour, metal weapons, and metal shields. For easy reference, here are the specific rows of interest (click for larger):&lt;br /&gt;
&lt;br /&gt;
 {| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
 |&amp;lt;!--column1--&amp;gt;[[Image:ArmTnt_2DA_Armour.jpg|200px]]&lt;br /&gt;
 |&amp;lt;!--column2--&amp;gt;[[Image:ArmTnt_2DA_Weapon.jpg|200px]]&lt;br /&gt;
 |&amp;lt;!--column3--&amp;gt;[[Image:ArmTnt_2DA_Shield.jpg|200px]]&lt;br /&gt;
 |-align=&amp;quot;center&amp;quot;&lt;br /&gt;
 |&amp;lt;!--column1--&amp;gt;Metal Armour Material Tints&lt;br /&gt;
 |&amp;lt;!--column2--&amp;gt;Metal Weapon Material Tints&lt;br /&gt;
 |&amp;lt;!--column3--&amp;gt;Metal Shield Material Tints&lt;br /&gt;
 |}&amp;lt;!--end wikitable--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Red Steel is obviously going to be the major offender in terms of pink/red colouration, but we’ll extract them all just to be safe. In the toolset directory, run ErfEditor.exe. Go to File-&amp;amp;gt;Open File and navigate to &amp;amp;lt;install directory&amp;amp;gt;&amp;amp;#92;packages&amp;amp;#92;core&amp;amp;#92;data&amp;amp;#92; and select tints.erf and click Open. You’ll see all the game’s tint files. As seen in the 2DA, the tint files we want are prefaced T3_ARM_, T3_WPN_ and T3_SHD_, so scroll down until you find them all. Select (CTRL + left click) the 20 (there is no veridium shield) files we want, then right click and choose Extract Resource. In the pop-up folder browser, just choose somewhere easy to find like the Desktop and click OK.&lt;br /&gt;
&lt;br /&gt;
Now what we are going to do is choose the tint file for one material type that looks appropriately metal-like and overwrite the others with copies of it. Before we do that though we need to see what colours each tint file has. Open the toolset. Go to File-&amp;amp;gt;New-&amp;amp;gt;Material. This is the [[Material editor|material editor]]. Right click on the Root object and choose Insert-&amp;amp;gt;Insert New Tint Library. Right click on the new tint library and choose Insert-&amp;amp;gt;Insert New Tint Object. Click on the new tint object and then in the Object Inspector (if it isn’t already open go to View-&amp;amp;gt;Other Windows-&amp;amp;gt;Object Inspector) look for the Import [[TNT]] File line and click the button to the right. Navigate to where you extracted the tint files and load one.&lt;br /&gt;
&lt;br /&gt;
You’ll see in the Object Inspector a whole series of colours, labelled diffuse and specular for the red, green and blue channels. Diffuse is the actual base colour, and specular is the highlights. The channels it is referring to is of the [[Texture_Formats#Tint_Map|tint map]]. This has 4 channels (RGB plus Alpha), each of which is a greyscale image that is used to define the area its related tint colour is applied. Refer to the other relevant wiki tint and texture topics for more info.&lt;br /&gt;
&lt;br /&gt;
If you load the tint files for all 7 different material types in turn, you’ll see a number of them have reddish colours. There are two which would be suitable replacements. The first is silverite, the second is steel. Both have bluish grey colours for the most part: &lt;br /&gt;
&lt;br /&gt;
[[image:ArmTnt_Tnt_Stl_Sil.jpg|thumb|none|Silverite and Steel Tints]]&lt;br /&gt;
&lt;br /&gt;
What you want to do is select one of those and make additional copies of the TNT file, then rename them appropriately (after deleting the originals) to replace the Iron, Grey Iron, Red Steel and Dragonbone tint files. Additionally, you may also choose to replace the Veridium tint file (for armour and weapons), which is a greenish tint, if that is not to your taste. Make sure you only replace a tint file with one of the same type, i.e. only replace armour tints with another armour tint, not a weapon or shield tint (the reason for this is detailed later). Once that is done, create a new folder in My Documents&amp;amp;#92;BioWare&amp;amp;#92;Dragon Age&amp;amp;#92;packages&amp;amp;#92;core&amp;amp;#92;override&amp;amp;#92; and call it something appropriate (Armour &amp;amp; Weapon Tint Mod for example). Place your tint files in there. Load up the game and try out a formally pink suit of armour. You should get something like this:&lt;br /&gt;
&lt;br /&gt;
[[image:ArmTnt_Arm_Tint_Edit.jpg|thumb|none|Before and After Tint Override]]&lt;br /&gt;
&lt;br /&gt;
You can see there that Alistair has gone from the original red armour to a proper metal colour.&lt;br /&gt;
&lt;br /&gt;
There are also some additional tints that you may want to look at. If you peruse the rest of materialtypes.xls you'll see that Templar armour uses T3_ARM_TMP.tnt and the king's armour uses T3_ARM_GLD.tnt.&lt;br /&gt;
&lt;br /&gt;
= Advanced Tinting 101: Overriding with Custom Tints =&lt;br /&gt;
&lt;br /&gt;
As alluded to previously, tint files hold a series of colours that are applied to a model in a manner that is defined by a [[Texture_Formats#Tint_Map|tint map]]. Each channel of the tint map is used as a mask to define a specific area of the parent texture to apply the associated tint. While tint maps have four channels (RGB+A), it’s mostly only face textures and related things like tattoos that use all four. Everything else tends just to use the RGB channels.&lt;br /&gt;
&lt;br /&gt;
As you would have seen, the metal material tints extracted previously have a pair of colours, diffuse and specular, for each of the three tint map channels (thus 6 colours in total). The diffuse is what actually colours the base texture, the specular is the “shininess” – the colour of highlights caused by light reflection. A specific type of armour generally shares a single model (well, one model per sex per race, not counting scaled [[Texture_Formats#Level_of_Detail|LOD]] variants). There are usually 4 (occasionally 5) texture variants, and these are diversified further into actual item variations through the use of tints, the colour of which are determined by material type. As an example, I’ll use two texture variants of male medium armour (as with faces, armour models share a common UV map across races, although armour is split into male and female variants, aside from massive armour).&lt;br /&gt;
&lt;br /&gt;
If you haven’t previously unpacked or browsed through the armour textures, you can find them in &amp;amp;lt;install directory&amp;amp;gt;&amp;amp;#92;packages&amp;amp;#92;core&amp;amp;#92;textures&amp;amp;#92;high&amp;amp;#92;texturepack.erf. We’ll use variant A, pm_arm_meda_0d.dds, and variant D, pm_arm_medd_0d.dds. Notice the _0d suffix. This denotes the [[Texture_Formats#Diffuse_Map|diffuse map]]. You’ll see a number of associated textures with the same base filename as the diffuse maps. Those with the _0n suffix are the [[Texture_Formats#Normal_Map|normal maps]], those with _0s are the [[Texture_Formats#Specular_Map|specular maps]], and the ones we want, _0t, the [[Texture_Formats#Tint_Map|tint maps]]. Refer to the [[Texture_Formats|texture formats]] page for more info on texture types and filename conventions. Extract the two diffuse maps and the two tint maps to a working directory and open them with something that can handle [[DDS]] files.&lt;br /&gt;
&lt;br /&gt;
You’ll see that the diffuse maps are just standard colour textures, albeit a tad dull. The tint maps, at first impression, look to be horrible technicolour nightmares. Change to the channels tab however and you’ll see how they work. Think of each channel as a separate alpha mask. Black is 100% transparency, white is 100% opacity, and shades of grey denote values in between. If we lay out the channels of the tint map as 3 separate images and compare them to the parent diffuse map, we get the following for the two texture variants:&lt;br /&gt;
&lt;br /&gt;
[[image:ArmTnt_Med_Arm_Tint_Example_01.jpg|thumb|left|Male Medium Armour Texture A Plus Tint Masks]]  [[image:ArmTnt_Med_Arm_Tint_Example_02.jpg|thumb|none|Male Medium Armour Texture D Plus Tint Masks]]&lt;br /&gt;
&amp;lt;br&amp;gt;If you look at the first image, variant A, you’ll see that the red channel of the tint mask is confined to areas of metal banding, the green channel to other metal areas like buckles and trim, and the blue channel to areas of leather. Variant D is a similar story, the red and green channels being confined to metal, the blue to leather. Because all three classes of metal armour (medium, heavy, massive) use a universal set of tints based on material type, if you look at the other metal armour tint masks you’ll see that this is the pattern that they all more or less conform to – the red channel is the primary metal area tint, the green channel the secondary metal area tint, the blue channel the leather/cloth/misc area tint (the &amp;quot;misc&amp;quot; mostly refers to the massive armours, which don’t have much leather or cloth and mainly use the blue channel for filigree patterns and other decorative effects).&lt;br /&gt;
&lt;br /&gt;
Now that we know what each channel of the tint mask does, we can edit our tint file appropriately. Load the tint file you want to edit into the material editor. I’ll use the dragonbone tint, T3_ARM_DRB.tnt, for this example. Creating tints in the toolset's [[material editor]] has already been [[Creating recolors of existing items tutorial|covered previously]], so I won't recount the process here. Instead, I'll cover editing [[TNT]] files directly in the GFF editor. You can do this in the toolset (by just going to File-&amp;amp;gt;Open and loading the TNT file) but I prefer to use the standalone GFF editor in the toolset directory, GffEditor.exe. You may find it handy to associate this program with all GFF file types so that you can quickly edit a particular file just by double clicking on it. With the TNT file open in the GFF editor, you’ll see something like this:&lt;br /&gt;
&lt;br /&gt;
[[image:ArmTnt_TNT_GFF_Editor.jpg|thumb|none|Dragonbone Tint File in GFF Editor]]&lt;br /&gt;
&lt;br /&gt;
Although it’s confusing at first, you’ll see it’s conveying the same basic information as that in the material editor, just in a more concise (and less visually intuitive) format. For a breakdown of the file structure and significance of the values, refer to the [[TNT]] page.&lt;br /&gt;
&lt;br /&gt;
Now let’s look at the tint file in the material editor. We’ll use this to tweak the colours to our liking, then copy the values across to the file in the GFF editor. If you click on each colour you’ll get a button on the right that pops up a colour picker for easy tweaking. If you are using the Dragonbone tint file from earlier, it will be using the colour values from the Silverite or Steel tints, which are bluish grey. I don’t know what colour Dragonbone is supposed to be, but for this example I’ll change it to some brownish colours, as follows:&lt;br /&gt;
&lt;br /&gt;
[[image:ArmTnt_Tint_Col_Dragonbone.jpg|thumb|none|Custom Dragonbone Tint Colours]]&lt;br /&gt;
&lt;br /&gt;
So now we have our set of colours. You’ll see next to the little colour square, the material editor gives you the RGB V4 values. We need to copy and paste these into the appropriate rows in the GFF editor, remembering to append a 1 to the end. So for example the Red channel value of 0.75,0.74,0.44 gets pasted as 0.75,0.74,0.44,1. If you try and paste just the 3 values, the editor will complain about it not being a proper V4 array. Based on our exploration of the tint masks earlier, we know that the Red and Green channels are for metal, so these get the boney colour we want along with a fairly bright colour for specular. Given that this is supposed to be bone and not metal, I probably should have used a darker colour instead which would give a flatter specular highlight, as opposed to the sharp, close to white, specular highly reflective materials like metal have. However the fact that the intensity value is being reduced to 1 (by just pasting the RGB values directly) should counteract this. The Blue channel gets a darkish brown with a dark specular, as that is for any leather and cloth. Save the TNT file and we are ready to test it in the game. Reusing the example scene from the original tint override:&lt;br /&gt;
&lt;br /&gt;
[[image:ArmTnt_Dragonbone_Tint_Game.jpg|thumb|none|Custom Dragonbone Tint In-Game]]&lt;br /&gt;
&lt;br /&gt;
OK, so not exactly the most thrilling tint in the world, but hopefully it demonstrates the principle. In particular, notice the reduction in the specular highlights between the two tints as a result of dropping the intensity. If you are trying to make a shiny metal then crank the intensity up, if making cloth, leather or some other flat, dull material (bone?) then crank it down. Adjust your specular colours to suit as well. Generally you want to make it some lighter shade of your diffuse colour, but the more reflective the object and the higher the intensity, the closer to white it should be.&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
[https://dragonagemods.tumblr.com/post/153227347784/tutorial-how-to-create-your-own-skin-tints-eye How to create a tint]&lt;br /&gt;
[https://nezroy.com/DAOTintCreator/ DAO tint creator by nezroy]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Mesh_Modding_Dragon_Age_2&amp;diff=19997</id>
		<title>Mesh Modding Dragon Age 2</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Mesh_Modding_Dragon_Age_2&amp;diff=19997"/>
				<updated>2022-04-20T11:15:53Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Guides on how to mesh mod Dragon Age 2&lt;br /&gt;
&lt;br /&gt;
=Modding Tools==&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage2/mods/4030 Blender Script] &lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?p=52329#p52329 DA2 Blender Import Tool (you will need an account to download, but it is free)]&lt;br /&gt;
&lt;br /&gt;
[https://sapphimods.me/tutorials/dragon-age-texture-guide/ Dragon age texture guide – Exhaustive] &lt;br /&gt;
&lt;br /&gt;
TLKEdit: [http://www.nexusmods.com/neverwinter2/mods/931/? 1] OR [https://neverwintervault.org/project/nwn1/other/tool/tlkedit2-2datlkgfferf-editor 2] &lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage2/mods/4043 QS Modding Resources Grab-Bag ]&lt;br /&gt;
&lt;br /&gt;
==Common Issues==&lt;br /&gt;
The blender script has a bug where, in importing a msh/mmh which is the first or second on the list, it won't work. Make some copies of it and try again.&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=mvuy4LH1kNA&amp;amp;list=PLcuNSTFtRys8VmiUsABT7Hy481rFlyL7CDA2 Mesh Modding Video Tutorial by Sloane Schoolcraft]&lt;br /&gt;
&lt;br /&gt;
[https://dragonagemods.tumblr.com/post/146125895344/for-the-anon-who-requested-it-this-tutorial-is Extracting DA2 meshes]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.nexusmods.com/index.php/Dragon_Age_II Dragon Age II tutorials on Nexus]&lt;br /&gt;
&lt;br /&gt;
[http://danceoffools.tumblr.com/post/149178737714 danceoffool's GIMP texture tutorial]&lt;br /&gt;
&lt;br /&gt;
[http://danceoffools.tumblr.com/post/150770358194 danceoffool's DA2 Mesh Exportation Tutorial]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=fg6Ge3DSr-Q Padme4000 Custom Hawke Tutorial]&lt;br /&gt;
&lt;br /&gt;
[https://dragonagemods.tumblr.com/tagged/da2 DA2 tag on dragonagemods tumblr]&lt;br /&gt;
&lt;br /&gt;
[[Category: Tutorials]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How_to_create_textures&amp;diff=19996</id>
		<title>How to create textures</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How_to_create_textures&amp;diff=19996"/>
				<updated>2022-03-31T23:01:54Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to make a texture for an item&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This tutorial requires GIMP. You can also use Photoshop’s dds plugin, it doesn’t matter, but this tutorial is for GIMP.&lt;br /&gt;
&lt;br /&gt;
First extract base game textures manually from the game’s ERFs. [http://www.datoolset.net/wiki/Reskinning_an_item_tutorial This page] will explain how to extract the textures from the game.&lt;br /&gt;
&lt;br /&gt;
== Textures used in Origins ==&lt;br /&gt;
&lt;br /&gt;
Textures (4)&lt;br /&gt;
There are four textures in an Origins item. Sometimes, for creatures or items, there is no specific specular or tint, but these are generally what they are.&lt;br /&gt;
&lt;br /&gt;
'''Diffuse'''- the one that you typically think of as the texture.&lt;br /&gt;
&lt;br /&gt;
'''Normal map''' – (Purple in most games. Grey in Origins. Orange in Dragon Age 2. ) This makes the shading engine of the game bounce light off the item in a way that makes the object look like it has more depth than it does.&lt;br /&gt;
&lt;br /&gt;
'''Specular''' – this decides what parts of the object are shiny and which aren’t. It also decides what colour the object reflects.&lt;br /&gt;
&lt;br /&gt;
'''Tint'''- this decides what optional colour tints are overlaid, giving the outfit different colour choices. It also tells the game what is skin, so darker skin tones know to have colour overlaid on them.&lt;br /&gt;
&lt;br /&gt;
Each file will have a prefix. ‘pm’ and ‘pf’ mean the texture is universal for all males and all females respectively. Other items could have ‘hf’ for a human only variant for example.&lt;br /&gt;
&lt;br /&gt;
== LOD textures ==&lt;br /&gt;
&lt;br /&gt;
A lod stands for level of detail. Origins has LOD_0 (cutscene distance), LOD_2 (mid distance, like in the party camp) and LOD_3 (very far away- most modded in armour meshes don’t have a LOD3)&lt;br /&gt;
&lt;br /&gt;
You should make LOD textures for your replacer or the item will swap to a different texture once you get far away from it. Simply resize all your files and save as according to whatever you are replacing, which will be something like pf_rob_appa_0dl2, pf_rob_appa_0tl3. (see below for file sizes and formats.) The normal map is generally dropped from a distance so you may not need to make LODs for it. Face textures are an exception however.&lt;br /&gt;
&lt;br /&gt;
== Saving options ==&lt;br /&gt;
&lt;br /&gt;
'''File sizes'''&lt;br /&gt;
&lt;br /&gt;
The textures need to be perfect squares, or perfect rectangles. This is because computers work to the power of 2 and prefer things that way. Not remembering this can make people’s games crash.&lt;br /&gt;
&lt;br /&gt;
The game's default textures for most items are 1024x1024, but modern computers can handle a lot more so I would recommend working 2048x2048 at least. 4096X4096 is overkill, but you can do it.&lt;br /&gt;
You can also have 2048 by 1024 and so on.&lt;br /&gt;
&lt;br /&gt;
'''Example sizes:'''&lt;br /&gt;
&lt;br /&gt;
128 ,&lt;br /&gt;
256 ,&lt;br /&gt;
512 ,&lt;br /&gt;
1024 ,&lt;br /&gt;
2048 ,&lt;br /&gt;
4096 &lt;br /&gt;
&lt;br /&gt;
'''Saving formats'''&lt;br /&gt;
&lt;br /&gt;
Use DTX5 compression for anything with an alpha- diffuses, normal maps, speculars. If something has an alpha, it may have transparent elements or look transparent.&lt;br /&gt;
&lt;br /&gt;
If something has no transparent elements, such as a diffuse with no fur or feathers, DXT1 can be used instead, which takes up less space.&lt;br /&gt;
&lt;br /&gt;
Use U8888 for tint maps, hair textures, tattoos. It is uncompressed and therefore very large. You can create it by selecting [none] under compression options.&lt;br /&gt;
&lt;br /&gt;
'''Mipmaps'''&lt;br /&gt;
&lt;br /&gt;
Always tick ‘Generate mipmaps’. You need mipmaps on anything that could move closer or further away to the camera, the only case you don’t need them is static elements like the UI. Things that don’t have mipmaps will have an odd ‘sparkle’ to them, instead of a smooth clean appearance.&lt;br /&gt;
&lt;br /&gt;
== The Compressonator ==&lt;br /&gt;
&lt;br /&gt;
This is a Dragon Age Origins texture tool.&lt;br /&gt;
Under tools\ResourceBuild\Processors\Texture in the DAO install directory you will find a tool called TheCompressonator. &lt;br /&gt;
You can use this to check what compression a dds file has and if it has mipmaps or not.&lt;br /&gt;
Drag the dds into it, and use view -&amp;gt; properties.&lt;br /&gt;
&lt;br /&gt;
== Make a diffuse ==&lt;br /&gt;
Fairly straightforward, this is the part of the texture that has the colour and shading on it.&lt;br /&gt;
If you intend the item to be tintable, to come in different colours, you will need to make those parts greyscale or muted, as colour will be overlaid on top of them.&lt;br /&gt;
&lt;br /&gt;
== Make a normal map ==&lt;br /&gt;
You can generate an industry standard normal map using tools, from a heightmap, or less optimally from the diffuse. GIMP has a normal map plugin and there are other online tools, such as Normalize, that will do this free. However, Origins has an older format that needs to be converted to in order to work properly.&lt;br /&gt;
&lt;br /&gt;
Once you have the purple normal map:&lt;br /&gt;
Go to the toolbar of GIMP and Colours&amp;gt;Components&amp;gt;Decompose the purple thing.&lt;br /&gt;
&lt;br /&gt;
You can decompose it to RGB (or RGBA, it doesn’t matter, some normal maps do not have an alpha channel. Origins maps always do, however)&lt;br /&gt;
It will now become 3 images, two grey ones and one white. Possibly another white one for the alpha.&lt;br /&gt;
Delete the white layers, you don’t need them. One of these grey ones, the X axis, will be lit from side to side (probably the red one), and the other will be your Y axis, from top to bottom.&lt;br /&gt;
Origins maps are set up to have the X axis in the alpha channel, and the Y axis in the RGB channels.&lt;br /&gt;
&lt;br /&gt;
To modify a standard purple normal map to Origins format:&lt;br /&gt;
&lt;br /&gt;
Decompose it.&lt;br /&gt;
Identify which is the X axis and which is the Y&lt;br /&gt;
Rename the X axis one Alpha. &lt;br /&gt;
Invert the Y channel one, the RGB, so it looks as though it is inside out.&lt;br /&gt;
&lt;br /&gt;
Colours&amp;gt;Components&amp;gt;Compose&lt;br /&gt;
Compose colour model, RGBA&lt;br /&gt;
&lt;br /&gt;
Put the x axis in the alpha slot&lt;br /&gt;
Put the y axis in the RGB slots&lt;br /&gt;
Compose&lt;br /&gt;
&lt;br /&gt;
Save as dxt5.&lt;br /&gt;
It should now be transparent, grey, and ready to use.&lt;br /&gt;
&lt;br /&gt;
'''Convert da2 normal map'''&lt;br /&gt;
&lt;br /&gt;
You don’t need to, they work fine in Origins. Even though they’re orange.&lt;br /&gt;
&lt;br /&gt;
'''Convert Inquisition normal map'''&lt;br /&gt;
&lt;br /&gt;
If they are green, they don't need the rgb channel inverting.&lt;br /&gt;
&lt;br /&gt;
== Common problems with Normal maps ==&lt;br /&gt;
&lt;br /&gt;
If you are generating a normal map from a diffuse, you need to remember that the lighter something is, the more it will push out, and the darker it is, the more it will recede.&lt;br /&gt;
This can result in strange features, such as freckles or moles going in instead of out on a face texture, or shading cutting into skin.&lt;br /&gt;
&lt;br /&gt;
You may be better off creating a height map. It is a monochrome image set up according to the darker = further in rule. So in the face texture example above, a heightmap for a face might have a dark face with a light mole and no or minimal shading on it. This will get better results than generating off the diffuse image.&lt;br /&gt;
&lt;br /&gt;
==How to Paint your own normal map==&lt;br /&gt;
&lt;br /&gt;
Take a regular Origins map.&lt;br /&gt;
&lt;br /&gt;
Decompose&lt;br /&gt;
&lt;br /&gt;
Rename alpha -&amp;gt; red, &lt;br /&gt;
&lt;br /&gt;
invert green channel, &lt;br /&gt;
&lt;br /&gt;
fill blue slot with white &lt;br /&gt;
&lt;br /&gt;
Compose.&lt;br /&gt;
&lt;br /&gt;
It will turn purple. You can now use the clone tool or draw on it in the same colours and when you convert it back to origins normal map, it should work the same way.&lt;br /&gt;
&lt;br /&gt;
== Make a specular map ==&lt;br /&gt;
&lt;br /&gt;
Take the diffuse map, convert to greyscale (except parts you want to glow different colours, such as gold sections) and play with the levels. The whiter it is the shinier it will be in game. Black out anything you don't want to be shiny. This is your RGB.&lt;br /&gt;
The rgb decides the colours the spec map reflects. Generally you will want this to be greyscale, except for details such as gold jewellery.&lt;br /&gt;
&lt;br /&gt;
Import it into GIMP. Decompose as RGB.&lt;br /&gt;
&lt;br /&gt;
Add a new layer. This is your alpha.&lt;br /&gt;
&lt;br /&gt;
The alpha of the spec decides how shiny everything is overall, by how bright it is. White is full shine. Greyer and blacker saturation will make the overall effect more muted.&lt;br /&gt;
You can also have a more detailed specular alpha , if you don't want a uniform level of shine. Check speculars from the game to see how they work.&lt;br /&gt;
&lt;br /&gt;
Compose. It may be partially transparent now.&lt;br /&gt;
Save as dxt5.&lt;br /&gt;
&lt;br /&gt;
You can also have a spec with no alpha, the game doesn’t mind so long as there actually is one.&lt;br /&gt;
&lt;br /&gt;
== Make a tint map. ==&lt;br /&gt;
&lt;br /&gt;
What a tint map will look like depends on what the tint map you're replacing is. &lt;br /&gt;
&lt;br /&gt;
You need 4 images. These will be your red, blue, green and alpha channels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How to make red, green, blue'''&lt;br /&gt;
&lt;br /&gt;
You need to make 3 images, one for each shade you want tinted. Simply take the diffuse, turn it greyscale and paint over it. Black out anything you don't want affected, such as the metal parts.&lt;br /&gt;
&lt;br /&gt;
Don't worry about these being the right hue, GIMP will turn them greyscale anyway. &lt;br /&gt;
&lt;br /&gt;
If you don’t want the item to be tintable, create 3 all black images to be your red, blue and green.&lt;br /&gt;
How the item tints depends on items like it, other robes and such. Use the items from the game as reference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How to make Alpha Channel'''&lt;br /&gt;
&lt;br /&gt;
Alpha channel contains the information of what skin is showing.&lt;br /&gt;
To make this, Create a completely black layer, but with a totally transparent or pure white(#fffff).  cut-out on anything you want skin tinted.&lt;br /&gt;
Technically the body skin tint is #dedede, but #ffffff is the standard for Origins skin tint.&lt;br /&gt;
When &amp;gt;composed, it should flip inside out, leaving black shapes on a transparent background.&lt;br /&gt;
&lt;br /&gt;
Skin needs to be a specific colour on the diffuse to be tinted. If in doubt, just copy and paste the textures from the original nude file of the game.&lt;br /&gt;
If the texture doesn’t have skin in it, leave the alpha channel black.&lt;br /&gt;
&lt;br /&gt;
'''Create the tint map'''&lt;br /&gt;
&lt;br /&gt;
Import one of your images into gimp, anything the right size.&lt;br /&gt;
Decompose it. Delete your layers, then paste in the four you have made. &lt;br /&gt;
Then, compose the image. Make sure they are in the right slots.&lt;br /&gt;
When done, you can check the channels tab to see if what you did worked.&lt;br /&gt;
Ideally, save as u8888 for the LOD0 and dtx5 for LOD2&amp;amp;3. &lt;br /&gt;
&lt;br /&gt;
== Other options==&lt;br /&gt;
&lt;br /&gt;
'''MAO editing'''&lt;br /&gt;
&lt;br /&gt;
If you want a specific item to use a different texture, you will need to open a mao and change the texture file directories. Put the new Mao in your override along with your new textures and it will change the textures for you. This has little chance of conflict as comparatively few mods overwrite the maos, so I would recommend it. You can just open these in notepad.&lt;br /&gt;
&lt;br /&gt;
'''MMH editing'''&lt;br /&gt;
&lt;br /&gt;
If you want an item to use a different mao, such as many items that share textures between the races, you need to open the item’s mmh and change a directory there. This is not recommended except in specific cases as a lot of people use replacers, such as tmps proportion mods for females, that will overwrite the vanilla clothing mmhs.&lt;br /&gt;
&lt;br /&gt;
== Common problems ==&lt;br /&gt;
&lt;br /&gt;
'''My item is turquoise or otherwise looks weird?'''&lt;br /&gt;
&lt;br /&gt;
Are you sure you have every texture in the override, and everything in your mao is correctly spelled?&lt;br /&gt;
&lt;br /&gt;
'''My item is green AND t-posing!'''&lt;br /&gt;
&lt;br /&gt;
Did you touch the mmh’s mao file directory? You might have spelled something wrong.&lt;br /&gt;
Alternately your mao may be missing, or absent a crucial texture like a normal map.&lt;br /&gt;
&lt;br /&gt;
'''My transparency/tint isn’t working on my new item no matter what I do to the texture!'''&lt;br /&gt;
&lt;br /&gt;
Does your MAO use the right semantic? You want AlphaArmourSkinTint for things with both transparency and skin tinting for example - check maos of similar items to see what they look like.&lt;br /&gt;
&lt;br /&gt;
'''Half my item is dark and the other half is light!'''&lt;br /&gt;
&lt;br /&gt;
Your normal map is broken.&lt;br /&gt;
&lt;br /&gt;
'''I can’t match the skin tone no matter what I do!'''&lt;br /&gt;
&lt;br /&gt;
The skin on the vanilla neck texture isn’t the correct skin tint colour, so you probably can’t anyway&lt;br /&gt;
&lt;br /&gt;
'''The male version of this is too shiny?'''&lt;br /&gt;
&lt;br /&gt;
Yes, the mao gives some of the male ones a higher shine value(mml_fSpecularReflectionMult) to the female one. I don’t know why. Alter the mao or darken your spec to compensate.&lt;br /&gt;
&lt;br /&gt;
== Texture Tools ==&lt;br /&gt;
&lt;br /&gt;
[https://boundingboxsoftware.com/materialize/ Bounding box software- materialise – For making Normal Maps from scratch]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4019 DA Normal Map Conversion Photoshop Actions- Automates normal map conversions in Photoshop]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4080 DAO Clothing References - PDF file (references)- theskymoves]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4929 Beerfish Excel Utilities (references)]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/skyrim/mods/12801 Optimizer Textures (Ordenador)- process textures fast]&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
[[Texture_Formats]]&lt;br /&gt;
&lt;br /&gt;
[[Reskinning_an_item_tutorial]]&lt;br /&gt;
&lt;br /&gt;
Modding dao item texture guide – Good beginning, although not finished.&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47231896811 1]&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47235240017 2]&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47294843984 3]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=7E_slY9Latk Mike Pickton retexture item]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=NvJ8yhGborY Mike Pickton Get item in game -for when you have the textures and want to put them on a new item]&lt;br /&gt;
&lt;br /&gt;
[https://danceoffools.tumblr.com/post/149178737714 Convert Inquisition normal maps]&lt;br /&gt;
&lt;br /&gt;
[https://sapphimods.me/tutorials/dragon-age-texture-guide/ Dragon age texture guide – Exhaustive] &lt;br /&gt;
&lt;br /&gt;
[https://dragonagemods.tumblr.com/post/147762406449/i-want-to-change-some-textures-for-dao-but-i-have Some texture basics]&lt;br /&gt;
&lt;br /&gt;
[https://whuffie.wordpress.com/2011/02/27/creating-simple-1-color-or-3-color-tattoos-from-scratch-dragon-age-da-toolset-tutorial/ How to make Tattoos]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Art resources]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Animation_list&amp;diff=19995</id>
		<title>Animation list</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Animation_list&amp;diff=19995"/>
				<updated>2022-03-10T21:48:33Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox cutscenes}}&lt;br /&gt;
&lt;br /&gt;
This is a listing of some Animations of Dragon Age. They are an Art resource to be used with the Toolsets [[Animation blend tree editor]] to create cinematics and the like. They can also be used directly by [[cutscene]]s and can be triggered by [[script]]s.&lt;br /&gt;
&lt;br /&gt;
See also: [[Art Resources|Art Resource]], [[Animation blend tree editor]]&lt;br /&gt;
&lt;br /&gt;
== Naming conventions ==&lt;br /&gt;
&lt;br /&gt;
:''See Article [[Naming conventions#Animation File Naming Convention|Naming conventions]]''&lt;br /&gt;
&lt;br /&gt;
== List with descriptions ==&lt;br /&gt;
&lt;br /&gt;
''(Note that this list is not the complete list of Animations)''&lt;br /&gt;
&lt;br /&gt;
The list below is for dialogue animations and animations currently in the default drop down menu.  There are many more interesting animations that are intended for animals, creatures or custom cutscenes that can produce some interesting effects such as flying through the air or suspended in mid air.  If you are looking for something out of the ordinary I would suggest testing out any or all of the other animations not listed here.&lt;br /&gt;
&lt;br /&gt;
== Run ==&lt;br /&gt;
{|&lt;br /&gt;
| mh_m.mov_rf || Running straight ahead &lt;br /&gt;
|-&lt;br /&gt;
| mh_m.mov_rf_leanr || Running leaning to the right &lt;br /&gt;
|-&lt;br /&gt;
| mh_m.mov_rf_leanl || Running leaning to the left &lt;br /&gt;
|-&lt;br /&gt;
| mh_m.cmov_rf || Running slowly leaning to the right &lt;br /&gt;
|-&lt;br /&gt;
| mh_m.cmov_rf_leanl || Running slowly leaning to the left &lt;br /&gt;
|-&lt;br /&gt;
| mh_m.cmov_rf_leanr || Running slowly leaning to the right &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_f_r_5p_en || Run forward 5 paces &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_f_r_5p_en_v2 || Run forward 5 paces version 2 &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_r_dth_en || Runs forward shot in back falls forward &lt;br /&gt;
|-&lt;br /&gt;
|mh_m.mov_rf || Running forward&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Walk ==&lt;br /&gt;
{|&lt;br /&gt;
| mh.dg_5p_tn_l_45 || Walks 5 paces at 45 degree angle from the left and then turns 45 degrees right &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_5p_tn_l_90 || Walks 5 paces straight and then looks to the left &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_5p_tn_r_45 || Walks 5 paces at 45 degree angle from the right and then turns 45 degrees left &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_5p_tn_r_90 || Walks 5 paces straight and then looks to the right &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_b_1p || Walks backwards 1 pace &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_f_1p || Walks forward 1 pace &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_f_5p || Walks forward 5 paces &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_f_5p_ng || Walks forward 5 paces (Starts 5 paces back) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tk_serg || Walking back and forth making forceful hand gestures &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tn_20_l_5p || Walks at a 20 degree angle left to right 5 paces (starts back 5 paces) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tn_20_r_5p || Walks at a 20 degree angle right to left 5 paces (starts back 5 paces) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tn_45_l_5p || Walks at a 45 degree angle left to right 5 paces (starts in front of view) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tn_45_r_5p || Walks at a 45 degree angle right to left 5 paces (starts in front of view) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stand==&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| mh_m.p || Standing still &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sit ==&lt;br /&gt;
{|&lt;br /&gt;
| | mh.wi_sit_dk_slp_en || Sitting puts head down (Enter) &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_sit_dk_slp_ex || Sitting head down to up (Exit) &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_sit_dk_slp_lp || Sitting puts head down (Hold pose) &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_sit_throne_lp || Sitting straight up (Hold pose) &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_sit_throne_tw_v1 || Sitting scratches head with right hand &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_sit_throne_tw_v2 || Sitting shifts around in chair &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_sit_throne_tw_v3 || Sitting raises right hand as if toasting &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_sit_tw_v || Sitting and looking around &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_sit_lp || Sitting (Hold pose) &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_sit_lean_tw_v1 || Sitting and looks right &lt;br /&gt;
|-&lt;br /&gt;
| mh.2p_dwarf_beg_a || Sitting on ground begging &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_sit_grnd_lp || Sitting on ground (Hold pose) &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_sit_lean_lp || Sitting at table (Hold pose) &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_sit_grnd_tw || Sitting on ground looking around &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_sit_lean_tw_v2 || Sitting writing or counting &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_sit_lean_tw_v3 || Sitting eating &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_sit_grnd_ex || Getting up from sitting on the ground (Exit) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hands ==&lt;br /&gt;
{|&lt;br /&gt;
| mh.dg_armc_en || Fold arms (Enter) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_armc_ex || Unfolds arms (Exit) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_armc_l_en || Folds arms (Enter) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_armc_l_ex || Unfolds arms (Exit) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_armc_l_lp || Folds arms (Hold pose) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_armc_lk_l || Arms folded look left &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_armc_lk_r || Arms folded look right &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_armc_lp || Arms folded (Hold pose) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_bless_en || Right hand thrust out bless (Enter) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_bless_ex || Right hand pulls back bless (Exit) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_bless_lp || Right hand thrust out bless (Hold pose) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_body_ang || &amp;quot;Moves arms slightly, body language angry&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_body_norm || &amp;quot;Moves arms slightly, body language normal&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_cast_blood_en || Cut left hand with blade &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_cast_blood_ex || Crouch Hands thrust forward step back &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_cast_blood_ex02 || Crouch hands pull back step back &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_cast_blood_lp || Crouch Hands thrust forward step back (Hold pose) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_cast_en || Cast spell step forward hands thrust forward (Enter) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_cast_ex || Cast spell step back hands pulled back stand normal (Exit) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_charge_1h_f_30p || Charge forward 30 paces 1 hand gesturing in air &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_charge_2h_f_30p || Charge forward 30 paces 2 hands gesturing in air &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_draw_r_stab || Draw weapon run 3 paces and stab with right hand &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_draw_w_stab || Draw weapon walk 7 paces and stand &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_b_en || Fold hands behind back (Enter) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_b_ex || Unfold hands from behind back (Exit) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_b_lp || Fold hands behind back (Hold pose) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_beckon || Beckon with right hand &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_chop_v1 || Right hand chopping motion gesture 1 &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_chop_v2 || Right hand chopping motion gesture 2 &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_chop_v3 || Right hand chopping motion gesture 3 &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_cover_ear_en || Both hands over ears (Enter) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_cover_ear_ex || Both hands over ears (Exit) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_cover_ear_lp || Both hands over ears (Hold pose) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_flat || &amp;quot;Right hand flat swipes, &amp;quot;&amp;quot;No&amp;quot;&amp;quot;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_l || Right hand motions to the left (As if referring to person or place.) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_on_face_en || Both hands clasped over face. (sorrow) (Enter) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_on_face_ex || Both hands clasped over face. (sorrow) (Exit) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_on_face_lp || Both hands clasped over face. (sorrow) (Hold pose) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_on_hip_en || Both hands on hips (Enter) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_on_hip_enb || Left hand on left hip. (Enter) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_on_hip_ex || Both hands off hips (Exit) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_on_hip_exb || Left hand off left hip (Exit) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_on_hip_lp || Both hands on hips. (Hold pose) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_on_hip_lpb || Left hand on left hip. (Hold pose) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_other || Right hand gesture palm up. &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_r || &amp;quot;Right hand palm up gesture, look right.&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_salute_01 || Double arms cross the chest head bow. &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_salute_02 || Right hand pounds left chest 1 || These the same?&lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_salute_03 || Right hand pounds left chest 2 || These the same?&lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_self || Right hand flat to chest (motions to sefl) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_shake_fist_en || Right hand shakes fist (Enter) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_stop || Both hands palms outward (stop) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_stop_v2 || Right hand palms outward (stop) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_up || Both hands gesturing in conversation. &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_wave_en || Right hand up and waves. (Enter) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_wave_ex || Right hand up and waves. (Exit) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_wave_lp || Right hand up and waves. (Hold pose) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_hnd_wringing || Wringing hands together (Almost but not quite together) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lay ==&lt;br /&gt;
{|&lt;br /&gt;
| | shared.diegetup || Lying dead on back and then get up &lt;br /&gt;
|-&lt;br /&gt;
| shared.dieloop || Lying dead &lt;br /&gt;
|-&lt;br /&gt;
| mh.am_die_b_lp_v3 || Laying on back dead &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_ly_lp || Laying down (Hold pose) &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_ly_knee_en || Laying down raise left knee (Enter) &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_ly_knee_ex || Laying down lower left knee (Exit) &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_ly_knee_lp || Laying down with left knee up (Hold pose) &lt;br /&gt;
|-&lt;br /&gt;
| mh.am_die_f_lp || Laying on face dead &lt;br /&gt;
|-&lt;br /&gt;
| mh.am_die_p_lp_v4 || Laying on back dead &lt;br /&gt;
|-&lt;br /&gt;
| mh.cb_faint_ex || From laying down gets back up (Exit) &lt;br /&gt;
|-&lt;br /&gt;
| mh.cb_faint_lp || Laying down (Hold pose) &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_ly_en || Lays down to sleep (Enter) &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_ly_ex || Gets up from playing down (Exit) &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_ly_inj_en || &amp;quot;Laying on back, gets up on right elbow (Enter)&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_ly_inj_ex || Lays down after leaning on right elbow (Exit) &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_ly_inj_lp || Laying down leaning on right elbow (Hold pose) &lt;br /&gt;
|-&lt;br /&gt;
| mh.wi_ly_sleep_lp || Sleeping on right side (Hold pose) &lt;br /&gt;
|-&lt;br /&gt;
| mh.cu_idle || Injured laying on stomach &lt;br /&gt;
|-&lt;br /&gt;
| mh.am_die_b_lp_v2 || Laying on back dead &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Turn==&lt;br /&gt;
{|&lt;br /&gt;
| mh.dg_tn_180_l || Turn 180 degrees to the left &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tn_180_l_5p || Turn 180 degrees to the left and walk 5 paces &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tn_180_l_ng || Turn 180 degrees to the left &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tn_180_l_ng2 || Facing away turn 180 degrees left &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tn_180_l_rn_5p || Turn 180 degrees to the left and run 5 paces &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tn_180_r || Turn 180 degrees to the right &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tn_180_r_5p || Turn 180 degrees to the right and walk 5 paces &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tn_180_r_ng || Turn 180 degrees to the right &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tn_180_r_ng2 || Facing away turn 180 degrees right &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tn_180_r_rn_5p || Turn 180 degrees to the right and run 5 paces &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tn_90_l || Turns left 90 degrees &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tn_90_l_5p || Turns left 90 degrees and walks 5 paces &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tn_90_l_rn_5p || Turns left 90 degrees and runs 5 paces &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tn_90_r || Turns right 90 degrees &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tn_90_r_5p || Turns right 90 degrees and walks 5 paces &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tn_90_r_rn_5p || Turns right 90 degrees and runs 5 paces &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_turn_l_45 || Turns 45 degrees to the left &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_turn_r_45 || Turns 45 degrees to the right &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_wander_s_en || Turns around and walks away (Enter) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_wander_s_ex || Starts back turns around and walks towards (Exit) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_wanderwest || Turns to the left and wanders left then back right &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_wanderwest_en || Turns to the left and wanders a few paces left &lt;br /&gt;
|}&lt;br /&gt;
==Look==&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_b_5p || Looks right and down walks backwards 5 pace &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_lk_l || Look left &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_lk_r || Look right &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_lkd || Look down &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_lku || Look up &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_lost_wander || Looking around confused wanders a few steps (continues a long time) &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tk_down || Looking down &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tk_lk_l || Look left &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tk_lk_r || Look right &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tk_nervous || Looks around nervously &lt;br /&gt;
|-&lt;br /&gt;
| mh.am_cust_en || Looking down and searching (Enter) &lt;br /&gt;
|-&lt;br /&gt;
| mh.am_cust_ex || Looking down and searching (Exit) &lt;br /&gt;
|-&lt;br /&gt;
| mh.am_cust_lp || Looking down and searching (Hold pose) &lt;br /&gt;
|-&lt;br /&gt;
| mh.po_pose_g || Looking down &lt;br /&gt;
|-&lt;br /&gt;
| mh_m.mov_tw_v1 || Looking upwards to the left and then the right &lt;br /&gt;
|-&lt;br /&gt;
| mh_m.mov_tw_v2 || Looking to the left and then the right &lt;br /&gt;
|-&lt;br /&gt;
| shared.dazed || Standing looking down&lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tk_scared || Looking around in a scared manner. &lt;br /&gt;
|-&lt;br /&gt;
| mh.dg_tk_scared_v2 || Looking forward in a scared manner. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List with animation ==&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4929 List with description of animation by Beerfish]&lt;br /&gt;
&lt;br /&gt;
[[Category:Animations]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How_to_create_textures&amp;diff=19994</id>
		<title>How to create textures</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How_to_create_textures&amp;diff=19994"/>
				<updated>2022-02-24T14:44:11Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to make a texture for an item&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This tutorial requires GIMP. You can also use Photoshop’s dds plugin, it doesn’t matter, but this tutorial is for GIMP.&lt;br /&gt;
&lt;br /&gt;
First extract base game textures manually from the game’s ERFs. [http://www.datoolset.net/wiki/Reskinning_an_item_tutorial This page] will explain how to extract the textures from the game.&lt;br /&gt;
&lt;br /&gt;
== Textures used in Origins ==&lt;br /&gt;
&lt;br /&gt;
Textures (4)&lt;br /&gt;
There are four textures in an Origins item. Sometimes, for creatures or items, there is no specific specular or tint, but these are generally what they are.&lt;br /&gt;
&lt;br /&gt;
'''Diffuse'''- the one that you typically think of as the texture.&lt;br /&gt;
&lt;br /&gt;
'''Normal map''' – (Purple in most games. Grey in Origins. Orange in Dragon Age 2. ) This makes the shading engine of the game bounce light off the item in a way that makes the object look like it has more depth than it does.&lt;br /&gt;
&lt;br /&gt;
'''Specular''' – this decides what parts of the object are shiny and which aren’t. It also decides what colour the object reflects.&lt;br /&gt;
&lt;br /&gt;
'''Tint'''- this decides what optional colour tints are overlaid, giving the outfit different colour choices. It also tells the game what is skin, so darker skin tones know to have colour overlaid on them.&lt;br /&gt;
&lt;br /&gt;
Each file will have a prefix. ‘pm’ and ‘pf’ mean the texture is universal for all males and all females respectively. Other items could have ‘hf’ for a human only variant for example.&lt;br /&gt;
&lt;br /&gt;
== LOD textures ==&lt;br /&gt;
&lt;br /&gt;
A lod stands for level of detail. Origins has LOD_0 (cutscene distance), LOD_2 (mid distance, like in the party camp) and LOD_3 (very far away- most modded in armour meshes don’t have a LOD3)&lt;br /&gt;
&lt;br /&gt;
You should make LOD textures for your replacer or the item will swap to a different texture once you get far away from it. Simply resize all your files and save as according to whatever you are replacing, which will be something like pf_rob_appa_0dl2, pf_rob_appa_0tl3. (see below for file sizes and formats.) The normal map is generally dropped from a distance so you may not need to make LODs for it. Face textures are an exception however.&lt;br /&gt;
&lt;br /&gt;
== Saving options ==&lt;br /&gt;
&lt;br /&gt;
'''File sizes'''&lt;br /&gt;
&lt;br /&gt;
The textures need to be perfect squares, or perfect rectangles. This is because computers work to the power of 2 and prefer things that way. Not remembering this can make people’s games crash.&lt;br /&gt;
&lt;br /&gt;
The game's default textures for most items are 1024x1024, but modern computers can handle a lot more so I would recommend working 2048x2048 at least. 4096X4096 is overkill, but you can do it.&lt;br /&gt;
You can also have 2048 by 1024 and so on.&lt;br /&gt;
&lt;br /&gt;
'''Example sizes:'''&lt;br /&gt;
&lt;br /&gt;
128 ,&lt;br /&gt;
256 ,&lt;br /&gt;
512 ,&lt;br /&gt;
1024 ,&lt;br /&gt;
2048 ,&lt;br /&gt;
4096 &lt;br /&gt;
&lt;br /&gt;
'''Saving formats'''&lt;br /&gt;
&lt;br /&gt;
Use DTX5 compression for anything with an alpha- diffuses, normal maps, speculars. If something has an alpha, it may have transparent elements or look transparent.&lt;br /&gt;
&lt;br /&gt;
If something has no transparent elements, such as a diffuse with no fur or feathers, DXT1 can be used instead, which takes up less space.&lt;br /&gt;
&lt;br /&gt;
Use U8888 for tint maps, hair textures, tattoos. It is uncompressed and therefore very large. You can create it by selecting [none] under compression options.&lt;br /&gt;
&lt;br /&gt;
'''Mipmaps'''&lt;br /&gt;
&lt;br /&gt;
Always tick ‘Generate mipmaps’. You need mipmaps on anything that could move closer or further away to the camera, the only case you don’t need them is static elements like the UI. Things that don’t have mipmaps will have an odd ‘sparkle’ to them, instead of a smooth clean appearance.&lt;br /&gt;
&lt;br /&gt;
== The Compressonator ==&lt;br /&gt;
&lt;br /&gt;
This is a Dragon Age Origins texture tool.&lt;br /&gt;
Under tools\ResourceBuild\Processors\Texture in the DAO install directory you will find a tool called TheCompressonator. &lt;br /&gt;
You can use this to check what compression a dds file has and if it has mipmaps or not.&lt;br /&gt;
Drag the dds into it, and use view -&amp;gt; properties.&lt;br /&gt;
&lt;br /&gt;
== Make a diffuse ==&lt;br /&gt;
Fairly straightforward, this is the part of the texture that has the colour and shading on it.&lt;br /&gt;
If you intend the item to be tintable, to come in different colours, you will need to make those parts greyscale or muted, as colour will be overlaid on top of them.&lt;br /&gt;
&lt;br /&gt;
== Make a normal map ==&lt;br /&gt;
You can generate an industry standard normal map using tools, from a heightmap, or less optimally from the diffuse. GIMP has a normal map plugin and there are other online tools, such as Normalize, that will do this free. However, Origins has an older format that needs to be converted to in order to work properly.&lt;br /&gt;
&lt;br /&gt;
Once you have the purple normal map:&lt;br /&gt;
Go to the toolbar of GIMP and Colours&amp;gt;Components&amp;gt;Decompose the purple thing.&lt;br /&gt;
&lt;br /&gt;
You can decompose it to RGB (or RGBA, it doesn’t matter, some normal maps do not have an alpha channel. Origins maps always do, however)&lt;br /&gt;
It will now become 3 images, two grey ones and one white. Possibly another white one for the alpha.&lt;br /&gt;
Delete the white layers, you don’t need them. One of these grey ones, the X axis, will be lit from side to side (probably the red one), and the other will be your Y axis, from top to bottom.&lt;br /&gt;
Origins maps are set up to have the X axis in the alpha channel, and the Y axis in the RGB channels.&lt;br /&gt;
&lt;br /&gt;
To modify a standard purple normal map to Origins format:&lt;br /&gt;
&lt;br /&gt;
Decompose it.&lt;br /&gt;
Identify which is the X axis and which is the Y&lt;br /&gt;
Rename the X axis one Alpha. &lt;br /&gt;
Invert the Y channel one, the RGB, so it looks as though it is inside out.&lt;br /&gt;
&lt;br /&gt;
Colours&amp;gt;Components&amp;gt;Compose&lt;br /&gt;
Compose colour model, RGBA&lt;br /&gt;
&lt;br /&gt;
Put the x axis in the alpha slot&lt;br /&gt;
Put the y axis in the RGB slots&lt;br /&gt;
Compose&lt;br /&gt;
&lt;br /&gt;
Save as dxt5.&lt;br /&gt;
It should now be transparent, grey, and ready to use.&lt;br /&gt;
&lt;br /&gt;
'''Convert da2 normal map'''&lt;br /&gt;
&lt;br /&gt;
You don’t need to, they work fine in Origins. Even though they’re orange.&lt;br /&gt;
&lt;br /&gt;
'''Convert Inquisition normal map'''&lt;br /&gt;
&lt;br /&gt;
If they are green, they don't need the rgb channel inverting.&lt;br /&gt;
&lt;br /&gt;
== Common problems with Normal maps ==&lt;br /&gt;
&lt;br /&gt;
If you are generating a normal map from a diffuse, you need to remember that the lighter something is, the more it will push out, and the darker it is, the more it will recede.&lt;br /&gt;
This can result in strange features, such as freckles or moles going in instead of out on a face texture, or shading cutting into skin.&lt;br /&gt;
&lt;br /&gt;
You may be better off creating a height map. It is a monochrome image set up according to the darker = further in rule. So in the face texture example above, a heightmap for a face might have a dark face with a light mole and no or minimal shading on it. This will get better results than generating off the diffuse image.&lt;br /&gt;
&lt;br /&gt;
==How to Paint your own normal map==&lt;br /&gt;
&lt;br /&gt;
Take a regular Origins map.&lt;br /&gt;
&lt;br /&gt;
Decompose&lt;br /&gt;
&lt;br /&gt;
Rename alpha -&amp;gt; red, &lt;br /&gt;
&lt;br /&gt;
invert green channel, &lt;br /&gt;
&lt;br /&gt;
fill blue slot with white &lt;br /&gt;
&lt;br /&gt;
Compose.&lt;br /&gt;
&lt;br /&gt;
It will turn purple. You can now use the clone tool or draw on it in the same colours and when you convert it back to origins normal map, it should work the same way.&lt;br /&gt;
&lt;br /&gt;
== Make a specular map ==&lt;br /&gt;
&lt;br /&gt;
Take the diffuse map, convert to greyscale (except parts you want to glow different colours, such as gold sections) and play with the levels. The whiter it is the shinier it will be in game. Black out anything you don't want to be shiny. This is your RGB.&lt;br /&gt;
The rgb decides the colours the spec map reflects. Generally you will want this to be greyscale, except for details such as gold jewellery.&lt;br /&gt;
&lt;br /&gt;
Import it into GIMP. Decompose as RGB.&lt;br /&gt;
&lt;br /&gt;
Add a new layer. This is your alpha.&lt;br /&gt;
&lt;br /&gt;
The alpha of the spec decides how shiny everything is overall, by how bright it is. White is full shine. Greyer and blacker saturation will make the overall effect more muted.&lt;br /&gt;
You can also have a more detailed specular alpha , if you don't want a uniform level of shine. Check speculars from the game to see how they work.&lt;br /&gt;
&lt;br /&gt;
Compose. It may be partially transparent now.&lt;br /&gt;
Save as dxt5.&lt;br /&gt;
&lt;br /&gt;
You can also have a spec with no alpha, the game doesn’t mind so long as there actually is one.&lt;br /&gt;
&lt;br /&gt;
== Make a tint map. ==&lt;br /&gt;
&lt;br /&gt;
What a tint map will look like depends on what the tint map you're replacing is. &lt;br /&gt;
&lt;br /&gt;
You need 4 images. These will be your red, blue, green and alpha channels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How to make red, green, blue'''&lt;br /&gt;
&lt;br /&gt;
You need to make 3 images, one for each shade you want tinted. Simply take the diffuse, turn it greyscale and paint over it. Black out anything you don't want affected, such as the metal parts.&lt;br /&gt;
&lt;br /&gt;
Don't worry about these being the right hue, GIMP will turn them greyscale anyway. &lt;br /&gt;
&lt;br /&gt;
If you don’t want the item to be tintable, create 3 all black images to be your red, blue and green.&lt;br /&gt;
How the item tints depends on items like it, other robes and such. Use the items from the game as reference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How to make Alpha Channel'''&lt;br /&gt;
&lt;br /&gt;
Alpha channel contains the information of what skin is showing.&lt;br /&gt;
To make this, Create a completely black layer, but with a totally transparent or pure white(#fffff).  cut-out on anything you want skin tinted.&lt;br /&gt;
Technically the body skin tint is #dedede, but #ffffff is the standard for Origins skin tint.&lt;br /&gt;
When &amp;gt;composed, it should flip inside out, leaving black shapes on a transparent background.&lt;br /&gt;
&lt;br /&gt;
Skin needs to be a specific colour on the diffuse to be tinted. If in doubt, just copy and paste the textures from the original nude file of the game.&lt;br /&gt;
If the texture doesn’t have skin in it, leave the alpha channel black.&lt;br /&gt;
&lt;br /&gt;
'''Create the tint map'''&lt;br /&gt;
&lt;br /&gt;
Import one of your images into gimp, anything the right size.&lt;br /&gt;
Decompose it. Delete your layers, then paste in the four you have made. &lt;br /&gt;
Then, compose the image. Make sure they are in the right slots.&lt;br /&gt;
When done, you can check the channels tab to see if what you did worked.&lt;br /&gt;
Ideally, save as u8888 for the LOD0 and dtx5 for LOD2&amp;amp;3. &lt;br /&gt;
&lt;br /&gt;
== Other options==&lt;br /&gt;
&lt;br /&gt;
'''MAO editing'''&lt;br /&gt;
&lt;br /&gt;
If you want a specific item to use a different texture, you will need to open a mao and change the texture file directories. Put the new Mao in your override along with your new textures and it will change the textures for you. This has little chance of conflict as comparatively few mods overwrite the maos, so I would recommend it. You can just open these in notepad.&lt;br /&gt;
&lt;br /&gt;
'''MMH editing'''&lt;br /&gt;
&lt;br /&gt;
If you want an item to use a different mao, such as many items that share textures between the races, you need to open the item’s mmh and change a directory there. This is not recommended except in specific cases as a lot of people use replacers, such as tmps proportion mods for females, that will overwrite the vanilla clothing mmhs.&lt;br /&gt;
&lt;br /&gt;
== Common problems ==&lt;br /&gt;
&lt;br /&gt;
'''My item is turquoise or otherwise looks weird?'''&lt;br /&gt;
&lt;br /&gt;
Are you sure you have every texture in the override, and everything in your mao is correctly spelled?&lt;br /&gt;
&lt;br /&gt;
'''My item is green AND t-posing!'''&lt;br /&gt;
&lt;br /&gt;
Did you touch the mmh’s mao file directory? You might have spelled something wrong.&lt;br /&gt;
Alternately your mao may be missing, or absent a crucial texture like a normal map.&lt;br /&gt;
&lt;br /&gt;
'''My transparency/tint isn’t working on my new item no matter what I do to the texture!'''&lt;br /&gt;
&lt;br /&gt;
Does your MAO use the right semantic? You want AlphaArmourSkinTint for things with both transparency and skin tinting for example - check maos of similar items to see what they look like.&lt;br /&gt;
&lt;br /&gt;
'''Half my item is dark and the other half is light!'''&lt;br /&gt;
&lt;br /&gt;
Your normal map is broken.&lt;br /&gt;
&lt;br /&gt;
'''I can’t match the skin tone no matter what I do!'''&lt;br /&gt;
&lt;br /&gt;
The skin on the vanilla neck texture isn’t the correct skin tint colour, so you probably can’t anyway&lt;br /&gt;
&lt;br /&gt;
'''The male version of this is too shiny?'''&lt;br /&gt;
&lt;br /&gt;
Yes, the mao gives some of the male ones a higher shine value(mml_fSpecularReflectionMult) to the female one. I don’t know why. Alter the mao or darken your spec to compensate.&lt;br /&gt;
&lt;br /&gt;
== Texture Tools ==&lt;br /&gt;
&lt;br /&gt;
[https://boundingboxsoftware.com/materialize/ Bounding box software- materialise – For making Normal Maps from scratch]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4019 DA Normal Map Conversion Photoshop Actions- Automates normal map conversions in Photoshop]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4080 DAO Clothing References - PDF file (references)- theskymoves]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4929 Beerfish Excel Utilities (references)]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/skyrim/mods/12801 Optimizer Textures (Ordenador)- process textures fast]&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
[[Texture_Formats]]&lt;br /&gt;
&lt;br /&gt;
[[Reskinning_an_item_tutorial]]&lt;br /&gt;
&lt;br /&gt;
Modding dao item texture guide – Good beginning, although not finished.&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47231896811 1]&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47235240017 2]&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47294843984 3]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=7E_slY9Latk Mike Pickton retexture item]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=NvJ8yhGborY Mike Pickton Get item in game -for when you have the textures and want to put them on a new item]&lt;br /&gt;
&lt;br /&gt;
[https://danceoffools.tumblr.com/post/149178737714 Convert Inquisition normal maps]&lt;br /&gt;
&lt;br /&gt;
[https://sapphimods.me/tutorials/dragon-age-texture-guide/ Dragon age texture guide – Exhaustive] &lt;br /&gt;
&lt;br /&gt;
[https://dragonagemods.tumblr.com/post/147762406449/i-want-to-change-some-textures-for-dao-but-i-have Some texture basics]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Art resources]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How_to_create_textures&amp;diff=19993</id>
		<title>How to create textures</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How_to_create_textures&amp;diff=19993"/>
				<updated>2022-02-22T20:37:10Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to make a texture for an item&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This tutorial requires GIMP. You can also use Photoshop’s dds plugin, it doesn’t matter, but this tutorial is for GIMP.&lt;br /&gt;
&lt;br /&gt;
First extract base game textures manually from the game’s ERFs. [http://www.datoolset.net/wiki/Reskinning_an_item_tutorial This page] will explain how to extract the textures from the game.&lt;br /&gt;
&lt;br /&gt;
== Textures used in Origins ==&lt;br /&gt;
&lt;br /&gt;
Textures (4)&lt;br /&gt;
There are four textures in an Origins item. Sometimes, for creatures or items, there is no specific specular or tint, but these are generally what they are.&lt;br /&gt;
&lt;br /&gt;
'''Diffuse'''- the one that you typically think of as the texture.&lt;br /&gt;
&lt;br /&gt;
'''Normal map''' – (Purple in most games. Grey in Origins. Orange in Dragon Age 2. ) This makes the shading engine of the game bounce light off the item in a way that makes the object look like it has more depth than it does.&lt;br /&gt;
&lt;br /&gt;
'''Specular''' – this decides what parts of the object are shiny and which aren’t. It also decides what colour the object reflects.&lt;br /&gt;
&lt;br /&gt;
'''Tint'''- this decides what optional colour tints are overlaid, giving the outfit different colour choices. It also tells the game what is skin, so darker skin tones know to have colour overlaid on them.&lt;br /&gt;
&lt;br /&gt;
Each file will have a prefix. ‘pm’ and ‘pf’ mean the texture is universal for all males and all females respectively. Other items could have ‘hf’ for a human only variant for example.&lt;br /&gt;
&lt;br /&gt;
== LOD textures ==&lt;br /&gt;
&lt;br /&gt;
A lod stands for level of detail. Origins has LOD_0 (cutscene distance), LOD_2 (mid distance, like in the party camp) and LOD_3 (very far away- most modded in armour meshes don’t have a LOD3)&lt;br /&gt;
&lt;br /&gt;
You should make LOD textures for your replacer or the item will swap to a different texture once you get far away from it. Simply resize all your files and save as according to whatever you are replacing, which will be something like pf_rob_appa_0dl2, pf_rob_appa_0tl3. (see below for file sizes and formats.) The normal map is generally dropped from a distance so you may not need to make LODs for it. Face textures are an exception however.&lt;br /&gt;
&lt;br /&gt;
== Saving options ==&lt;br /&gt;
&lt;br /&gt;
'''File sizes'''&lt;br /&gt;
&lt;br /&gt;
The textures need to be perfect squares, or perfect rectangles. This is because computers work to the power of 2 and prefer things that way. Not remembering this can make people’s games crash.&lt;br /&gt;
&lt;br /&gt;
The game's default textures for most items are 1024x1024, but modern computers can handle a lot more so I would recommend working 2048x2048 at least. 4096X4096 is overkill, but you can do it.&lt;br /&gt;
You can also have 2048 by 1024 and so on.&lt;br /&gt;
&lt;br /&gt;
'''Example sizes:'''&lt;br /&gt;
&lt;br /&gt;
128 ,&lt;br /&gt;
256 ,&lt;br /&gt;
512 ,&lt;br /&gt;
1024 ,&lt;br /&gt;
2048 ,&lt;br /&gt;
4096 &lt;br /&gt;
&lt;br /&gt;
'''Saving formats'''&lt;br /&gt;
&lt;br /&gt;
Use DTX5 compression for anything with an alpha- diffuses, normal maps, speculars. If something has an alpha, it may have transparent elements or look transparent.&lt;br /&gt;
&lt;br /&gt;
If something has no transparent elements, such as a diffuse with no fur or feathers, DXT1 can be used instead, which takes up less space.&lt;br /&gt;
&lt;br /&gt;
Use U8888 for tint maps, hair textures, tattoos. It is uncompressed and therefore very large. You can create it by selecting [none] under compression options.&lt;br /&gt;
&lt;br /&gt;
'''Mipmaps'''&lt;br /&gt;
&lt;br /&gt;
Always tick ‘Generate mipmaps’. You need mipmaps on anything that could move closer or further away to the camera, the only case you don’t need them is static elements like the UI. Things that don’t have mipmaps will have an odd ‘sparkle’ to them, instead of a smooth clean appearance.&lt;br /&gt;
&lt;br /&gt;
== The Compressonator ==&lt;br /&gt;
&lt;br /&gt;
This is a Dragon Age Origins texture tool.&lt;br /&gt;
Under tools\ResourceBuild\Processors\Texture in the DAO install directory you will find a tool called TheCompressonator. &lt;br /&gt;
You can use this to check what compression a dds file has and if it has mipmaps or not.&lt;br /&gt;
Drag the dds into it, and use view -&amp;gt; properties.&lt;br /&gt;
&lt;br /&gt;
== Make a diffuse ==&lt;br /&gt;
Fairly straightforward, this is the part of the texture that has the colour and shading on it.&lt;br /&gt;
If you intend the item to be tintable, to come in different colours, you will need to make those parts greyscale or muted, as colour will be overlaid on top of them.&lt;br /&gt;
&lt;br /&gt;
== Make a normal map ==&lt;br /&gt;
You can generate an industry standard normal map using tools, from a heightmap, or less optimally from the diffuse. GIMP has a normal map plugin and there are other online tools that will do this free. However, Origins has an older format that needs to be converted to.&lt;br /&gt;
&lt;br /&gt;
Once you have the purple normal map:&lt;br /&gt;
Go to the toolbar of GIMP and Colours&amp;gt;Components&amp;gt;Decompose the purple thing.&lt;br /&gt;
&lt;br /&gt;
You can decompose it to RGB or RGBA, it doesn’t matter, some normal maps do not have an alpha channel. (Origins maps always do, however)&lt;br /&gt;
It will now become 3 images, two grey ones and one white. Possibly another white one for the alpha.&lt;br /&gt;
Delete the white layers, you don’t need them. One of these grey ones, X axis will be lit from side to side (probably the red one), and the other will be your Y axis, from top to bottom.&lt;br /&gt;
Origins maps are set up to have the X axis in the alpha channel, and the Y axis in the RGB channels.&lt;br /&gt;
&lt;br /&gt;
To modify a standard purple normal map to Origins format:&lt;br /&gt;
&lt;br /&gt;
Decompose it.&lt;br /&gt;
Identify which is the X axis and which is the Y&lt;br /&gt;
Rename the X axis one Alpha. &lt;br /&gt;
Invert the Y channel one, the RGB, so it looks as though it is inside out.&lt;br /&gt;
&lt;br /&gt;
Colours&amp;gt;Components&amp;gt;Compose&lt;br /&gt;
Compose colour model, RGBA&lt;br /&gt;
&lt;br /&gt;
Put the x axis in the alpha slot&lt;br /&gt;
Put the y axis in the RGB slots&lt;br /&gt;
Compose&lt;br /&gt;
&lt;br /&gt;
Save as dxt5.&lt;br /&gt;
It should now be transparent, grey, and ready to use.&lt;br /&gt;
&lt;br /&gt;
'''Convert da2 normal map'''&lt;br /&gt;
&lt;br /&gt;
You don’t need to, they work fine in Origins. Even though they’re orange.&lt;br /&gt;
&lt;br /&gt;
'''Convert Inquisition normal map'''&lt;br /&gt;
&lt;br /&gt;
If they are green, they don't need the rgb channel inverting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to Paint your own normal map==&lt;br /&gt;
&lt;br /&gt;
Take a regular Origins map.&lt;br /&gt;
&lt;br /&gt;
Decompose&lt;br /&gt;
&lt;br /&gt;
Rename alpha -&amp;gt; red, &lt;br /&gt;
&lt;br /&gt;
invert green channel, &lt;br /&gt;
&lt;br /&gt;
fill blue slot with white &lt;br /&gt;
&lt;br /&gt;
Compose.&lt;br /&gt;
&lt;br /&gt;
It will turn purple. You can now use the clone tool or draw on it in the same colours and when you convert it back to origins normal map, it should work the same way.&lt;br /&gt;
&lt;br /&gt;
== Make a specular map ==&lt;br /&gt;
&lt;br /&gt;
Take the diffuse map, convert to greyscale (except parts you want to glow different colours, such as gold sections) and play with the levels. The whiter it is the shinier it will be in game. Black out anything you don't want to be shiny. This is your RGB.&lt;br /&gt;
The rgb decides the colours the spec map reflects. Generally you will want this to be greyscale, except for details such as gold jewellery.&lt;br /&gt;
&lt;br /&gt;
Import it into GIMP. Decompose as RGB.&lt;br /&gt;
&lt;br /&gt;
Add a new layer. This is your alpha.&lt;br /&gt;
&lt;br /&gt;
The alpha of the spec decides how shiny everything is overall, by how bright it is. White is full shine. Greyer and blacker saturation will make the overall effect more muted.&lt;br /&gt;
You can also have a more detailed specular alpha , if you don't want a uniform level of shine. Check speculars from the game to see how they work.&lt;br /&gt;
&lt;br /&gt;
Compose. It may be partially transparent now.&lt;br /&gt;
Save as dxt5.&lt;br /&gt;
&lt;br /&gt;
You can also have a spec with no alpha, the game doesn’t mind so long as there actually is one.&lt;br /&gt;
&lt;br /&gt;
== Make a tint map. ==&lt;br /&gt;
&lt;br /&gt;
What a tint map will look like depends on what the tint map you're replacing is. &lt;br /&gt;
&lt;br /&gt;
You need 4 images. These will be your red, blue, green and alpha channels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How to make red, green, blue'''&lt;br /&gt;
&lt;br /&gt;
You need to make 3 images, one for each shade you want tinted. Simply take the diffuse, turn it greyscale and paint over it. Black out anything you don't want affected, such as the metal parts.&lt;br /&gt;
&lt;br /&gt;
Don't worry about these being the right hue, GIMP will turn them greyscale anyway. &lt;br /&gt;
&lt;br /&gt;
If you don’t want the item to be tintable, create 3 all black images to be your red, blue and green.&lt;br /&gt;
How the item tints depends on items like it, other robes and such. Use the items from the game as reference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How to make Alpha Channel'''&lt;br /&gt;
&lt;br /&gt;
Alpha channel contains the information of what skin is showing.&lt;br /&gt;
To make this, Create a completely black layer, but with a totally transparent or pure white(#fffff).  cut-out on anything you want skin tinted.&lt;br /&gt;
Technically the body skin tint is #dedede, but #ffffff is the standard for Origins skin tint.&lt;br /&gt;
When &amp;gt;composed, it should flip inside out, leaving black shapes on a transparent background.&lt;br /&gt;
&lt;br /&gt;
Skin needs to be a specific colour on the diffuse to be tinted. If in doubt, just copy and paste the textures from the original nude file of the game.&lt;br /&gt;
If the texture doesn’t have skin in it, leave the alpha channel black.&lt;br /&gt;
&lt;br /&gt;
'''Create the tint map'''&lt;br /&gt;
&lt;br /&gt;
Import one of your images into gimp, anything the right size.&lt;br /&gt;
Decompose it. Delete your layers, then paste in the four you have made. &lt;br /&gt;
Then, compose the image. Make sure they are in the right slots.&lt;br /&gt;
When done, you can check the channels tab to see if what you did worked.&lt;br /&gt;
Ideally, save as u8888 for the LOD0 and dtx5 for LOD2&amp;amp;3. &lt;br /&gt;
&lt;br /&gt;
== Other options==&lt;br /&gt;
&lt;br /&gt;
'''MAO editing'''&lt;br /&gt;
&lt;br /&gt;
If you want a specific item to use a different texture, you will need to open a mao and change the texture file directories. Put the new Mao in your override along with your new textures and it will change the textures for you. This has little chance of conflict as comparatively few mods overwrite the maos, so I would recommend it. You can just open these in notepad.&lt;br /&gt;
&lt;br /&gt;
'''MMH editing'''&lt;br /&gt;
&lt;br /&gt;
If you want an item to use a different mao, such as many items that share textures between the races, you need to open the item’s mmh and change a directory there. This is not recommended except in specific cases as a lot of people use replacers, such as tmps proportion mods for females, that will overwrite the vanilla clothing mmhs.&lt;br /&gt;
&lt;br /&gt;
== Common problems ==&lt;br /&gt;
&lt;br /&gt;
'''My item is turquoise or otherwise looks weird?'''&lt;br /&gt;
&lt;br /&gt;
Are you sure you have every texture in the override, and everything in your mao is correctly spelled?&lt;br /&gt;
&lt;br /&gt;
'''My item is green AND t-posing!'''&lt;br /&gt;
&lt;br /&gt;
Did you touch the mmh’s mao file directory? You might have spelled something wrong.&lt;br /&gt;
Alternately your mao may be missing, or absent a crucial texture like a normal map.&lt;br /&gt;
&lt;br /&gt;
'''My transparency/tint isn’t working on my new item no matter what I do to the texture!'''&lt;br /&gt;
&lt;br /&gt;
Does your MAO use the right semantic? You want AlphaArmourSkinTint for things with both transparency and skin tinting for example - check maos of similar items to see what they look like.&lt;br /&gt;
&lt;br /&gt;
'''Half my item is dark and the other half is light!'''&lt;br /&gt;
&lt;br /&gt;
Your normal map is broken.&lt;br /&gt;
&lt;br /&gt;
'''I can’t match the skin tone no matter what I do!'''&lt;br /&gt;
&lt;br /&gt;
The skin on the vanilla neck texture isn’t the correct skin tint colour, so you probably can’t anyway&lt;br /&gt;
&lt;br /&gt;
'''The male version of this is too shiny?'''&lt;br /&gt;
&lt;br /&gt;
Yes, the mao gives some of the male ones a higher shine value(mml_fSpecularReflectionMult) to the female one. I don’t know why. Alter the mao or darken your spec to compensate.&lt;br /&gt;
&lt;br /&gt;
== Texture Tools ==&lt;br /&gt;
&lt;br /&gt;
[https://boundingboxsoftware.com/materialize/ Bounding box software- materialise – For making Normal Maps from scratch]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4019 DA Normal Map Conversion Photoshop Actions- Automates normal map conversions in Photoshop]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4080 DAO Clothing References - PDF file (references)- theskymoves]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4929 Beerfish Excel Utilities (references)]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/skyrim/mods/12801 Optimizer Textures (Ordenador)- process textures fast]&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
[[Texture_Formats]]&lt;br /&gt;
&lt;br /&gt;
[[Reskinning_an_item_tutorial]]&lt;br /&gt;
&lt;br /&gt;
Modding dao item texture guide – Good beginning, although not finished.&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47231896811 1]&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47235240017 2]&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47294843984 3]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=7E_slY9Latk Mike Pickton retexture item]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=NvJ8yhGborY Mike Pickton Get item in game -for when you have the textures and want to put them on a new item]&lt;br /&gt;
&lt;br /&gt;
[https://danceoffools.tumblr.com/post/149178737714 Convert Inquisition normal maps]&lt;br /&gt;
&lt;br /&gt;
[https://sapphimods.me/tutorials/dragon-age-texture-guide/ Dragon age texture guide – Exhaustive] &lt;br /&gt;
&lt;br /&gt;
[https://dragonagemods.tumblr.com/post/147762406449/i-want-to-change-some-textures-for-dao-but-i-have Some texture basics]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Art resources]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How_to_create_textures&amp;diff=19992</id>
		<title>How to create textures</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How_to_create_textures&amp;diff=19992"/>
				<updated>2022-02-22T20:34:52Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to make a texture for an item&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This tutorial requires GIMP. You can also use Photoshop’s dds plugin, it doesn’t matter, but this tutorial is for GIMP.&lt;br /&gt;
&lt;br /&gt;
How to retexture an item from the base game&lt;br /&gt;
First extract them manually from the game’s ERFs. [http://www.datoolset.net/wiki/Reskinning_an_item_tutorial This page] will explain how to extract the textures from the game.&lt;br /&gt;
&lt;br /&gt;
== Textures used in Origins ==&lt;br /&gt;
&lt;br /&gt;
Textures (4)&lt;br /&gt;
There are four textures in an Origins item. Sometimes, for creatures or items, there is no specific specular or tint, but these are generally what they are.&lt;br /&gt;
&lt;br /&gt;
'''Diffuse'''- the one that you typically think of as the texture.&lt;br /&gt;
&lt;br /&gt;
'''Normal map''' – (Purple in most games. Grey in Origins. Orange in Dragon Age 2. ) This makes the shading engine of the game bounce light off the item in a way that makes the object look like it has more depth than it does.&lt;br /&gt;
&lt;br /&gt;
'''Specular''' – this decides what parts of the object are shiny and which aren’t. It also decides what colour the object reflects.&lt;br /&gt;
&lt;br /&gt;
'''Tint'''- this decides what optional colour tints are overlaid, giving the outfit different colour choices. It also tells the game what is skin, so darker skin tones know to have colour overlaid on them.&lt;br /&gt;
&lt;br /&gt;
Each file will have a prefix. ‘pm’ and ‘pf’ mean the texture is universal for all males and all females respectively. Other items could have ‘hf’ for a human only variant for example.&lt;br /&gt;
&lt;br /&gt;
== LOD textures ==&lt;br /&gt;
&lt;br /&gt;
A lod stands for level of detail. Origins has LOD_0 (cutscene distance), LOD_2 (mid distance, like in the party camp) and LOD_3 (very far away- most modded in armour meshes don’t have a LOD3)&lt;br /&gt;
&lt;br /&gt;
You should make LOD textures for your replacer or the item will swap to a different texture once you get far away from it. Simply resize all your files and save as according to whatever you are replacing, which will be something like pf_rob_appa_0dl2, pf_rob_appa_0tl3. (see below for file sizes and formats.) The normal map is generally dropped from a distance so you may not need to make LODs for it. Face textures are an exception however.&lt;br /&gt;
&lt;br /&gt;
== Saving options ==&lt;br /&gt;
&lt;br /&gt;
'''File sizes'''&lt;br /&gt;
&lt;br /&gt;
The textures need to be perfect squares, or perfect rectangles. This is because computers work to the power of 2 and prefer things that way. Not remembering this can make people’s games crash.&lt;br /&gt;
&lt;br /&gt;
The game's default textures for most items are 1024x1024, but modern computers can handle a lot more so I would recommend working 2048x2048 at least. 4096X4096 is overkill, but you can do it.&lt;br /&gt;
You can also have 2048 by 1024 and so on.&lt;br /&gt;
&lt;br /&gt;
'''Example sizes:'''&lt;br /&gt;
&lt;br /&gt;
128 ,&lt;br /&gt;
256 ,&lt;br /&gt;
512 ,&lt;br /&gt;
1024 ,&lt;br /&gt;
2048 ,&lt;br /&gt;
4096 &lt;br /&gt;
&lt;br /&gt;
'''Saving formats'''&lt;br /&gt;
&lt;br /&gt;
Use DTX5 compression for anything with an alpha- diffuses, normal maps, speculars. If something has an alpha, it may have transparent elements or look transparent.&lt;br /&gt;
&lt;br /&gt;
If something has no transparent elements, such as a diffuse with no fur or feathers, DXT1 can be used instead, which takes up less space.&lt;br /&gt;
&lt;br /&gt;
Use U8888 for tint maps, hair textures, tattoos. It is uncompressed and therefore very large. You can create it by selecting [none] under compression options.&lt;br /&gt;
&lt;br /&gt;
'''Mipmaps'''&lt;br /&gt;
&lt;br /&gt;
Always tick ‘Generate mipmaps’. You need mipmaps on anything that could move closer or further away to the camera, the only case you don’t need them is static elements like the UI. Things that don’t have mipmaps will have an odd ‘sparkle’ to them, instead of a smooth clean appearance.&lt;br /&gt;
&lt;br /&gt;
== The Compressonator ==&lt;br /&gt;
&lt;br /&gt;
This is a Dragon Age Origins texture tool.&lt;br /&gt;
Under tools\ResourceBuild\Processors\Texture in the DAO install directory you will find a tool called TheCompressonator. &lt;br /&gt;
You can use this to check what compression a dds file has and if it has mipmaps or not.&lt;br /&gt;
Drag the dds into it, and use view -&amp;gt; properties.&lt;br /&gt;
&lt;br /&gt;
== Make a diffuse ==&lt;br /&gt;
Fairly straightforward, this is the part of the texture that has the colour and shading on it.&lt;br /&gt;
If you intend the item to be tintable, to come in different colours, you will need to make those parts greyscale or muted, as colour will be overlaid on top of them.&lt;br /&gt;
&lt;br /&gt;
== Make a normal map ==&lt;br /&gt;
You can generate an industry standard normal map using tools, from a heightmap, or less optimally from the diffuse. GIMP has a normal map plugin and there are other online tools that will do this free. However, Origins has an older format that needs to be converted to.&lt;br /&gt;
&lt;br /&gt;
Once you have the purple normal map:&lt;br /&gt;
Go to the toolbar of GIMP and Colours&amp;gt;Components&amp;gt;Decompose the purple thing.&lt;br /&gt;
&lt;br /&gt;
You can decompose it to RGB or RGBA, it doesn’t matter, some normal maps do not have an alpha channel. (Origins maps always do, however)&lt;br /&gt;
It will now become 3 images, two grey ones and one white. Possibly another white one for the alpha.&lt;br /&gt;
Delete the white layers, you don’t need them. One of these grey ones, X axis will be lit from side to side (probably the red one), and the other will be your Y axis, from top to bottom.&lt;br /&gt;
Origins maps are set up to have the X axis in the alpha channel, and the Y axis in the RGB channels.&lt;br /&gt;
&lt;br /&gt;
To modify a standard purple normal map to Origins format:&lt;br /&gt;
&lt;br /&gt;
Decompose it.&lt;br /&gt;
Identify which is the X axis and which is the Y&lt;br /&gt;
Rename the X axis one Alpha. &lt;br /&gt;
Invert the Y channel one, the RGB, so it looks as though it is inside out.&lt;br /&gt;
&lt;br /&gt;
Colours&amp;gt;Components&amp;gt;Compose&lt;br /&gt;
Compose colour model, RGBA&lt;br /&gt;
&lt;br /&gt;
Put the x axis in the alpha slot&lt;br /&gt;
Put the y axis in the RGB slots&lt;br /&gt;
Compose&lt;br /&gt;
&lt;br /&gt;
Save as dxt5.&lt;br /&gt;
It should now be transparent, grey, and ready to use.&lt;br /&gt;
&lt;br /&gt;
'''Convert da2 normal map'''&lt;br /&gt;
&lt;br /&gt;
You don’t need to, they work fine in Origins. Even though they’re orange.&lt;br /&gt;
&lt;br /&gt;
'''Convert Inquisition normal map'''&lt;br /&gt;
&lt;br /&gt;
If they are green, they don't need the rgb channel inverting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to Paint your own normal map==&lt;br /&gt;
&lt;br /&gt;
Take a regular Origins map.&lt;br /&gt;
&lt;br /&gt;
Decompose&lt;br /&gt;
&lt;br /&gt;
Rename alpha -&amp;gt; red, &lt;br /&gt;
&lt;br /&gt;
invert green channel, &lt;br /&gt;
&lt;br /&gt;
fill blue slot with white &lt;br /&gt;
&lt;br /&gt;
Compose.&lt;br /&gt;
&lt;br /&gt;
It will turn purple. You can now use the clone tool or draw on it in the same colours and when you convert it back to origins normal map, it should work the same way.&lt;br /&gt;
&lt;br /&gt;
== Make a specular map ==&lt;br /&gt;
&lt;br /&gt;
Take the diffuse map, convert to greyscale (except parts you want to glow different colours, such as gold sections) and play with the levels. The whiter it is the shinier it will be in game. Black out anything you don't want to be shiny. This is your RGB.&lt;br /&gt;
The rgb decides the colours the spec map reflects. Generally you will want this to be greyscale, except for details such as gold jewellery.&lt;br /&gt;
&lt;br /&gt;
Import it into GIMP. Decompose as RGB.&lt;br /&gt;
&lt;br /&gt;
Add a new layer. This is your alpha.&lt;br /&gt;
&lt;br /&gt;
The alpha of the spec decides how shiny everything is overall, by how bright it is. White is full shine. Greyer and blacker saturation will make the overall effect more muted.&lt;br /&gt;
You can also have a more detailed specular alpha , if you don't want a uniform level of shine. Check speculars from the game to see how they work.&lt;br /&gt;
&lt;br /&gt;
Compose. It may be partially transparent now.&lt;br /&gt;
Save as dxt5.&lt;br /&gt;
&lt;br /&gt;
You can also have a spec with no alpha, the game doesn’t mind so long as there actually is one.&lt;br /&gt;
&lt;br /&gt;
== Make a tint map. ==&lt;br /&gt;
&lt;br /&gt;
What a tint map will look like depends on what the tint map you're replacing is. &lt;br /&gt;
&lt;br /&gt;
You need 4 images. These will be your red, blue, green and alpha channels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How to make red, green, blue'''&lt;br /&gt;
&lt;br /&gt;
You need to make 3 images, one for each shade you want tinted. Simply take the diffuse, turn it greyscale and paint over it. Black out anything you don't want affected, such as the metal parts.&lt;br /&gt;
&lt;br /&gt;
Don't worry about these being the right hue, GIMP will turn them greyscale anyway. &lt;br /&gt;
&lt;br /&gt;
If you don’t want the item to be tintable, create 3 all black images to be your red, blue and green.&lt;br /&gt;
How the item tints depends on items like it, other robes and such. Use the items from the game as reference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How to make Alpha Channel'''&lt;br /&gt;
&lt;br /&gt;
Alpha channel contains the information of what skin is showing.&lt;br /&gt;
To make this, Create a completely black layer, but with a totally transparent or pure white(#fffff).  cut-out on anything you want skin tinted.&lt;br /&gt;
Technically the body skin tint is #dedede, but #ffffff is the standard for Origins skin tint.&lt;br /&gt;
When &amp;gt;composed, it should flip inside out, leaving black shapes on a transparent background.&lt;br /&gt;
&lt;br /&gt;
Skin needs to be a specific colour on the diffuse to be tinted. If in doubt, just copy and paste the textures from the original nude file of the game.&lt;br /&gt;
If the texture doesn’t have skin in it, leave the alpha channel black.&lt;br /&gt;
&lt;br /&gt;
'''Create the tint map'''&lt;br /&gt;
&lt;br /&gt;
Import one of your images into gimp, anything the right size.&lt;br /&gt;
Decompose it. Delete your layers, then paste in the four you have made. &lt;br /&gt;
Then, compose the image. Make sure they are in the right slots.&lt;br /&gt;
When done, you can check the channels tab to see if what you did worked.&lt;br /&gt;
Ideally, save as u8888 for the LOD0 and dtx5 for LOD2&amp;amp;3. &lt;br /&gt;
&lt;br /&gt;
== Other options==&lt;br /&gt;
&lt;br /&gt;
'''MAO editing'''&lt;br /&gt;
&lt;br /&gt;
If you want a specific item to use a different texture, you will need to open a mao and change the texture file directories. Put the new Mao in your override along with your new textures and it will change the textures for you. This has little chance of conflict as comparatively few mods overwrite the maos, so I would recommend it. You can just open these in notepad.&lt;br /&gt;
&lt;br /&gt;
'''MMH editing'''&lt;br /&gt;
&lt;br /&gt;
If you want an item to use a different mao, such as many items that share textures between the races, you need to open the item’s mmh and change a directory there. This is not recommended except in specific cases as a lot of people use replacers, such as tmps proportion mods for females, that will overwrite the vanilla clothing mmhs.&lt;br /&gt;
&lt;br /&gt;
== Common problems ==&lt;br /&gt;
&lt;br /&gt;
'''My item is turquoise or otherwise looks weird?'''&lt;br /&gt;
&lt;br /&gt;
Are you sure you have every texture in the override, and everything in your mao is correctly spelled?&lt;br /&gt;
&lt;br /&gt;
'''My item is green AND t-posing!'''&lt;br /&gt;
&lt;br /&gt;
Did you touch the mmh’s mao file directory? You might have spelled something wrong.&lt;br /&gt;
Alternately your mao may be missing, or absent a crucial texture like a normal map.&lt;br /&gt;
&lt;br /&gt;
'''My transparency/tint isn’t working on my new item no matter what I do to the texture!'''&lt;br /&gt;
&lt;br /&gt;
Does your MAO use the right semantic? You want AlphaArmourSkinTint for things with both transparency and skin tinting for example - check maos of similar items to see what they look like.&lt;br /&gt;
&lt;br /&gt;
'''Half my item is dark and the other half is light!'''&lt;br /&gt;
&lt;br /&gt;
Your normal map is broken.&lt;br /&gt;
&lt;br /&gt;
'''I can’t match the skin tone no matter what I do!'''&lt;br /&gt;
&lt;br /&gt;
The skin on the vanilla neck texture isn’t the correct skin tint colour, so you probably can’t anyway&lt;br /&gt;
&lt;br /&gt;
'''The male version of this is too shiny?'''&lt;br /&gt;
&lt;br /&gt;
Yes, the mao gives some of the male ones a higher shine value(mml_fSpecularReflectionMult) to the female one. I don’t know why. Alter the mao or darken your spec to compensate.&lt;br /&gt;
&lt;br /&gt;
== Texture Tools ==&lt;br /&gt;
&lt;br /&gt;
[https://boundingboxsoftware.com/materialize/ Bounding box software- materialise – For making Normal Maps from scratch]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4019 DA Normal Map Conversion Photoshop Actions- Automates normal map conversions in Photoshop]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4080 DAO Clothing References - PDF file (references)- theskymoves]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4929 Beerfish Excel Utilities (references)]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/skyrim/mods/12801 Optimizer Textures (Ordenador)- process textures fast]&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
[[Texture_Formats]]&lt;br /&gt;
&lt;br /&gt;
[[Reskinning_an_item_tutorial]]&lt;br /&gt;
&lt;br /&gt;
Modding dao item texture guide – Good beginning, although not finished.&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47231896811 1]&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47235240017 2]&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47294843984 3]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=7E_slY9Latk Mike Pickton retexture item]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=NvJ8yhGborY Mike Pickton Get item in game -for when you have the textures and want to put them on a new item]&lt;br /&gt;
&lt;br /&gt;
[https://danceoffools.tumblr.com/post/149178737714 Convert Inquisition normal maps]&lt;br /&gt;
&lt;br /&gt;
[https://sapphimods.me/tutorials/dragon-age-texture-guide/ Dragon age texture guide – Exhaustive] &lt;br /&gt;
&lt;br /&gt;
[https://dragonagemods.tumblr.com/post/147762406449/i-want-to-change-some-textures-for-dao-but-i-have Some texture basics]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Art resources]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Tutorials&amp;diff=19991</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Tutorials&amp;diff=19991"/>
				<updated>2022-02-22T20:33:10Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: /* Custom content tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
This page lists links to step-by-step tutorials, both on this wiki and on external sites.&lt;br /&gt;
&lt;br /&gt;
==Introductory tutorials ==&lt;br /&gt;
&lt;br /&gt;
In the course of these tutorials we'll go through all the steps needed to create a basic adventure.&lt;br /&gt;
&lt;br /&gt;
{|align=right&lt;br /&gt;
|{{TutorialRef|&amp;lt;nowiki&amp;gt;Boxes like these contain links,&amp;lt;/nowiki&amp;gt;|&amp;lt;nowiki&amp;gt;to topics taking you to further information&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{sidebox|&lt;br /&gt;
*Boxes like this contain a checklist of important steps.&lt;br /&gt;
*They're intended as a reminder and as a navigational aid.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*[[Introductory tutorial]] - An overview of the toolset as a whole&lt;br /&gt;
*[[Module tutorial]] - how to create a module to work in.&lt;br /&gt;
&lt;br /&gt;
This set of tutorials forms a series, each building on or filling in omissions by the last:&lt;br /&gt;
*[[Area tutorial]]&lt;br /&gt;
*[[Placeable tutorial]]&lt;br /&gt;
*[[Item tutorial]]&lt;br /&gt;
*[[Creature tutorial]]&lt;br /&gt;
*[[Conversation tutorial]]&lt;br /&gt;
*[[Lighting Tutorial]]&lt;br /&gt;
&lt;br /&gt;
Once you've become familiar with the basics introduced on those tutorials you might have a better grounding for:&lt;br /&gt;
*[[Cutscene tutorial]]&lt;br /&gt;
*[[Map tutorial]] (which also introduces you to [[2DA]] editing)&lt;br /&gt;
*[[Level Editor Tutorial]]&lt;br /&gt;
*[[Scripting tutorial]]&lt;br /&gt;
**[[Useful Scripts]] &amp;lt;!-- for anyone not familar with scripts, this will be very helpful. However i extracted this from the Overview page which seemes inappropriate --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Various small Tutorials, in a unsorted manner. &lt;br /&gt;
*[[How-tos]]&lt;br /&gt;
*[[VFX Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Demo module ==&lt;br /&gt;
&lt;br /&gt;
The toolset currently ships with a simple demo module pre-loaded into its database.&lt;br /&gt;
&lt;br /&gt;
*[[Demo module]] - how to export and run the demo module.&lt;br /&gt;
&lt;br /&gt;
== Custom content tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Adding custom armor tutorial]]&lt;br /&gt;
* [[Adding custom level tutorial]]&lt;br /&gt;
* [[Adding a new spell tutorial]]&lt;br /&gt;
* [[Adding a new weapon type tutorial]]&lt;br /&gt;
* [[Adding a custom model to the toolset tutorial]]&lt;br /&gt;
* [[Adding custom heraldry to a shield tutorial]]&lt;br /&gt;
* [[Adding custom items to custom modules tutorial]]&lt;br /&gt;
* [[Adding custom shield tutorial]]&lt;br /&gt;
* [[Creating item with note in Codex]]&lt;br /&gt;
* [[Creating a custom placeable from a model tutorial]]&lt;br /&gt;
* [[Creating recolors of existing items tutorial]]&lt;br /&gt;
* [[Customisation of original Dragon age armor]]&lt;br /&gt;
* [[Extending GDAs tutorial]]&lt;br /&gt;
* [[Overriding and creating tints tutorial]]&lt;br /&gt;
* [[Reskinning an item tutorial]]&lt;br /&gt;
* [[Usable campaign items tutorial]]&lt;br /&gt;
* [[Using DLC areas in your mods tutorial]]&lt;br /&gt;
* [[UI Tutorial (draft)]]&lt;br /&gt;
* [[Playing custom Player Character]]&lt;br /&gt;
* [[How to create textures]]&lt;br /&gt;
&lt;br /&gt;
== Character generation tutorials ==&lt;br /&gt;
*[[Backgrounds tutorial|Background/Origin Tutorial]]&lt;br /&gt;
*[[Add A New Class Tutorial]]&lt;br /&gt;
*[[High-Level Character Generation]]&lt;br /&gt;
&lt;br /&gt;
== Companion Tutorials ==&lt;br /&gt;
*[[Basic follower tutorial]]: covers the basics of adding a follower to party (which has space)&lt;br /&gt;
*[[Follower tutorial]]: a more comprehensive tutorial for creating followers (script heavy)&lt;br /&gt;
*[[Follower tutorial (alternative)]]: an alternative to the main follower tutorial &lt;br /&gt;
*[[User:Satans_karma|Follower tutorial (satans_karma)]]: an alternative to the main follower tutorial &lt;br /&gt;
*[[Compatible_Companion_Mod_Creation|Advanced follower tutorial]]: a comprehensive tutorial for creating followers with a focus on compatibility (very script heavy)&lt;br /&gt;
*[[Follower_guidelines]] (contains general guidelines and compatibility information)&lt;br /&gt;
&lt;br /&gt;
== Other Tutorials ==&lt;br /&gt;
*[[Adding a Location to the Single Player Campaign Tutorial]]&lt;br /&gt;
*[[Noob to pro]] (Step by step guide to making a new standalone campaign)&lt;br /&gt;
*[[Module Priority Tutorial]] How to set module. Priority for multiple mods with similar files, so they don't interfere&lt;br /&gt;
*[[Plot]] Information on configuring plot flags for journal and codex entries&lt;br /&gt;
&lt;br /&gt;
== External Tutorials ==&lt;br /&gt;
*[http://dragonagemodding.wordpress.com Beyond Ferelden] has many in-depth tutorials by jwvanderbeck.&lt;br /&gt;
*[http://www.youtube.com/watch?v=TwQNRBFLhrE Playable Area and Conversation] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=CaHldJcUTz8 Simple Conversation Cameras] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=QOQJ2heQto4 Cutscene and Trigger] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=szWKgj2ZuXo Custom Level and Room Building] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=DKJ7F14n8o8 Downloading and Installing the Toolset] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=iMPBsulv9xI Creating a Room] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=g3kx2CaarHo How to Make an Interior Level with Lighting] video tutorial by [http://social.bioware.com/group/60/ Darkworld Development Team].&lt;br /&gt;
*[http://www.youtube.com/watch?v=O6TeZeE1Lc8 Making a Room] video tutorial by BigDrip681.&lt;br /&gt;
*[http://social.bioware.com/5339/blog/576/ Custom Player Items In Single Player] by [http://social.bioware.com/5339/ weriK].&lt;br /&gt;
*[http://social.bioware.com/5339/blog/651/ The Secret Behind Item Statistics] by [http://social.bioware.com/5339/ weriK].&lt;br /&gt;
*[http://social.bioware.com/project/923/ Guide for installing/uninstalling/updating Mods] Beginner Guide to get started with using Mods by [http://social.bioware.com/237411/ Alexspeed].&lt;br /&gt;
*[http://www.jezelf.co.uk/tutorials.htm Photoshop Map making tutorials] Credits to Jason Elford, brought to DAT wiki by [http://social.bioware.com/48156/ Arixsus]&lt;br /&gt;
*[http://social.bioware.com/project/527/ Video Tutorials by SilentCid] Multiple in-depth video tutorials of the DA Toolset&lt;br /&gt;
*[http://www.youtube.com/view_play_list?p=EF29DD1AACEBA92A Qkrch's Video Tutorials] Toolset tutorial complete series for the experienced builder (Spanish &amp;amp; English)&lt;br /&gt;
*[http://www.theengineeringguild.co.uk/da-new-campaign-location-tutorial World Editing and Area Creation] Tutorial by [http://social.bioware.com/profile/7848 giskard44] where he walks you through a module creation process for an single player addin.&lt;br /&gt;
*[http://social.bioware.com/203442/blog/1352/ Custom Item Materials] by [http://social.bioware.com/203442/ Chains-Gore].&lt;br /&gt;
*[http://bg2redux.student.utwente.nl/trac/wiki/TutorialLightmapping Lighting Tutorial with Troubleshooting section] (aimed at beginners)&lt;br /&gt;
*[https://youtu.be/_q4mmFMmIK8 How to make a dress with crinoline]&lt;br /&gt;
*[https://youtu.be/370D7Lul9tk Skinning tutorial]&lt;br /&gt;
*[https://youtu.be/1QMcAX1cDyo Rigging tutorial]&lt;br /&gt;
*[https://youtu.be/m8DFXmIGJZc Creating Props using 3ds max]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[Area layouts used in the single player module]]&lt;br /&gt;
*[[Compatibility]]&lt;br /&gt;
*[[Dragon Age 2]]&lt;br /&gt;
&lt;br /&gt;
{{Languages|Tutorials}}&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How_to_create_textures&amp;diff=19990</id>
		<title>How to create textures</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How_to_create_textures&amp;diff=19990"/>
				<updated>2022-02-22T20:32:04Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: Created page with &amp;quot;How to make a texture for an item  == Overview ==  This tutorial requires GIMP. You can also use Photoshop’s dds plugin, it doesn’t matter, but this tutorial is for GIMP....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to make a texture for an item&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This tutorial requires GIMP. You can also use Photoshop’s dds plugin, it doesn’t matter, but this tutorial is for GIMP.&lt;br /&gt;
&lt;br /&gt;
How to retexture an item from the base game&lt;br /&gt;
First extract them manually from the game’s ERFs. [http://www.datoolset.net/wiki/Reskinning_an_item_tutorial This page] will explain how to extract the textures from the game.&lt;br /&gt;
&lt;br /&gt;
== Textures used in Origins ==&lt;br /&gt;
&lt;br /&gt;
Textures (4)&lt;br /&gt;
There are four textures in an Origins item. Sometimes, for creatures or items, there is no specific specular or tint, but these are generally what they are.&lt;br /&gt;
&lt;br /&gt;
'''Diffuse'''- the one that you typically think of as the texture.&lt;br /&gt;
&lt;br /&gt;
'''Normal map''' – (Purple in most games. Grey in Origins. Orange in Dragon Age 2. ) This makes the shading engine of the game bounce light off the item in a way that makes the object look like it has more depth than it does.&lt;br /&gt;
&lt;br /&gt;
'''Specular''' – this decides what parts of the object are shiny and which aren’t. It also decides what colour the object reflects.&lt;br /&gt;
&lt;br /&gt;
'''Tint'''- this decides what optional colour tints are overlaid, giving the outfit different colour choices. It also tells the game what is skin, so darker skin tones know to have colour overlaid on them.&lt;br /&gt;
&lt;br /&gt;
Each file will have a prefix. ‘pm’ and ‘pf’ mean the texture is universal for all males and all females respectively. Other items could have ‘hf’ for a human only variant for example.&lt;br /&gt;
&lt;br /&gt;
== LOD textures ==&lt;br /&gt;
&lt;br /&gt;
A lod stands for level of detail. Origins has LOD_0 (cutscene distance), LOD_2 (mid distance, like in the party camp) and LOD_3 (very far away- most modded in armour meshes don’t have a LOD3)&lt;br /&gt;
&lt;br /&gt;
You should make LOD textures for your replacer or the item will swap to a different texture once you get far away from it. Simply resize all your files and save as according to whatever you are replacing, which will be something like pf_rob_appa_0dl2, pf_rob_appa_0tl3. (see below for file sizes and formats.) The normal map is generally dropped from a distance so you may not need to make LODs for it. Face textures are an exception however.&lt;br /&gt;
&lt;br /&gt;
== Saving options ==&lt;br /&gt;
&lt;br /&gt;
'''File sizes'''&lt;br /&gt;
&lt;br /&gt;
The textures need to be perfect squares, or perfect rectangles. This is because computers work to the power of 2 and prefer things that way. Not remembering this can make people’s games crash.&lt;br /&gt;
&lt;br /&gt;
The game's default textures for most items are 1024x1024, but modern computers can handle a lot more so I would recommend working 2048x2048 at least. 4096X4096 is overkill, but you can do it.&lt;br /&gt;
You can also have 2048 by 1024 and so on.&lt;br /&gt;
&lt;br /&gt;
'''Example sizes:'''&lt;br /&gt;
&lt;br /&gt;
128 ,&lt;br /&gt;
256 ,&lt;br /&gt;
512 ,&lt;br /&gt;
1024 ,&lt;br /&gt;
2048 ,&lt;br /&gt;
4096 &lt;br /&gt;
&lt;br /&gt;
'''Saving formats'''&lt;br /&gt;
&lt;br /&gt;
Use DTX5 compression for anything with an alpha- diffuses, normal maps, speculars. If something has an alpha, it may have transparent elements or look transparent.&lt;br /&gt;
&lt;br /&gt;
If something has no transparent elements, such as a diffuse with no fur or feathers, DXT1 can be used instead, which takes up less space.&lt;br /&gt;
&lt;br /&gt;
Use U8888 for tint maps, hair textures, tattoos. It is uncompressed and therefore very large. You can create it by selecting [none] under compression options.&lt;br /&gt;
&lt;br /&gt;
'''Mipmaps'''&lt;br /&gt;
&lt;br /&gt;
Always tick ‘Generate mipmaps’. You need mipmaps on anything that could move closer or further away to the camera, the only case you don’t need them is static elements like the UI. Things that don’t have mipmaps will have an odd ‘sparkle’ to them, instead of a smooth clean appearance.&lt;br /&gt;
&lt;br /&gt;
== The Compressonator ==&lt;br /&gt;
&lt;br /&gt;
This is a Dragon Age Origins texture tool.&lt;br /&gt;
Under tools\ResourceBuild\Processors\Texture in the DAO install directory you will find a tool called TheCompressonator. &lt;br /&gt;
You can use this to check what compression a dds file has and if it has mipmaps or not.&lt;br /&gt;
Drag the dds into it, and use view -&amp;gt; properties.&lt;br /&gt;
&lt;br /&gt;
== Make a diffuse ==&lt;br /&gt;
Fairly straightforward, this is the part of the texture that has the colour and shading on it.&lt;br /&gt;
If you intend the item to be tintable, to come in different colours, you will need to make those parts greyscale or muted, as colour will be overlaid on top of them.&lt;br /&gt;
&lt;br /&gt;
== Make a normal map ==&lt;br /&gt;
You can generate an industry standard normal map using tools, from a heightmap, or less optimally from the diffuse. GIMP has a normal map plugin and there are other online tools that will do this free. However, Origins has an older format that needs to be converted to.&lt;br /&gt;
&lt;br /&gt;
Once you have the purple normal map:&lt;br /&gt;
Go to the toolbar of GIMP and Colours&amp;gt;Components&amp;gt;Decompose the purple thing.&lt;br /&gt;
&lt;br /&gt;
You can decompose it to RGB or RGBA, it doesn’t matter, some normal maps do not have an alpha channel. (Origins maps always do, however)&lt;br /&gt;
It will now become 3 images, two grey ones and one white. Possibly another white one for the alpha.&lt;br /&gt;
Delete the white layers, you don’t need them. One of these grey ones, X axis will be lit from side to side (probably the red one), and the other will be your Y axis, from top to bottom.&lt;br /&gt;
Origins maps are set up to have the X axis in the alpha channel, and the Y axis in the RGB channels.&lt;br /&gt;
&lt;br /&gt;
To modify a standard purple normal map to Origins format:&lt;br /&gt;
&lt;br /&gt;
Decompose it.&lt;br /&gt;
Identify which is the X axis and which is the Y&lt;br /&gt;
Rename the X axis one Alpha. &lt;br /&gt;
Invert the Y channel one, the RGB, so it looks as though it is inside out.&lt;br /&gt;
&lt;br /&gt;
Colours&amp;gt;Components&amp;gt;Compose&lt;br /&gt;
Compose colour model, RGBA&lt;br /&gt;
&lt;br /&gt;
Put the x axis in the alpha slot&lt;br /&gt;
Put the y axis in the RGB slots&lt;br /&gt;
Compose&lt;br /&gt;
&lt;br /&gt;
Save as dxt5.&lt;br /&gt;
It should now be transparent, grey, and ready to use.&lt;br /&gt;
&lt;br /&gt;
'''Convert da2 normal map'''&lt;br /&gt;
&lt;br /&gt;
You don’t need to, they work fine in Origins. Even though they’re orange.&lt;br /&gt;
&lt;br /&gt;
'''Convert Inquisition normal map'''&lt;br /&gt;
&lt;br /&gt;
If they are green, they don't need the rgb channel inverting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to Paint your own normal map==&lt;br /&gt;
&lt;br /&gt;
Take a regular Origins map.&lt;br /&gt;
&lt;br /&gt;
Decompose&lt;br /&gt;
&lt;br /&gt;
Rename alpha -&amp;gt; red, &lt;br /&gt;
&lt;br /&gt;
invert green channel, &lt;br /&gt;
&lt;br /&gt;
fill blue slot with white &lt;br /&gt;
&lt;br /&gt;
Compose.&lt;br /&gt;
&lt;br /&gt;
It will turn purple. You can now use the clone tool or draw on it in the same colours and when you convert it back to origins normal map, it should work the same way.&lt;br /&gt;
&lt;br /&gt;
== Make a specular map ==&lt;br /&gt;
&lt;br /&gt;
Take the diffuse map, convert to greyscale (except parts you want to glow different colours, such as gold sections) and play with the levels. The whiter it is the shinier it will be in game. Black out anything you don't want to be shiny. This is your RGB.&lt;br /&gt;
The rgb decides the colours the spec map reflects. Generally you will want this to be greyscale, except for details such as gold jewellery.&lt;br /&gt;
&lt;br /&gt;
Import it into GIMP. Decompose as RGB.&lt;br /&gt;
&lt;br /&gt;
Add a new layer. This is your alpha.&lt;br /&gt;
&lt;br /&gt;
The alpha of the spec decides how shiny everything is overall, by how bright it is. White is full shine. Greyer and blacker saturation will make the overall effect more muted.&lt;br /&gt;
You can also have a more detailed specular alpha , if you don't want a uniform level of shine. Check speculars from the game to see how they work.&lt;br /&gt;
&lt;br /&gt;
Compose. It may be partially transparent now.&lt;br /&gt;
Save as dxt5.&lt;br /&gt;
&lt;br /&gt;
You can also have a spec with no alpha, the game doesn’t mind so long as there actually is one.&lt;br /&gt;
&lt;br /&gt;
== Make a tint map. ==&lt;br /&gt;
&lt;br /&gt;
What a tint map will look like depends on what the tint map you're replacing is. &lt;br /&gt;
&lt;br /&gt;
You need 4 images. These will be your red, blue, green and alpha channels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How to make red, green, blue'''&lt;br /&gt;
&lt;br /&gt;
You need to make 3 images, one for each shade you want tinted. Simply take the diffuse, turn it greyscale and paint over it. Black out anything you don't want affected, such as the metal parts.&lt;br /&gt;
&lt;br /&gt;
Don't worry about these being the right hue, GIMP will turn them greyscale anyway. &lt;br /&gt;
&lt;br /&gt;
If you don’t want the item to be tintable, create 3 all black images to be your red, blue and green.&lt;br /&gt;
How the item tints depends on items like it, other robes and such. Use the items from the game as reference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How to make Alpha Channel'''&lt;br /&gt;
&lt;br /&gt;
Alpha channel contains the information of what skin is showing.&lt;br /&gt;
To make this, Create a completely black layer, but with a totally transparent or pure white(#fffff).  cut-out on anything you want skin tinted.&lt;br /&gt;
Technically the body skin tint is #dedede, but #ffffff is the standard for Origins skin tint.&lt;br /&gt;
When &amp;gt;composed, it should flip inside out, leaving black shapes on a transparent background.&lt;br /&gt;
&lt;br /&gt;
Skin needs to be a specific colour on the diffuse to be tinted. If in doubt, just copy and paste the textures from the original nude file of the game.&lt;br /&gt;
If the texture doesn’t have skin in it, leave the alpha channel black.&lt;br /&gt;
&lt;br /&gt;
'''Create the tint map'''&lt;br /&gt;
&lt;br /&gt;
Import one of your images into gimp, anything the right size.&lt;br /&gt;
Decompose it. Delete your layers, then paste in the four you have made. &lt;br /&gt;
Then, compose the image. Make sure they are in the right slots.&lt;br /&gt;
When done, you can check the channels tab to see if what you did worked.&lt;br /&gt;
Ideally, save as u8888 for the LOD0 and dtx5 for LOD2&amp;amp;3. &lt;br /&gt;
&lt;br /&gt;
== Other options==&lt;br /&gt;
&lt;br /&gt;
'''MAO editing'''&lt;br /&gt;
&lt;br /&gt;
If you want a specific item to use a different texture, you will need to open a mao and change the texture file directories. Put the new Mao in your override along with your new textures and it will change the textures for you. This has little chance of conflict as comparatively few mods overwrite the maos, so I would recommend it. You can just open these in notepad.&lt;br /&gt;
&lt;br /&gt;
'''MMH editing'''&lt;br /&gt;
&lt;br /&gt;
If you want an item to use a different mao, such as many items that share textures between the races, you need to open the item’s mmh and change a directory there. This is not recommended except in specific cases as a lot of people use replacers, such as tmps proportion mods for females, that will overwrite the vanilla clothing mmhs.&lt;br /&gt;
&lt;br /&gt;
== Common problems ==&lt;br /&gt;
&lt;br /&gt;
'''My item is turquoise or otherwise looks weird?'''&lt;br /&gt;
&lt;br /&gt;
Are you sure you have every texture in the override, and everything in your mao is correctly spelled?&lt;br /&gt;
&lt;br /&gt;
'''My item is green AND t-posing!'''&lt;br /&gt;
&lt;br /&gt;
Did you touch the mmh’s mao file directory? You might have spelled something wrong.&lt;br /&gt;
Alternately your mao may be missing, or absent a crucial texture like a normal map.&lt;br /&gt;
&lt;br /&gt;
'''My transparency/tint isn’t working on my new item no matter what I do to the texture!'''&lt;br /&gt;
&lt;br /&gt;
Does your MAO use the right semantic? You want AlphaArmourSkinTint for things with both transparency and skin tinting for example - check maos of similar items to see what they look like.&lt;br /&gt;
&lt;br /&gt;
'''Half my item is dark and the other half is light!'''&lt;br /&gt;
&lt;br /&gt;
Your normal map is broken.&lt;br /&gt;
&lt;br /&gt;
'''I can’t match the skin tone no matter what I do!'''&lt;br /&gt;
&lt;br /&gt;
The skin on the vanilla neck texture isn’t the correct skin tint colour, so you probably can’t anyway&lt;br /&gt;
&lt;br /&gt;
'''The male version of this is too shiny?'''&lt;br /&gt;
&lt;br /&gt;
Yes, the mao gives some of the male ones a higher shine value(mml_fSpecularReflectionMult) to the female one. I don’t know why. Alter the mao or darken your spec to compensate.&lt;br /&gt;
&lt;br /&gt;
== Texture Tools ==&lt;br /&gt;
&lt;br /&gt;
[https://boundingboxsoftware.com/materialize/ Bounding box software- materialise – For making Normal Maps from scratch]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4019 DA Normal Map Conversion Photoshop Actions- Automates normal map conversions in Photoshop]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4080 DAO Clothing References - PDF file (references)- theskymoves]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/dragonage/mods/4929 Beerfish Excel Utilities (references)]&lt;br /&gt;
&lt;br /&gt;
[https://www.nexusmods.com/skyrim/mods/12801 Optimizer Textures (Ordenador)- process textures fast]&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
[[Texture_Formats]]&lt;br /&gt;
&lt;br /&gt;
[[Reskinning_an_item_tutorial]]&lt;br /&gt;
&lt;br /&gt;
Modding dao item texture guide – Good beginning, although not finished.&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47231896811 1]&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47235240017 2]&lt;br /&gt;
[https://modding-dao.tumblr.com/post/47294843984 3]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=7E_slY9Latk Mike Pickton retexture item]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=NvJ8yhGborY Mike Pickton Get item in game -for when you have the textures and want to put them on a new item]&lt;br /&gt;
&lt;br /&gt;
[https://danceoffools.tumblr.com/post/149178737714 Convert Inquisition normal maps]&lt;br /&gt;
&lt;br /&gt;
[https://sapphimods.me/tutorials/dragon-age-texture-guide/ Dragon age texture guide – Exhaustive] &lt;br /&gt;
&lt;br /&gt;
[https://dragonagemods.tumblr.com/post/147762406449/i-want-to-change-some-textures-for-dao-but-i-have Some texture basics]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=APR_2da&amp;diff=19989</id>
		<title>APR 2da</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=APR_2da&amp;diff=19989"/>
				<updated>2022-02-22T19:54:12Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: add taken creature var IDS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[APR_ 2da]] defines the different appearances available for the Player, non-player characters and creatures.&lt;br /&gt;
&lt;br /&gt;
The [[2da]] is defined as an [[m2da]] in the [[M2DA_base 2da]] and has an '''ID''' of '''2'''. It can be extended by m2da fragments which have names starting with '''APR_'''. It can be referenced in scripting using the [[TABLE_*|TABLE_APPEARANCE]] constant defined in [[2da_constants_h]].&lt;br /&gt;
&lt;br /&gt;
There is a [[Bug: APR base maximum M2DA row ID is 65535 in the toolset|known issue]] with this 2da which limits the maximum ID to 65535.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|APR_base}}&lt;br /&gt;
{{2da column|LABEL |string| the name of the appearance type, as seen in the Toolset when selecting appearance type for a creature.}}&lt;br /&gt;
{{2da column|STRING_REF |int| }}&lt;br /&gt;
{{2da column|MODELTYPE |string|Sets whether the model is set up to allow interchangeable parts for customization. There are four types of model:&lt;br /&gt;
* S - Simple: The model has only one mesh.&lt;br /&gt;
* W - Welded, Baked: The model has its own weapon and cannot equip new ones.&lt;br /&gt;
* H - Welded, Head: The model's head is a separate mesh that can be swapped with other meshes.&lt;br /&gt;
* P - Parts: The model is fully customizable that accepts parts such as gloves, boots, and armor. The player races have examples of this kind of model.&lt;br /&gt;
}}&lt;br /&gt;
{{2da column| MODELRACE |string|Appears to match the first letter of the model name: &lt;br /&gt;
* E - Elf&lt;br /&gt;
* D - Dwarf&lt;br /&gt;
* H - Human &lt;br /&gt;
* K - Child&lt;br /&gt;
* N - (certain) NPC&lt;br /&gt;
* C - Creatures&lt;br /&gt;
}}&lt;br /&gt;
{{2da column| MODELNAME |string| The name of the model file used for this appearance. (See: [[Naming conventions#Model File Naming Convention|Model File Naming Convention]])}}&lt;br /&gt;
{{2da column|PlayHumanoidAnimations |bool|}}&lt;br /&gt;
{{2da column|MODELGENDEROVERRIDE |bool| Gender is important for loading the models associated with an appearance type. Gender will be used as the second letter in the resource. For example: HM_ARM_HVYa corresponds to the armor for a human male. CN_BDY_HLKa is the body for a neutral hurlock. Gender usually comes from the designer Toolset. But in some cases only one gender is supported from a model perspective. The letter in this column will be used in those cases to override designer data when loading models (note that this is only used for loading models everywhere else the selection in the designer Toolset applies). Valid values are M, F, or N. If you don't want to override the gender (allowing it to be defined in the Toolset) use &amp;quot;****&amp;quot;.}}&lt;br /&gt;
{{2da column|MaxScaleLevel|int|}}&lt;br /&gt;
{{2da column|AvoidAOEChance|int|Percentage chance to exit AOE per round.}}&lt;br /&gt;
{{2da column|RULESRACE|int| A default rules race for each appearance.}}&lt;br /&gt;
{{2da column|SYNCHRONIZEDCOMBAT|int|&lt;br /&gt;
* 0 for no synchronized combat&lt;br /&gt;
* 1 for synchronized combat&lt;br /&gt;
}}&lt;br /&gt;
{{2da column|AI_ARMOR_TYPE|int| Used by the AI to figure out how tough a creature is.}}&lt;br /&gt;
{{2da column|CRUST_EFFECT|int|- defines a visual effect to apply to the creature as a &amp;quot;crust&amp;quot;.}}&lt;br /&gt;
{{2da column|MODELTREE |string| The main [[blend tree]] name. The ''blend tree name'' correspond to the value of ''Tree Name'' field of the blend tree nodes properties. The blend tree soruce files can be downloaded from the [http://social.bioware.com/project/1331/#files Single player and core resource source files] project and opened into Toolset for a better understanding.}}&lt;br /&gt;
{{2da column|COMBATMODELTREE|string| The [[blend tree]] name used for the animations of the action in combat. This blend tree, groups animations to use when creature perform attacks, avoid attacks, take damage etc.}}&lt;br /&gt;
{{2da column|MOVEMENTTREE|string| The [[blend tree]] name used for creature movement}}&lt;br /&gt;
{{2da column|COMBATMOIVETREE|string| The [[blend tree]] name used for the animations of the movements in combat. This blend tree, groups animations to use when during combat, creature perform base movements such as walk/run forward, walk/run back, strafe etc.}}&lt;br /&gt;
{{2da column|OVERLAYTREE|string|}}&lt;br /&gt;
{{2da column|OVERRIDETREE|string|}}&lt;br /&gt;
{{2da column|AMBIENTOVERRIDE|string|}}&lt;br /&gt;
{{2da column|BLENDCURVES|string|}}&lt;br /&gt;
{{2da column|BlendTrees|comment|}}&lt;br /&gt;
{{2da column|WEAPONSCALE|float|}}&lt;br /&gt;
{{2da column|WEAPONOFFSET|float|}}&lt;br /&gt;
{{2da column|BLOODCOLR|string|Color of blood:&lt;br /&gt;
* R - Red&lt;br /&gt;
}}&lt;br /&gt;
{{2da column|ANIM_WALKSPEED|float|Walking speed of the source animation}}&lt;br /&gt;
{{2da column|ANIM_RUNSPEED|float|Running speed of the source animation}}&lt;br /&gt;
{{2da column|ANIM_CBTSTRFSPEED|float|Combat movement speed of the source animation = distance x 30/# frames}}&lt;br /&gt;
{{2da column|ANIM_CBTSPEED|float|Combat movement speed of the source animation}}&lt;br /&gt;
{{2da column|GAME_WALKSPEED|float|Desired in-game walking speed of the creature}}&lt;br /&gt;
{{2da column|GAME_RUNSPEED|float|Desired in-game running speed of the creature}}&lt;br /&gt;
{{2da column|GAME_CBTSTRFSPEED|float|In-game speed for combat walking/strafing}}&lt;br /&gt;
{{2da column|GAME_CBTSPEED|float|Deired in-game combat movement speed of the creature}}&lt;br /&gt;
{{2da column|AnimationSpeeds|comment|}}&lt;br /&gt;
{{2da column|HEIGHT|float|}}&lt;br /&gt;
{{2da column|HEIGHT_F|float|Height for females. Used to position the camera in conversations.}}&lt;br /&gt;
{{2da column|MODELSCALEX|float|Scaling Factor for Animations (i.e. shorter steps for short legs)}}&lt;br /&gt;
{{2da column|MODELSCALEY|float|Scaling Factor for Animations (seems to be a key to allow many animations used cross creature)}}&lt;br /&gt;
{{2da column|MODELSCALEZ|float|Scaling Factor for Animations}}&lt;br /&gt;
{{2da column|ModelSizes|comment|}}&lt;br /&gt;
{{2da column|TerrainFollowPitch|float|Max angle in degrees for pitch adjustment in slopes}}&lt;br /&gt;
{{2da column|TerrainFollowRoll|float|Max angle in degrees for roll adjustment in slopes}}&lt;br /&gt;
{{2da column|TerrainFollowData|comment|}}&lt;br /&gt;
{{2da column|HEAD_WORKSHEET|int|number of the 2DA where the selectable heads for this appearance are listed (you can find the number in the M2DA_base file, with the core worksheets organized in the [[Heads.xls]] file.)}}&lt;br /&gt;
{{2da column|HAIR_WORKSHEET|int|number of the 2DA where are listed the selectable hair styles for this appearance}}&lt;br /&gt;
{{2da column|EYES_WORKSHEET|int|number of the 2DA where are listed the selectable eyes types for this appearance}}&lt;br /&gt;
{{2da column|BEARD_WORKSHEET|int|number of the 2DA where are listed the selectable beard styles for this appearance}}&lt;br /&gt;
{{2da column|NECK_MODEL|string|}}&lt;br /&gt;
{{2da column|Parts|comment|}}&lt;br /&gt;
{{2da column|TARGETABLE|bool|}}&lt;br /&gt;
{{2da column|disabled_armor_sounds|bool|}}&lt;br /&gt;
{{2da column|disabled_weapon_sounds|bool|}}&lt;br /&gt;
{{2da column|default_SOUND_set|string|}}&lt;br /&gt;
{{2da column|SOUND_Footstep_type|string| column name in sound_movement_footstep}}&lt;br /&gt;
{{2da column|SOUND_unarmed |int| material, when creature has no weapon equipped, like: bare hands, claws}}&lt;br /&gt;
{{2da column|SOUND_default_armor|int|}}&lt;br /&gt;
{{2da column|SOUND_monster_size |string| used for body-falls. Values can be &amp;quot;small&amp;quot;, &amp;quot;medium&amp;quot;, &amp;quot;huge&amp;quot;, or &amp;quot;unknown&amp;quot;.}}&lt;br /&gt;
{{2da column|Sound_X|comment|}}&lt;br /&gt;
{{2da column|HasTurnAttacks|bool| 1 is true. Appearance can execute left and right attacks that reorient it 90 degrees.}}&lt;br /&gt;
{{2da column|ValidDeathBlows|int|&lt;br /&gt;
* -1  - Unknown&lt;br /&gt;
* 0x0 - standard humanoid&lt;br /&gt;
* 0x1 - beast or large creatures&lt;br /&gt;
* 0x2 - large creature positional&lt;br /&gt;
}}&lt;br /&gt;
{{2da column|CREATURE_TYPE| int | Bitfield, with each bit in the integer enabling a deathblow type (max 32).&lt;br /&gt;
* 0x1 - unused&lt;br /&gt;
* 0x2 - standard humanoid&lt;br /&gt;
* 0x4 - decapitate (only if neck node present)&lt;br /&gt;
* 0x8 - creature deathblow&lt;br /&gt;
}}&lt;br /&gt;
{{2da column|CREATURE_GROUP| int | associates appearances with creature treasure groups in [[TS_Group.xls]].&lt;br /&gt;
* -ve - No Treasure&lt;br /&gt;
* 0  - Generic Treasure Group&lt;br /&gt;
* +ve - Specific Treasure Group}}&lt;br /&gt;
{{2da column|OneShotKills |int| If set, creature scales to 1 HP only.}}&lt;br /&gt;
{{2da column|CanDoDeathblows |int|}}&lt;br /&gt;
{{2da column|DefaultEffectFlags|int|&lt;br /&gt;
* 1 - Disable Movement&lt;br /&gt;
* 2 - Disable Turning&lt;br /&gt;
* 4 - Disable combat&lt;br /&gt;
* 8 - Disable talents&lt;br /&gt;
* 16 - Disable spells&lt;br /&gt;
* 32 - Disable skills&lt;br /&gt;
* 64 - Disable items&lt;br /&gt;
* 128 - Disable input&lt;br /&gt;
}}&lt;br /&gt;
{{2da column|PERSPACE|float|}}&lt;br /&gt;
{{2da column|MeleeRingUpdateAlways|bool|Force the melee ring to run updates all the time even while the creature is not being attacked. Useful for creatures that can't move or large creatures that have directional abilities.}}&lt;br /&gt;
{{2da column|MeleeRingDisabledStart|float|The start angle at which the melee ring will be considered disabled}}&lt;br /&gt;
{{2da column|MeleeRingDisabledEnd|float|The end angle at which the melee ring will be considered disabled}}&lt;br /&gt;
{{2da column|MeleeRingOffset|float|Offset the main melee ring forward or backwards according to the creature orientation. Value is in meteres. Positive offsets move the ring forward. Range allowed: -0.5 to 0.5 meters}}&lt;br /&gt;
{{2da column|MeleeRingsData |comment|}}&lt;br /&gt;
{{2da column|bHasAppearAnim|int|&lt;br /&gt;
* 0 - Creature has no default appear animation&lt;br /&gt;
* 1 - Creature does have a default appear animation}}&lt;br /&gt;
{{2da column|bHasDisappearAnim|int|&lt;br /&gt;
* 0 - Creature has no default disappear animation&lt;br /&gt;
* 1 - Creature does have a default disappear animation}}&lt;br /&gt;
{{2da column|AppearVFX|int|}}&lt;br /&gt;
{{2da column|AppearDisappear |comment|}}&lt;br /&gt;
{{2da column|bCanBleed|int| determines whether a creature has a blood effect when hit.}}&lt;br /&gt;
{{2da column|BloodPool|int| The size of the blood pool that forms under the creature's body when it's killed.&lt;br /&gt;
* 0 - none&lt;br /&gt;
* 1 - small&lt;br /&gt;
* 2 - medium&lt;br /&gt;
* 3 - large&lt;br /&gt;
}}&lt;br /&gt;
{{2da column|DefaultWeapon|resource|}}&lt;br /&gt;
{{2da column|DefaultArmor|resource|}}&lt;br /&gt;
{{2da column|CorpseModel|string| A dead creature decays into this model after some time. Note that model  &amp;quot;plc_bagcoin03_0&amp;quot; will disappear completely after the user loots its content.  So, spells that normally require dead bodies (e.g. to get life or mana) will not work then.  For this reason, this model should be used with care. See [[Bodybag]].}}&lt;br /&gt;
{{2da column|DecayBehaviour|int|&lt;br /&gt;
* 0 - Decay completely&lt;br /&gt;
* 1 - Don't decay, but remove physics (i.e. won't block movement any more)&lt;br /&gt;
* 2 - Don't decay and don't remove physics either&lt;br /&gt;
}}&lt;br /&gt;
{{2da column|AttackFL|float|Attack angle front left - large creature only}}&lt;br /&gt;
{{2da column|AttackFLWidth|float|Width of attack cone}}&lt;br /&gt;
{{2da column|AttackFLRing|int|Melee ring ID (for very large creatures)}}&lt;br /&gt;
{{2da column|AttackFR|float|}}&lt;br /&gt;
{{2da column|AttackFRWidth|float|}}&lt;br /&gt;
{{2da column|AttackFRRing|int|Melee ring ID (for very large creatures)}}&lt;br /&gt;
{{2da column|AttackBR|float|}}&lt;br /&gt;
{{2da column|AttackBRWidth|float|}}&lt;br /&gt;
{{2da column|AttackBRRing|int|Melee ring ID (for very large creatures)}}&lt;br /&gt;
{{2da column|AttackBL|float|}}&lt;br /&gt;
{{2da column|AttackBLWidth|float|}}&lt;br /&gt;
{{2da column|AttackBLRing|int|Melee ring ID (for very large creatures)}}&lt;br /&gt;
{{2da column|AttackReach|float|Reach of the attacks}}&lt;br /&gt;
{{2da column|LargeCreature| comment |}}&lt;br /&gt;
{{2da column|CodexPlot|string| Which codex plot contains a page giving information about this creature.}}&lt;br /&gt;
{{2da column|CodexFlag|int| Which flag within the given codex plot to set when the first creature of this type is killed by the player.}}&lt;br /&gt;
{{2da column|AprRulesFlags|int|&lt;br /&gt;
0x1 - Count as construct (for damage)&lt;br /&gt;
}}&lt;br /&gt;
{{2da column|bDisableGore|int|Disables all gore updates on the creature via [[sys_gore_h]]}}&lt;br /&gt;
{{2da column|BumpLevel|int|Creatures with higher value bump creatures with lower values. The Player's BumpLevel is 100.}}&lt;br /&gt;
{{2da column|AppearanceRestrictionGroup|int| A bit flag indicating which appearance groups this creature belongs to. Abilities can set a condition to restrict use of an ability to a specific appearance group. Only creatures that sport appearances that belong to this group will be allowed to use those abilities.}}&lt;br /&gt;
{{2da column|AppearanceRating|float|}}&lt;br /&gt;
{{2da column|GroupType|int|}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Taken Creature variation IDS==&lt;br /&gt;
0 to 89 - Base game &lt;br /&gt;
&lt;br /&gt;
10000 - Skeleton, in DLC&lt;br /&gt;
&lt;br /&gt;
10100 Shale DLC&lt;br /&gt;
&lt;br /&gt;
10200 - Other DLC&lt;br /&gt;
&lt;br /&gt;
20000 to 20205 - Awakening DLC&lt;br /&gt;
&lt;br /&gt;
43000 to 43002 - Witch Hunt DLC&lt;br /&gt;
&lt;br /&gt;
50000 to 50004 - Golems DLC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2da files]]&lt;br /&gt;
[[Category:2da files from APR_base.xls]]&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Overriding_and_creating_tints_tutorial&amp;diff=19988</id>
		<title>Overriding and creating tints tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Overriding_and_creating_tints_tutorial&amp;diff=19988"/>
				<updated>2022-02-06T23:47:28Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Material Tint System|tint system]] is potentially very powerful, but its results are not always pleasing to everyone. One example in the base game that a number of people dislike is the number of armour and weapon material types (like Red Steel) that are a pinkish-red colour. The colour of a particular material is tied to its tint. What follows is a revised and enhanced version of several forum posts by DarthParametric on how to make armour and weapons more of a traditional metal colour by both replacing default tints with alternative ones that already exist in the game and using completely custom tints.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= How to Create a Tint =&lt;br /&gt;
&lt;br /&gt;
Open the toolset. Extract a tint from the tints ERF, similar in format to what you want to create. (hair, skin, tattoo and so on)&lt;br /&gt;
&lt;br /&gt;
Go to File-&amp;gt;New-&amp;gt;Material. This is the material editor. Right click on the Root object and choose Insert-&amp;gt;Insert New Tint Library.&lt;br /&gt;
&lt;br /&gt;
Right click on the new tint library and choose Insert-&amp;gt;Insert New Tint Object.&lt;br /&gt;
&lt;br /&gt;
Click on the new tint object and then in the Object Inspector (if it isn’t already open go to View-&amp;gt;Other Windows-&amp;gt;Object Inspector) look for the Import TNT File line and click the button to the right. Navigate to where you extracted the tint files and load one.&lt;br /&gt;
&lt;br /&gt;
Change the colours to what you want. When you are done, select the tint objects, right click and 'Post Selection to Local'. You may need to change the tint's Export settings to True so it will export.&lt;br /&gt;
&lt;br /&gt;
The tint should now have exported to one of your override folders. Rename it to match other tints of its kind. You don't have to stick to the 3 letter identify naming scheme, but it does need to have a unique name.&lt;br /&gt;
&lt;br /&gt;
Put the tint in your override. Refresh the toolset (View&amp;gt; Refresh) or open and close it. Then create a new morph file or item. It should show up. It will probably need a lot of tweaking to make it look like what you want, so make sure you save the matproject somewhere you can find it again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic Override: Replacing One Set of Tints with Another =&lt;br /&gt;
&lt;br /&gt;
The first thing is to open materialtypes.xls located in &amp;amp;lt;install directory&amp;amp;gt;&amp;amp;#92;tools&amp;amp;#92;Source&amp;amp;#92;2DA&amp;amp;#92;rules&amp;amp;#92; Change to the materialtypes tab. Here you’ll see all the armour and weapon material types and their associated tints. You'll want to find the entries for metal armour, metal weapons, and metal shields. For easy reference, here are the specific rows of interest (click for larger):&lt;br /&gt;
&lt;br /&gt;
 {| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
 |&amp;lt;!--column1--&amp;gt;[[Image:ArmTnt_2DA_Armour.jpg|200px]]&lt;br /&gt;
 |&amp;lt;!--column2--&amp;gt;[[Image:ArmTnt_2DA_Weapon.jpg|200px]]&lt;br /&gt;
 |&amp;lt;!--column3--&amp;gt;[[Image:ArmTnt_2DA_Shield.jpg|200px]]&lt;br /&gt;
 |-align=&amp;quot;center&amp;quot;&lt;br /&gt;
 |&amp;lt;!--column1--&amp;gt;Metal Armour Material Tints&lt;br /&gt;
 |&amp;lt;!--column2--&amp;gt;Metal Weapon Material Tints&lt;br /&gt;
 |&amp;lt;!--column3--&amp;gt;Metal Shield Material Tints&lt;br /&gt;
 |}&amp;lt;!--end wikitable--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Red Steel is obviously going to be the major offender in terms of pink/red colouration, but we’ll extract them all just to be safe. In the toolset directory, run ErfEditor.exe. Go to File-&amp;amp;gt;Open File and navigate to &amp;amp;lt;install directory&amp;amp;gt;&amp;amp;#92;packages&amp;amp;#92;core&amp;amp;#92;data&amp;amp;#92; and select tints.erf and click Open. You’ll see all the game’s tint files. As seen in the 2DA, the tint files we want are prefaced T3_ARM_, T3_WPN_ and T3_SHD_, so scroll down until you find them all. Select (CTRL + left click) the 20 (there is no veridium shield) files we want, then right click and choose Extract Resource. In the pop-up folder browser, just choose somewhere easy to find like the Desktop and click OK.&lt;br /&gt;
&lt;br /&gt;
Now what we are going to do is choose the tint file for one material type that looks appropriately metal-like and overwrite the others with copies of it. Before we do that though we need to see what colours each tint file has. Open the toolset. Go to File-&amp;amp;gt;New-&amp;amp;gt;Material. This is the [[Material editor|material editor]]. Right click on the Root object and choose Insert-&amp;amp;gt;Insert New Tint Library. Right click on the new tint library and choose Insert-&amp;amp;gt;Insert New Tint Object. Click on the new tint object and then in the Object Inspector (if it isn’t already open go to View-&amp;amp;gt;Other Windows-&amp;amp;gt;Object Inspector) look for the Import [[TNT]] File line and click the button to the right. Navigate to where you extracted the tint files and load one.&lt;br /&gt;
&lt;br /&gt;
You’ll see in the Object Inspector a whole series of colours, labelled diffuse and specular for the red, green and blue channels. Diffuse is the actual base colour, and specular is the highlights. The channels it is referring to is of the [[Texture_Formats#Tint_Map|tint map]]. This has 4 channels (RGB plus Alpha), each of which is a greyscale image that is used to define the area its related tint colour is applied. Refer to the other relevant wiki tint and texture topics for more info.&lt;br /&gt;
&lt;br /&gt;
If you load the tint files for all 7 different material types in turn, you’ll see a number of them have reddish colours. There are two which would be suitable replacements. The first is silverite, the second is steel. Both have bluish grey colours for the most part: &lt;br /&gt;
&lt;br /&gt;
[[image:ArmTnt_Tnt_Stl_Sil.jpg|thumb|none|Silverite and Steel Tints]]&lt;br /&gt;
&lt;br /&gt;
What you want to do is select one of those and make additional copies of the TNT file, then rename them appropriately (after deleting the originals) to replace the Iron, Grey Iron, Red Steel and Dragonbone tint files. Additionally, you may also choose to replace the Veridium tint file (for armour and weapons), which is a greenish tint, if that is not to your taste. Make sure you only replace a tint file with one of the same type, i.e. only replace armour tints with another armour tint, not a weapon or shield tint (the reason for this is detailed later). Once that is done, create a new folder in My Documents&amp;amp;#92;BioWare&amp;amp;#92;Dragon Age&amp;amp;#92;packages&amp;amp;#92;core&amp;amp;#92;override&amp;amp;#92; and call it something appropriate (Armour &amp;amp; Weapon Tint Mod for example). Place your tint files in there. Load up the game and try out a formally pink suit of armour. You should get something like this:&lt;br /&gt;
&lt;br /&gt;
[[image:ArmTnt_Arm_Tint_Edit.jpg|thumb|none|Before and After Tint Override]]&lt;br /&gt;
&lt;br /&gt;
You can see there that Alistair has gone from the original red armour to a proper metal colour.&lt;br /&gt;
&lt;br /&gt;
There are also some additional tints that you may want to look at. If you peruse the rest of materialtypes.xls you'll see that Templar armour uses T3_ARM_TMP.tnt and the king's armour uses T3_ARM_GLD.tnt.&lt;br /&gt;
&lt;br /&gt;
= Advanced Tinting 101: Overriding with Custom Tints =&lt;br /&gt;
&lt;br /&gt;
As alluded to previously, tint files hold a series of colours that are applied to a model in a manner that is defined by a [[Texture_Formats#Tint_Map|tint map]]. Each channel of the tint map is used as a mask to define a specific area of the parent texture to apply the associated tint. While tint maps have four channels (RGB+A), it’s mostly only face textures and related things like tattoos that use all four. Everything else tends just to use the RGB channels.&lt;br /&gt;
&lt;br /&gt;
As you would have seen, the metal material tints extracted previously have a pair of colours, diffuse and specular, for each of the three tint map channels (thus 6 colours in total). The diffuse is what actually colours the base texture, the specular is the “shininess” – the colour of highlights caused by light reflection. A specific type of armour generally shares a single model (well, one model per sex per race, not counting scaled [[Texture_Formats#Level_of_Detail|LOD]] variants). There are usually 4 (occasionally 5) texture variants, and these are diversified further into actual item variations through the use of tints, the colour of which are determined by material type. As an example, I’ll use two texture variants of male medium armour (as with faces, armour models share a common UV map across races, although armour is split into male and female variants, aside from massive armour).&lt;br /&gt;
&lt;br /&gt;
If you haven’t previously unpacked or browsed through the armour textures, you can find them in &amp;amp;lt;install directory&amp;amp;gt;&amp;amp;#92;packages&amp;amp;#92;core&amp;amp;#92;textures&amp;amp;#92;high&amp;amp;#92;texturepack.erf. We’ll use variant A, pm_arm_meda_0d.dds, and variant D, pm_arm_medd_0d.dds. Notice the _0d suffix. This denotes the [[Texture_Formats#Diffuse_Map|diffuse map]]. You’ll see a number of associated textures with the same base filename as the diffuse maps. Those with the _0n suffix are the [[Texture_Formats#Normal_Map|normal maps]], those with _0s are the [[Texture_Formats#Specular_Map|specular maps]], and the ones we want, _0t, the [[Texture_Formats#Tint_Map|tint maps]]. Refer to the [[Texture_Formats|texture formats]] page for more info on texture types and filename conventions. Extract the two diffuse maps and the two tint maps to a working directory and open them with something that can handle [[DDS]] files.&lt;br /&gt;
&lt;br /&gt;
You’ll see that the diffuse maps are just standard colour textures, albeit a tad dull. The tint maps, at first impression, look to be horrible technicolour nightmares. Change to the channels tab however and you’ll see how they work. Think of each channel as a separate alpha mask. Black is 100% transparency, white is 100% opacity, and shades of grey denote values in between. If we lay out the channels of the tint map as 3 separate images and compare them to the parent diffuse map, we get the following for the two texture variants:&lt;br /&gt;
&lt;br /&gt;
[[image:ArmTnt_Med_Arm_Tint_Example_01.jpg|thumb|left|Male Medium Armour Texture A Plus Tint Masks]]  [[image:ArmTnt_Med_Arm_Tint_Example_02.jpg|thumb|none|Male Medium Armour Texture D Plus Tint Masks]]&lt;br /&gt;
&amp;lt;br&amp;gt;If you look at the first image, variant A, you’ll see that the red channel of the tint mask is confined to areas of metal banding, the green channel to other metal areas like buckles and trim, and the blue channel to areas of leather. Variant D is a similar story, the red and green channels being confined to metal, the blue to leather. Because all three classes of metal armour (medium, heavy, massive) use a universal set of tints based on material type, if you look at the other metal armour tint masks you’ll see that this is the pattern that they all more or less conform to – the red channel is the primary metal area tint, the green channel the secondary metal area tint, the blue channel the leather/cloth/misc area tint (the &amp;quot;misc&amp;quot; mostly refers to the massive armours, which don’t have much leather or cloth and mainly use the blue channel for filigree patterns and other decorative effects).&lt;br /&gt;
&lt;br /&gt;
Now that we know what each channel of the tint mask does, we can edit our tint file appropriately. Load the tint file you want to edit into the material editor. I’ll use the dragonbone tint, T3_ARM_DRB.tnt, for this example. Creating tints in the toolset's [[material editor]] has already been [[Creating recolors of existing items tutorial|covered previously]], so I won't recount the process here. Instead, I'll cover editing [[TNT]] files directly in the GFF editor. You can do this in the toolset (by just going to File-&amp;amp;gt;Open and loading the TNT file) but I prefer to use the standalone GFF editor in the toolset directory, GffEditor.exe. You may find it handy to associate this program with all GFF file types so that you can quickly edit a particular file just by double clicking on it. With the TNT file open in the GFF editor, you’ll see something like this:&lt;br /&gt;
&lt;br /&gt;
[[image:ArmTnt_TNT_GFF_Editor.jpg|thumb|none|Dragonbone Tint File in GFF Editor]]&lt;br /&gt;
&lt;br /&gt;
Although it’s confusing at first, you’ll see it’s conveying the same basic information as that in the material editor, just in a more concise (and less visually intuitive) format. For a breakdown of the file structure and significance of the values, refer to the [[TNT]] page.&lt;br /&gt;
&lt;br /&gt;
Now let’s look at the tint file in the material editor. We’ll use this to tweak the colours to our liking, then copy the values across to the file in the GFF editor. If you click on each colour you’ll get a button on the right that pops up a colour picker for easy tweaking. If you are using the Dragonbone tint file from earlier, it will be using the colour values from the Silverite or Steel tints, which are bluish grey. I don’t know what colour Dragonbone is supposed to be, but for this example I’ll change it to some brownish colours, as follows:&lt;br /&gt;
&lt;br /&gt;
[[image:ArmTnt_Tint_Col_Dragonbone.jpg|thumb|none|Custom Dragonbone Tint Colours]]&lt;br /&gt;
&lt;br /&gt;
So now we have our set of colours. You’ll see next to the little colour square, the material editor gives you the RGB V4 values. We need to copy and paste these into the appropriate rows in the GFF editor, remembering to append a 1 to the end. So for example the Red channel value of 0.75,0.74,0.44 gets pasted as 0.75,0.74,0.44,1. If you try and paste just the 3 values, the editor will complain about it not being a proper V4 array. Based on our exploration of the tint masks earlier, we know that the Red and Green channels are for metal, so these get the boney colour we want along with a fairly bright colour for specular. Given that this is supposed to be bone and not metal, I probably should have used a darker colour instead which would give a flatter specular highlight, as opposed to the sharp, close to white, specular highly reflective materials like metal have. However the fact that the intensity value is being reduced to 1 (by just pasting the RGB values directly) should counteract this. The Blue channel gets a darkish brown with a dark specular, as that is for any leather and cloth. Save the TNT file and we are ready to test it in the game. Reusing the example scene from the original tint override:&lt;br /&gt;
&lt;br /&gt;
[[image:ArmTnt_Dragonbone_Tint_Game.jpg|thumb|none|Custom Dragonbone Tint In-Game]]&lt;br /&gt;
&lt;br /&gt;
OK, so not exactly the most thrilling tint in the world, but hopefully it demonstrates the principle. In particular, notice the reduction in the specular highlights between the two tints as a result of dropping the intensity. If you are trying to make a shiny metal then crank the intensity up, if making cloth, leather or some other flat, dull material (bone?) then crank it down. Adjust your specular colours to suit as well. Generally you want to make it some lighter shade of your diffuse colour, but the more reflective the object and the higher the intensity, the closer to white it should be.&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
[https://dragonagemods.tumblr.com/post/153227347784/tutorial-how-to-create-your-own-skin-tints-eye How to create a tint]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Adding_custom_armor_tutorial&amp;diff=19953</id>
		<title>Adding custom armor tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Adding_custom_armor_tutorial&amp;diff=19953"/>
				<updated>2022-01-31T15:05:31Z</updated>
		
		<summary type="html">&lt;p&gt;Commanderstrawberry: english version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a tutorial to import meshes into DAO with Eshme’s 3ds max plugin.&lt;br /&gt;
Some of the things here are not specific to DAO, such as weight painting in 3dsmax. There are many more resources to find than can be put into this tutorial, it is not exhaustive.  &lt;br /&gt;
&lt;br /&gt;
*3ds max (or free version - gmax). 3ds max version needs to be 2010-2012 or the import script will not work. GMax needs specific setup- check useful links and fextralife forums.&lt;br /&gt;
*Dragon Age Origins&lt;br /&gt;
*Dragon Age Toolset&lt;br /&gt;
*Gimp/Photoshop/ Anything else that will make .dds files&lt;br /&gt;
*[https://www.nexusmods.com/dragonage/mods/214 GDA plugin]&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/895/? Eshme Import/Export DAO Tools] &lt;br /&gt;
&lt;br /&gt;
==Anatomy of an Item==&lt;br /&gt;
&lt;br /&gt;
 mmh.&lt;br /&gt;
 This is the one the game references first. It defines the path for the other parts of the mesh(msh, mao etc). It has information in it like bone order for whatever skeleton the item uses. &lt;br /&gt;
&lt;br /&gt;
 Msh.&lt;br /&gt;
 The actual mesh itself.&lt;br /&gt;
&lt;br /&gt;
 Phy. &lt;br /&gt;
 Handles collision, physics&lt;br /&gt;
&lt;br /&gt;
 Mao. &lt;br /&gt;
 The material object file. This tells the item which texture files it’s supposed to use. &lt;br /&gt;
&lt;br /&gt;
 Textures&lt;br /&gt;
&lt;br /&gt;
==Naming==&lt;br /&gt;
&lt;br /&gt;
Very important for the GDA. Textures in the game are named as follows: [belonging to a semi-race]_[type of armor\clothing]_[unique index of 4 letters]_0[texture type]. Although you can name your custom textures anything you want so long as it is unique. &lt;br /&gt;
&lt;br /&gt;
Model naming has more restrictions, no more than 4 letters for the idenfifying string. Check custom item GDAs to get a clearer idea of this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race gender is defined as follows:&lt;br /&gt;
&lt;br /&gt;
    hf- female Human&lt;br /&gt;
    hm - male Human&lt;br /&gt;
    ef- female elf&lt;br /&gt;
    em - male elf&lt;br /&gt;
    df - female dwarf&lt;br /&gt;
    dm - male dwarf&lt;br /&gt;
    qm - male qunari (there's no female qunari in the game)&lt;br /&gt;
&lt;br /&gt;
Armor:&lt;br /&gt;
&lt;br /&gt;
    arm - armor&lt;br /&gt;
    rob - robe (mage, clergyman)&lt;br /&gt;
    cth - clothes (nobleman, wedding)&lt;br /&gt;
&lt;br /&gt;
Helmets:&lt;br /&gt;
&lt;br /&gt;
    hlh - for mages.&lt;br /&gt;
    hlf - massive ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Texture types:&lt;br /&gt;
&lt;br /&gt;
    d - diffuse (Duffise)&lt;br /&gt;
    n - Normal&lt;br /&gt;
    s - Spectacular&lt;br /&gt;
    t - tint (Tint)&lt;br /&gt;
    e - emissive (Emissive) Need for a glowing effect. Almost never used in dao)&lt;br /&gt;
&lt;br /&gt;
The result should be something like this: hf_rob_xmpl_0d or em_arm_exmp_0n. *NOTE: The material itself (the name of the material in max, then it will be the MAO file) is named the same, but without the texture type. For example: hf_rob_xmpl or em_arm_exmp. The model is named the same, only with a detail number at the end: hf_rob_xmpl_0 or em_arm_exmp_0 &lt;br /&gt;
&lt;br /&gt;
== Script Settings ==&lt;br /&gt;
&lt;br /&gt;
Decide where you install all programs - program files(x86) for 32 bit programs on 64 bit computers. The export script and the game itself must be in the same program files folder.&lt;br /&gt;
To Install Eshme Import/Export script: Startup, YAGG and DAOTools add to C(disk):/Program Files/Autodesk/3dsmax/Scripts -&amp;gt; scripts &lt;br /&gt;
If you did everything correctly, then at the first start, a window with settings will appear.&lt;br /&gt;
&lt;br /&gt;
The Game Path should be the folder with the game: C:\Program Files (x86)\Dragon Age..&lt;br /&gt;
For the Export Path, make a folder in your Override folder- the one you put mods in, [local_disk_name]:\Documents and Settings\[user_name]\My Documents\BioWare\Dragon Age\packages\core\override\. This makes it easier to test it. &lt;br /&gt;
&lt;br /&gt;
For scale, tick x100. This makes it much easier to work with them. Note, make sure any obj you import and export also uses the x100 scale, or whatever you are using.&lt;br /&gt;
The toolset itself must be installed in the game folder, after that you can start working in 3 d Max -&amp;gt; Run Script.&lt;br /&gt;
&lt;br /&gt;
Before closing, the configurator will inform us about the possibility to change the settings at any time, this is fine.&lt;br /&gt;
&lt;br /&gt;
==Exporting a template==&lt;br /&gt;
&lt;br /&gt;
The engine will not be able to work with a model larger than 45,000 polygons (Faces) and 30,000 vertices (Vertices). &lt;br /&gt;
&lt;br /&gt;
First, pick an outfit with similar dimensions for the same race and class as the one you want to import for(see below). &lt;br /&gt;
You will need the  mmh, msh, phy and mao of the item. These can be extracted from the game’s erfs or using DATOOL if you have it.&lt;br /&gt;
&lt;br /&gt;
In the Toolset, open the archives modelhierarchies.erf materialobjects.erf modelmeshdata.erf (you can find them at [game_disk_name]: \Dragon Age\packages\core\data). Also, open the texturepack.erf archive located at [game_disk_name]:\Dragon Age\packages\core\textures\high. If we want the female chantry robe: In these archives we find the files hf_rob_chaa_0.mmh, hf_rob_chaa_0.phy (modelhierarchies.erf) hf_rob_chaa_0.msh (modelmeshdata.erf) pf_rob_chaa.mao (materialobjects.erf) pf_rob_chaa_0d.dds, pf_rob_chaa_0n_dds, pf_rob_chaa_0s. .erf) and unpack it into a separate folder. In total, the output should be 8 files.&lt;br /&gt;
If you are doing an object for a female, you will want to use tmp’s proportion fixes- copy his mmh and msh and let it overwrite the original ones you downloaded.&lt;br /&gt;
&lt;br /&gt;
Run the DAOImport script. In the File section of the Model Import section, specify the location of the .mmh file we recently pulled out (hf_rob_chaa_0.mmh). Click on the Import button, a special window will notify us that it is ready for import, click OK and wait 5-30 seconds (depending on the power of the computer) until the model is loaded.&lt;br /&gt;
&lt;br /&gt;
Select everything except the mesh then delete it.&lt;br /&gt;
Save the model as an obj.&lt;br /&gt;
&lt;br /&gt;
==Preparing A Model==&lt;br /&gt;
&lt;br /&gt;
Pick the new item you want in Origins. If it is an Inquisition item, extract both the model and 4 textures(diffuse, normal, tint and spec) with Frosty mod manager. DAI mod manager extracts textures fine but can jumble or flip Uvs on models.&lt;br /&gt;
 &lt;br /&gt;
Open it in blender. Make sure to have ‘seperate groups’ ticked on the import, otherwise it will import with several different meshes layered inside it&lt;br /&gt;
&lt;br /&gt;
The item needs to be should be one mesh object, all on the same UV map. &lt;br /&gt;
If it is a Dragon age Inquistion item with skin showing, you will need to alter the UV map in Blender to combine them, as all the skin in DAI is on a separate material.&lt;br /&gt;
DA:O has difficulty with multi mesh objects, and will only tint the mesh with higher priority in the mmh- very bad on objects with visible skin. It can cause difficulty elsewhere if you try and use it as a mesh replacer too, so it is best to combine the two textures into one UV map where possible.&lt;br /&gt;
&lt;br /&gt;
Try not to rotate pieces, as keeping them in the same orientation means you can reuse the original’s normal map.&lt;br /&gt;
&lt;br /&gt;
If you are porting a DA2 item or a single mesh DAI item that has no skin showing, you shouldn’t need to alter the UV.&lt;br /&gt;
&lt;br /&gt;
Import the obj. you exported from dao. Flip your model to match it.&lt;br /&gt;
Now either move the model into position with blender pose mode(if you exported a psk or a fbx model), or push it into place in Blender sculpt mode with the grab brush, to match the obj. you exported from the game. &lt;br /&gt;
&lt;br /&gt;
You may want to check it has no gaps, merge redundant vertices and reset the normals to make it ready for editing.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
If your UV map had skin and needed combining, export the UV map as a guideline. You can now move things around and create your texture in any program.&lt;br /&gt;
&lt;br /&gt;
[[File:Text1.png|border]]&lt;br /&gt;
&lt;br /&gt;
If you did not need to change the UV map the textures still need to be changed to meet the DA:O standard, with shading added, normal map converted and appropriate specular and tint maps created. Check various texture guides for more information.&lt;br /&gt;
&lt;br /&gt;
Save them as .dds in GIMP, Photoshop or any other program that can make .dds files. &lt;br /&gt;
&lt;br /&gt;
You should have textures with distinct unique names as placeholders at least- a diffuse, a normal, a spec and a tint.&lt;br /&gt;
&lt;br /&gt;
== 3D MAX ==&lt;br /&gt;
 &lt;br /&gt;
Import the dragon age mmh you are using as a template. As before it will import with skeleton, glowing green boxes and collision bubbles, take care to move or delete none of these. Do not move the model from its starting position.&lt;br /&gt;
&lt;br /&gt;
Import your own new item as an obj, in the correct scale matching the import scale (x100)&lt;br /&gt;
&lt;br /&gt;
You may want to Poly&amp;gt; Weld polygons to make it easier to weight paint.&lt;br /&gt;
Copy the skin modifier from the dragon age mmh. Paste it into the modifier list of your new mesh. It should now register as having absorbed the weighting, if you click Paint Weights to check. &lt;br /&gt;
You can delete the template mmh now, it has served its purpose.&lt;br /&gt;
&lt;br /&gt;
Use the Select and Link tool in the top left hand corner. Select your mesh. Draw a line from your mesh to the small green box between its feet. The box should glow upon connection. Return to the regular select tool to make sure you don’t link anything by accident.&lt;br /&gt;
Run script&amp;gt; DAO ModelManager&lt;br /&gt;
&lt;br /&gt;
The mesh will show up. Change its parameters to ‘mesh’ instead of Unknown.&lt;br /&gt;
If you have done this correctly, there should be an option under Poly that contains a list of Dragon Age mesh options. Make sure Cast Runtime Shadow is ticked, or your item will not cast a shadow.&lt;br /&gt;
&lt;br /&gt;
Your poly needs 3 modifiers in the following order(The other two can be found in the dropdown list.):&lt;br /&gt;
1)Skin&lt;br /&gt;
2) Unwrap UVW&lt;br /&gt;
3)Edit Normals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alternate Method to skin the mesh ==&lt;br /&gt;
1) Import both the example mmh with the script, and your new obj.&lt;br /&gt;
1) Select your model. Right-click on an empty space-&amp;gt;Convert To-&amp;gt; Convert To Editable Mesh &lt;br /&gt;
2)  Select the mmh’s Skin and Edit Normals modifiers. Right Click, Cut&lt;br /&gt;
3) Switch to polygon editing mode&lt;br /&gt;
&lt;br /&gt;
[[File:Polygon.png|border]]&lt;br /&gt;
 &lt;br /&gt;
4) Press CTRL+A The entire original outfit should be in the red selection color. Next, you need to deselect a single polygon (done with the ALT key pressed). It doesn't matter which one it is, the main thing is that it should be visible and easy to get to.&lt;br /&gt;
5)Click the Delete button. This will delete the entire model, except for the one polygon we left behind. &lt;br /&gt;
6)Now we need to attach the new mesh to this polygon. To do this, select the Attach button on the toolbar on the right and click on the suit with the mouse. A window will appear, select the Match Material to Material IDs option. Click OK. &lt;br /&gt;
7)Now we need to remove the last polygon of the original robe. We again switch to the polygon editing mode (having previously “pressed” the attach button), find the polygon we once left and delete it. &lt;br /&gt;
5) Paste the cut modifiers in the list &lt;br /&gt;
6) Either reset the normals or add a new Edit Normals modifier&lt;br /&gt;
&lt;br /&gt;
==Weight Painting==&lt;br /&gt;
If you have just copy/pasted the Skin modifier onto the mesh, it will probably have some weighting problems that will need to be touched up.&lt;br /&gt;
&lt;br /&gt;
Run the import window again. Now, select the animation window.&lt;br /&gt;
First you will need to export some test animations to make your life easier. For example, mh_m.mov_rf is the running animation and it has 3 files in the animations erf.&lt;br /&gt;
&lt;br /&gt;
You can also import a test head, if you extracted all the base head files. (racegenderprefix_uhm_basa_0.mmh, racegenderprefix_uhm_bas_0.msh and so on)&lt;br /&gt;
Tick Merge With Selected and you should be able to see how it reacts with a head in it. Make sure you delete it before exporting.&lt;br /&gt;
&lt;br /&gt;
Now use Paint Weights button to edit anything that needs it.&lt;br /&gt;
&lt;br /&gt;
If you want to do things very well and you used Blender pose mode to match the original mesh in blender, you can import that in as a fbx and do a bone weight transfer(under Utilities&amp;gt;Skin Utilties). This will get you very good weighting, as it was professionally done.&lt;br /&gt;
&lt;br /&gt;
When you are done weighting the mesh, select everything in the scene especially any gizmos that may have moved far out of view.&lt;br /&gt;
Go to timeline, select all the animation frames, right click Delete Selected Frames. This should snap everything back into default positions, ready to export.&lt;br /&gt;
&lt;br /&gt;
== Assign materials ==&lt;br /&gt;
&lt;br /&gt;
On the top toolbar we find the material editor button (four multi-colored balls) Next, click Get Material and select Dragon Age Material from the list (if the plugin is installed correctly, it will be in the list)&lt;br /&gt;
&lt;br /&gt;
[[File:Materialeditor.png|border]]&lt;br /&gt;
&lt;br /&gt;
In Material Type we specify what type of MAO semantic the item will need.&lt;br /&gt;
For example&lt;br /&gt;
1 - Model with skin and transparent bits (fur robe for example) - [Armor w / Skin Tint][Alpha Blending][No Emissive].&lt;br /&gt;
2- Skinless Model in Render Semantics – [No Tint][Alpha Blending][No Emissive].&lt;br /&gt;
3- Expand the list of Texture Maps and assign the appropriate textures. Next, Assign Material to Selection (the item should be selected). If you really want to see the texture in the editor, then click Show Map in Viewport. It remains only to give our material a normal name. In the corresponding field, enter pf_rob_chaz_0. That's all.&lt;br /&gt;
&lt;br /&gt;
[[File:Materialwork.png|border]]&lt;br /&gt;
&lt;br /&gt;
You can import a Dragon Age Mesh and use the eyedropper to sample its MAO and apply it to other items.&lt;br /&gt;
&lt;br /&gt;
A mesh needs a DAO material assigned to it or it will not export correctly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
To do this, run the DAOModelExport script. We will see a window like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Export.png|border]]&lt;br /&gt;
&lt;br /&gt;
Between Name and .MMH enter whatever your new item is named. &lt;br /&gt;
You should call it something that works with the gda you have already set up. &lt;br /&gt;
Between Name and .MSH, enter the same thing (if this was not done automatically). Check the Create MAO Material File option. That's it, now click Export. &lt;br /&gt;
At the end of the export process, five new files should appear in the folder [local_drive_name]:\Documents and Settings\[username]\My Documents\BioWare\Dragon Age\packages\core\override\ hf_rob_chaa_0.phy hf_rob_chaa_0.msh hf_rob_chaa_0.mmh hf_rob_chaa_0.met pf_rob_chaz_0.mao &lt;br /&gt;
Your textures should already be there. The model is ready, you can run the game and see the result.&lt;br /&gt;
&lt;br /&gt;
==LODS==&lt;br /&gt;
Every item imports with its own skeleton. The LOD 0, 2 and 3 skeletons for the races are all different as they have different numbers of bones. You cannot export LOD0 skeleton for a LOD2, it will cause errors.&lt;br /&gt;
To create, just import a LOD2 model (ends with _2.mmh) and repeat the steps. It does not matter how good the LOD2 weighting is, as it is only seen from a distance anyway.&lt;br /&gt;
For a custom item with its own GDA, you only need a LOD2. For an item replacer that replaces a vanilla item, you will also need a LOD3.&lt;br /&gt;
It is a good idea to create LOD2 as it stops the character deforming from a distance, such as in the party camp.&lt;br /&gt;
&lt;br /&gt;
==Bug Fixes==&lt;br /&gt;
If something isn’t tinting, you may need to open the .mmh in GDA , find the field Material Library and make sure it is empty.&lt;br /&gt;
If your character using tmp proportion has long grotesque hands, you may need to get a vanilla phy and rename it to replace the exported phy. (one that is similar, a boot for a boot and so on)&lt;br /&gt;
&lt;br /&gt;
If something is glowing green and t-posing, your mao is either not connected properly, not connected at all, or missing a texture.&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
&lt;br /&gt;
*[https://sapphim.tumblr.com/post/132791322645/dao-mesh-modding-tutorial-1-setting-up  How to set up a mesh for Eshme’s script]&lt;br /&gt;
*[http://forums.nexusmods.com/index.php?/topic/423834-the-witcher-1-armors-in-da-origins/page-2#entry3544131 Similar tutorial, How to add new armor to DAO] &lt;br /&gt;
*[https://www.youtube.com/watch?v=fpU1yqsT8_A Guide to 3ds max Weight Painting Mike Pickton]&lt;br /&gt;
* [https://www.youtube.com/watch?v=HWlxEy2wbcs Painting Weights 3ds Max tutorial]&lt;br /&gt;
*[https://www.youtube.com/watch?v=GWvxMXzEbuM Add a weapon with 3ds max Mike Pickton] &lt;br /&gt;
*[https://www.youtube.com/watch?v=NvJ8yhGborY Adding Custom Armor to Game in Toolset Mike Pickton- explains GDAS, file naming]&lt;br /&gt;
*[[Customisation of original Dragon age armor]]&lt;br /&gt;
*[[Adding custom shield tutorial]]&lt;br /&gt;
*[[Adding custom level tutorial]] - Add your own level. Contains explanation of adding props with Eshme script&lt;br /&gt;
*[http://forums.nexusmods.com/index.php?/topic/1122450-loincloth-fashion/page-56#entry16909714 How to fix GDA conflict]&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/3974/? Item Variation ID spreadsheet modification]&lt;br /&gt;
* [https://fextralife.com/forums/t140995/items-the-basics-how?p=1512198#p1512198 How to configure import script for GMAX]&lt;br /&gt;
* [https://www.youtube.com/watch?v=370D7Lul9tk Skinning Example video]&lt;br /&gt;
* [https://www.youtube.com/watch?v=_q4mmFMmIK8 Crinoline example video ]&lt;br /&gt;
* [https://www.youtube.com/watch?v=1QMcAX1cDyo Own modifications video]&lt;br /&gt;
* [https://www.youtube.com/watch?v=TPrnSACiTJ4 Learn Blender for beginners tutorials]&lt;br /&gt;
*[https://sapphimods.me/tutorials/dragon-age-texture-guide/ DAO texture guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
{{Languages}}&lt;/div&gt;</summary>
		<author><name>Commanderstrawberry</name></author>	</entry>

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