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[TW1] [mod] Triss, Shani Adda, nude not just in undies

Poll: Out of the three texture's, do you have a favorite? (153 member(s) have cast votes)

Out of the three texture's, do you have a favorite?

  1. Version 1.3 (11 votes [3.96%])

    Percentage of vote: 3.96%

  2. Version 1.4 (Standard) (68 votes [24.46%])

    Percentage of vote: 24.46%

  3. Version 1.4 (Bare) (158 votes [56.83%])

    Percentage of vote: 56.83%

  4. I prefer the Default texture's included with the Witcher. (41 votes [14.75%])

    Percentage of vote: 14.75%

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21.01.2008 @ 21:34 #41

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I agree with you on there use I myself do not keep any of the mdb files in the _meshes00 folder however when I was play testing this mod I found that Older version of the witcher have the problem with the animations not correctly being displayed with the naked model files being called for however,

New versions of the witcher support (In my play testing) the nude model files animation such as Triss casting spells in the begining and so forth.

Could this be in preperation for the Offical Toolset?


Fell, quick question, at midnight I am noticing Shani not only doesn't have a nightgown but is quite naked, areolae are stretched oddly, and no vaginal hair is on her (though, even my own g/f doesn't have hair there either, but she has an excuse, she shaves).

I only wanted the nudity in the love making scenes which do add a nice touch now and so far that's where it looks perfectly correct, but I'm only using the textures override like your notes suggested and was only curious, is this just a side effect of the love scene mod as I of course am using 1.2?

As for toolset, my gawd I hope so, I'm gettin' ansy for that darn SDK.  :P
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22.01.2008 @ 01:28 #42

Seeing as Shani is unfurry in the censored version of the game, that's not much different....
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22.01.2008 @ 18:22 #43

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Fell, quick question, at midnight I am noticing Shani not only doesn't have a nightgown but is quite naked, areolae are stretched oddly, and no vaginal hair is on her (though, even my own g/f doesn't have hair there either, but she has an excuse, she shaves).

I only wanted the nudity in the love making scenes which do add a nice touch now and so far that's where it looks perfectly correct, but I'm only using the textures override like your notes suggested and was only curious, is this just a side effect of the love scene mod as I of course am using 1.2?

As for toolset, my gawd I hope so, I'm gettin' ansy for that darn SDK.  :P


At this time I have not found away to modify what models are called for in game or what textures those models use outside of what they where origanaly called for for instance.

cm_naked1.mdb = The naked model file (Which was not really naked even though that is what the name states) for triss.
cm_naked2.mdb = Same as above only with shani's head.
cm_naked3.mdb = The Dryad texure, in un-edited versions this is found in the localized00.bif file
cm_naked3.mdb = The Lady of the Lake
cm_naked5.mdb = Same as 1 and 2 only with Adda's head

Ok during sleeping times for Shani and Triss the model files cm_naked1 and cm_naked2 model files are called for they both use the texture cr_naked1_c1.dds.

The sex scene for Triss and Adda also call for this texture.

Heres the odd ball the file cm_shani_big.mdb is only called for durring Shani's sex scene it uses the cr_naked2_c1.dds file which has totaly different UV corrdinates then the cr_naked1_c1.dds file. I have never been able to call this file in game outside of the cutscene and have it properly textured. I was wrong about that but its been fixed in Version 1.2 heh.

Without being able to modify the game or the model files I have no way of calling a clothed model during the sleeping times. I have spent a considerable amount of time trying but to no avail at this time.

However I could re-paint the cr_naked1_c1.dds if how should I say its a little to clean for most peoples liking.
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22.01.2008 @ 19:26 #44

I started editing these files myself.. With you help I have enough info to work on my own extracted files myself. IE I want the nightgown back as her sleeping in the nude doesn't really look natral as she just sleeps on top of the sheets.. I do plan on making the night gown more sheer and of better design with no panties/bra. also the lightmaps on the models are a little off for her (shani's) model so she ends up with extra large areola and the nipps way offcenter. I finished fixing all the nipp stuff. I will prolly make a few versions perhaps with tatoos. I also noticed that the original skins are in DXT1 with alpha channel has 8:1 compressions and the loss of detail is there.. rather then the better DXt3or5. I'm going to use and have sucessfully loaded a DXT5 and retexture the skin to regain some of the finer skin tones..

But I thought I would give you the credit for the help of understanding what file is what.. saved me a few hours of fiddling with texture orders..


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22.01.2008 @ 19:51 #45

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I started editing these files myself.. With you help I have enough info to work on my own extracted files myself. IE I want the nightgown back as her sleeping in the nude doesn't really look natral as she just sleeps on top of the sheets.. I do plan on making the night gown more sheer and of better design with no panties/bra. also the lightmaps on the models are a little off for her (shani's) model so she ends up with extra large areola and the nipps way offcenter. I finished fixing all the nipp stuff. I will prolly make a few versions perhaps with tatoos. I also noticed that the original skins are in DXT1 with alpha channel has 8:1 compressions and the loss of detail is there.. rather then the better DXt3or5. I'm going to use and have sucessfully loaded a DXT5 and retexture the skin to regain some of the finer skin tones..

But I thought I would give you the credit for the help of understanding what file is what.. saved me a few hours of fiddling with texture orders..



I would recomend ATI tool the The Compressonator 1.41for compressing the DDS files.

The mipmap generation and DTX5 commpression that it uses far outway most other freeware tools.
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22.01.2008 @ 20:49 #46

is it any better then the adobe plugins?
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22.01.2008 @ 21:36 #47

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is it any better then the adobe plugins?


If you allready have the source painted, I would say yes.

I use the ATI3Dc Compression in DTX5 mode and it seems to be the best tool out there for DDS compression.

It has DirectX 10 compression cappability but it seems the witcher doesnt support DX10
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22.01.2008 @ 21:54 #48

I just got done reading up on the ATI tool.. it looks like a nice tool.. and the compression mode you used is actually a better format the ATI developed or *cough* updated.. a newer version of DXT5 so to speak.. thanks for the pointer.. for those without photoshop this might be perfect. as you could use gimp or gimpshop (photoshop clonier) and then this tool to compress..
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23.01.2008 @ 16:55 #49

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also the lightmaps on the models are a little off for her (shani's) model so she ends up with extra large areola and the nipps way offcenter. I finished fixing all the nipp stuff.
Could you post you version with the nipple fixes? I noticed that too, and it bothers me, but I don't have the skills to fix it.
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23.01.2008 @ 18:27 #50

Quote

Quote

also the lightmaps on the models are a little off for her (shani's) model so she ends up with extra large areola and the nipps way offcenter. I finished fixing all the nipp stuff.
Could you post you version with the nipple fixes? I noticed that too, and it bothers me, but I don't have the skills to fix it.


I finally see what you guys where taking about, I dont see how I missed the fact the both the model files

cs_shani_big.mdb (I think I said cm_shani_big.bdb before it is however cs)
and
cm_naked2.mdb

both call for the texture cr_naked2_c1.dds

Im back to wondering why and even if I am correct on the use of the model file cs_shani_big.mdb also the use of the animation file cs_big_babe.mba
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23.01.2008 @ 20:21 #51

Ok the latest fix is up it is greatly improved from the 1.0 version.

It now has bumpmaps/normalmaps.

Fixes for the Shani texture.

And improvments made to the textures for Adda, and Triss.

Sorry it took me so long to realize what you where talking about.  ;D
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23.01.2008 @ 21:30 #52

Works perfectly. Good job.
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23.01.2008 @ 22:25 #53

Good to see you fixed your original work and fixed up the normal maps.. Just courios but did Shani Big model actually have larger knockers or is it even used in game other then when you actually called for it yourself, hense you didn't see what we saw?
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24.01.2008 @ 00:54 #54

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Good to see you fixed your original work and fixed up the normal maps.. Just courios but did Shani Big model actually have larger knockers or is it even used in game other then when you actually called for it yourself, hense you didn't see what we saw?


From what I can tell, and its hard to for sure, the model is never called for in the game. It might be called for in the sex cutscene with Shani however the reference in the script file or the cutscene file might be to the MBA animation file rather then the model file.

When I called for the cs_shani_big.mdb in place of the standard model file for Triss (The way I was play testing all of this was to start a new game with the model of Triss being replaced by Naked Triss or Naked Adda etc.) its UV cordinates where way off. So I called for the sex cutscene for Shani in place of one of the intro cutscene's and from what I could see (which was not much) the texture seem to work fine.

This is where I was wrong, I assumed that the cs_shani_big.mdb called for the cr_naked2_c1.dds and that no other model file did.

However the cm_naked2 model file, also calls for cr_naked2_c1.dds texure. I never actully called for Shani's model file in the game untill some of you had mentioned the problem.

An interesting thing about Shani's model file is that there are no pantie lines across the butt like with the cm_naked1 model file that Triss and Adda use.
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24.01.2008 @ 01:19 #55

Funny thing, I have fixed this allready but for any who downloaded the 1.2 version of this mod earlier today, they got the wrong transparency map for Triss nightgown, I had orriginly had the alpha channel solid black for 100% tranparency but I was working on a nightgown texture pack. The transparency was way off on the file that was included but as I said if you click the link now you will get the right files.


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24.01.2008 @ 11:08 #56

Hey wanted you to know I tried something you might want to consider.. Considering most of the clothes textures in the game are 512x512 pretty small to me.. I wanted more resolution to compensate for the compression (which isn't really anything that bad like jpg but still) and such.. so I made a 4x larger texture 2048 x 2048 and The Witcher loaded it fine.. so now we can make super HI Rez photo textures for the game and some added detail assuming you have the video memory and hardware to load it that is.. This isn't really a good texture as I was just testing the image size (but though I would show what loaded on my end.. also if you want to avoid normal map banning make sure your normals in the blue channel are all white.. I found that Red and Green data in the normal maps work good but too much info in the blue and you will get texture banning/artifacts.. I also tried a 1024x1024 and it worked the same.. so your texture pack could prolly be released in 3 diffrent resoultion.. 512x512 = normal 1024x1023=medium 2080x2080=high

I may go back and reskin/texture just the main characters as retexturing the whole game would prolly kill the engine...
anyways good luck and just a thought you might like to know..

first try
http://img91.imagesh...12/shaniaw8.jpg

second try corrections
http://img232.images...e=shani2wd0.jpg


just a thought but what would happen if I alpha'ed the regular clothes in the game on shani.. could we retexture the current clothing with some transperancy to make her regular ware more revealing.. or is the curent clothed(default regular hours) model solid so it just creates holes in the model. haven't really looked at those textures but will later..
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24.01.2008 @ 13:52 #57

I love tech speak like this and feel dumb.  :'(

If I was half as good as you folks I'd have been done with the Naiad texture long ago.

@ Felldude, it's no bother to me being there at other times, I just like it where it looks more sensible for the characters (I would expect a succubus to be nude at all times PERIOD, but a human female, not so much).  ;)  I just am glad it's working much better now. 

Thanks to all for the work and info, the best idea is that resizing, at 1680x1050 that would look better indeed.
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24.01.2008 @ 15:10 #58

I haven't met a Naiad  yet so I am not really sure what I could do with them.. I am playing the game between editing but the swamp is holding me back as I work the city streets to gain more exp..Last time I went to the swamp I was getting my a$$ handed to me on a plater by possessed venis fly trap plant.. everything else in the swamp seems killable but having to watch my step every few feet to avoid them has me slowed down atm. Plus this side hobby of texture rendering and  actually learning what normal maps are and how to work with alpha textures..

Normal maps are basically a enhanced version of gray scale bump mapping except you have 3 bump channels to represent where light bumps a texture and direction based on shaded of red green and blue  , where your typical Red Green Blue channels are like X Y Z.. Old fashion bump textures (greyscale) only stored hight information based on 256 levels of grey.. very basic that lost it's effectiveness when view at a angle because bump maps only work if your camera or point of view is right in front of them (and hard to make look right with different light sources working in different directions). normal maps can store bump texture information based on how light should react on all 3 perspectives.. the compression format doesn't really have anything to do with normal maps as you can have a regular TGA uncompressed normal map, but your gpu will die without the compression. normal maps with alpha is another store as some developers use the alpha channel for yet even more lighting information that doesn't really act like a typical alpha channel would based on transparency. Thankfully The Witcher uses the alpha channel on the normal maps in it's typical fashion (or as expected).

read up on the wikipedia for normal maps. it can explain it better then I could ever do.. but thats the basics of it(I think... remember I'm learning also).. Alpha channels just tells you based on shades of gray how transparent something is or if it's not.. 100% white is solid and 100% black is perfect transparency (not shown) You can create a lot of detail on the alpha channel alone for transparency even with a crappy base texture.. but its best to mimic the detail you create in the alpha channel also on the base texture also..

I can help almost any one on getting started with editing your own files.. CGI is something I do for fun as a hobby.. and I am not a professional in any sense. but I'm learning..

good luck , hope I said that without too much over the head...
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24.01.2008 @ 16:07 #59

Nah, I'm listening I just am still quite new to modding, will digest it carefully, and thank you.  We also need a second reference for Naiad in game to displace her texture wrap with another, simply shaded or inclusive with hair, water wrap around mid-section instead of branches, etc.  Yet still keep the Dryad's texture called in game the same.  We could work on it together if you also have ideas?  I just am working on the TGA's.
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24.01.2008 @ 16:29 #60

Exatrivem, I didn't spend as much time with the bumpmap's as I did with the texture itself, but that is interesting about the Blue channel.

One thing I might mention is with the bumpmap, the alpha channel appears to be a lightmap or ambient occlusion map.

The game calls for the fuction, ambOcclMap = cr_naked1_c1_a
as of yet I have not tried adding an addional texture with the suffix _a.

One thing I did try with the cr_naked1_c1_n texure on the alpha map having the tranparency white 0% will make your model glow which made wonder if the alpha channel was called for as a lightmap?
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