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	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Extending_GDAs_tutorial&amp;diff=19742</id>
		<title>Extending GDAs tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Extending_GDAs_tutorial&amp;diff=19742"/>
				<updated>2016-08-03T11:33:39Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dragon Age makes extensive use of [[2DA|2DAs]] to define things. As such, a fundamental requirement for many mods is editing the information contained within one or more 2DAs, be it changing existing values or adding additional content. As the game can only address a single copy of any one file, problems would occur if multiple mods each included edited copies of the same 2DA. Fortunately, the 2DA system makes provision for this via [[2DA#Extending_the_game_via_M2DAs|M2DAs]] (Multiple 2DA). This system allows most 2DAs to be ''extended'' (only replacing specific content/adding new content) rather than ''overridden'' (replacing the entire file). In this way, edits of a single 2DA across multiple mods can effectively stack without conflicting with one another. &lt;br /&gt;
&lt;br /&gt;
A note on file formats/nomenclature. Whilst 2DAs are essentially just simple spreadsheets and the source files are provided in XLS (Excel) format, the game (and toolset) requires that they be encapsulated in the [[GFF]] formatted version known as [[GDA|GDAs]] in order to be useable. &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
In order to illustrate the process of extending a GDA, we will use a set of armour as an example. Weapons and armour collectively are one of the most common types of mod, and both are functionally identical in terms of GDA extension. The general principles are also applicable to all other types of GDA extension.&lt;br /&gt;
&lt;br /&gt;
In this particular instance, we will make a new set of massive armour comprising the chest piece, gloves, and boots. Rather than override the appearance of existing items, we will take advantage of GDA extension to add these to the game as an additional set of item appearances. In terms of DA items, this is referred to as adding a new variation. Note that a variation is just a physical appearance (i.e. a specific model and texture combination) and separate from the concept of an item in its in-game usage (i.e. stats and properties). A single item can use any of the different variations that have been defined for that particular item type by the appropriate GDA.&lt;br /&gt;
&lt;br /&gt;
==Source File Preparation==&lt;br /&gt;
To begin with, we need the model files and associated textures. Models may be custom made, or, as in this example, simply renamed copies of base game models. In either case, it is important to follow the appropriate [[Naming_conventions#Items|DA naming conventions]]. The Human male models for our example will be named as follows:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Chest piece: || hm_arm_goldena_0&lt;br /&gt;
|-&lt;br /&gt;
| Boots: || hm_boo_goldena_0&lt;br /&gt;
|-&lt;br /&gt;
| Gloves: || hm_glv_goldena_0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Models for LODs and other sex/races should follow the same format.&lt;br /&gt;
&lt;br /&gt;
Now we need to obtain the relevant 2DAs. The source files for the game’s 2DAs are located in &amp;lt;DA install dir&amp;gt;\tools\Source\2DA\ and its sub-folders. For M2DAs, a list is given in the [[M2DA_base_2da|M2DA_base]] sheet of [[2DA_base.xls]]. Note that M2DA_base only lists the ''worksheet'' name, not the ''file'' name. As many 2DAs are often stored together as separate worksheets in a single file, particular 2DAs are sometimes difficult to locate due to obscure/unintuitive file naming on Bioware’s part. In these instances it may be more expedient to simply extract the compiled GDA version of the 2DA from the game files and convert it to an XLS using [http://social.bioware.com/project/755/ GDApp]. Alternatively, refer to this [[2da_matrix|table of 2DA files/worksheets]].&lt;br /&gt;
&lt;br /&gt;
In this case we are interested in the worksheets armor_massive_variation, boots_massive_variation and gloves_heavy_variation. These can be found in [[ItemVariations.xls]], located in &amp;lt;DA install dir&amp;gt;\tools\Source\2DA\rules\. Rather than editing the source file, copy these 3 worksheets to a new file (keeping each to their own worksheet).&lt;br /&gt;
&lt;br /&gt;
==2DA Editing==&lt;br /&gt;
Using the existing rows as a guide, add a new row to each sheet with the pertinent info for the corresponding model. This is why following the proper file naming convention is important. You can duplicate the cell values of the existing rows for the icon, material and sound columns. The label column dictates what name for the variation will appear in the toolset, so use a value in this cell that is descriptive enough to recognise later. Finally, we need to add a custom ID number for each row. The original intention for this system was to allow IDs to range up into the billions, thereby reducing the likelihood of incompatibilities between mods due to ID clashes. Unfortunately, due to the [[Bug:_High_M2DA_ID_ranges_might_work_in_the_toolset,_but_not_in_game|presence of a bug]] in the GFF item file format (UTI), items can only use IDs up to 255. '''''Therefore, if you are releasing your mod publicly there is a high likelihood of it being incompatible with some other mods due to ID clashes.''''' Bearing this in mind, choose a suitable ID higher than the existing values but below 255 for each sheet. These don’t have to be the same – each ID number is only relevant to the specific item class of its associated variation 2DA.&lt;br /&gt;
&lt;br /&gt;
Once each worksheet has a fully filled out row for each of your new item variations, you can delete the other existing rows ''except for the two header rows''. You should be left with something like this:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Extended armor_massive_variation Worksheet&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | LABEL&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | MODELTYPE&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | MODELSUBTYPE&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | MODELVARIATION&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | ICONNAME&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | DEFAULTMATERIAL&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | SoundMatType&lt;br /&gt;
|- &lt;br /&gt;
| int&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| int&lt;br /&gt;
| int&lt;br /&gt;
|- &lt;br /&gt;
| 105&lt;br /&gt;
| Golden Armour&lt;br /&gt;
| arm&lt;br /&gt;
| golden&lt;br /&gt;
| a&lt;br /&gt;
| ****&lt;br /&gt;
| 2&lt;br /&gt;
| 13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Extended gloves_massive_variation Worksheet&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | LABEL&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | MODELTYPE&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | MODELSUBTYPE&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | MODELVARIATION&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | ICONNAME&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | DEFAULTMATERIAL&lt;br /&gt;
|- &lt;br /&gt;
| int&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| int&lt;br /&gt;
|- &lt;br /&gt;
| 105&lt;br /&gt;
| Golden Gloves&lt;br /&gt;
| glv&lt;br /&gt;
| golden&lt;br /&gt;
| a&lt;br /&gt;
| ****&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Extended boots_massive_variation Worksheet&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | LABEL&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | MODELTYPE&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | MODELSUBTYPE&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | MODELVARIATION&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | ICONNAME&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | DEFAULTMATERIAL&lt;br /&gt;
|- &lt;br /&gt;
| int&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| int&lt;br /&gt;
|- &lt;br /&gt;
| 105&lt;br /&gt;
| Golden Boots&lt;br /&gt;
| boo&lt;br /&gt;
| golden&lt;br /&gt;
| a&lt;br /&gt;
| ****&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The final remaining step is to give each worksheet an appropriate name. In accordance with the M2DA system, each worksheet name must have a unique epithet appended to it. However, the character limit for the full worksheet name is capped at 27. Because the epithet must be prefixed with an underscore, many extended variation GDAs only have room for extremely short epithets. In the case of the current example, the chest piece and boots worksheet names both have 23 characters, whilst the gloves worksheet has 24. With 1 character lost to the underscore, that leaves 3 characters available for the former and only 2 for the latter. In the current example, the following was chosen:&lt;br /&gt;
&lt;br /&gt;
armor_massive_variation_gld&lt;br /&gt;
&lt;br /&gt;
boots_massive_variation_gld&lt;br /&gt;
&lt;br /&gt;
gloves_massive_variation_gd&lt;br /&gt;
&lt;br /&gt;
'''''N.B. As with the ID number bug, the restrictions of the epithet length greatly increase the likelihood of clashes in some instances, so keep this in mind if publicly releasing a mod.'''''&lt;br /&gt;
&lt;br /&gt;
== Compiling GDAs ==&lt;br /&gt;
&lt;br /&gt;
With the 2DA worksheet editing finished, they now need to be compiled into the GDA format so that they are useable by the game and toolset. Move/paste a copy of the XLS into &amp;lt;DA install dir&amp;gt;\tools\ResourceBuild\Processors\ and then drag and drop it over ExcelProcessor.exe. A command-line window (i.e. DOS box) will briefly appear. If there are no problems, the window will close and one GDA for each worksheet will appear in the folder. If the window stays open, there has been some sort of error, which the processor should detail (commonly worksheet names longer than 27 characters). If this is the case, fix the XLS and try again.&lt;br /&gt;
&lt;br /&gt;
The GDAs can now be moved to the appropriate folder for your Addin. You may first wish to check them with [http://social.bioware.com/project/755/ GDApp] to confirm all the values are correct. GDApp will allow you to edit GDAs directly, saving the need for recompiling from source XLS files.&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
&lt;br /&gt;
With the toolset open and your module loaded, either open an existing item or create a new one. In either case, make sure it is the appropriate type for the variation/s you have created. Now you should be able to go to the Item Variation section and select your newly added variation from the drop-down list. If all went to plan, you should get something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Extending_GDA_Toolset.jpg|500 px]]&lt;br /&gt;
&lt;br /&gt;
If everything works as expected then you can export your items/module for use in the game. Make sure you test any content in the game before releasing it publicly.&lt;br /&gt;
&lt;br /&gt;
[[File:Extending_GDA_Game_Test.jpg|500 px]]&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
The two most likely issues to occur are either your variation not appearing in the drop-down list, or when selecting it for there to be no model present. Both can be caused by GDA issues, but the latter may also be caused by problems with the model/s.&lt;br /&gt;
&lt;br /&gt;
If the variation doesn’t appear in the list, check that the GDA filename (i.e. 2DA worksheet name) is correct. Also check if there is a clash between your chosen ID number and those of any other mods you may have installed.&lt;br /&gt;
&lt;br /&gt;
If there is no model visible when you select your variation in the toolset, ensure that your GDA specifies the correct model name/s. Also make sure that you have models for the specific race/sex combination you are making an item for. As you will have noticed, when adding the filename information to the 2DA, you don’t enter any MainClass (i.e. race/sex) detail. Thus, a single row makes provision for all race/sex combinations. Therefore the toolset will apply your variation to any item of that class, expecting there to be a model present. Additionally, when extending GDAs outside of items, be aware that you may have to extend multiple GDAs to get the toolset to recognise your custom content. This is primarily the case in instances such as custom monsters/races, where specific creature/part variation GDAs may need to be extended as well as the appearance GDA.&lt;br /&gt;
&lt;br /&gt;
If your item appears in the toolset but not in the game, it is almost always due to the aforementioned high ID bug. Check your GDA and lower the ID number under 255 if necessary.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
The source material used for the above example is available [http://dpmods.wheb.org/files/dao/DAO_GDA_Extension_Example.7z here].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|Extending GDAs]]&lt;br /&gt;
[[Category:2DAs]]&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Extending_GDAs_tutorial&amp;diff=18256</id>
		<title>Extending GDAs tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Extending_GDAs_tutorial&amp;diff=18256"/>
				<updated>2012-02-23T09:49:31Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: Created page with &amp;quot;Dragon Age makes extensive use of 2DAs to define things. As such, a fundamental requirement for many mods is editing the information contained within one or more 2DAs, be...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dragon Age makes extensive use of [[2DA|2DAs]] to define things. As such, a fundamental requirement for many mods is editing the information contained within one or more 2DAs, be it changing existing values or adding additional content. As the game can only address a single copy of any one file, problems would occur if multiple mods each included edited copies of the same 2DA. Fortunately, the 2DA system makes provision for this via [[2DA#Extending_the_game_via_M2DAs|M2DAs]] (Multiple 2DA). This system allows most 2DAs to be ''extended'' (only replacing specific content/adding new content) rather than ''overridden'' (replacing the entire file). In this way, edits of a single 2DA across multiple mods can effectively stack without conflicting with one another. &lt;br /&gt;
&lt;br /&gt;
A note on file formats/nomenclature. Whilst 2DAs are essentially just simple spreadsheets and the source files are provided in XLS (Excel) format, the game (and toolset) requires that they be encapsulated in the [[GFF]] formatted version known as [[GDA|GDAs]] in order to be useable. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In order to illustrate the process of extending a GDA, we will use a set of armour as an example. Weapons and armour collectively are one of the most common types of mod, and both are functionally identical in terms of GDA extension. The general principles are also applicable to all other types of GDA extension.&lt;br /&gt;
&lt;br /&gt;
In this particular instance, we will make a new set of massive armour comprising the chest piece, gloves, and boots. Rather than override the appearance of existing items, we will take advantage of GDA extension to add these to the game as an additional set of item appearances. In terms of DA items, this is referred to as adding a new variation. Note that a variation is just a physical appearance (i.e. a specific model and texture combination) and separate from the concept of an item in its in-game usage (i.e. stats and properties). A single item can use any of the different variations that have been defined for that particular item type by the appropriate GDA.&lt;br /&gt;
&lt;br /&gt;
==Source File Preparation==&lt;br /&gt;
To begin with, we need the model files and associated textures. Models may be custom made, or, as in this example, simply renamed copies of base game models. In either case, it is important to follow the appropriate [[Naming_conventions#Items|DA naming conventions]]. The Human male models for our example will be named as follows:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Chest piece: || hm_arm_goldena_0&lt;br /&gt;
|-&lt;br /&gt;
| Boots: || hm_boo_goldena_0&lt;br /&gt;
|-&lt;br /&gt;
| Gloves: || hm_glv_goldena_0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Models for LODs and other sex/races should follow the same format.&lt;br /&gt;
&lt;br /&gt;
Now we need to obtain the relevant 2DAs. The source files for the game’s 2DAs are located in &amp;lt;DA install dir&amp;gt;\tools\Source\2DA\ and its sub-folders. For M2DAs, a list is given in the [[M2DA_base_2da|M2DA_base]] sheet of [[2DA_base.xls]]. Note that M2DA_base only lists the ''worksheet'' name, not the ''file'' name. As many 2DAs are often stored together as separate worksheets in a single file, particular 2DAs are sometimes difficult to locate due to obscure/unintuitive file naming on Bioware’s part. In these instances it may be more expedient to simply extract the compiled GDA version of the 2DA from the game files and convert it to an XLS using [http://social.bioware.com/project/755/ GDApp]. Alternatively, refer to this [[2da_matrix|table of 2DA files/worksheets]].&lt;br /&gt;
&lt;br /&gt;
In this case we are interested in the worksheets armor_massive_variation, boots_massive_variation and gloves_heavy_variation. These can be found in [[ItemVariations.xls]], located in &amp;lt;DA install dir&amp;gt;\tools\Source\2DA\rules\. Rather than editing the source file, copy these 3 worksheets to a new file (keeping each to their own worksheet).&lt;br /&gt;
&lt;br /&gt;
==2DA Editing==&lt;br /&gt;
Using the existing rows as a guide, add a new row to each sheet with the pertinent info for the corresponding model. This is why following the proper file naming convention is important. You can duplicate the cell values of the existing rows for the icon, material and sound columns. The label column dictates what name for the variation will appear in the toolset, so use a value in this cell that is descriptive enough to recognise later. Finally, we need to add a custom ID number for each row. The original intention for this system was to allow IDs to range up into the billions, thereby reducing the likelihood of incompatibilities between mods due to ID clashes. Unfortunately, due to the [[Bug:_High_M2DA_ID_ranges_might_work_in_the_toolset,_but_not_in_game|presence of a bug]] in the GFF item file format (UTI), items can only use IDs up to 255. '''''Therefore, if you are releasing your mod publicly there is a high likelihood of it being incompatible with some other mods due to ID clashes.''''' Bearing this in mind, choose a suitable ID higher than the existing values but below 255 for each sheet. These don’t have to be the same – each ID number is only relevant to the specific item class of its associated variation 2DA.&lt;br /&gt;
&lt;br /&gt;
Once each worksheet has a fully filled out row for each of your new item variations, you can delete the other existing rows ''except for the two header rows''. You should be left with something like this:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Extended armor_massive_variation Worksheet&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | LABEL&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | MODELTYPE&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | MODELSUBTYPE&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | MODELVARIATION&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | ICONNAME&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | DEFAULTMATERIAL&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | SoundMatType&lt;br /&gt;
|- &lt;br /&gt;
| int&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| int&lt;br /&gt;
| int&lt;br /&gt;
|- &lt;br /&gt;
| 105&lt;br /&gt;
| Golden Armour&lt;br /&gt;
| arm&lt;br /&gt;
| golden&lt;br /&gt;
| a&lt;br /&gt;
| ****&lt;br /&gt;
| 2&lt;br /&gt;
| 13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Extended gloves_massive_variation Worksheet&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | LABEL&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | MODELTYPE&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | MODELSUBTYPE&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | MODELVARIATION&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | ICONNAME&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | DEFAULTMATERIAL&lt;br /&gt;
|- &lt;br /&gt;
| int&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| int&lt;br /&gt;
|- &lt;br /&gt;
| 105&lt;br /&gt;
| Golden Gloves&lt;br /&gt;
| glv&lt;br /&gt;
| golden&lt;br /&gt;
| a&lt;br /&gt;
| ****&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Extended boots_massive_variation Worksheet&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | LABEL&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | MODELTYPE&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | MODELSUBTYPE&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | MODELVARIATION&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | ICONNAME&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | DEFAULTMATERIAL&lt;br /&gt;
|- &lt;br /&gt;
| int&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| string&lt;br /&gt;
| int&lt;br /&gt;
|- &lt;br /&gt;
| 105&lt;br /&gt;
| Golden Boots&lt;br /&gt;
| boo&lt;br /&gt;
| golden&lt;br /&gt;
| a&lt;br /&gt;
| ****&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final remaining step is to give each worksheet an appropriate name. In accordance with the M2DA system, each worksheet name must have a unique epithet appended to it. However, the character limit for the full worksheet name is capped at 27. Because the epithet must be prefixed with an underscore, many extended variation GDAs only have room for extremely short epithets. In the case of the current example, the chest piece and boots worksheet names both have 23 characters, whilst the gloves worksheet has 24. With 1 character lost to the underscore, that leaves 3 characters available for the former and only 2 for the latter. In the current example, the following was chosen:&lt;br /&gt;
&lt;br /&gt;
armor_massive_variation_gld&lt;br /&gt;
&lt;br /&gt;
boots_massive_variation_gld&lt;br /&gt;
&lt;br /&gt;
gloves_massive_variation_gd&lt;br /&gt;
&lt;br /&gt;
'''''N.B. As with the ID number bug, the restrictions of the epithet length greatly increase the likelihood of clashes in some instances, so keep this in mind if publicly releasing a mod.'''''&lt;br /&gt;
&lt;br /&gt;
==Compiling GDAs==&lt;br /&gt;
With the 2DA worksheet editing finished, they now need to be compiled into the GDA format so that they are useable by the game and toolset. Move/paste a copy of the XLS into &amp;lt;DA install dir&amp;gt;\tools\ResourceBuild\Processors\ and then drag and drop it over ExcelProcessor.exe. A command-line window (i.e. DOS box) will briefly appear. If there are no problems, the window will close and one GDA for each worksheet will appear in the folder. If the window stays open, there has been some sort of error, which the processor should detail (commonly worksheet names longer than 27 characters). If this is the case, fix the XLS and try again.&lt;br /&gt;
&lt;br /&gt;
The GDAs can now be moved to the appropriate folder for your Addin. You may first wish to check them with [http://social.bioware.com/project/755/ GDApp] to confirm all the values are correct. GDApp will allow you to edit GDAs directly, saving the need for recompiling from source XLS files.&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
With the toolset open and your module loaded, either open an existing item or create a new one. In either case, make sure it is the appropriate type for the variation/s you have created. Now you should be able to go to the Item Variation section and select your newly added variation from the drop-down list. If all went to plan, you should get something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Extending_GDA_Toolset.jpg|500 px]]&lt;br /&gt;
&lt;br /&gt;
If everything works as expected then you can export your items/module for use in the game. Make sure you test any content in the game before releasing it publicly.&lt;br /&gt;
&lt;br /&gt;
[[File:Extending_GDA_Game_Test.jpg|500 px]]&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
The two most likely issues to occur are either your variation not appearing in the drop-down list, or when selecting it for there to be no model present. Both can be caused by GDA issues, but the latter may also be caused by problems with the model/s.&lt;br /&gt;
&lt;br /&gt;
If the variation doesn’t appear in the list, check that the GDA filename (i.e. 2DA worksheet name) is correct. Also check if there is a clash between your chosen ID number and those of any other mods you may have installed.&lt;br /&gt;
&lt;br /&gt;
If there is no model visible when you select your variation in the toolset, ensure that your GDA specifies the correct model name/s. Also make sure that you have models for the specific race/sex combination you are making an item for. As you will have noticed, when adding the filename information to the 2DA, you don’t enter any MainClass (i.e. race/sex) detail. Thus, a single row makes provision for all race/sex combinations. Therefore the toolset will apply your variation to any item of that class, expecting there to be a model present. Additionally, when extending GDAs outside of items, be aware that you may have to extend multiple GDAs to get the toolset to recognise your custom content. This is primarily the case in instances such as custom monsters/races, where specific creature/part variation GDAs may need to be extended as well as the appearance GDA.&lt;br /&gt;
&lt;br /&gt;
If your item appears in the toolset but not in the game, it is almost always due to the aforementioned high ID bug. Check your GDA and lower the ID number under 255 if necessary.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
The source material used for the above example is available [http://social.bioware.com/bw_projects_file_download.php?project_file_id=11633 here].&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:Extending_GDA_Game_Test.jpg&amp;diff=18255</id>
		<title>File:Extending GDA Game Test.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:Extending_GDA_Game_Test.jpg&amp;diff=18255"/>
				<updated>2012-02-23T09:23:40Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: In-game testing of an item using a custom variation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In-game testing of an item using a custom variation&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:Extending_GDA_Toolset.jpg&amp;diff=18254</id>
		<title>File:Extending GDA Toolset.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:Extending_GDA_Toolset.jpg&amp;diff=18254"/>
				<updated>2012-02-23T07:40:38Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: Result of an extended variation GDA in the toolset&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Result of an extended variation GDA in the toolset&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=PRCSCR_Script_Templates&amp;diff=17304</id>
		<title>PRCSCR Script Templates</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=PRCSCR_Script_Templates&amp;diff=17304"/>
				<updated>2011-09-04T08:03:50Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: Added missing quotation marks around $ContainerTag$ in existing vendor/container script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves as a repository for ready to use M2DA's and Scripts to use in conjunction with [[PRCSCR]] M2DA's when adding custom content to the game. &lt;br /&gt;
&lt;br /&gt;
References:&lt;br /&gt;
*See Main Article: ''[[PRCSCR]]''&lt;br /&gt;
*See ''[[PRCSCR.xls]]'' for details about that M2DA, or ''[[2DA]]'' for an explanation of 2DA's as a whole&lt;br /&gt;
*To create a Script, right click in the Resourcepalette and select &amp;quot;New/Script&amp;quot; , or see ''[[Designer Resources]]'' for such Resources as a whole.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- No Table of contents... but a neat custom one --&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
'''Contents:'''&lt;br /&gt;
{| style=&amp;quot;background-color:#eeeeee; border:2px #999999 solid; padding:4px; margin:4px&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
| width=300 |[[PRCSCR Script Templates#Adding a placeable into an existing Area|1. Adding a placeable into an existing Area]]&lt;br /&gt;
| width=800 |This Script serves to add a placeable of your choice into an Area of choice. ''(non removable)''&lt;br /&gt;
|-&lt;br /&gt;
| [[PRCSCR Script Templates#Adding a NPC into an existing Area|2. Adding a NPC into an existing Area]]&lt;br /&gt;
| This Script serves to any custom NPC or Creature to a Area of choice. ''(removable)''&lt;br /&gt;
|-&lt;br /&gt;
| [[PRCSCR Script Templates#Activating a Waypoint on the Worldmap|3. Activating a Waypoint on the Worldmap]]&lt;br /&gt;
| This Script serves to activate a custom Waypoint (Map Pin) of choice ,when leaving Lothering or at any other time into the Game.&lt;br /&gt;
|-&lt;br /&gt;
| [[PRCSCR Script Templates#Adding an Item into the Players Inventory|4. Adding an Item into the Players Inventory]]&lt;br /&gt;
| This Script serves to instantly add an Item into the Players Inventory.&lt;br /&gt;
|-&lt;br /&gt;
| [[PRCSCR Script Templates#Adding an Item to an existing Vendor or Container|5. Adding an Item to an existing Vendor or Container]]&lt;br /&gt;
| This Script serves to add any Item into a existing Vendors Inventory, as long the Vendor exists.&lt;br /&gt;
|-&lt;br /&gt;
| 6. Adding a Working Door into an existing Area&lt;br /&gt;
| This Script serves to add a custom Door into a existing Area, that the Player can enter into a custom Area.&lt;br /&gt;
|-&lt;br /&gt;
| 7. Adding a Quest to an existing Chanters Board&lt;br /&gt;
| This Script serves to add a new Quest to a existing Chanters Board, at any chosen time into the Game.&lt;br /&gt;
|-&lt;br /&gt;
| 8. ...&lt;br /&gt;
| ...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adding a placeable into an existing Area ==&lt;br /&gt;
&lt;br /&gt;
'''M2DA Setup:'''&lt;br /&gt;
&lt;br /&gt;
#AreaListName must not be &amp;quot;any&amp;quot;. Chose a specific one.&lt;br /&gt;
#Copy the GDA into your modules override folder.&lt;br /&gt;
&lt;br /&gt;
'''Script:''' (As taken from the Storage Chest mod a kind Bioware employee made :o)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
//const string TAL_STORAGE_CHEST_SPAWNED = &amp;quot;TAL_STORAGE_CHEST_SPAWNED&amp;quot;;&lt;br /&gt;
const string TAL_IP_STORAGE_CHEST = &amp;quot;tal_ip_storage_chest&amp;quot;;&lt;br /&gt;
const resource TAL_RESOURCE_IP_STORAGE_CHEST = R&amp;quot;tal_ip_storage_chest.utp&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    object oMainControlled = GetMainControlled();&lt;br /&gt;
    object oChest = UT_GetNearestObjectByTag(oMainControlled, TAL_IP_STORAGE_CHEST);&lt;br /&gt;
           &lt;br /&gt;
    &lt;br /&gt;
    //DisplayFloatyMessage(oMainControlled, &amp;quot;storage script working&amp;quot;, FLOATY_MESSAGE, 16777215, 30.0);&lt;br /&gt;
    &lt;br /&gt;
    if (!IsObjectValid(oChest))&lt;br /&gt;
    {&lt;br /&gt;
        location lSpawn = Location(GetArea(oMainControlled), Vector(148.77, 117.68, -0.94), 0.0);&lt;br /&gt;
        CreateObject(OBJECT_TYPE_PLACEABLE, TAL_RESOURCE_IP_STORAGE_CHEST, lSpawn);          &lt;br /&gt;
        &lt;br /&gt;
        //DisplayFloatyMessage(oMainControlled, &amp;quot;storage chest created&amp;quot;, FLOATY_MESSAGE, 16777215, 30.0);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Replace &amp;quot;tal_ip_storage_chest&amp;quot; in the 2nd line with the &amp;quot;Tag&amp;quot; of your own placeable. (only small letters allowed)&lt;br /&gt;
#Replace &amp;quot;tal_ip_storage_chest.utp&amp;quot; in 3rd line with the Resources Filename of your placable.&lt;br /&gt;
#Exchange the (4) numbers after it sais &amp;quot;Vector&amp;quot; ,which should be the location of your placable. How to determine?&lt;br /&gt;
#Create a temporary duplicate of the specific Area, and add the placeable until you see fit. (delete this Area afterwards, do not export)&lt;br /&gt;
#Note down the numbers in the Object Inspector, and get the first 3 numbers of Position, and the 4rth Number from Rotation. (only 1 number, the first)&lt;br /&gt;
#Rotation needs to be recalculated before entering it into the script. For positive angles do (180-angle). For negative angles do (-180-(-angle)).&lt;br /&gt;
&lt;br /&gt;
Export the script, the placeable ,and start the game. When you arrive at the specific Area in game, the Placeable will be there.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This method prevents removal of the placable. Check out a Plot driven method.&lt;br /&gt;
&lt;br /&gt;
== Adding a NPC into an existing Area ==&lt;br /&gt;
&lt;br /&gt;
'''M2DA Setup:'''&lt;br /&gt;
&lt;br /&gt;
#AreaListName must be &amp;quot;any&amp;quot;. This Script is Plot driven.&lt;br /&gt;
#Copy the GDA into your modules override folder.&lt;br /&gt;
&lt;br /&gt;
'''Script:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
// this is the name of a precreated plot file &amp;quot;joblos_quest&amp;quot; prefixed with the special &amp;quot;plt_&amp;quot;&lt;br /&gt;
// &amp;quot;plt_&amp;quot; + quest name allows you to reference the flag names as constants.&lt;br /&gt;
#include &amp;quot;plt_joblos_quest&amp;quot; &lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    //Check whether we've added Joblo already.&lt;br /&gt;
    if (WR_GetPlotFlag(PLT_JOBLOS_QUEST, JOBLO_ADDED_TO_TOWN) == FALSE)&lt;br /&gt;
    {&lt;br /&gt;
        object oTown = GetObjectByTag(&amp;quot;lot100ar_lothering&amp;quot;); //An area's tag is the same as its resource name&lt;br /&gt;
        vector vJobloLocation = Vector(126.745f, 120.724f, 0.460568f); // See below for how to get these coordinates&lt;br /&gt;
&lt;br /&gt;
        CreateObject(&lt;br /&gt;
            OBJECT_TYPE_CREATURE,&lt;br /&gt;
            R&amp;quot;joblo.utc&amp;quot;,&lt;br /&gt;
            Location(oTown, vJobloLocation, 180.0f) //See below for how to get the value for orientation&lt;br /&gt;
        ); //this semicolom was missing and caused errors &lt;br /&gt;
&lt;br /&gt;
        WR_SetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN, TRUE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Replace &amp;quot;joblos_quest&amp;quot; (3x) with the name of your Plot.&lt;br /&gt;
#Replace &amp;quot;JOBLO_ADDED_TO_TOWN&amp;quot; (2x) with a custom Flag you create in your Plot.&lt;br /&gt;
#Replace &amp;quot;lot100ar_lothering&amp;quot; with the Tag of an Area ,the NPC should spawn in.&lt;br /&gt;
#Replace &amp;quot;joblo.utc&amp;quot; with the filename of your [[Creature]].&lt;br /&gt;
#Exchange the (4) numbers ,which should be the location of your placable. How to determine?&lt;br /&gt;
#Create a temporary duplicate of the specific Area, and add the NPC until you see fit. (delete this Area afterwards, do not export)&lt;br /&gt;
#Note down the numbers in the Object Inspector, and get the first 3 numbers of Position, and the 4rth Number from Rotation. (only 1 number, the first)&lt;br /&gt;
#Rotation needs to be recalculated before entering it into the script. For positive angles do (180-angle). For negative angles do (-180-(-angle)).&lt;br /&gt;
&lt;br /&gt;
Export the script, the creature ,and start the game. When you arrive at the specific Area in game, the [[Creature]] (Monsters or NPCs alike) will be there.&lt;br /&gt;
&lt;br /&gt;
== Activating a Waypoint on the Worldmap ==&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' Your module must extend Single Player. &lt;br /&gt;
&lt;br /&gt;
'''M2DA Setup:'''&lt;br /&gt;
&lt;br /&gt;
#AreaListName must be &amp;quot;any&amp;quot;. Because Waypoint activation should be universal and it is Plot driven.&lt;br /&gt;
#Copy the GDA into your modules override folder.&lt;br /&gt;
&lt;br /&gt;
'''Script:'''&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
const string WML_WOW_Custom = &amp;quot;eshmeswp&amp;quot;;&lt;br /&gt;
#include &amp;quot;plt_mnp000pt_main_events&amp;quot;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    if(WR_GetPlotFlag( PLT_MNP000PT_MAIN_EVENTS, ARCHDEMON_EVENT_ONE) == TRUE )&lt;br /&gt;
    {&lt;br /&gt;
        WR_SetWorldMapLocationStatus(GetObjectByTag(WML_WOW_Custom), WM_LOCATION_ACTIVE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Replace &amp;quot;eshmeswp&amp;quot; in the 1st line with the &amp;quot;Tag&amp;quot; of your Waypoint (Map Pin) which u created. That Map Pin can be greyed out or inactive or so. Map Pin information can be found at: [[Map]].&lt;br /&gt;
&lt;br /&gt;
Export the script, the Map ,and start the game. The Waypoint will now be activated once you leave Lothering, just like the other main Waypoints. This is to get in line with the Story. However to change the time of it happening..&lt;br /&gt;
&lt;br /&gt;
#Choose which [[Plot]] should activate the Waypoint. The above example uses the Archdemon quest, when your nightmare triggers for example.&lt;br /&gt;
#Exchange &amp;quot;mnp000pt_main_events&amp;quot; in the 2nd and 6th line with the name of that other [[Plot]]. Leaving the &amp;quot;plt_&amp;quot; there.&lt;br /&gt;
#Exchange &amp;quot;ARCHDEMON_EVENT_ONE&amp;quot; with a &amp;quot;Flag&amp;quot; of your choice from that Plot.&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;should&amp;quot; work for any plot. Actually, waypoints dont need all this PRCSCR stuff and can be set &amp;quot;Active&amp;quot; in the first place. But the above example is to get in line with the Main Campaign, and potential gamebreaking Plot conflicts if able to leave Lothering too early.&lt;br /&gt;
&lt;br /&gt;
== Adding an Item into the Players Inventory ==&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
&lt;br /&gt;
'''M2DA Setup:'''&lt;br /&gt;
#AreaListName is &amp;quot;any&amp;quot;.&lt;br /&gt;
#Copy the GDA into your modules override folder.&lt;br /&gt;
&lt;br /&gt;
'''Script:'''&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
//include utility_h for the UT_AddItemToInventory() function.&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
//include the custom made plot file&lt;br /&gt;
#include &amp;quot;plt_$plot_file_name$&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    // If plot flag is TRUE then item already given.&lt;br /&gt;
    // Otherwise add item to inventory.&lt;br /&gt;
    if ( WR_GetPlotFlag( PLT_$plot_file_name$, $check_flag_name$ ) == FALSE )&lt;br /&gt;
    {&lt;br /&gt;
        UT_AddItemToInventory(R&amp;quot;$item_file_name$.uti&amp;quot;);&lt;br /&gt;
        //Set the plot flag to TRUE to indicate that the item was given.&lt;br /&gt;
        WR_SetPlotFlag( PLT_$plot_file_name$, $check_flag_name$, TRUE );&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
# Replace everything between and including the $ signs with appropriate names (without the file extensions).&lt;br /&gt;
&lt;br /&gt;
== Adding an Item to an existing Vendor or Container ==&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
&lt;br /&gt;
'''M2DA Setup:'''&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Campaign !! Container !! ContainerTag !! AreaListName&lt;br /&gt;
|-&lt;br /&gt;
|Origins || Bodahn || store_camp_bodahn || cam100ar_camp_plains&lt;br /&gt;
|-&lt;br /&gt;
|Origins || daytime King's Camp quartermaster || pre100sr_quartermaster || pre01al_kings_camp&lt;br /&gt;
|-&lt;br /&gt;
|Awakening || Yuriah || store_vgk100cr_merchant || vgk210ar_throne_room&lt;br /&gt;
|-&lt;br /&gt;
|Awakening || Party Chest in Vigil's Keep || vgk210ip_party_chest || vgk210ar_throne_room&lt;br /&gt;
|-&lt;br /&gt;
|Leliana's Song || first Lem encounter || store_lel00cr_lem || lel100ar_market&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
#Create a [[PRCSCR.xls|PRCSCR M2DA override]] using the desired AreaListName from the above table&lt;br /&gt;
#Copy this new PRCSCR M2DA into your module's override folder (AddIns\{YourMod}\core\override)&lt;br /&gt;
&lt;br /&gt;
'''Script:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
#include &amp;quot;plt_$plot_file_name$&amp;quot;  // include your custom plot&lt;br /&gt;
&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
  if ( WR_GetPlotFlag( PLT_$plot_file_name$, $check_flag_name$ ) == TRUE ) return;&lt;br /&gt;
&lt;br /&gt;
  object oContainer = GetObjectByTag(&amp;quot;$ContainerTag$&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
  if (IsObjectValid(oContainer))&lt;br /&gt;
  {&lt;br /&gt;
    CreateItemOnObject(R&amp;quot;$resource_name$.uti&amp;quot;, oContainer, 1, &amp;quot;&amp;quot;, TRUE); // repeat this for each item&lt;br /&gt;
&lt;br /&gt;
    WR_SetPlotFlag( PLT_$plot_file_name$, $check_flag_name$, TRUE );&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Replace &amp;quot;$plot_file_name$&amp;quot; and &amp;quot;$check_flag_name$&amp;quot; with the custom [[Plot#Scripting|plot and plot flags]] you create for your module.&lt;br /&gt;
#Replace &amp;quot;$resource_name$&amp;quot; with the resource name of your custom item.&lt;br /&gt;
#Replace &amp;quot;$ContainerTag$&amp;quot; with the desired container tag from the table in the M2DA setup section.&lt;br /&gt;
#The very first time you go to the party camp in Origins (after leaving Lothering) and view the Archdemon cutscene, this script will NOT run when using &amp;quot;cam100ar_camp_plains&amp;quot; as the AreaListName. This is because the cutscene version of the camp is actually a different area. In this case you must exit and return to the &amp;quot;normal&amp;quot; (non-cutscene) party camp for the script to run for the first time.&lt;br /&gt;
&lt;br /&gt;
== Adding a Working Door into an existing Area ==&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
&lt;br /&gt;
'''M2DA Setup:'''&lt;br /&gt;
&lt;br /&gt;
'''Script:''' {{undocumented}}&lt;br /&gt;
&lt;br /&gt;
== Adding a Quest to an existing Chanters Board ==&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
&lt;br /&gt;
'''M2DA Setup:'''&lt;br /&gt;
&lt;br /&gt;
'''Script:''' {{undocumented}}&lt;br /&gt;
&lt;br /&gt;
[[category:tutorials]]&lt;br /&gt;
[[Category:Scripts]]&lt;br /&gt;
[[Category:Pages with example scripts]]&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Talk:Chargenmorphcfg.xml&amp;diff=15280</id>
		<title>Talk:Chargenmorphcfg.xml</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Talk:Chargenmorphcfg.xml&amp;diff=15280"/>
				<updated>2010-12-24T09:56:43Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The mod conflicts section appears to assume that mods should go in packages override. Is that a technical requirement here? See Compatibility page for a discussion of this issue [[User:Proleric1|Proleric1]] 09:44, 23 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Where anyone thinks mods should go is irrelevant (not to mention debatable in the first place). The simple fact is that the overwhelming majority of mods utilise the Override folder and will continue to do so, therefore there will be conflicts in cases where chargenmorphcfg.xml is utilised. There's no point just telling people to make Addins. [[User:DarthParametric|DarthParametric]] 17:40, 23 December 2010&lt;br /&gt;
&lt;br /&gt;
OK, so there's no hard technical requirement to use packages override. Pragmatically, in this particular case, I see the argument that compatibility can be achieved by merging what other people have done in packages override. Presumably, the same result could be achieved by building a merged mod as an add-in which follows compatibility guidelines.  Incidentally, I'd be interested to hear why you think the use of the folders which the toolset uses by default is questionable. Isn't this largely a matter of evidence rather than opinion? [[User:Proleric1|Proleric1]] 06:52, 24 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
If a modder releases a single head morph preset, you're going to have a hard sell convincing them to spend time setting it up as an Addin for something so minor, not to mention that most end-users seem to baulk at the complexity of installing Addin-based mods anyway, judging from certain threads on the Social site. As long as a modder informs their end-users of the need to merge multiple chargenmorphcfg.xml files and how to do so, I see no issue with Override-based mods of this nature. If you want to add a section to the end telling people how to do it &amp;quot;properly&amp;quot;, then do so. That's the whole point of a wiki, is it not? [[User:DarthParametric|DarthParametric]] 09:56, 24 December 2010&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Talk:Chargenmorphcfg.xml&amp;diff=15276</id>
		<title>Talk:Chargenmorphcfg.xml</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Talk:Chargenmorphcfg.xml&amp;diff=15276"/>
				<updated>2010-12-23T17:42:00Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The mod conflicts section appears to assume that mods should go in packages override. Is that a technical requirement here? See Compatibility page for a discussion of this issue [[User:Proleric1|Proleric1]] 09:44, 23 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Where anyone thinks mods should go is irrelevant (not to mention debatable in the first place). The simple fact is that the overwhelming majority of mods utilise the Override folder and will continue to do so, therefore there will be conflicts in cases where chargenmorphcfg.xml is utilised. There's no point just telling people to make Addins. [[User:DarthParametric|DarthParametric]] 17:40, 23 December 2010&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Talk:Chargenmorphcfg.xml&amp;diff=15275</id>
		<title>Talk:Chargenmorphcfg.xml</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Talk:Chargenmorphcfg.xml&amp;diff=15275"/>
				<updated>2010-12-23T17:41:41Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The mod conflicts section appears to assume that mods should go in packages override. Is that a technical requirement here? See Compatibility page for a discussion of this issue [[User:Proleric1|Proleric1]] 09:44, 23 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Where anyone thinks mods should go is irrelevant (not to mention debatable in the first place). The simple fact is that the overwhelming majority of mods utilise the Override folder and will continue to do so, therefore there will be conflicts in cases where chargenmorphcfg.xml is utilised. There's no point just telling people to make Addins. [User:DarthParametric|DarthParametric]] 17:40, 23 December 2010&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Talk:Chargenmorphcfg.xml&amp;diff=15274</id>
		<title>Talk:Chargenmorphcfg.xml</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Talk:Chargenmorphcfg.xml&amp;diff=15274"/>
				<updated>2010-12-23T17:40:00Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The mod conflicts section appears to assume that mods should go in packages override. Is that a technical requirement here? See Compatibility page for a discussion of this issue [[User:Proleric1|Proleric1]] 09:44, 23 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Where anyone thinks mods should go is irrelevant (not to mention debatable in the first place). The simple fact is that the overwhelming majority of mods utilise the Override folder and will continue to do so, therefore there will be conflicts in cases where chargenmorphcfg.xml is utilised. There's no point just telling people to make Addins.&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Chargenmorphcfg.xml&amp;diff=12912</id>
		<title>Chargenmorphcfg.xml</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Chargenmorphcfg.xml&amp;diff=12912"/>
				<updated>2010-05-03T11:52:52Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: /* Mod Conflicts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chargenmorphcfg.xml is the configuration file for the in-game character creator. It dictates what head [[morph]] presets ([[MOP]]), hairstyles, beards, tattoos, makeup and colour tints (for skin, hair, etc.) are available as selectable options. It is located in &amp;lt;install directory&amp;gt;\packages\core\data\misc.erf&lt;br /&gt;
&lt;br /&gt;
=File Structure=&lt;br /&gt;
&lt;br /&gt;
The contents of the default file are as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
﻿&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;morph_config&amp;gt;&lt;br /&gt;
    &amp;lt;heads&amp;gt;&lt;br /&gt;
        &amp;lt;human_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_male&amp;gt;&lt;br /&gt;
        &amp;lt;human_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_female&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_male&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_female&amp;gt;&lt;br /&gt;
        &amp;lt;elf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/elf_male&amp;gt;&lt;br /&gt;
        &amp;lt;elf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/elf_female&amp;gt;&lt;br /&gt;
    &amp;lt;/heads&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;hairs&amp;gt;&lt;br /&gt;
        &amp;lt;human_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_blda_0&amp;quot; cut=&amp;quot;0234&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd4a_0&amp;quot; cut=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_male&amp;gt;&lt;br /&gt;
        &amp;lt;human_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_blda_0&amp;quot; cut=&amp;quot;02&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_female&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_blda_0&amp;quot; cut=&amp;quot;0234&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd4a_0&amp;quot; cut=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_male&amp;gt;                           1&lt;br /&gt;
        &amp;lt;dwarf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_blda_0&amp;quot; cut=&amp;quot;02&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_female&amp;gt;&lt;br /&gt;
        &amp;lt;elf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_blda_0&amp;quot; cut=&amp;quot;0234&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd4a_0&amp;quot; cut=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/elf_male&amp;gt;                             &lt;br /&gt;
        &amp;lt;elf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_blda_0&amp;quot; cut=&amp;quot;02&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;        &lt;br /&gt;
        &amp;lt;/elf_female&amp;gt;&lt;br /&gt;
    &amp;lt;/hairs&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;beards&amp;gt;&lt;br /&gt;
        &amp;lt;human_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b1a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b2a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b3a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b4a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b5a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b6a_0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_male&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b1a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b2a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b3a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b4a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b5a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b6a_0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_male&amp;gt;      &lt;br /&gt;
    &amp;lt;/beards&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;hair_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_wht&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_bln&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_org&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_red&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_rbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/hair_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;skin_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_001&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_002&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_003&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_004&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_006&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_005&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_007&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/skin_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;eyes_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_ice&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_lbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_tea&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_grn&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_hzl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_amb&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_gry&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/eyes_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;eyes_makeup_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_bl1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_bl2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_bl3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gn1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gn2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gn3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gr1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gr2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gr3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_or1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_or2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_or3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pi1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pi2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pi3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pu1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pu2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pu3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_re1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_re2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_re3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ro1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ro2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ro3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_te1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_te2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_te3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ye1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ye2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ye3&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/eyes_makeup_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;blush_makeup_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_br1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_br2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_br3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_or1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_or2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_or3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pi1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pi2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pi3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pu1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pu2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pu3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_re1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_re2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_re3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ro1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ro2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ro3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ta1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ta2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ta3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_te1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_te2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_te3&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/blush_makeup_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;lip_makeup_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_bk1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_bk2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_bk3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_br1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_br2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_br3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pi1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pi2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pi3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pu1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pu2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pu3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_re1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_re2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_re3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ro1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ro2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ro3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ta1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ta2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ta3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_te1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_te2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_te3&amp;quot;/&amp;gt;                    &lt;br /&gt;
    &amp;lt;/lip_makeup_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;brow_stubble_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_wht&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_bln&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_org&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_red&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_rbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/brow_stubble_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;crew_cut_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_wht&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_bln&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_org&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_red&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_rbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/crew_cut_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;tattoo_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_BLK&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_GRY&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_BRN&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DBR&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_GRN&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DGN&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_BLU&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DBL&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_PUR&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DPU&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_RED&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DRD&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_ORG&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_YEL&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_PNK&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/tattoo_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;tattoos&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_av1_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_av2_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_av3_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_da1_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_da2_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_da3_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_dw1_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_dw2_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_p01_0t&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/tattoos&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;skins&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_fema_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_elfa_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_kida_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_masa_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_dwfa_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_quna_0d&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/skins&amp;gt;&lt;br /&gt;
&amp;lt;/morph_config&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;heads&amp;gt;==&lt;br /&gt;
This section defines all of the head morph presets for each race and gender. Additional custom presets can be appended to the relevant list. The MOP file should be placed in the Override folder.&lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;hairs&amp;gt;==&lt;br /&gt;
This section defines the various hair meshes for each race and gender. As with morph presets, additional custom hair meshes can be appended. The mesh files should be placed in the Override folder. &lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;beards&amp;gt;==&lt;br /&gt;
This section defines the various beard meshes for each race (males only). Additional custom beard meshes can be appended. The mesh files should be placed in the Override folder. &lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;xxx_colors&amp;gt;==&lt;br /&gt;
These sections define the tint files ([[TNT]]) used for hair, skin, eye, makeup and tattoo colours. Additional custom tints can be appended. The [[TNT]] files should be placed in the Override folder. &lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;tattoos&amp;gt;==&lt;br /&gt;
This section appears to define the [[Texture_Formats#Tint_Map|tint maps]] used for facial tattoos. However, the files listed are not those actually used by the character creator. &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Thus, it is not possible to append or replace these with custom files.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; It would appear that tattoos are hardcoded or specified elsewhere and that this section is unused.&lt;br /&gt;
&lt;br /&gt;
At this time the only known method to achieve custom tattoos in the in-game character generator is either through the use of custom head morph presets or by overriding the default [[Texture_Formats#Tint_Map|tint maps]] (by placing a custom [[Texture_Formats#Tint_Map|tint map]] of the appropriate file name in the Override folder). If you wish to override the defaults, the races/origins that the [[Texture_Formats#Tint_Map|tint maps]] are used for are as follows:&lt;br /&gt;
&lt;br /&gt;
uh_pct_dc1_0t.dds - Dwarf Commoner&amp;lt;br&amp;gt;&lt;br /&gt;
uh_pmt_001_0t.dds - Dwarf Commoner&amp;lt;br&amp;gt;&lt;br /&gt;
uh_pct_dn1_0t.dds - Dwarf Noble&amp;lt;br&amp;gt;&lt;br /&gt;
uh_pct_h01_0t.dds - Human, Elf City/Mage&amp;lt;br&amp;gt;&lt;br /&gt;
uh_pct_h02_0t.dds - Human, Elf City/Mage&amp;lt;br&amp;gt;&lt;br /&gt;
uh_tat_ed1_0t.dds - Elf Dalish&amp;lt;br&amp;gt;&lt;br /&gt;
uh_tat_ed2_0t.dds - Elf Dalish&amp;lt;br&amp;gt;&lt;br /&gt;
uh_tat_ed3_0t.dds - Elf Dalish&amp;lt;br&amp;gt;&lt;br /&gt;
uh_tat_ed4_0t.dds - Elf Dalish&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;skins&amp;gt;==&lt;br /&gt;
This section defines the skin [[Texture_Formats#Diffuse_Map|diffuse maps]]. Custom skin textures for each head morph are achieved by blending two skin textures together in amounts adjusted via sliders. Where the specific combinations of these skins for each race and gender are specified is unknown. Possibly it is hardcoded. Because of this, appending additional skin [[Texture_Formats#Diffuse_Map|diffuse maps]] is unlikely to have any effect. They can be overridden however, as described previously for [[Texture_Formats#Tint_Map|tint maps]].&lt;br /&gt;
&lt;br /&gt;
=Mod Conflicts=&lt;br /&gt;
To avoid conflicts, there should only ever be one copy of chargenmorphcfg.xml in the Override folder. The game will ignore additional copies. A number of popular mods make edits to chargenmorphcfg.xml (e.g. Pineappletree's Vibrant Colors, Bidelle's Makeup Studio, CC Tints and Tones, More Hairstyles, etc.). If you install two or more of these mods you will need to delete extra copies of chargenmorphcfg.xml and edit the remaining copy to include the necessary additions for the other mods. To avoid having to manually edit the file, Terra_Ex created a program called [http://social.bioware.com/project/2440/ CharGenMorph Compiler]. This tool will search for multiple instances of chargenmorphcfg.xml in the user's Override folder and condense them into a single file.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character generation]]&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Chargenmorphcfg.xml&amp;diff=11909</id>
		<title>Chargenmorphcfg.xml</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Chargenmorphcfg.xml&amp;diff=11909"/>
				<updated>2010-02-18T12:58:48Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: /* Mod Conflicts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chargenmorphcfg.xml is the configuration file for the in-game character creator. It dictates what head [[morph]] presets ([[MOP]]), hairstyles, beards, tattoos, makeup and colour tints (for skin, hair, etc.) are available as selectable options. It is located in &amp;lt;install directory&amp;gt;\packages\core\data\misc.erf&lt;br /&gt;
&lt;br /&gt;
=File Structure=&lt;br /&gt;
&lt;br /&gt;
The contents of the default file are as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
﻿&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;morph_config&amp;gt;&lt;br /&gt;
    &amp;lt;heads&amp;gt;&lt;br /&gt;
        &amp;lt;human_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_male&amp;gt;&lt;br /&gt;
        &amp;lt;human_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_female&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_male&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_female&amp;gt;&lt;br /&gt;
        &amp;lt;elf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/elf_male&amp;gt;&lt;br /&gt;
        &amp;lt;elf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/elf_female&amp;gt;&lt;br /&gt;
    &amp;lt;/heads&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;hairs&amp;gt;&lt;br /&gt;
        &amp;lt;human_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_blda_0&amp;quot; cut=&amp;quot;0234&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd4a_0&amp;quot; cut=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_male&amp;gt;&lt;br /&gt;
        &amp;lt;human_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_blda_0&amp;quot; cut=&amp;quot;02&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_female&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_blda_0&amp;quot; cut=&amp;quot;0234&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd4a_0&amp;quot; cut=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_male&amp;gt;                           1&lt;br /&gt;
        &amp;lt;dwarf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_blda_0&amp;quot; cut=&amp;quot;02&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_female&amp;gt;&lt;br /&gt;
        &amp;lt;elf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_blda_0&amp;quot; cut=&amp;quot;0234&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd4a_0&amp;quot; cut=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/elf_male&amp;gt;                             &lt;br /&gt;
        &amp;lt;elf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_blda_0&amp;quot; cut=&amp;quot;02&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;        &lt;br /&gt;
        &amp;lt;/elf_female&amp;gt;&lt;br /&gt;
    &amp;lt;/hairs&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;beards&amp;gt;&lt;br /&gt;
        &amp;lt;human_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b1a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b2a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b3a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b4a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b5a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b6a_0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_male&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b1a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b2a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b3a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b4a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b5a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b6a_0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_male&amp;gt;      &lt;br /&gt;
    &amp;lt;/beards&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;hair_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_wht&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_bln&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_org&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_red&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_rbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/hair_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;skin_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_001&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_002&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_003&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_004&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_006&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_005&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_007&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/skin_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;eyes_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_ice&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_lbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_tea&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_grn&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_hzl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_amb&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_gry&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/eyes_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;eyes_makeup_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_bl1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_bl2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_bl3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gn1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gn2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gn3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gr1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gr2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gr3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_or1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_or2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_or3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pi1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pi2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pi3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pu1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pu2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pu3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_re1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_re2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_re3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ro1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ro2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ro3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_te1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_te2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_te3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ye1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ye2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ye3&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/eyes_makeup_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;blush_makeup_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_br1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_br2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_br3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_or1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_or2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_or3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pi1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pi2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pi3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pu1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pu2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pu3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_re1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_re2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_re3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ro1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ro2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ro3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ta1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ta2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ta3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_te1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_te2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_te3&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/blush_makeup_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;lip_makeup_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_bk1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_bk2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_bk3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_br1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_br2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_br3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pi1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pi2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pi3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pu1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pu2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pu3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_re1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_re2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_re3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ro1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ro2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ro3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ta1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ta2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ta3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_te1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_te2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_te3&amp;quot;/&amp;gt;                    &lt;br /&gt;
    &amp;lt;/lip_makeup_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;brow_stubble_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_wht&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_bln&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_org&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_red&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_rbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/brow_stubble_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;crew_cut_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_wht&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_bln&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_org&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_red&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_rbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/crew_cut_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;tattoo_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_BLK&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_GRY&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_BRN&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DBR&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_GRN&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DGN&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_BLU&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DBL&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_PUR&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DPU&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_RED&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DRD&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_ORG&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_YEL&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_PNK&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/tattoo_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;tattoos&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_av1_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_av2_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_av3_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_da1_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_da2_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_da3_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_dw1_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_dw2_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_p01_0t&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/tattoos&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;skins&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_fema_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_elfa_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_kida_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_masa_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_dwfa_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_quna_0d&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/skins&amp;gt;&lt;br /&gt;
&amp;lt;/morph_config&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;heads&amp;gt;==&lt;br /&gt;
This section defines all of the head morph presets for each race and gender. Additional custom presets can be appended to the relevant list. The MOP file should be placed in the Override folder.&lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;hairs&amp;gt;==&lt;br /&gt;
This section defines the various hair meshes for each race and gender. As with morph presets, additional custom hair meshes can be appended. The mesh files should be placed in the Override folder. &lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;beards&amp;gt;==&lt;br /&gt;
This section defines the various beard meshes for each race (males only). Additional custom beard meshes can be appended. The mesh files should be placed in the Override folder. &lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;xxx_colors&amp;gt;==&lt;br /&gt;
These sections define the tint files ([[TNT]]) used for hair, skin, eye, makeup and tattoo colours. Additional custom tints can be appended. The [[TNT]] files should be placed in the Override folder. &lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;tattoos&amp;gt;==&lt;br /&gt;
This section appears to define the [[Texture_Formats#Tint_Map|tint maps]] used for facial tattoos. However, the files listed are not those actually used by the character creator. &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Thus, it is not possible to append or replace these with custom files.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; It would appear that tattoos are hardcoded or specified elsewhere and that this section is unused.&lt;br /&gt;
&lt;br /&gt;
At this time the only known method to achieve custom tattoos in the in-game character generator is either through the use of custom head morph presets or by overriding the default [[Texture_Formats#Tint_Map|tint maps]] (by placing a custom [[Texture_Formats#Tint_Map|tint map]] of the appropriate file name in the Override folder). If you wish to override the defaults, the races/origins that the [[Texture_Formats#Tint_Map|tint maps]] are used for are as follows:&lt;br /&gt;
&lt;br /&gt;
uh_pct_dc1_0t.dds - Dwarf Commoner&amp;lt;br&amp;gt;&lt;br /&gt;
uh_pmt_001_0t.dds - Dwarf Commoner&amp;lt;br&amp;gt;&lt;br /&gt;
uh_pct_dn1_0t.dds - Dwarf Noble&amp;lt;br&amp;gt;&lt;br /&gt;
uh_pct_h01_0t.dds - Human, Elf City/Mage&amp;lt;br&amp;gt;&lt;br /&gt;
uh_pct_h02_0t.dds - Human, Elf City/Mage&amp;lt;br&amp;gt;&lt;br /&gt;
uh_tat_ed1_0t.dds - Elf Dalish&amp;lt;br&amp;gt;&lt;br /&gt;
uh_tat_ed2_0t.dds - Elf Dalish&amp;lt;br&amp;gt;&lt;br /&gt;
uh_tat_ed3_0t.dds - Elf Dalish&amp;lt;br&amp;gt;&lt;br /&gt;
uh_tat_ed4_0t.dds - Elf Dalish&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;skins&amp;gt;==&lt;br /&gt;
This section defines the skin [[Texture_Formats#Diffuse_Map|diffuse maps]]. Custom skin textures for each head morph are achieved by blending two skin textures together in amounts adjusted via sliders. Where the specific combinations of these skins for each race and gender are specified is unknown. Possibly it is hardcoded. Because of this, appending additional skin [[Texture_Formats#Diffuse_Map|diffuse maps]] is unlikely to have any effect. They can be overridden however, as described previously for [[Texture_Formats#Tint_Map|tint maps]].&lt;br /&gt;
&lt;br /&gt;
=Mod Conflicts=&lt;br /&gt;
To avoid conflicts, there should only ever be one copy of chargenmorphcfg.xml in the Override folder. The game will ignore additional copies. A number of mods make edits to chargenmorphcfg.xml (e.g. Pineappletree's Vibrant Colors, Bidelle's Makeup Studio, CC Tints and Tones, More Hairstyles, etc.). If you install two or more of these mods you will need to delete extra copies of chargenmorphcfg.xml and edit the remaining copy to include the necessary additions for the other mods. Many mods now make pre-edited copies of chargenmorphcfg.xml available that encompass all the major appearance mods that require this file.&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Chargenmorphcfg.xml&amp;diff=11908</id>
		<title>Chargenmorphcfg.xml</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Chargenmorphcfg.xml&amp;diff=11908"/>
				<updated>2010-02-18T12:56:56Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: /* Section  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chargenmorphcfg.xml is the configuration file for the in-game character creator. It dictates what head [[morph]] presets ([[MOP]]), hairstyles, beards, tattoos, makeup and colour tints (for skin, hair, etc.) are available as selectable options. It is located in &amp;lt;install directory&amp;gt;\packages\core\data\misc.erf&lt;br /&gt;
&lt;br /&gt;
=File Structure=&lt;br /&gt;
&lt;br /&gt;
The contents of the default file are as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
﻿&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;morph_config&amp;gt;&lt;br /&gt;
    &amp;lt;heads&amp;gt;&lt;br /&gt;
        &amp;lt;human_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_male&amp;gt;&lt;br /&gt;
        &amp;lt;human_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_female&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_male&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_female&amp;gt;&lt;br /&gt;
        &amp;lt;elf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/elf_male&amp;gt;&lt;br /&gt;
        &amp;lt;elf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/elf_female&amp;gt;&lt;br /&gt;
    &amp;lt;/heads&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;hairs&amp;gt;&lt;br /&gt;
        &amp;lt;human_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_blda_0&amp;quot; cut=&amp;quot;0234&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd4a_0&amp;quot; cut=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_male&amp;gt;&lt;br /&gt;
        &amp;lt;human_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_blda_0&amp;quot; cut=&amp;quot;02&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_female&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_blda_0&amp;quot; cut=&amp;quot;0234&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd4a_0&amp;quot; cut=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_male&amp;gt;                           1&lt;br /&gt;
        &amp;lt;dwarf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_blda_0&amp;quot; cut=&amp;quot;02&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_female&amp;gt;&lt;br /&gt;
        &amp;lt;elf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_blda_0&amp;quot; cut=&amp;quot;0234&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd4a_0&amp;quot; cut=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/elf_male&amp;gt;                             &lt;br /&gt;
        &amp;lt;elf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_blda_0&amp;quot; cut=&amp;quot;02&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;        &lt;br /&gt;
        &amp;lt;/elf_female&amp;gt;&lt;br /&gt;
    &amp;lt;/hairs&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;beards&amp;gt;&lt;br /&gt;
        &amp;lt;human_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b1a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b2a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b3a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b4a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b5a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b6a_0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_male&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b1a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b2a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b3a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b4a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b5a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b6a_0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_male&amp;gt;      &lt;br /&gt;
    &amp;lt;/beards&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;hair_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_wht&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_bln&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_org&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_red&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_rbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/hair_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;skin_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_001&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_002&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_003&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_004&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_006&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_005&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_007&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/skin_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;eyes_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_ice&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_lbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_tea&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_grn&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_hzl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_amb&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_gry&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/eyes_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;eyes_makeup_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_bl1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_bl2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_bl3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gn1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gn2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gn3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gr1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gr2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gr3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_or1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_or2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_or3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pi1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pi2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pi3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pu1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pu2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pu3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_re1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_re2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_re3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ro1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ro2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ro3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_te1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_te2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_te3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ye1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ye2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ye3&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/eyes_makeup_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;blush_makeup_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_br1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_br2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_br3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_or1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_or2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_or3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pi1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pi2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pi3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pu1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pu2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pu3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_re1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_re2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_re3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ro1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ro2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ro3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ta1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ta2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ta3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_te1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_te2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_te3&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/blush_makeup_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;lip_makeup_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_bk1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_bk2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_bk3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_br1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_br2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_br3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pi1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pi2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pi3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pu1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pu2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pu3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_re1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_re2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_re3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ro1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ro2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ro3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ta1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ta2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ta3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_te1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_te2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_te3&amp;quot;/&amp;gt;                    &lt;br /&gt;
    &amp;lt;/lip_makeup_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;brow_stubble_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_wht&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_bln&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_org&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_red&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_rbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/brow_stubble_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;crew_cut_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_wht&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_bln&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_org&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_red&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_rbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/crew_cut_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;tattoo_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_BLK&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_GRY&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_BRN&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DBR&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_GRN&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DGN&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_BLU&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DBL&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_PUR&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DPU&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_RED&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DRD&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_ORG&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_YEL&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_PNK&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/tattoo_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;tattoos&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_av1_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_av2_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_av3_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_da1_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_da2_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_da3_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_dw1_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_dw2_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_p01_0t&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/tattoos&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;skins&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_fema_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_elfa_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_kida_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_masa_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_dwfa_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_quna_0d&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/skins&amp;gt;&lt;br /&gt;
&amp;lt;/morph_config&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;heads&amp;gt;==&lt;br /&gt;
This section defines all of the head morph presets for each race and gender. Additional custom presets can be appended to the relevant list. The MOP file should be placed in the Override folder.&lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;hairs&amp;gt;==&lt;br /&gt;
This section defines the various hair meshes for each race and gender. As with morph presets, additional custom hair meshes can be appended. The mesh files should be placed in the Override folder. &lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;beards&amp;gt;==&lt;br /&gt;
This section defines the various beard meshes for each race (males only). Additional custom beard meshes can be appended. The mesh files should be placed in the Override folder. &lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;xxx_colors&amp;gt;==&lt;br /&gt;
These sections define the tint files ([[TNT]]) used for hair, skin, eye, makeup and tattoo colours. Additional custom tints can be appended. The [[TNT]] files should be placed in the Override folder. &lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;tattoos&amp;gt;==&lt;br /&gt;
This section appears to define the [[Texture_Formats#Tint_Map|tint maps]] used for facial tattoos. However, the files listed are not those actually used by the character creator. &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Thus, it is not possible to append or replace these with custom files.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; It would appear that tattoos are hardcoded or specified elsewhere and that this section is unused.&lt;br /&gt;
&lt;br /&gt;
At this time the only known method to achieve custom tattoos in the in-game character generator is either through the use of custom head morph presets or by overriding the default [[Texture_Formats#Tint_Map|tint maps]] (by placing a custom [[Texture_Formats#Tint_Map|tint map]] of the appropriate file name in the Override folder). If you wish to override the defaults, the races/origins that the [[Texture_Formats#Tint_Map|tint maps]] are used for are as follows:&lt;br /&gt;
&lt;br /&gt;
uh_pct_dc1_0t.dds - Dwarf Commoner&amp;lt;br&amp;gt;&lt;br /&gt;
uh_pmt_001_0t.dds - Dwarf Commoner&amp;lt;br&amp;gt;&lt;br /&gt;
uh_pct_dn1_0t.dds - Dwarf Noble&amp;lt;br&amp;gt;&lt;br /&gt;
uh_pct_h01_0t.dds - Human, Elf City/Mage&amp;lt;br&amp;gt;&lt;br /&gt;
uh_pct_h02_0t.dds - Human, Elf City/Mage&amp;lt;br&amp;gt;&lt;br /&gt;
uh_tat_ed1_0t.dds - Elf Dalish&amp;lt;br&amp;gt;&lt;br /&gt;
uh_tat_ed2_0t.dds - Elf Dalish&amp;lt;br&amp;gt;&lt;br /&gt;
uh_tat_ed3_0t.dds - Elf Dalish&amp;lt;br&amp;gt;&lt;br /&gt;
uh_tat_ed4_0t.dds - Elf Dalish&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;skins&amp;gt;==&lt;br /&gt;
This section defines the skin [[Texture_Formats#Diffuse_Map|diffuse maps]]. Custom skin textures for each head morph are achieved by blending two skin textures together in amounts adjusted via sliders. Where the specific combinations of these skins for each race and gender are specified is unknown. Possibly it is hardcoded. Because of this, appending additional skin [[Texture_Formats#Diffuse_Map|diffuse maps]] is unlikely to have any effect. They can be overridden however, as described previously for [[Texture_Formats#Tint_Map|tint maps]].&lt;br /&gt;
&lt;br /&gt;
=Mod Conflicts=&lt;br /&gt;
To avoid conflicts, there should only ever be one copy of chargenmorphcfg.xml in the Override folder. The game will ignore additional copies. A number of mods make edits to chargenmorphcfg.xml (e.g. Pineappletree's Vibrant Colors, Bidelle's Makeup Studio, CC Tints and Tones,More Hairstyles, etc.). If you install two or more of these mods you will need to delete extra copies of chargenmorphcfg.xml and edit the remaining copy to include the necessary additions for the other mods. Many mods now make pre-edited copies of chargenmorphcfg.xml available that encompass all the major appearance mods that require this file.&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Chargenmorphcfg.xml&amp;diff=11907</id>
		<title>Chargenmorphcfg.xml</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Chargenmorphcfg.xml&amp;diff=11907"/>
				<updated>2010-02-18T12:52:37Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: /* Section  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chargenmorphcfg.xml is the configuration file for the in-game character creator. It dictates what head [[morph]] presets ([[MOP]]), hairstyles, beards, tattoos, makeup and colour tints (for skin, hair, etc.) are available as selectable options. It is located in &amp;lt;install directory&amp;gt;\packages\core\data\misc.erf&lt;br /&gt;
&lt;br /&gt;
=File Structure=&lt;br /&gt;
&lt;br /&gt;
The contents of the default file are as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
﻿&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;morph_config&amp;gt;&lt;br /&gt;
    &amp;lt;heads&amp;gt;&lt;br /&gt;
        &amp;lt;human_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_male&amp;gt;&lt;br /&gt;
        &amp;lt;human_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_female&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_male&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_female&amp;gt;&lt;br /&gt;
        &amp;lt;elf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/elf_male&amp;gt;&lt;br /&gt;
        &amp;lt;elf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/elf_female&amp;gt;&lt;br /&gt;
    &amp;lt;/heads&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;hairs&amp;gt;&lt;br /&gt;
        &amp;lt;human_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_blda_0&amp;quot; cut=&amp;quot;0234&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd4a_0&amp;quot; cut=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_male&amp;gt;&lt;br /&gt;
        &amp;lt;human_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_blda_0&amp;quot; cut=&amp;quot;02&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_female&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_blda_0&amp;quot; cut=&amp;quot;0234&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd4a_0&amp;quot; cut=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_male&amp;gt;                           1&lt;br /&gt;
        &amp;lt;dwarf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_blda_0&amp;quot; cut=&amp;quot;02&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_female&amp;gt;&lt;br /&gt;
        &amp;lt;elf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_blda_0&amp;quot; cut=&amp;quot;0234&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd4a_0&amp;quot; cut=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/elf_male&amp;gt;                             &lt;br /&gt;
        &amp;lt;elf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_blda_0&amp;quot; cut=&amp;quot;02&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;        &lt;br /&gt;
        &amp;lt;/elf_female&amp;gt;&lt;br /&gt;
    &amp;lt;/hairs&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;beards&amp;gt;&lt;br /&gt;
        &amp;lt;human_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b1a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b2a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b3a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b4a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b5a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b6a_0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_male&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b1a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b2a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b3a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b4a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b5a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b6a_0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_male&amp;gt;      &lt;br /&gt;
    &amp;lt;/beards&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;hair_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_wht&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_bln&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_org&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_red&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_rbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/hair_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;skin_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_001&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_002&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_003&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_004&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_006&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_005&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_007&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/skin_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;eyes_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_ice&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_lbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_tea&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_grn&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_hzl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_amb&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_gry&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/eyes_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;eyes_makeup_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_bl1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_bl2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_bl3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gn1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gn2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gn3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gr1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gr2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gr3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_or1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_or2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_or3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pi1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pi2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pi3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pu1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pu2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pu3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_re1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_re2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_re3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ro1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ro2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ro3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_te1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_te2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_te3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ye1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ye2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ye3&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/eyes_makeup_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;blush_makeup_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_br1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_br2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_br3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_or1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_or2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_or3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pi1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pi2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pi3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pu1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pu2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pu3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_re1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_re2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_re3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ro1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ro2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ro3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ta1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ta2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ta3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_te1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_te2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_te3&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/blush_makeup_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;lip_makeup_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_bk1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_bk2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_bk3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_br1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_br2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_br3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pi1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pi2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pi3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pu1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pu2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pu3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_re1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_re2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_re3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ro1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ro2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ro3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ta1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ta2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ta3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_te1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_te2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_te3&amp;quot;/&amp;gt;                    &lt;br /&gt;
    &amp;lt;/lip_makeup_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;brow_stubble_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_wht&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_bln&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_org&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_red&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_rbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/brow_stubble_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;crew_cut_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_wht&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_bln&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_org&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_red&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_rbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/crew_cut_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;tattoo_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_BLK&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_GRY&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_BRN&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DBR&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_GRN&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DGN&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_BLU&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DBL&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_PUR&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DPU&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_RED&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DRD&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_ORG&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_YEL&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_PNK&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/tattoo_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;tattoos&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_av1_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_av2_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_av3_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_da1_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_da2_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_da3_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_dw1_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_dw2_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_p01_0t&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/tattoos&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;skins&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_fema_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_elfa_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_kida_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_masa_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_dwfa_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_quna_0d&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/skins&amp;gt;&lt;br /&gt;
&amp;lt;/morph_config&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;heads&amp;gt;==&lt;br /&gt;
This section defines all of the head morph presets for each race and gender. Additional custom presets can be appended to the relevant list. The MOP file should be placed in the Override folder.&lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;hairs&amp;gt;==&lt;br /&gt;
This section defines the various hair meshes for each race and gender. As with morph presets, additional custom hair meshes can be appended. The mesh files should be placed in the Override folder. &lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;beards&amp;gt;==&lt;br /&gt;
This section defines the various beard meshes for each race (males only). Additional custom beard meshes can be appended. The mesh files should be placed in the Override folder. &lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;xxx_colors&amp;gt;==&lt;br /&gt;
These sections define the tint files ([[TNT]]) used for hair, skin, eye, makeup and tattoo colours. Additional custom tints can be appended. The [[TNT]] files should be placed in the Override folder. &lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;tattoos&amp;gt;==&lt;br /&gt;
This section defines the [[Texture_Formats#Tint_Map|tint maps]] used for facial tattoos. &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;It is not possible to append or replace these with custom files.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
At this time the only known method to achieve custom tattoos in the in-game character generator is either through the use of custom head morph presets or by overriding the default [[Texture_Formats#Tint_Map|tint maps]] (by placing a custom [[Texture_Formats#Tint_Map|tint map]] of the appropriate file name in the Override folder). If you wish to override the defaults, the races/origins that the [[Texture_Formats#Tint_Map|tint maps]] are used for are as follows:&lt;br /&gt;
&lt;br /&gt;
uh_pct_dc1_0t.dds - Dwarf Commoner&amp;lt;br&amp;gt;&lt;br /&gt;
uh_pmt_001_0t.dds - Dwarf Commoner&amp;lt;br&amp;gt;&lt;br /&gt;
uh_pct_dn1_0t.dds - Dwarf Noble&amp;lt;br&amp;gt;&lt;br /&gt;
uh_pct_h01_0t.dds - Human, Elf City/Mage&amp;lt;br&amp;gt;&lt;br /&gt;
uh_pct_h02_0t.dds - Human, Elf City/Mage&amp;lt;br&amp;gt;&lt;br /&gt;
uh_tat_ed1_0t.dds - Elf Dalish&amp;lt;br&amp;gt;&lt;br /&gt;
uh_tat_ed2_0t.dds - Elf Dalish&amp;lt;br&amp;gt;&lt;br /&gt;
uh_tat_ed3_0t.dds - Elf Dalish&amp;lt;br&amp;gt;&lt;br /&gt;
uh_tat_ed4_0t.dds - Elf Dalish&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;skins&amp;gt;==&lt;br /&gt;
This section defines the skin [[Texture_Formats#Diffuse_Map|diffuse maps]]. Custom skin textures for each head morph are achieved by blending two skin textures together in amounts adjusted via sliders. Where the specific combinations of these skins for each race and gender are specified is unknown. Possibly it is hardcoded. Because of this, appending additional skin [[Texture_Formats#Diffuse_Map|diffuse maps]] is unlikely to have any effect. They can be overridden however, as described previously for [[Texture_Formats#Tint_Map|tint maps]].&lt;br /&gt;
&lt;br /&gt;
=Mod Conflicts=&lt;br /&gt;
To avoid conflicts, there should only ever be one copy of chargenmorphcfg.xml in the Override folder. The game will ignore additional copies. A number of mods make edits to chargenmorphcfg.xml (e.g. Pineappletree's Vibrant Colors, Bidelle's Makeup Studio, CC Tints and Tones,More Hairstyles, etc.). If you install two or more of these mods you will need to delete extra copies of chargenmorphcfg.xml and edit the remaining copy to include the necessary additions for the other mods. Many mods now make pre-edited copies of chargenmorphcfg.xml available that encompass all the major appearance mods that require this file.&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Chargenmorphcfg.xml&amp;diff=11906</id>
		<title>Chargenmorphcfg.xml</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Chargenmorphcfg.xml&amp;diff=11906"/>
				<updated>2010-02-18T12:51:16Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: Created page with 'Chargenmorphcfg.xml is the configuration file for the in-game character creator. It dictates what head morph presets (MOP), hairstyles, beards, tattoos, makeup and colour...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chargenmorphcfg.xml is the configuration file for the in-game character creator. It dictates what head [[morph]] presets ([[MOP]]), hairstyles, beards, tattoos, makeup and colour tints (for skin, hair, etc.) are available as selectable options. It is located in &amp;lt;install directory&amp;gt;\packages\core\data\misc.erf&lt;br /&gt;
&lt;br /&gt;
=File Structure=&lt;br /&gt;
&lt;br /&gt;
The contents of the default file are as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
﻿&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;morph_config&amp;gt;&lt;br /&gt;
    &amp;lt;heads&amp;gt;&lt;br /&gt;
        &amp;lt;human_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_male&amp;gt;&lt;br /&gt;
        &amp;lt;human_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_female&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_male&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_female&amp;gt;&lt;br /&gt;
        &amp;lt;elf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/elf_male&amp;gt;&lt;br /&gt;
        &amp;lt;elf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/elf_female&amp;gt;&lt;br /&gt;
    &amp;lt;/heads&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;hairs&amp;gt;&lt;br /&gt;
        &amp;lt;human_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_blda_0&amp;quot; cut=&amp;quot;0234&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd4a_0&amp;quot; cut=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_male&amp;gt;&lt;br /&gt;
        &amp;lt;human_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_blda_0&amp;quot; cut=&amp;quot;02&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_female&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_blda_0&amp;quot; cut=&amp;quot;0234&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd4a_0&amp;quot; cut=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_male&amp;gt;                           1&lt;br /&gt;
        &amp;lt;dwarf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_blda_0&amp;quot; cut=&amp;quot;02&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_female&amp;gt;&lt;br /&gt;
        &amp;lt;elf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_blda_0&amp;quot; cut=&amp;quot;0234&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd4a_0&amp;quot; cut=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/elf_male&amp;gt;                             &lt;br /&gt;
        &amp;lt;elf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_blda_0&amp;quot; cut=&amp;quot;02&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;        &lt;br /&gt;
        &amp;lt;/elf_female&amp;gt;&lt;br /&gt;
    &amp;lt;/hairs&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;beards&amp;gt;&lt;br /&gt;
        &amp;lt;human_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b1a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b2a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b3a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b4a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b5a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b6a_0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_male&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b1a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b2a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b3a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b4a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b5a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b6a_0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_male&amp;gt;      &lt;br /&gt;
    &amp;lt;/beards&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;hair_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_wht&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_bln&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_org&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_red&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_rbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/hair_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;skin_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_001&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_002&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_003&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_004&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_006&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_005&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_007&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/skin_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;eyes_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_ice&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_lbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_tea&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_grn&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_hzl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_amb&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_gry&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/eyes_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;eyes_makeup_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_bl1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_bl2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_bl3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gn1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gn2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gn3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gr1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gr2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gr3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_or1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_or2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_or3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pi1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pi2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pi3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pu1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pu2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pu3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_re1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_re2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_re3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ro1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ro2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ro3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_te1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_te2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_te3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ye1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ye2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ye3&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/eyes_makeup_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;blush_makeup_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_br1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_br2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_br3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_or1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_or2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_or3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pi1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pi2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pi3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pu1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pu2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pu3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_re1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_re2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_re3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ro1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ro2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ro3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ta1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ta2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ta3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_te1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_te2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_te3&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/blush_makeup_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;lip_makeup_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_bk1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_bk2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_bk3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_br1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_br2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_br3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pi1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pi2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pi3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pu1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pu2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pu3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_re1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_re2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_re3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ro1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ro2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ro3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ta1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ta2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ta3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_te1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_te2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_te3&amp;quot;/&amp;gt;                    &lt;br /&gt;
    &amp;lt;/lip_makeup_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;brow_stubble_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_wht&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_bln&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_org&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_red&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_rbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/brow_stubble_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;crew_cut_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_wht&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_bln&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_org&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_red&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_rbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/crew_cut_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;tattoo_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_BLK&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_GRY&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_BRN&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DBR&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_GRN&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DGN&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_BLU&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DBL&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_PUR&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DPU&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_RED&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DRD&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_ORG&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_YEL&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_PNK&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/tattoo_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;tattoos&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_av1_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_av2_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_av3_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_da1_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_da2_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_da3_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_dw1_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_dw2_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_p01_0t&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/tattoos&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;skins&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_fema_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_elfa_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_kida_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_masa_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_dwfa_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_quna_0d&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/skins&amp;gt;&lt;br /&gt;
&amp;lt;/morph_config&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;heads&amp;gt;==&lt;br /&gt;
This section defines all of the head morph presets for each race and gender. Additional custom presets can be appended to the relevant list. The MOP file should be placed in the Override folder.&lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;hairs&amp;gt;==&lt;br /&gt;
This section defines the various hair meshes for each race and gender. As with morph presets, additional custom hair meshes can be appended. The mesh files should be placed in the Override folder. &lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;beards&amp;gt;==&lt;br /&gt;
This section defines the various beard meshes for each race (males only). Additional custom beard meshes can be appended. The mesh files should be placed in the Override folder. &lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;xxx_colors&amp;gt;==&lt;br /&gt;
These sections define the tint files ([[TNT]]) used for hair, skin, eye, makeup and tattoo colours. Additional custom tints can be appended. The [[TNT]] files should be placed in the Override folder. &lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;tattoos&amp;gt;==&lt;br /&gt;
This section defines the [[Texture_Formats#Tint_Map|tint maps]] used for facial tattoos. &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;It is not possible to append or replace these with custom files.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
At this time the only known method to achieve custom tattoos in the in-game character generator is either through the use of custom head morph presets or by overriding the default [[Texture_Formats#Tint_Map|tint maps]] (by placing a custom [[Texture_Formats#Tint_Map|tint map]] of the appropriate file name in the Override folder). If you wish to override the defaults, the races/origins that the [[Texture_Formats#Tint_Map|tint maps]] are used for are as follows:&lt;br /&gt;
&lt;br /&gt;
uh_pct_dc1_0t.dds - Dwarf Commoner&lt;br /&gt;
uh_pmt_001_0t.dds - Dwarf Commoner&lt;br /&gt;
uh_pct_dn1_0t.dds - Dwarf Noble&lt;br /&gt;
uh_pct_h01_0t.dds - Human, Elf City/Mage&lt;br /&gt;
uh_pct_h02_0t.dds - Human, Elf City/Mage&lt;br /&gt;
uh_tat_ed1_0t.dds - Elf Dalish&lt;br /&gt;
uh_tat_ed2_0t.dds - Elf Dalish&lt;br /&gt;
uh_tat_ed3_0t.dds - Elf Dalish&lt;br /&gt;
uh_tat_ed4_0t.dds - Elf Dalish&lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;skins&amp;gt;==&lt;br /&gt;
This section defines the skin [[Texture_Formats#Diffuse_Map|diffuse maps]]. Custom skin textures for each head morph are achieved by blending two skin textures together in amounts adjusted via sliders. Where the specific combinations of these skins for each race and gender are specified is unknown. Possibly it is hardcoded. Because of this, appending additional skin [[Texture_Formats#Diffuse_Map|diffuse maps]] is unlikely to have any effect. They can be overridden however, as described previously for [[Texture_Formats#Tint_Map|tint maps]].&lt;br /&gt;
&lt;br /&gt;
=Mod Conflicts=&lt;br /&gt;
To avoid conflicts, there should only ever be one copy of chargenmorphcfg.xml in the Override folder. The game will ignore additional copies. A number of mods make edits to chargenmorphcfg.xml (e.g. Pineappletree's Vibrant Colors, Bidelle's Makeup Studio, CC Tints and Tones,More Hairstyles, etc.). If you install two or more of these mods you will need to delete extra copies of chargenmorphcfg.xml and edit the remaining copy to include the necessary additions for the other mods. Many mods now make pre-edited copies of chargenmorphcfg.xml available that encompass all the major appearance mods that require this file.&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Overriding_and_creating_tints_tutorial&amp;diff=9862</id>
		<title>Overriding and creating tints tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Overriding_and_creating_tints_tutorial&amp;diff=9862"/>
				<updated>2010-01-17T10:19:22Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &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;
= 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 [[Tutorial:_Creating_recolors_of_existing_items|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;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Overriding_and_creating_tints_tutorial&amp;diff=9861</id>
		<title>Overriding and creating tints tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Overriding_and_creating_tints_tutorial&amp;diff=9861"/>
				<updated>2010-01-17T10:15:21Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: /* Advanced Tinting 101: Overriding with Custom Tints */&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;
= 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 [[Tutorial:_Creating_recolors_of_existing_items|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;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Tutorials&amp;diff=9860</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Tutorials&amp;diff=9860"/>
				<updated>2010-01-17T10:12:13Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: /* Custom content tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
{{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;
*[[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;
&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;
&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;
*[[Tutorial: Idiots guide to make special objects]]&lt;br /&gt;
*[[Tutorial: idiots guide to adding custom items to singleplayer]]&lt;br /&gt;
*[[Tutorial: Adding a Custom Model to Toolset]]&lt;br /&gt;
*[[Tutorial: Creating a custom placeable from a model]]&lt;br /&gt;
*[[Tutorial: Reskinning an Item]]&lt;br /&gt;
*[[Tutorial: Creating recolors of existing items]]&lt;br /&gt;
*[[Tutorial: Understanding Tints: Overriding Defaults &amp;amp; Creating New Ones]]&lt;br /&gt;
*[[Adding a New Spell Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Character generation tutorials ==&lt;br /&gt;
*[[Backgrounds tutorial]]&lt;br /&gt;
*[[Add A New Class Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Other Tutorials ==&lt;br /&gt;
*[[ToolSet: Area Layouts]]&lt;br /&gt;
*[[Adding a Location to the Single Player Campaign Tutorial]]&lt;br /&gt;
*[[Follower tutorial]] (Simple and advanced, requires scripting knowledge)&lt;br /&gt;
&lt;br /&gt;
== External Tutorials ==&lt;br /&gt;
*[http://lerlek.se/Video+Tutorials Lerlek Dragon Age Origins Toolset Video Tutorials Collection] has collected many in-depth video 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;
[[Category:Tutorials| ]]&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Overriding_and_creating_tints_tutorial&amp;diff=9858</id>
		<title>Overriding and creating tints tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Overriding_and_creating_tints_tutorial&amp;diff=9858"/>
				<updated>2010-01-17T10:11:18Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: moved Understanding Tints: Overriding Defaults &amp;amp; Creating New Ones to Tutorial: Understanding Tints: Overriding Defaults &amp;amp; Creating New Ones&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;
= 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;
&lt;br /&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 [[Tutorial:_Creating_recolors_of_existing_items|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;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Overriding_and_creating_tints_tutorial&amp;diff=9857</id>
		<title>Overriding and creating tints tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Overriding_and_creating_tints_tutorial&amp;diff=9857"/>
				<updated>2010-01-17T10:10:50Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: Created page with 'The 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 d...'&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;
= 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;
&lt;br /&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 [[Tutorial:_Creating_recolors_of_existing_items|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;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:ArmTnt_Dragonbone_Tint_Game.jpg&amp;diff=9856</id>
		<title>File:ArmTnt Dragonbone Tint Game.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:ArmTnt_Dragonbone_Tint_Game.jpg&amp;diff=9856"/>
				<updated>2010-01-17T10:07:56Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:ArmTnt_Tint_Col_Dragonbone.jpg&amp;diff=9855</id>
		<title>File:ArmTnt Tint Col Dragonbone.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:ArmTnt_Tint_Col_Dragonbone.jpg&amp;diff=9855"/>
				<updated>2010-01-17T10:04:26Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:ArmTnt_TNT_GFF_Editor.jpg&amp;diff=9854</id>
		<title>File:ArmTnt TNT GFF Editor.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:ArmTnt_TNT_GFF_Editor.jpg&amp;diff=9854"/>
				<updated>2010-01-17T09:56:08Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:ArmTnt_Med_Arm_Tint_Example_02.jpg&amp;diff=9853</id>
		<title>File:ArmTnt Med Arm Tint Example 02.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:ArmTnt_Med_Arm_Tint_Example_02.jpg&amp;diff=9853"/>
				<updated>2010-01-17T09:42:59Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:ArmTnt_Med_Arm_Tint_Example_01.jpg&amp;diff=9852</id>
		<title>File:ArmTnt Med Arm Tint Example 01.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:ArmTnt_Med_Arm_Tint_Example_01.jpg&amp;diff=9852"/>
				<updated>2010-01-17T09:40:29Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:ArmTnt_Tnt_Stl_Sil.jpg&amp;diff=9851</id>
		<title>File:ArmTnt Tnt Stl Sil.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:ArmTnt_Tnt_Stl_Sil.jpg&amp;diff=9851"/>
				<updated>2010-01-17T08:44:23Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:ArmTnt_Arm_Tint_Edit.jpg&amp;diff=9850</id>
		<title>File:ArmTnt Arm Tint Edit.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:ArmTnt_Arm_Tint_Edit.jpg&amp;diff=9850"/>
				<updated>2010-01-17T08:14:37Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:ArmTnt_2DA_Armour.jpg&amp;diff=9849</id>
		<title>File:ArmTnt 2DA Armour.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:ArmTnt_2DA_Armour.jpg&amp;diff=9849"/>
				<updated>2010-01-17T07:38:49Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: uploaded a new version of &amp;quot;File:ArmTnt 2DA Armour.jpg&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:ArmTnt_2DA_Weapon.jpg&amp;diff=9848</id>
		<title>File:ArmTnt 2DA Weapon.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:ArmTnt_2DA_Weapon.jpg&amp;diff=9848"/>
				<updated>2010-01-17T07:38:13Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: uploaded a new version of &amp;quot;File:ArmTnt 2DA Weapon.jpg&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:ArmTnt_2DA_Shield.jpg&amp;diff=9847</id>
		<title>File:ArmTnt 2DA Shield.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:ArmTnt_2DA_Shield.jpg&amp;diff=9847"/>
				<updated>2010-01-17T07:37:29Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: uploaded a new version of &amp;quot;File:ArmTnt 2DA Shield.jpg&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:ArmTnt_2DA_Shield.jpg&amp;diff=9846</id>
		<title>File:ArmTnt 2DA Shield.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:ArmTnt_2DA_Shield.jpg&amp;diff=9846"/>
				<updated>2010-01-17T07:35:44Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:ArmTnt_2DA_Weapon.jpg&amp;diff=9845</id>
		<title>File:ArmTnt 2DA Weapon.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:ArmTnt_2DA_Weapon.jpg&amp;diff=9845"/>
				<updated>2010-01-17T07:35:26Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:ArmTnt_2DA_Armour.jpg&amp;diff=9844</id>
		<title>File:ArmTnt 2DA Armour.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:ArmTnt_2DA_Armour.jpg&amp;diff=9844"/>
				<updated>2010-01-17T07:33:20Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Texture_Formats&amp;diff=9825</id>
		<title>Texture Formats</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Texture_Formats&amp;diff=9825"/>
				<updated>2010-01-16T13:38:43Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: /* Diffuse Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Textures in DAO are stored in the [[DDS]] format. Native support of this file type can be added to a graphics package such as Adobe Photoshop or GIMP via the use of plugins. Alternatively, a DDS can be converted into a more universal format such as TGA or JPG using 3rd party tools.&lt;br /&gt;
&lt;br /&gt;
== Texture Types ==&lt;br /&gt;
&lt;br /&gt;
Dragon Age uses a number of different texture types. While all are in the [[DDS]] format, they have different purposes. The filename scheme differentiates these types with a suffix. Typically, a texture set for a particular model consists of 4 different types. These are as follows, using the deer model as an example:&lt;br /&gt;
&lt;br /&gt;
c_deera_0d.dds - Diffuse map (''d'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0n.dds - Normal map (''n'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0s.dds - Specular map (''s'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0t.dds - Tint map (''t'' suffix)&lt;br /&gt;
&lt;br /&gt;
Additional texture types are used on some models. The most common type is a height map used on static objects like floors and walls, designated with the ''h'' suffix.&lt;br /&gt;
&lt;br /&gt;
=== Diffuse Map ===&lt;br /&gt;
&lt;br /&gt;
This texture holds the base colour information for the model. Diffuse maps are commonly referred to as &amp;quot;skins&amp;quot; in other games. Diffuse maps can be enhanced through the use of the [[Material Tint System|tint system]], which overlays a series of colours (defined by the [[TNT]] file) on the diffuse map in a pattern defined by the associated tint map.&lt;br /&gt;
&lt;br /&gt;
RGB channels - These hold the colour information, as with any standard image.&lt;br /&gt;
&lt;br /&gt;
Alpha channel - The alpha channel is multi-purpose. Typically it holds transparency information (black is 100% transparency, white is 100% opacity, shades of grey denote values in between), however in some cases, such as face textures, it holds the specular map instead. In these instances there is no separate specular map. &lt;br /&gt;
&lt;br /&gt;
Special cases: Some diffuse maps, notably for hair, do not follow the standard arrangement and are instead what is known as a &amp;quot;packed texture&amp;quot;. In these instances, the image is essentially a container for 4 separate greyscale texture maps, one in each channel. These are used in conjunction with the [[Material Tint System|tint system]] when full colour diffuse maps are not necessary. For example, the hair diffuse map is a packed texture that appears to have the normal map in the red channel, the specular map in the green channel, the alpha map in the blue channel, and the diffuse map in the alpha channel.&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
[[image:TexFor_Deer_Dif_Map.jpg|thumb|none|Deer diffuse map]]&lt;br /&gt;
&lt;br /&gt;
=== Normal Map ===&lt;br /&gt;
&lt;br /&gt;
Normal maps are an enhanced version of bump maps, and are used to fake the appearance of additional geometry on a low polygon mesh. They work by providing information on how light would be reflected from a polygon's surface normal (hence the name normal map) as if it were part of a more detailed model. This provides the optical illusion of extra height and depth to otherwise flat geometry. It is typically used to provide roughness to surfaces like rock, or intricate detail like raised filigree patterns on armour and weapons. It is a way of providing highly detailed models without the use of a large number of polygons.&lt;br /&gt;
&lt;br /&gt;
Normal maps used by Dragon Age differ from the typical tangent-space normal maps used in other games. A tangent-space normal map holds X information in the red channel, Y information in the green channel, and Z information in the blue channel. DA normal maps are RGBA with only X and Y information. Z information is interpolated on the fly. &lt;br /&gt;
&lt;br /&gt;
R = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
G = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
B = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
Alpha = X (same as R channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
[[image:TexFor_Deer_Nml_Map_DA.jpg|thumb|left|Deer normal map in DA format]]  [[image:TexFor_Deer_Nml_Map_Reg.jpg|thumb|none|Deer normal map converted to typical RGB format]]&lt;br /&gt;
&lt;br /&gt;
=== Specular Map ===&lt;br /&gt;
&lt;br /&gt;
Specular maps hold information on how an object reflects light. It is sometimes also referred to as a gloss map. Lighting is games does not reflect the true behaviour of light in the real world, thus specular highlights are used to give the illusion of light reflecting off a surface. In simplest terms, it denotes the size and intensity of bright spots on an object, places where light would reflect back in the real world. Objects that should appear very shiny, like polished metal, have high sharp specular highlights, objects that should appear fairly dull, like cloth, have low flat specular highlights.&lt;br /&gt;
&lt;br /&gt;
Specular maps function in a manner not dissimilar to alpha masks, in that the closer to white an area it is, the brighter the highlight. They appear to function as a container file, holding 4 greyscale specular maps, one in each channel.&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
[[image:TexFor_Deer_Spec_Map_4ch.jpg|thumb|none|Deer specular map]]&lt;br /&gt;
&lt;br /&gt;
=== Tint Map ===&lt;br /&gt;
&lt;br /&gt;
Tint maps are another container texture, holding a series of greyscale images. Each channel is actually an alpha mask. They denote areas of the associated diffuse texture that will be affected by the corresponding tint colour defined in the [[TNT]] file. &lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
[[image:TexFor_Deer_Tint_Map.jpg|thumb|none|RGB channels for deer tint map]]&lt;br /&gt;
&lt;br /&gt;
== Material Object ==&lt;br /&gt;
&lt;br /&gt;
A texture set for a model is defined in the model's material object or [[MAO]]. See the [[MAO]] page for more info.&lt;br /&gt;
&lt;br /&gt;
== Level of Detail ==&lt;br /&gt;
&lt;br /&gt;
Most complex models (such as NPCs and creatures) have a scaling level of detail (LOD). As a player moves further away from an object, the LOD is progressively scaled down to reduce system overhead. Both the geometry and textures of a model may have LOD variants. DA uses three LOD levels, denoted by the suffix. The three levels are 0 (highest), 2 and 3 (lowest). For LOD0, the suffix is simply _0''x'' (where ''x'' denotes texture type). For LOD2, the suffix is _0''x''l2 and for LOD3, it is _0''x''l3. For example, c_deera_0d.dds is a diffuse texture at the highest LOD, c_deera_0dl2.dds and c_deera_0dl3.dds are the LOD2 and LOD3 diffuse textures, respectively. Each LOD texture level is generally 25% the size of the preceding level. For instance, for a LOD0 texture that is 1024x1024, the LOD2 texture will be 512x512 and the LOD3 texture will be 256x256. As well as diffuse maps, LOD is also used for specular and tint maps. Normal maps have no scaling LOD, as they are only used for LOD0.&lt;br /&gt;
&lt;br /&gt;
[[image:TexFor_Deer_LOD.jpg|thumb|none|Scaling LOD for deer diffuse map]]&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
[[Tutorial: Reskinning an Item]]&lt;br /&gt;
&lt;br /&gt;
[[Material editor|Material Editor]]&lt;br /&gt;
&lt;br /&gt;
[[Material Tint System]]&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
&lt;br /&gt;
nVidia DDS Plugin for Adobe Photoshop (32bit only)&lt;br /&gt;
http://developer.nvidia.com/object/photoshop_dds_plugins.html&lt;br /&gt;
&lt;br /&gt;
DDS Plugin for GIMP&lt;br /&gt;
http://nifelheim.dyndns.org/~cocidius/dds/&lt;br /&gt;
&lt;br /&gt;
DDS Converter v2.1 (DDS conversion tool)&lt;br /&gt;
http://eliteforce2.filefront.com/file/DDS_Converter;29412&lt;br /&gt;
&lt;br /&gt;
nVidia DDS Utilities (includes DDS conversion tool)&lt;br /&gt;
http://developer.nvidia.com/object/dds_utilities_legacy.html&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Texture_Formats&amp;diff=9824</id>
		<title>Texture Formats</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Texture_Formats&amp;diff=9824"/>
				<updated>2010-01-16T13:38:27Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: /* Diffuse Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Textures in DAO are stored in the [[DDS]] format. Native support of this file type can be added to a graphics package such as Adobe Photoshop or GIMP via the use of plugins. Alternatively, a DDS can be converted into a more universal format such as TGA or JPG using 3rd party tools.&lt;br /&gt;
&lt;br /&gt;
== Texture Types ==&lt;br /&gt;
&lt;br /&gt;
Dragon Age uses a number of different texture types. While all are in the [[DDS]] format, they have different purposes. The filename scheme differentiates these types with a suffix. Typically, a texture set for a particular model consists of 4 different types. These are as follows, using the deer model as an example:&lt;br /&gt;
&lt;br /&gt;
c_deera_0d.dds - Diffuse map (''d'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0n.dds - Normal map (''n'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0s.dds - Specular map (''s'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0t.dds - Tint map (''t'' suffix)&lt;br /&gt;
&lt;br /&gt;
Additional texture types are used on some models. The most common type is a height map used on static objects like floors and walls, designated with the ''h'' suffix.&lt;br /&gt;
&lt;br /&gt;
=== Diffuse Map ===&lt;br /&gt;
&lt;br /&gt;
This texture holds the base colour information for the model. Diffuse maps are commonly referred to as &amp;quot;skins&amp;quot; in other games. Diffuse maps can be enhanced through the use of the [[Material Tint System|tint system], which overlays a series of colours (defined by the [[TNT]] file) on the diffuse map in a pattern defined by the associated tint map.&lt;br /&gt;
&lt;br /&gt;
RGB channels - These hold the colour information, as with any standard image.&lt;br /&gt;
&lt;br /&gt;
Alpha channel - The alpha channel is multi-purpose. Typically it holds transparency information (black is 100% transparency, white is 100% opacity, shades of grey denote values in between), however in some cases, such as face textures, it holds the specular map instead. In these instances there is no separate specular map. &lt;br /&gt;
&lt;br /&gt;
Special cases: Some diffuse maps, notably for hair, do not follow the standard arrangement and are instead what is known as a &amp;quot;packed texture&amp;quot;. In these instances, the image is essentially a container for 4 separate greyscale texture maps, one in each channel. These are used in conjunction with the [[Material Tint System|tint system]] when full colour diffuse maps are not necessary. For example, the hair diffuse map is a packed texture that appears to have the normal map in the red channel, the specular map in the green channel, the alpha map in the blue channel, and the diffuse map in the alpha channel.&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
[[image:TexFor_Deer_Dif_Map.jpg|thumb|none|Deer diffuse map]]&lt;br /&gt;
&lt;br /&gt;
=== Normal Map ===&lt;br /&gt;
&lt;br /&gt;
Normal maps are an enhanced version of bump maps, and are used to fake the appearance of additional geometry on a low polygon mesh. They work by providing information on how light would be reflected from a polygon's surface normal (hence the name normal map) as if it were part of a more detailed model. This provides the optical illusion of extra height and depth to otherwise flat geometry. It is typically used to provide roughness to surfaces like rock, or intricate detail like raised filigree patterns on armour and weapons. It is a way of providing highly detailed models without the use of a large number of polygons.&lt;br /&gt;
&lt;br /&gt;
Normal maps used by Dragon Age differ from the typical tangent-space normal maps used in other games. A tangent-space normal map holds X information in the red channel, Y information in the green channel, and Z information in the blue channel. DA normal maps are RGBA with only X and Y information. Z information is interpolated on the fly. &lt;br /&gt;
&lt;br /&gt;
R = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
G = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
B = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
Alpha = X (same as R channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
[[image:TexFor_Deer_Nml_Map_DA.jpg|thumb|left|Deer normal map in DA format]]  [[image:TexFor_Deer_Nml_Map_Reg.jpg|thumb|none|Deer normal map converted to typical RGB format]]&lt;br /&gt;
&lt;br /&gt;
=== Specular Map ===&lt;br /&gt;
&lt;br /&gt;
Specular maps hold information on how an object reflects light. It is sometimes also referred to as a gloss map. Lighting is games does not reflect the true behaviour of light in the real world, thus specular highlights are used to give the illusion of light reflecting off a surface. In simplest terms, it denotes the size and intensity of bright spots on an object, places where light would reflect back in the real world. Objects that should appear very shiny, like polished metal, have high sharp specular highlights, objects that should appear fairly dull, like cloth, have low flat specular highlights.&lt;br /&gt;
&lt;br /&gt;
Specular maps function in a manner not dissimilar to alpha masks, in that the closer to white an area it is, the brighter the highlight. They appear to function as a container file, holding 4 greyscale specular maps, one in each channel.&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
[[image:TexFor_Deer_Spec_Map_4ch.jpg|thumb|none|Deer specular map]]&lt;br /&gt;
&lt;br /&gt;
=== Tint Map ===&lt;br /&gt;
&lt;br /&gt;
Tint maps are another container texture, holding a series of greyscale images. Each channel is actually an alpha mask. They denote areas of the associated diffuse texture that will be affected by the corresponding tint colour defined in the [[TNT]] file. &lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
[[image:TexFor_Deer_Tint_Map.jpg|thumb|none|RGB channels for deer tint map]]&lt;br /&gt;
&lt;br /&gt;
== Material Object ==&lt;br /&gt;
&lt;br /&gt;
A texture set for a model is defined in the model's material object or [[MAO]]. See the [[MAO]] page for more info.&lt;br /&gt;
&lt;br /&gt;
== Level of Detail ==&lt;br /&gt;
&lt;br /&gt;
Most complex models (such as NPCs and creatures) have a scaling level of detail (LOD). As a player moves further away from an object, the LOD is progressively scaled down to reduce system overhead. Both the geometry and textures of a model may have LOD variants. DA uses three LOD levels, denoted by the suffix. The three levels are 0 (highest), 2 and 3 (lowest). For LOD0, the suffix is simply _0''x'' (where ''x'' denotes texture type). For LOD2, the suffix is _0''x''l2 and for LOD3, it is _0''x''l3. For example, c_deera_0d.dds is a diffuse texture at the highest LOD, c_deera_0dl2.dds and c_deera_0dl3.dds are the LOD2 and LOD3 diffuse textures, respectively. Each LOD texture level is generally 25% the size of the preceding level. For instance, for a LOD0 texture that is 1024x1024, the LOD2 texture will be 512x512 and the LOD3 texture will be 256x256. As well as diffuse maps, LOD is also used for specular and tint maps. Normal maps have no scaling LOD, as they are only used for LOD0.&lt;br /&gt;
&lt;br /&gt;
[[image:TexFor_Deer_LOD.jpg|thumb|none|Scaling LOD for deer diffuse map]]&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
[[Tutorial: Reskinning an Item]]&lt;br /&gt;
&lt;br /&gt;
[[Material editor|Material Editor]]&lt;br /&gt;
&lt;br /&gt;
[[Material Tint System]]&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
&lt;br /&gt;
nVidia DDS Plugin for Adobe Photoshop (32bit only)&lt;br /&gt;
http://developer.nvidia.com/object/photoshop_dds_plugins.html&lt;br /&gt;
&lt;br /&gt;
DDS Plugin for GIMP&lt;br /&gt;
http://nifelheim.dyndns.org/~cocidius/dds/&lt;br /&gt;
&lt;br /&gt;
DDS Converter v2.1 (DDS conversion tool)&lt;br /&gt;
http://eliteforce2.filefront.com/file/DDS_Converter;29412&lt;br /&gt;
&lt;br /&gt;
nVidia DDS Utilities (includes DDS conversion tool)&lt;br /&gt;
http://developer.nvidia.com/object/dds_utilities_legacy.html&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Texture_Formats&amp;diff=9823</id>
		<title>Texture Formats</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Texture_Formats&amp;diff=9823"/>
				<updated>2010-01-16T13:36:41Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Textures in DAO are stored in the [[DDS]] format. Native support of this file type can be added to a graphics package such as Adobe Photoshop or GIMP via the use of plugins. Alternatively, a DDS can be converted into a more universal format such as TGA or JPG using 3rd party tools.&lt;br /&gt;
&lt;br /&gt;
== Texture Types ==&lt;br /&gt;
&lt;br /&gt;
Dragon Age uses a number of different texture types. While all are in the [[DDS]] format, they have different purposes. The filename scheme differentiates these types with a suffix. Typically, a texture set for a particular model consists of 4 different types. These are as follows, using the deer model as an example:&lt;br /&gt;
&lt;br /&gt;
c_deera_0d.dds - Diffuse map (''d'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0n.dds - Normal map (''n'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0s.dds - Specular map (''s'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0t.dds - Tint map (''t'' suffix)&lt;br /&gt;
&lt;br /&gt;
Additional texture types are used on some models. The most common type is a height map used on static objects like floors and walls, designated with the ''h'' suffix.&lt;br /&gt;
&lt;br /&gt;
=== Diffuse Map ===&lt;br /&gt;
&lt;br /&gt;
This texture holds the base colour information for the model. Diffuse maps are commonly referred to as &amp;quot;skins&amp;quot; in other games. Diffuse maps can be enhanced through the use of the tint system, which overlays a series of colours (defined by the [[TNT]] file) on the diffuse map in a pattern defined by the associated tint map.&lt;br /&gt;
&lt;br /&gt;
RGB channels - These hold the colour information, as with any standard image.&lt;br /&gt;
&lt;br /&gt;
Alpha channel - The alpha channel is multi-purpose. Typically it holds transparency information (black is 100% transparency, white is 100% opacity, shades of grey denote values in between), however in some cases, such as face textures, it holds the specular map instead. In these instances there is no separate specular map. &lt;br /&gt;
&lt;br /&gt;
Special cases: Some diffuse maps, notably for hair, do not follow the standard arrangement and are instead what is known as a &amp;quot;packed texture&amp;quot;. In these instances, the image is essentially a container for 4 separate greyscale texture maps, one in each channel. These are used in conjunction with the [[Material Tint System|tint system]] when full colour diffuse maps are not necessary. For example, the hair diffuse map is a packed texture that appears to have the normal map in the red channel, the specular map in the green channel, the alpha map in the blue channel, and the diffuse map in the alpha channel.&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
[[image:TexFor_Deer_Dif_Map.jpg|thumb|none|Deer diffuse map]]&lt;br /&gt;
&lt;br /&gt;
=== Normal Map ===&lt;br /&gt;
&lt;br /&gt;
Normal maps are an enhanced version of bump maps, and are used to fake the appearance of additional geometry on a low polygon mesh. They work by providing information on how light would be reflected from a polygon's surface normal (hence the name normal map) as if it were part of a more detailed model. This provides the optical illusion of extra height and depth to otherwise flat geometry. It is typically used to provide roughness to surfaces like rock, or intricate detail like raised filigree patterns on armour and weapons. It is a way of providing highly detailed models without the use of a large number of polygons.&lt;br /&gt;
&lt;br /&gt;
Normal maps used by Dragon Age differ from the typical tangent-space normal maps used in other games. A tangent-space normal map holds X information in the red channel, Y information in the green channel, and Z information in the blue channel. DA normal maps are RGBA with only X and Y information. Z information is interpolated on the fly. &lt;br /&gt;
&lt;br /&gt;
R = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
G = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
B = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
Alpha = X (same as R channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
[[image:TexFor_Deer_Nml_Map_DA.jpg|thumb|left|Deer normal map in DA format]]  [[image:TexFor_Deer_Nml_Map_Reg.jpg|thumb|none|Deer normal map converted to typical RGB format]]&lt;br /&gt;
&lt;br /&gt;
=== Specular Map ===&lt;br /&gt;
&lt;br /&gt;
Specular maps hold information on how an object reflects light. It is sometimes also referred to as a gloss map. Lighting is games does not reflect the true behaviour of light in the real world, thus specular highlights are used to give the illusion of light reflecting off a surface. In simplest terms, it denotes the size and intensity of bright spots on an object, places where light would reflect back in the real world. Objects that should appear very shiny, like polished metal, have high sharp specular highlights, objects that should appear fairly dull, like cloth, have low flat specular highlights.&lt;br /&gt;
&lt;br /&gt;
Specular maps function in a manner not dissimilar to alpha masks, in that the closer to white an area it is, the brighter the highlight. They appear to function as a container file, holding 4 greyscale specular maps, one in each channel.&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
[[image:TexFor_Deer_Spec_Map_4ch.jpg|thumb|none|Deer specular map]]&lt;br /&gt;
&lt;br /&gt;
=== Tint Map ===&lt;br /&gt;
&lt;br /&gt;
Tint maps are another container texture, holding a series of greyscale images. Each channel is actually an alpha mask. They denote areas of the associated diffuse texture that will be affected by the corresponding tint colour defined in the [[TNT]] file. &lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
[[image:TexFor_Deer_Tint_Map.jpg|thumb|none|RGB channels for deer tint map]]&lt;br /&gt;
&lt;br /&gt;
== Material Object ==&lt;br /&gt;
&lt;br /&gt;
A texture set for a model is defined in the model's material object or [[MAO]]. See the [[MAO]] page for more info.&lt;br /&gt;
&lt;br /&gt;
== Level of Detail ==&lt;br /&gt;
&lt;br /&gt;
Most complex models (such as NPCs and creatures) have a scaling level of detail (LOD). As a player moves further away from an object, the LOD is progressively scaled down to reduce system overhead. Both the geometry and textures of a model may have LOD variants. DA uses three LOD levels, denoted by the suffix. The three levels are 0 (highest), 2 and 3 (lowest). For LOD0, the suffix is simply _0''x'' (where ''x'' denotes texture type). For LOD2, the suffix is _0''x''l2 and for LOD3, it is _0''x''l3. For example, c_deera_0d.dds is a diffuse texture at the highest LOD, c_deera_0dl2.dds and c_deera_0dl3.dds are the LOD2 and LOD3 diffuse textures, respectively. Each LOD texture level is generally 25% the size of the preceding level. For instance, for a LOD0 texture that is 1024x1024, the LOD2 texture will be 512x512 and the LOD3 texture will be 256x256. As well as diffuse maps, LOD is also used for specular and tint maps. Normal maps have no scaling LOD, as they are only used for LOD0.&lt;br /&gt;
&lt;br /&gt;
[[image:TexFor_Deer_LOD.jpg|thumb|none|Scaling LOD for deer diffuse map]]&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
[[Tutorial: Reskinning an Item]]&lt;br /&gt;
&lt;br /&gt;
[[Material editor|Material Editor]]&lt;br /&gt;
&lt;br /&gt;
[[Material Tint System]]&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
&lt;br /&gt;
nVidia DDS Plugin for Adobe Photoshop (32bit only)&lt;br /&gt;
http://developer.nvidia.com/object/photoshop_dds_plugins.html&lt;br /&gt;
&lt;br /&gt;
DDS Plugin for GIMP&lt;br /&gt;
http://nifelheim.dyndns.org/~cocidius/dds/&lt;br /&gt;
&lt;br /&gt;
DDS Converter v2.1 (DDS conversion tool)&lt;br /&gt;
http://eliteforce2.filefront.com/file/DDS_Converter;29412&lt;br /&gt;
&lt;br /&gt;
nVidia DDS Utilities (includes DDS conversion tool)&lt;br /&gt;
http://developer.nvidia.com/object/dds_utilities_legacy.html&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:TexFor_Deer_Spec_Map_4ch.jpg&amp;diff=9822</id>
		<title>File:TexFor Deer Spec Map 4ch.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:TexFor_Deer_Spec_Map_4ch.jpg&amp;diff=9822"/>
				<updated>2010-01-16T13:36:21Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:TexFor_Deer_Dif_Map.jpg&amp;diff=9821</id>
		<title>File:TexFor Deer Dif Map.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:TexFor_Deer_Dif_Map.jpg&amp;diff=9821"/>
				<updated>2010-01-16T13:25:41Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:TexFor_Deer_Nml_Map_DA.jpg&amp;diff=9820</id>
		<title>File:TexFor Deer Nml Map DA.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:TexFor_Deer_Nml_Map_DA.jpg&amp;diff=9820"/>
				<updated>2010-01-16T13:23:10Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:TexFor_Deer_Nml_Map_Reg.jpg&amp;diff=9819</id>
		<title>File:TexFor Deer Nml Map Reg.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:TexFor_Deer_Nml_Map_Reg.jpg&amp;diff=9819"/>
				<updated>2010-01-16T13:21:45Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:TexFor_Deer_Spec_Map.jpg&amp;diff=9818</id>
		<title>File:TexFor Deer Spec Map.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:TexFor_Deer_Spec_Map.jpg&amp;diff=9818"/>
				<updated>2010-01-16T13:20:50Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:TexFor_Deer_Tint_Map.jpg&amp;diff=9815</id>
		<title>File:TexFor Deer Tint Map.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:TexFor_Deer_Tint_Map.jpg&amp;diff=9815"/>
				<updated>2010-01-16T13:18:27Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Creating_recolors_of_existing_items_tutorial&amp;diff=9812</id>
		<title>Creating recolors of existing items tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Creating_recolors_of_existing_items_tutorial&amp;diff=9812"/>
				<updated>2010-01-16T13:04:44Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: /* Related Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to create a custom [[Item]] by recoloring an existing item. It is assumed that the reader is familiar with the Toolset. These instructions are based on a forum post by Dylbot.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
Open the item you want to recolor. For the purposes of this tutorial, we're going to go for heavy chainmail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:HeavyChainmail.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Create a new material=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CreateNewMaterial.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Add a new tint library to Root=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:NewTintLibrary.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Add a new tint object to that library=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:NewTintObject.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enable the red, green and blue channels=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:EnableRGBChannels.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Open the tint file for the object you are recoloring=&lt;br /&gt;
&lt;br /&gt;
You'll need to know what you're changing when you color the channels. If you don't have a [[DDS]] viewing program, now might be a good time to grab one. Windows Texture Viewer - http://developer.nvidia.com/object/windows_texture_viewer.html - is good for the purpose, and free.&lt;br /&gt;
&lt;br /&gt;
Using the Toolset, open up texturepack.erf in (Dragon Age directory)/core/packages/textures/high/, and scroll down to the texture you need (in this case, it's pm_arm_hvyc_0t.dds, signifying male, armor, heavy, type c, tint map). Right-click and open resource. At this point, you may want to hide the alpha channel in WTV, or all you're going to see is a pink square.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RedGreenBlueChannels.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What you're seeing is the armor texture, divided into three channels; red, blue, and green. As you may have guessed, each of the channels corresponds to the equivalent colored area on the tint map.&lt;br /&gt;
&lt;br /&gt;
=Change the colors as desired=&lt;br /&gt;
&lt;br /&gt;
If you do this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ChangeGreenChannel.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of the green areas on the tint map (the chainmail and the belts) will become red on the model when you apply the tint. A little tip: the Diffuse color changes the base color, and the Specular color changes the reflection color. Change colors as you please.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Name and save the tint file=&lt;br /&gt;
&lt;br /&gt;
Once you're happy, give your texture a name (I'd suggest sticking to the naming convention of the game, so something like arm_xyz, it'll add the T3 itself) save the matproj, and right click on Root - Post Selection to Local. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Add the new tint to your tint_override m2da=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, the next bit is a bit more complicated. In the item settings, you may notice an option called Tint Override.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:TintOverride.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What we're going to do now is tell the game that our new tint is one of these overrides. This comes with the added bonus that the armor can be set as any material and still have the custom color. You'll need a spreadsheet program, so if you don't have MS Office, go pick up OpenOffice (if you don't have it already, naturally). Done? Right. Navigate to (Dragon Age directory)/tools/Source/2DA, and copy Tints.xls to your documents area, or wherever. Open up the copy, and choose the tint_override sheet. Add your new tint in at the next available blank line (put whatever you want as the label, something like &amp;quot;My Custom Tint 1&amp;quot; or something that makes it obvious what it is, and the file name in the tintfile box, which, in the case of our example, would be t3_arm_xyz. Star out the last column like the other tints). Save the worksheet and close it. Now, you're going to need to export that to the 2DA format. There's a handy tutorial over at the DA Builder wiki - http://social.bioware.com/wiki/datoolset/index.php/2DA - which looks a bit scary at first, but is nothing to be worried about. If you don't know how to create a batch file, all you do is create a new text document, and change the extension from .txt to .bat. Once you've exported, chuck the tint_override.gda file into the game's override folder, as described in the 2da tutorial.&lt;br /&gt;
Now, close the toolset and open it again. Check out your piece of armor, and check the tint overrides. Lo and behold, your new tint is there. Apply that sucker and admire your handiwork.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RecoloredItem.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Save, check in, and export the armor. If you've got gloves and boots (and you should have, we're going for a matching set here), check them out and apply the tint too. You can even apply it to weapons and shields if you want. Once everything is checked out and exported, load up your game and take a look at your shiny new equipment (if you've set up your loading script, or already have the equipment. If not, check the custom item tutorial, it'll tell you what you need to know).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:AlistairInArmor.jpg]]&lt;br /&gt;
&lt;br /&gt;
Alastair wearing the new armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Related Links =&lt;br /&gt;
&lt;br /&gt;
[[Material editor|Material Editor]]&lt;br /&gt;
&lt;br /&gt;
[[Texture Formats]]&lt;br /&gt;
&lt;br /&gt;
[[Material Tint System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Creating_recolors_of_existing_items_tutorial&amp;diff=9811</id>
		<title>Creating recolors of existing items tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Creating_recolors_of_existing_items_tutorial&amp;diff=9811"/>
				<updated>2010-01-16T13:04:26Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: /* Related Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to create a custom [[Item]] by recoloring an existing item. It is assumed that the reader is familiar with the Toolset. These instructions are based on a forum post by Dylbot.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
Open the item you want to recolor. For the purposes of this tutorial, we're going to go for heavy chainmail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:HeavyChainmail.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Create a new material=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CreateNewMaterial.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Add a new tint library to Root=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:NewTintLibrary.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Add a new tint object to that library=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:NewTintObject.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enable the red, green and blue channels=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:EnableRGBChannels.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Open the tint file for the object you are recoloring=&lt;br /&gt;
&lt;br /&gt;
You'll need to know what you're changing when you color the channels. If you don't have a [[DDS]] viewing program, now might be a good time to grab one. Windows Texture Viewer - http://developer.nvidia.com/object/windows_texture_viewer.html - is good for the purpose, and free.&lt;br /&gt;
&lt;br /&gt;
Using the Toolset, open up texturepack.erf in (Dragon Age directory)/core/packages/textures/high/, and scroll down to the texture you need (in this case, it's pm_arm_hvyc_0t.dds, signifying male, armor, heavy, type c, tint map). Right-click and open resource. At this point, you may want to hide the alpha channel in WTV, or all you're going to see is a pink square.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RedGreenBlueChannels.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What you're seeing is the armor texture, divided into three channels; red, blue, and green. As you may have guessed, each of the channels corresponds to the equivalent colored area on the tint map.&lt;br /&gt;
&lt;br /&gt;
=Change the colors as desired=&lt;br /&gt;
&lt;br /&gt;
If you do this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ChangeGreenChannel.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of the green areas on the tint map (the chainmail and the belts) will become red on the model when you apply the tint. A little tip: the Diffuse color changes the base color, and the Specular color changes the reflection color. Change colors as you please.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Name and save the tint file=&lt;br /&gt;
&lt;br /&gt;
Once you're happy, give your texture a name (I'd suggest sticking to the naming convention of the game, so something like arm_xyz, it'll add the T3 itself) save the matproj, and right click on Root - Post Selection to Local. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Add the new tint to your tint_override m2da=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, the next bit is a bit more complicated. In the item settings, you may notice an option called Tint Override.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:TintOverride.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What we're going to do now is tell the game that our new tint is one of these overrides. This comes with the added bonus that the armor can be set as any material and still have the custom color. You'll need a spreadsheet program, so if you don't have MS Office, go pick up OpenOffice (if you don't have it already, naturally). Done? Right. Navigate to (Dragon Age directory)/tools/Source/2DA, and copy Tints.xls to your documents area, or wherever. Open up the copy, and choose the tint_override sheet. Add your new tint in at the next available blank line (put whatever you want as the label, something like &amp;quot;My Custom Tint 1&amp;quot; or something that makes it obvious what it is, and the file name in the tintfile box, which, in the case of our example, would be t3_arm_xyz. Star out the last column like the other tints). Save the worksheet and close it. Now, you're going to need to export that to the 2DA format. There's a handy tutorial over at the DA Builder wiki - http://social.bioware.com/wiki/datoolset/index.php/2DA - which looks a bit scary at first, but is nothing to be worried about. If you don't know how to create a batch file, all you do is create a new text document, and change the extension from .txt to .bat. Once you've exported, chuck the tint_override.gda file into the game's override folder, as described in the 2da tutorial.&lt;br /&gt;
Now, close the toolset and open it again. Check out your piece of armor, and check the tint overrides. Lo and behold, your new tint is there. Apply that sucker and admire your handiwork.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RecoloredItem.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Save, check in, and export the armor. If you've got gloves and boots (and you should have, we're going for a matching set here), check them out and apply the tint too. You can even apply it to weapons and shields if you want. Once everything is checked out and exported, load up your game and take a look at your shiny new equipment (if you've set up your loading script, or already have the equipment. If not, check the custom item tutorial, it'll tell you what you need to know).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:AlistairInArmor.jpg]]&lt;br /&gt;
&lt;br /&gt;
Alastair wearing the new armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Related Links =&lt;br /&gt;
&lt;br /&gt;
[[Material editor|Material Editor]]&lt;br /&gt;
[[Texture Formats]]&lt;br /&gt;
[[Material Tint System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Creating_recolors_of_existing_items_tutorial&amp;diff=9809</id>
		<title>Creating recolors of existing items tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Creating_recolors_of_existing_items_tutorial&amp;diff=9809"/>
				<updated>2010-01-16T13:03:24Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to create a custom [[Item]] by recoloring an existing item. It is assumed that the reader is familiar with the Toolset. These instructions are based on a forum post by Dylbot.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
Open the item you want to recolor. For the purposes of this tutorial, we're going to go for heavy chainmail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:HeavyChainmail.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Create a new material=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CreateNewMaterial.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Add a new tint library to Root=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:NewTintLibrary.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Add a new tint object to that library=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:NewTintObject.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enable the red, green and blue channels=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:EnableRGBChannels.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Open the tint file for the object you are recoloring=&lt;br /&gt;
&lt;br /&gt;
You'll need to know what you're changing when you color the channels. If you don't have a [[DDS]] viewing program, now might be a good time to grab one. Windows Texture Viewer - http://developer.nvidia.com/object/windows_texture_viewer.html - is good for the purpose, and free.&lt;br /&gt;
&lt;br /&gt;
Using the Toolset, open up texturepack.erf in (Dragon Age directory)/core/packages/textures/high/, and scroll down to the texture you need (in this case, it's pm_arm_hvyc_0t.dds, signifying male, armor, heavy, type c, tint map). Right-click and open resource. At this point, you may want to hide the alpha channel in WTV, or all you're going to see is a pink square.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RedGreenBlueChannels.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What you're seeing is the armor texture, divided into three channels; red, blue, and green. As you may have guessed, each of the channels corresponds to the equivalent colored area on the tint map.&lt;br /&gt;
&lt;br /&gt;
=Change the colors as desired=&lt;br /&gt;
&lt;br /&gt;
If you do this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ChangeGreenChannel.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of the green areas on the tint map (the chainmail and the belts) will become red on the model when you apply the tint. A little tip: the Diffuse color changes the base color, and the Specular color changes the reflection color. Change colors as you please.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Name and save the tint file=&lt;br /&gt;
&lt;br /&gt;
Once you're happy, give your texture a name (I'd suggest sticking to the naming convention of the game, so something like arm_xyz, it'll add the T3 itself) save the matproj, and right click on Root - Post Selection to Local. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Add the new tint to your tint_override m2da=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, the next bit is a bit more complicated. In the item settings, you may notice an option called Tint Override.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:TintOverride.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What we're going to do now is tell the game that our new tint is one of these overrides. This comes with the added bonus that the armor can be set as any material and still have the custom color. You'll need a spreadsheet program, so if you don't have MS Office, go pick up OpenOffice (if you don't have it already, naturally). Done? Right. Navigate to (Dragon Age directory)/tools/Source/2DA, and copy Tints.xls to your documents area, or wherever. Open up the copy, and choose the tint_override sheet. Add your new tint in at the next available blank line (put whatever you want as the label, something like &amp;quot;My Custom Tint 1&amp;quot; or something that makes it obvious what it is, and the file name in the tintfile box, which, in the case of our example, would be t3_arm_xyz. Star out the last column like the other tints). Save the worksheet and close it. Now, you're going to need to export that to the 2DA format. There's a handy tutorial over at the DA Builder wiki - http://social.bioware.com/wiki/datoolset/index.php/2DA - which looks a bit scary at first, but is nothing to be worried about. If you don't know how to create a batch file, all you do is create a new text document, and change the extension from .txt to .bat. Once you've exported, chuck the tint_override.gda file into the game's override folder, as described in the 2da tutorial.&lt;br /&gt;
Now, close the toolset and open it again. Check out your piece of armor, and check the tint overrides. Lo and behold, your new tint is there. Apply that sucker and admire your handiwork.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RecoloredItem.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Save, check in, and export the armor. If you've got gloves and boots (and you should have, we're going for a matching set here), check them out and apply the tint too. You can even apply it to weapons and shields if you want. Once everything is checked out and exported, load up your game and take a look at your shiny new equipment (if you've set up your loading script, or already have the equipment. If not, check the custom item tutorial, it'll tell you what you need to know).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:AlistairInArmor.jpg]]&lt;br /&gt;
&lt;br /&gt;
Alastair wearing the new armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
[[Material editor|Material Editor]]&lt;br /&gt;
[[Texture Formats]]&lt;br /&gt;
[[Material Tint System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:TexFor_Deer_LOD.jpg&amp;diff=9808</id>
		<title>File:TexFor Deer LOD.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:TexFor_Deer_LOD.jpg&amp;diff=9808"/>
				<updated>2010-01-16T13:02:13Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Texture_Formats&amp;diff=9802</id>
		<title>Texture Formats</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Texture_Formats&amp;diff=9802"/>
				<updated>2010-01-16T12:38:37Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: /* Diffuse Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Textures in DAO are stored in the [[DDS]] format. Native support of this file type can be added to a graphics package such as Adobe Photoshop or GIMP via the use of plugins. Alternatively, a DDS can be converted into a more universal format such as TGA or JPG using 3rd party tools.&lt;br /&gt;
&lt;br /&gt;
== Texture Types ==&lt;br /&gt;
&lt;br /&gt;
Dragon Age uses a number of different texture types. While all are in the [[DDS]] format, they have different purposes. The filename scheme differentiates these types with a suffix. Typically, a texture set for a particular model consists of 4 different types. These are as follows, using the deer model as an example:&lt;br /&gt;
&lt;br /&gt;
c_deera_0d.dds - Diffuse map (''d'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0n.dds - Normal map (''n'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0s.dds - Specular map (''s'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0t.dds - Tint map (''t'' suffix)&lt;br /&gt;
&lt;br /&gt;
Additional texture types are used on some models. The most common type is a height map used on static objects like floors and walls, designated with the ''h'' suffix.&lt;br /&gt;
&lt;br /&gt;
=== Diffuse Map ===&lt;br /&gt;
&lt;br /&gt;
This texture holds the base colour information for the model. Diffuse maps are commonly referred to as &amp;quot;skins&amp;quot; in other games. Diffuse maps can be enhanced through the use of the tint system, which overlays a series of colours (defined by the [[TNT]] file) on the diffuse map in a pattern defined by the associated tint map.&lt;br /&gt;
&lt;br /&gt;
RGB channels - These hold the colour information, as with any standard image.&lt;br /&gt;
&lt;br /&gt;
Alpha channel - The alpha channel is multi-purpose. Typically it holds transparency information (black is 100% transparency, white is 100% opacity, shades of grey denote values in between), however in some cases, such as face textures, it holds the specular map instead. In these instances there is no separate specular map. &lt;br /&gt;
&lt;br /&gt;
Special cases: Some diffuse maps, notably for hair, do not follow the standard arrangement and are instead what is known as a &amp;quot;packed texture&amp;quot;. In these instances, the image is essentially a container for 4 separate greyscale texture maps, one in each channel. These are used in conjunction with the [[Material Tint System|tint system]] when full colour diffuse maps are not necessary. For example, the hair diffuse map is a packed texture that appears to have the normal map in the red channel, the specular map in the green channel, the alpha map in the blue channel, and the diffuse map in the alpha channel.&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
=== Normal Map ===&lt;br /&gt;
&lt;br /&gt;
Normal maps are an enhanced version of bump maps, and are used to fake the appearance of additional geometry on a low polygon mesh. They work by providing information on how light would be reflected from a polygon's surface normal (hence the name normal map) as if it were part of a more detailed model. This provides the optical illusion of extra height and depth to otherwise flat geometry. It is typically used to provide roughness to surfaces like rock, or intricate detail like raised filigree patterns on armour and weapons. It is a way of providing highly detailed models without the use of a large number of polygons.&lt;br /&gt;
&lt;br /&gt;
Normal maps used by Dragon Age differ from the typical tangent-space normal maps used in other games. A tangent-space normal map holds X information in the red channel, Y information in the green channel, and Z information in the blue channel. DA normal maps are RGBA with only X and Y information. Z information is interpolated on the fly. &lt;br /&gt;
&lt;br /&gt;
R = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
G = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
B = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
Alpha = X (same as R channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
=== Specular Map ===&lt;br /&gt;
&lt;br /&gt;
Specular maps hold information on how an object reflects light. It is sometimes also referred to as a gloss map. Lighting is games does not reflect the true behaviour of light in the real world, thus specular highlights are used to give the illusion of light reflecting off a surface. In simplest terms, it denotes the size and intensity of bright spots on an object, places where light would reflect back in the real world. Objects that should appear very shiny, like polished metal, have high sharp specular highlights, objects that should appear fairly dull, like cloth, have low flat specular highlights.&lt;br /&gt;
&lt;br /&gt;
Specular maps function in a manner not dissimilar to alpha masks, in that the closer to white an area it is, the brighter the highlight. The RGB channels hold the specular information in greyscale, the alpha channel is a standard alpha mask.&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]] &lt;br /&gt;
&lt;br /&gt;
=== Tint Map ===&lt;br /&gt;
&lt;br /&gt;
Tint maps are another container texture, holding a series of greyscale images. Each channel is actually an alpha mask. They denote areas of the associated diffuse texture that will be affected by the corresponding tint colour defined in the [[TNT]] file. &lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
== Material Object ==&lt;br /&gt;
&lt;br /&gt;
A texture set for a model is defined in the model's material object or [[MAO]]. See the [[MAO]] page for more info.&lt;br /&gt;
&lt;br /&gt;
== Level of Detail ==&lt;br /&gt;
&lt;br /&gt;
Most complex models (such as NPCs and creatures) have a scaling level of detail (LOD). As a player moves further away from an object, the LOD is progressively scaled down to reduce system overhead. Both the geometry and textures of a model may have LOD variants. DA uses three LOD levels, denoted by the suffix. The three levels are 0 (highest), 2 and 3 (lowest). For LOD0, the suffix is simply _0''x'' (where ''x'' denotes texture type). For LOD2, the suffix is _0''x''l2 and for LOD3, it is _0''x''l3. For example, c_deera_0d.dds is a diffuse texture at the highest LOD, c_deera_0dl2.dds and c_deera_0dl3.dds are the LOD2 and LOD3 diffuse textures, respectively. Each LOD texture level is generally 25% the size of the preceding level. For instance, for a LOD0 texture that is 1024x1024, the LOD2 texture will be 512x512 and the LOD3 texture will be 256x256. As well as diffuse maps, LOD is also used for specular and tint maps. Normal maps have no scaling LOD, as they are only used for LOD0.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
[[Tutorial: Reskinning an Item]]&lt;br /&gt;
&lt;br /&gt;
[[Material editor|Material Editor]]&lt;br /&gt;
&lt;br /&gt;
[[Material Tint System]]&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
&lt;br /&gt;
nVidia DDS Plugin for Adobe Photoshop (32bit only)&lt;br /&gt;
http://developer.nvidia.com/object/photoshop_dds_plugins.html&lt;br /&gt;
&lt;br /&gt;
DDS Plugin for GIMP&lt;br /&gt;
http://nifelheim.dyndns.org/~cocidius/dds/&lt;br /&gt;
&lt;br /&gt;
DDS Converter v2.1 (DDS conversion tool)&lt;br /&gt;
http://eliteforce2.filefront.com/file/DDS_Converter;29412&lt;br /&gt;
&lt;br /&gt;
nVidia DDS Utilities (includes DDS conversion tool)&lt;br /&gt;
http://developer.nvidia.com/object/dds_utilities_legacy.html&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Texture_Formats&amp;diff=9800</id>
		<title>Texture Formats</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Texture_Formats&amp;diff=9800"/>
				<updated>2010-01-16T12:36:47Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: /* Diffuse Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Textures in DAO are stored in the [[DDS]] format. Native support of this file type can be added to a graphics package such as Adobe Photoshop or GIMP via the use of plugins. Alternatively, a DDS can be converted into a more universal format such as TGA or JPG using 3rd party tools.&lt;br /&gt;
&lt;br /&gt;
== Texture Types ==&lt;br /&gt;
&lt;br /&gt;
Dragon Age uses a number of different texture types. While all are in the [[DDS]] format, they have different purposes. The filename scheme differentiates these types with a suffix. Typically, a texture set for a particular model consists of 4 different types. These are as follows, using the deer model as an example:&lt;br /&gt;
&lt;br /&gt;
c_deera_0d.dds - Diffuse map (''d'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0n.dds - Normal map (''n'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0s.dds - Specular map (''s'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0t.dds - Tint map (''t'' suffix)&lt;br /&gt;
&lt;br /&gt;
Additional texture types are used on some models. The most common type is a height map used on static objects like floors and walls, designated with the ''h'' suffix.&lt;br /&gt;
&lt;br /&gt;
=== Diffuse Map ===&lt;br /&gt;
&lt;br /&gt;
This texture holds the base colour information for the model. Diffuse maps are commonly referred to as &amp;quot;skins&amp;quot; in other games. Diffuse maps can be enhanced through the use of the tint system, which overlays a series of colours (defined by the [[TNT]] file) on the diffuse map in a pattern defined by the associated tint map.&lt;br /&gt;
&lt;br /&gt;
RGB channels - These hold the colour information, as with any standard image.&lt;br /&gt;
&lt;br /&gt;
Alpha channel - The alpha channel is multi-purpose. Typically it holds transparency information (black is 100% transparency, white is 100% opacity, shades of grey denote values in between), however in some cases, such as face textures, it holds the specular map instead. In these instances there is no separate specular map. &lt;br /&gt;
&lt;br /&gt;
Special cases: Some diffuse maps, notably for hair, do not follow the standard arrangement and are instead what is known as a &amp;quot;packed texture&amp;quot;. In these instances, the image is essentially a container for 4 separate greyscale texture maps, one in each channel. These are used in conjunction with the [[Material Tint System|tint system]]. For example the hair diffuse map is a packed texture that appears to have the normal map in the red channel, the specular map in the green channel, the alpha map in the blue channel, and the diffuse map in the alpha channel.&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
=== Normal Map ===&lt;br /&gt;
&lt;br /&gt;
Normal maps are an enhanced version of bump maps, and are used to fake the appearance of additional geometry on a low polygon mesh. They work by providing information on how light would be reflected from a polygon's surface normal (hence the name normal map) as if it were part of a more detailed model. This provides the optical illusion of extra height and depth to otherwise flat geometry. It is typically used to provide roughness to surfaces like rock, or intricate detail like raised filigree patterns on armour and weapons. It is a way of providing highly detailed models without the use of a large number of polygons.&lt;br /&gt;
&lt;br /&gt;
Normal maps used by Dragon Age differ from the typical tangent-space normal maps used in other games. A tangent-space normal map holds X information in the red channel, Y information in the green channel, and Z information in the blue channel. DA normal maps are RGBA with only X and Y information. Z information is interpolated on the fly. &lt;br /&gt;
&lt;br /&gt;
R = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
G = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
B = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
Alpha = X (same as R channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
=== Specular Map ===&lt;br /&gt;
&lt;br /&gt;
Specular maps hold information on how an object reflects light. It is sometimes also referred to as a gloss map. Lighting is games does not reflect the true behaviour of light in the real world, thus specular highlights are used to give the illusion of light reflecting off a surface. In simplest terms, it denotes the size and intensity of bright spots on an object, places where light would reflect back in the real world. Objects that should appear very shiny, like polished metal, have high sharp specular highlights, objects that should appear fairly dull, like cloth, have low flat specular highlights.&lt;br /&gt;
&lt;br /&gt;
Specular maps function in a manner not dissimilar to alpha masks, in that the closer to white an area it is, the brighter the highlight. The RGB channels hold the specular information in greyscale, the alpha channel is a standard alpha mask.&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]] &lt;br /&gt;
&lt;br /&gt;
=== Tint Map ===&lt;br /&gt;
&lt;br /&gt;
Tint maps are another container texture, holding a series of greyscale images. Each channel is actually an alpha mask. They denote areas of the associated diffuse texture that will be affected by the corresponding tint colour defined in the [[TNT]] file. &lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
== Material Object ==&lt;br /&gt;
&lt;br /&gt;
A texture set for a model is defined in the model's material object or [[MAO]]. See the [[MAO]] page for more info.&lt;br /&gt;
&lt;br /&gt;
== Level of Detail ==&lt;br /&gt;
&lt;br /&gt;
Most complex models (such as NPCs and creatures) have a scaling level of detail (LOD). As a player moves further away from an object, the LOD is progressively scaled down to reduce system overhead. Both the geometry and textures of a model may have LOD variants. DA uses three LOD levels, denoted by the suffix. The three levels are 0 (highest), 2 and 3 (lowest). For LOD0, the suffix is simply _0''x'' (where ''x'' denotes texture type). For LOD2, the suffix is _0''x''l2 and for LOD3, it is _0''x''l3. For example, c_deera_0d.dds is a diffuse texture at the highest LOD, c_deera_0dl2.dds and c_deera_0dl3.dds are the LOD2 and LOD3 diffuse textures, respectively. Each LOD texture level is generally 25% the size of the preceding level. For instance, for a LOD0 texture that is 1024x1024, the LOD2 texture will be 512x512 and the LOD3 texture will be 256x256. As well as diffuse maps, LOD is also used for specular and tint maps. Normal maps have no scaling LOD, as they are only used for LOD0.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
[[Tutorial: Reskinning an Item]]&lt;br /&gt;
&lt;br /&gt;
[[Material editor|Material Editor]]&lt;br /&gt;
&lt;br /&gt;
[[Material Tint System]]&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
&lt;br /&gt;
nVidia DDS Plugin for Adobe Photoshop (32bit only)&lt;br /&gt;
http://developer.nvidia.com/object/photoshop_dds_plugins.html&lt;br /&gt;
&lt;br /&gt;
DDS Plugin for GIMP&lt;br /&gt;
http://nifelheim.dyndns.org/~cocidius/dds/&lt;br /&gt;
&lt;br /&gt;
DDS Converter v2.1 (DDS conversion tool)&lt;br /&gt;
http://eliteforce2.filefront.com/file/DDS_Converter;29412&lt;br /&gt;
&lt;br /&gt;
nVidia DDS Utilities (includes DDS conversion tool)&lt;br /&gt;
http://developer.nvidia.com/object/dds_utilities_legacy.html&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Texture_Formats&amp;diff=9799</id>
		<title>Texture Formats</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Texture_Formats&amp;diff=9799"/>
				<updated>2010-01-16T12:34:39Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: /* Texture Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Textures in DAO are stored in the [[DDS]] format. Native support of this file type can be added to a graphics package such as Adobe Photoshop or GIMP via the use of plugins. Alternatively, a DDS can be converted into a more universal format such as TGA or JPG using 3rd party tools.&lt;br /&gt;
&lt;br /&gt;
== Texture Types ==&lt;br /&gt;
&lt;br /&gt;
Dragon Age uses a number of different texture types. While all are in the [[DDS]] format, they have different purposes. The filename scheme differentiates these types with a suffix. Typically, a texture set for a particular model consists of 4 different types. These are as follows, using the deer model as an example:&lt;br /&gt;
&lt;br /&gt;
c_deera_0d.dds - Diffuse map (''d'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0n.dds - Normal map (''n'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0s.dds - Specular map (''s'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0t.dds - Tint map (''t'' suffix)&lt;br /&gt;
&lt;br /&gt;
Additional texture types are used on some models. The most common type is a height map used on static objects like floors and walls, designated with the ''h'' suffix.&lt;br /&gt;
&lt;br /&gt;
=== Diffuse Map ===&lt;br /&gt;
&lt;br /&gt;
This texture holds the base colour information for the model. Diffuse maps are commonly referred to as &amp;quot;skins&amp;quot; in other games. Diffuse maps can be enhanced through the use of the tint system, which overlays a series of colours (defined by the [[TNT]] file) on the diffuse map in a pattern defined by the associated tint map.&lt;br /&gt;
&lt;br /&gt;
RGB channels - These hold the colour information, as with any standard image.&lt;br /&gt;
&lt;br /&gt;
Alpha channel - The alpha channel is multi-purpose. Typically it holds transparency information (black is 100% transparency, white is 100% opacity, shades of grey denote values in between), however in some cases, such as face textures, it holds the specular map instead. In these instances there is no separate specular map. &lt;br /&gt;
&lt;br /&gt;
Special cases: Some diffuse maps, notably for hair, do not follow the standard arrangement and are instead what is known as a &amp;quot;packed texture&amp;quot;. In these instances, the image is essentially a container for 4 separate greyscale texture maps, one in each channel. These are used in conjunction with the tint system. For example the hair diffuse map is a packed texture that appears to have the normal map in the red channel, the specular map in the green channel, the alpha map in the blue channel, and the diffuse map in the alpha channel.&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]] &lt;br /&gt;
&lt;br /&gt;
=== Normal Map ===&lt;br /&gt;
&lt;br /&gt;
Normal maps are an enhanced version of bump maps, and are used to fake the appearance of additional geometry on a low polygon mesh. They work by providing information on how light would be reflected from a polygon's surface normal (hence the name normal map) as if it were part of a more detailed model. This provides the optical illusion of extra height and depth to otherwise flat geometry. It is typically used to provide roughness to surfaces like rock, or intricate detail like raised filigree patterns on armour and weapons. It is a way of providing highly detailed models without the use of a large number of polygons.&lt;br /&gt;
&lt;br /&gt;
Normal maps used by Dragon Age differ from the typical tangent-space normal maps used in other games. A tangent-space normal map holds X information in the red channel, Y information in the green channel, and Z information in the blue channel. DA normal maps are RGBA with only X and Y information. Z information is interpolated on the fly. &lt;br /&gt;
&lt;br /&gt;
R = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
G = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
B = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
Alpha = X (same as R channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
=== Specular Map ===&lt;br /&gt;
&lt;br /&gt;
Specular maps hold information on how an object reflects light. It is sometimes also referred to as a gloss map. Lighting is games does not reflect the true behaviour of light in the real world, thus specular highlights are used to give the illusion of light reflecting off a surface. In simplest terms, it denotes the size and intensity of bright spots on an object, places where light would reflect back in the real world. Objects that should appear very shiny, like polished metal, have high sharp specular highlights, objects that should appear fairly dull, like cloth, have low flat specular highlights.&lt;br /&gt;
&lt;br /&gt;
Specular maps function in a manner not dissimilar to alpha masks, in that the closer to white an area it is, the brighter the highlight. The RGB channels hold the specular information in greyscale, the alpha channel is a standard alpha mask.&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]] &lt;br /&gt;
&lt;br /&gt;
=== Tint Map ===&lt;br /&gt;
&lt;br /&gt;
Tint maps are another container texture, holding a series of greyscale images. Each channel is actually an alpha mask. They denote areas of the associated diffuse texture that will be affected by the corresponding tint colour defined in the [[TNT]] file. &lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
== Material Object ==&lt;br /&gt;
&lt;br /&gt;
A texture set for a model is defined in the model's material object or [[MAO]]. See the [[MAO]] page for more info.&lt;br /&gt;
&lt;br /&gt;
== Level of Detail ==&lt;br /&gt;
&lt;br /&gt;
Most complex models (such as NPCs and creatures) have a scaling level of detail (LOD). As a player moves further away from an object, the LOD is progressively scaled down to reduce system overhead. Both the geometry and textures of a model may have LOD variants. DA uses three LOD levels, denoted by the suffix. The three levels are 0 (highest), 2 and 3 (lowest). For LOD0, the suffix is simply _0''x'' (where ''x'' denotes texture type). For LOD2, the suffix is _0''x''l2 and for LOD3, it is _0''x''l3. For example, c_deera_0d.dds is a diffuse texture at the highest LOD, c_deera_0dl2.dds and c_deera_0dl3.dds are the LOD2 and LOD3 diffuse textures, respectively. Each LOD texture level is generally 25% the size of the preceding level. For instance, for a LOD0 texture that is 1024x1024, the LOD2 texture will be 512x512 and the LOD3 texture will be 256x256. As well as diffuse maps, LOD is also used for specular and tint maps. Normal maps have no scaling LOD, as they are only used for LOD0.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
[[Tutorial: Reskinning an Item]]&lt;br /&gt;
&lt;br /&gt;
[[Material editor|Material Editor]]&lt;br /&gt;
&lt;br /&gt;
[[Material Tint System]]&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
&lt;br /&gt;
nVidia DDS Plugin for Adobe Photoshop (32bit only)&lt;br /&gt;
http://developer.nvidia.com/object/photoshop_dds_plugins.html&lt;br /&gt;
&lt;br /&gt;
DDS Plugin for GIMP&lt;br /&gt;
http://nifelheim.dyndns.org/~cocidius/dds/&lt;br /&gt;
&lt;br /&gt;
DDS Converter v2.1 (DDS conversion tool)&lt;br /&gt;
http://eliteforce2.filefront.com/file/DDS_Converter;29412&lt;br /&gt;
&lt;br /&gt;
nVidia DDS Utilities (includes DDS conversion tool)&lt;br /&gt;
http://developer.nvidia.com/object/dds_utilities_legacy.html&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Texture_Formats&amp;diff=9798</id>
		<title>Texture Formats</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Texture_Formats&amp;diff=9798"/>
				<updated>2010-01-16T12:33:37Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: /* Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Textures in DAO are stored in the [[DDS]] format. Native support of this file type can be added to a graphics package such as Adobe Photoshop or GIMP via the use of plugins. Alternatively, a DDS can be converted into a more universal format such as TGA or JPG using 3rd party tools.&lt;br /&gt;
&lt;br /&gt;
== Texture Types ==&lt;br /&gt;
&lt;br /&gt;
Dragon Age uses a number of different texture types. While all are in the [[DDS]] format, they have different purposes. The filename scheme differentiates these types with a suffix. Typically, a texture set for a particular model consists of 4 different types. These are as follows, using the deer model as an example:&lt;br /&gt;
&lt;br /&gt;
c_deera_0d.dds - Diffuse (colour) map (''d'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0n.dds - Normal map (''n'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0s.dds - Specular map (''s'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0t.dds - Tint map (''t'' suffix)&lt;br /&gt;
&lt;br /&gt;
Additional texture types are used on some models. The most common type is a height map used on static objects like floors and walls, designated with the ''h'' suffix.&lt;br /&gt;
&lt;br /&gt;
=== Diffuse Map ===&lt;br /&gt;
&lt;br /&gt;
This texture holds the base colour information for the model. Diffuse maps are commonly referred to as &amp;quot;skins&amp;quot; in other games. Diffuse maps can be enhanced through the use of the tint system, which overlays a series of colours (defined by the [[TNT]] file) on the diffuse map in a pattern defined by the associated tint map.&lt;br /&gt;
&lt;br /&gt;
RGB channels - These hold the colour information, as with any standard image.&lt;br /&gt;
&lt;br /&gt;
Alpha channel - The alpha channel is multi-purpose. Typically it holds transparency information (black is 100% transparency, white is 100% opacity, shades of grey denote values in between), however in some cases, such as face textures, it holds the specular map instead. In these instances there is no separate specular map. &lt;br /&gt;
&lt;br /&gt;
Special cases: Some diffuse maps, notably for hair, do not follow the standard arrangement and are instead what is known as a &amp;quot;packed texture&amp;quot;. In these instances, the image is essentially a container for 4 separate greyscale texture maps, one in each channel. These are used in conjunction with the tint system. For example the hair diffuse map is a packed texture that appears to have the normal map in the red channel, the specular map in the green channel, the alpha map in the blue channel, and the diffuse map in the alpha channel.&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]] &lt;br /&gt;
&lt;br /&gt;
=== Normal Map ===&lt;br /&gt;
&lt;br /&gt;
Normal maps are an enhanced version of bump maps, and are used to fake the appearance of additional geometry on a low polygon mesh. They work by providing information on how light would be reflected from a polygon's surface normal (hence the name normal map) as if it were part of a more detailed model. This provides the optical illusion of extra height and depth to otherwise flat geometry. It is typically used to provide roughness to surfaces like rock, or intricate detail like raised filigree patterns on armour and weapons. It is a way of providing highly detailed models without the use of a large number of polygons.&lt;br /&gt;
&lt;br /&gt;
Normal maps used by Dragon Age differ from the typical tangent-space normal maps used in other games. A tangent-space normal map holds X information in the red channel, Y information in the green channel, and Z information in the blue channel. DA normal maps are RGBA with only X and Y information. Z information is interpolated on the fly. &lt;br /&gt;
&lt;br /&gt;
R = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
G = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
B = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
Alpha = X (same as R channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
=== Specular Map ===&lt;br /&gt;
&lt;br /&gt;
Specular maps hold information on how an object reflects light. It is sometimes also referred to as a gloss map. Lighting is games does not reflect the true behaviour of light in the real world, thus specular highlights are used to give the illusion of light reflecting off a surface. In simplest terms, it denotes the size and intensity of bright spots on an object, places where light would reflect back in the real world. Objects that should appear very shiny, like polished metal, have high sharp specular highlights, objects that should appear fairly dull, like cloth, have low flat specular highlights.&lt;br /&gt;
&lt;br /&gt;
Specular maps function in a manner not dissimilar to alpha masks, in that the closer to white an area it is, the brighter the highlight. The RGB channels hold the specular information in greyscale, the alpha channel is a standard alpha mask.&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]] &lt;br /&gt;
&lt;br /&gt;
=== Tint Map ===&lt;br /&gt;
&lt;br /&gt;
Tint maps are another container texture, holding a series of greyscale images. Each channel is actually an alpha mask. They denote areas of the associated diffuse texture that will be affected by the corresponding tint colour defined in the [[TNT]] file. &lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
== Material Object ==&lt;br /&gt;
&lt;br /&gt;
A texture set for a model is defined in the model's material object or [[MAO]]. See the [[MAO]] page for more info.&lt;br /&gt;
&lt;br /&gt;
== Level of Detail ==&lt;br /&gt;
&lt;br /&gt;
Most complex models (such as NPCs and creatures) have a scaling level of detail (LOD). As a player moves further away from an object, the LOD is progressively scaled down to reduce system overhead. Both the geometry and textures of a model may have LOD variants. DA uses three LOD levels, denoted by the suffix. The three levels are 0 (highest), 2 and 3 (lowest). For LOD0, the suffix is simply _0''x'' (where ''x'' denotes texture type). For LOD2, the suffix is _0''x''l2 and for LOD3, it is _0''x''l3. For example, c_deera_0d.dds is a diffuse texture at the highest LOD, c_deera_0dl2.dds and c_deera_0dl3.dds are the LOD2 and LOD3 diffuse textures, respectively. Each LOD texture level is generally 25% the size of the preceding level. For instance, for a LOD0 texture that is 1024x1024, the LOD2 texture will be 512x512 and the LOD3 texture will be 256x256. As well as diffuse maps, LOD is also used for specular and tint maps. Normal maps have no scaling LOD, as they are only used for LOD0.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
[[Tutorial: Reskinning an Item]]&lt;br /&gt;
&lt;br /&gt;
[[Material editor|Material Editor]]&lt;br /&gt;
&lt;br /&gt;
[[Material Tint System]]&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
&lt;br /&gt;
nVidia DDS Plugin for Adobe Photoshop (32bit only)&lt;br /&gt;
http://developer.nvidia.com/object/photoshop_dds_plugins.html&lt;br /&gt;
&lt;br /&gt;
DDS Plugin for GIMP&lt;br /&gt;
http://nifelheim.dyndns.org/~cocidius/dds/&lt;br /&gt;
&lt;br /&gt;
DDS Converter v2.1 (DDS conversion tool)&lt;br /&gt;
http://eliteforce2.filefront.com/file/DDS_Converter;29412&lt;br /&gt;
&lt;br /&gt;
nVidia DDS Utilities (includes DDS conversion tool)&lt;br /&gt;
http://developer.nvidia.com/object/dds_utilities_legacy.html&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Creating_recolors_of_existing_items_tutorial&amp;diff=9796</id>
		<title>Creating recolors of existing items tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Creating_recolors_of_existing_items_tutorial&amp;diff=9796"/>
				<updated>2010-01-16T12:25:09Z</updated>
		
		<summary type="html">&lt;p&gt;DarthParametric: /* Open the tint file for the object you are recoloring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to create a custom [[Item]] by recoloring an existing item. It is assumed that the reader is familiar with the Toolset. These instructions are based on a forum post by Dylbot.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
Open the item you want to recolor. For the purposes of this tutorial, we're going to go for heavy chainmail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:HeavyChainmail.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Create a new material=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CreateNewMaterial.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Add a new tint library to Root=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:NewTintLibrary.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Add a new tint object to that library=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:NewTintObject.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enable the red, green and blue channels=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:EnableRGBChannels.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Open the tint file for the object you are recoloring=&lt;br /&gt;
&lt;br /&gt;
You'll need to know what you're changing when you color the channels. If you don't have a [[DDS]] viewing program, now might be a good time to grab one. Windows Texture Viewer - http://developer.nvidia.com/object/windows_texture_viewer.html - is good for the purpose, and free.&lt;br /&gt;
&lt;br /&gt;
Using the Toolset, open up texturepack.erf in (Dragon Age directory)/core/packages/textures/high/, and scroll down to the texture you need (in this case, it's pm_arm_hvyc_0t.dds, signifying male, armor, heavy, type c, tint map). Right-click and open resource. At this point, you may want to hide the alpha channel in WTV, or all you're going to see is a pink square.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RedGreenBlueChannels.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What you're seeing is the armor texture, divided into three channels; red, blue, and green. As you may have guessed, each of the channels corresponds to the equivalent colored area on the tint map.&lt;br /&gt;
&lt;br /&gt;
=Change the colors as desired=&lt;br /&gt;
&lt;br /&gt;
If you do this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ChangeGreenChannel.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of the green areas on the tint map (the chainmail and the belts) will become red on the model when you apply the tint. A little tip: the Diffuse color changes the base color, and the Specular color changes the reflection color. Change colors as you please.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Name and save the tint file=&lt;br /&gt;
&lt;br /&gt;
Once you're happy, give your texture a name (I'd suggest sticking to the naming convention of the game, so something like arm_xyz, it'll add the T3 itself) save the matproj, and right click on Root - Post Selection to Local. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Add the new tint to your tint_override m2da=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, the next bit is a bit more complicated. In the item settings, you may notice an option called Tint Override.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:TintOverride.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What we're going to do now is tell the game that our new tint is one of these overrides. This comes with the added bonus that the armor can be set as any material and still have the custom color. You'll need a spreadsheet program, so if you don't have MS Office, go pick up OpenOffice (if you don't have it already, naturally). Done? Right. Navigate to (Dragon Age directory)/tools/Source/2DA, and copy Tints.xls to your documents area, or wherever. Open up the copy, and choose the tint_override sheet. Add your new tint in at the next available blank line (put whatever you want as the label, something like &amp;quot;My Custom Tint 1&amp;quot; or something that makes it obvious what it is, and the file name in the tintfile box, which, in the case of our example, would be t3_arm_xyz. Star out the last column like the other tints). Save the worksheet and close it. Now, you're going to need to export that to the 2DA format. There's a handy tutorial over at the DA Builder wiki - http://social.bioware.com/wiki/datoolset/index.php/2DA - which looks a bit scary at first, but is nothing to be worried about. If you don't know how to create a batch file, all you do is create a new text document, and change the extension from .txt to .bat. Once you've exported, chuck the tint_override.gda file into the game's override folder, as described in the 2da tutorial.&lt;br /&gt;
Now, close the toolset and open it again. Check out your piece of armor, and check the tint overrides. Lo and behold, your new tint is there. Apply that sucker and admire your handiwork.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RecoloredItem.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Save, check in, and export the armor. If you've got gloves and boots (and you should have, we're going for a matching set here), check them out and apply the tint too. You can even apply it to weapons and shields if you want. Once everything is checked out and exported, load up your game and take a look at your shiny new equipment (if you've set up your loading script, or already have the equipment. If not, check the custom item tutorial, it'll tell you what you need to know).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:AlistairInArmor.jpg]]&lt;br /&gt;
&lt;br /&gt;
Alastair wearing the new armor.&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>DarthParametric</name></author>	</entry>

	</feed>