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	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Creating_recolors_of_existing_items_tutorial&amp;diff=12991</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=12991"/>
				<updated>2010-06-05T07:24:10Z</updated>
		
		<summary type="html">&lt;p&gt;Imkilo: put in some details on how to get the new item from scratch, or how to open the item from within the game&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;
If creating a new item, to select heavy chainmail, in the toolset click File&amp;gt;New&amp;gt;Item and change the &amp;quot;Base Item Type&amp;quot; to &amp;quot;Armor - Heavy&amp;quot; and the &amp;quot;Item Variation&amp;quot; should be set to &amp;quot;Heavy Armor C&amp;quot;.&lt;br /&gt;
To modify all heavy chainmail worn by every character, in the toolset, click either &amp;quot;Item&amp;quot; (sword icon) or &amp;quot;All&amp;quot; (icon with the word: All) in the [[Resource palette]] then in the tree of folders below expand &amp;quot;_Global&amp;quot; &amp;gt; &amp;quot;Armour, Chest&amp;quot; &amp;gt; &amp;quot;Heavy&amp;quot;, then right click the item &amp;quot;gen_im_arm_cht_hvy_hch.uti (Heavy Chainmail)&amp;quot; and choose &amp;quot;Check Out&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HeavyChainmail.jpg]]&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. You can do this with WTV (Windows Texture Viewer). WTV is available on the [[DDS]] page, provided for free by Nvidia.&lt;br /&gt;
&lt;br /&gt;
Using the Toolset, open up texturepack.erf in (Dragon Age directory)/packages/core/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 material 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;
=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 - [[Compiling 2DAs]] - 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;
= 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>Imkilo</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Creating_recolors_of_existing_items_tutorial&amp;diff=12990</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=12990"/>
				<updated>2010-06-05T06:58:35Z</updated>
		
		<summary type="html">&lt;p&gt;Imkilo: it's good policy to only link externally on one page, so reworded this sentance to link to the DDS page and refer to WTV there&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. You can do this with WTV (Windows Texture Viewer). WTV is available on the [[DDS]] page, provided for free by Nvidia.&lt;br /&gt;
&lt;br /&gt;
Using the Toolset, open up texturepack.erf in (Dragon Age directory)/packages/core/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 material 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;
=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 - [[Compiling 2DAs]] - 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;
= 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>Imkilo</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Module&amp;diff=12537</id>
		<title>Module</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Module&amp;diff=12537"/>
				<updated>2010-03-16T02:28:55Z</updated>
		
		<summary type="html">&lt;p&gt;Imkilo: /* Modular File structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox module}}&lt;br /&gt;
Modules are the campaigns that players can embark on. They contain the resources needed for the adventure they encompass (though you can also have modules inherit the resources of other modules).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A Module is a single collection of Resources, that can be the building block for another Module (Addin) or function on its own (Standalone). A set of Properties tell the game how to integrate the Resources it inherits. A Resource tells the game how it finally behaves.&lt;br /&gt;
&lt;br /&gt;
The Single Player Campaign and Core Game Resources are each one of such modules. Modules can be setup hierarchical, for example the Singleplayer Module is connected to the Core Game Resources and thus can use its resources. Custom Modules can be connected to any other Module.&lt;br /&gt;
&lt;br /&gt;
Core Game Resources is however special in a way, that it is the foundation of any other Module, and any Module can use its Resources.&lt;br /&gt;
&lt;br /&gt;
== Working with a Module ==&lt;br /&gt;
&lt;br /&gt;
What are the possible options you have when creating the basis for your Content? Generally one can say a Module can either be standalone, or addon to the existing Campaign. Standalone is a Module which from hitting &amp;quot;custom campaign&amp;quot; in the main menu starts completely fresh into a custom campaign (like the Demo module for example). A Module is an addon, if content is added or perhaps changed to the existing campaign so that it influences the existing campaign but doesnt remove it (like Shale for example). &lt;br /&gt;
&lt;br /&gt;
*Standalone is pretty straightforward, in that you need at least a starting Area and a Waypoint in which the Player spawns. You can use any Core Game Resource while making this Module, basically the premade Houses, the Monsters, mostly anything. But the Area still has to be created ,NPCs placed, Dialogues written etc..&lt;br /&gt;
*Addon is something initially tricky to do and perhaps unknown to most, even when doing something simple. You need at least one entry point that hooks into the main campaign, and from there it can be a simple added weapon, or unfold into big things. And that entry point is called &amp;quot;PRCSCR&amp;quot;. See below.&lt;br /&gt;
&lt;br /&gt;
A slightly dirty method is changing a Resource of the Main Campaign. This is plainly achieved by editing a Designer Resource from the Toolset and export it under the same name, which is then a override Mod, and undesired effects can potentially reflect back at the Main campaign and other Modules. This should be left for when you know really well what the consequences are.&lt;br /&gt;
&lt;br /&gt;
=== PRCSCR - Post Release Content Script ===&lt;br /&gt;
&lt;br /&gt;
'''(Also known as &amp;quot;Adding content into an existing Area&amp;quot;)'''&lt;br /&gt;
&lt;br /&gt;
Bioware with their Addin Modules uses a functionality called PRCSCR, which enables them to insert any content u heard about into the Main Campaign. This as well is the prefered Method for Modders to add Content. PRCSCR stands for &amp;quot;Post Release Content Script&amp;quot;, but isnt all that complicated as &amp;quot;Script&amp;quot; may sound.&lt;br /&gt;
&lt;br /&gt;
:''See Main Article: [[PRCSCR]]''&lt;br /&gt;
&lt;br /&gt;
=== Modular File structure ===&lt;br /&gt;
&lt;br /&gt;
Modules are organized in the Filestructure as such the Game can read the correct files, and to allow a modular environment. The Singleplayer Campaign and Core Game Resources use a fixed set of Filefolders.&lt;br /&gt;
&lt;br /&gt;
The Singleplayer Module and the Game Core Resources respecivtly (this is the actual installed content) are located in:&lt;br /&gt;
&amp;lt;pre&amp;gt;*DragonAgeInstallDir*\modules\single player\&lt;br /&gt;
*DragonAgeInstallDir*\packages\core\&amp;lt;/pre&amp;gt;&lt;br /&gt;
These base Folders accompany all Resourcetypes specific to that Module. However this is a fixed set, and should be of value to modders only when extracting Resources.&lt;br /&gt;
&lt;br /&gt;
Modularity is made in your users folder, where the Toolset exporter distributes Resources into the respective Modules override Folder, as well as creates or stores &amp;quot;builder to player&amp;quot; packages from those Folders. A 3rd Moduletype called Addin is created there which similarily has a &amp;quot;module&amp;quot; Folder for any Resources for that Module alone, and a &amp;quot;core&amp;quot; Folder for any Resource to be accessible by other modules. It looks like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;*My Documents*\BioWare\Dragon Age\AddIns\*Modulename*\module\&lt;br /&gt;
*My Documents*\BioWare\Dragon Age\AddIns\*Modulename*\core\&lt;br /&gt;
&lt;br /&gt;
alongside a double of&lt;br /&gt;
&lt;br /&gt;
*My Documents*\BioWare\Dragon Age\modules\Single Player\&lt;br /&gt;
*My Documents*\BioWare\Dragon Age\packages\core\&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Toolset exports any Resource into each of these Folders, or specifically the override Folder beneath it, depending on which Module the Resource belongs to. When packing the Resources into an installable [[DAZIP]] file, you have to specify any of those folders to include. Thus it is to great part important where Resources are located, and especially where files shouldnt be located.&lt;br /&gt;
&lt;br /&gt;
Resources will be read from any Override folder, but organizing files to adhere to this structure will help when working with the Toolset.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General }}&lt;br /&gt;
{{inspector row|Client Script | Client scripts simulate user input }}&lt;br /&gt;
{{inspector row|Include In Resource Build| This was used internally in the development of Dragon Age to determine whether a module in the designer database was automatically included in builds.}}&lt;br /&gt;
{{inspector row|Name| The name of the module, used internally in the toolset title bar and as a fallback in the game if a description string ID has not been set.}}&lt;br /&gt;
{{inspector row|Script | Event script assigned to the resource }}&lt;br /&gt;
{{inspector row|Starting Area | The area that the player starts in when the campaign begins. }}&lt;br /&gt;
{{inspector row|Starting Waypoint | The waypoint within the starting area that the player appears at when the campaign begins. This property is not used if the module is an add-on to an existing module. }}&lt;br /&gt;
{{inspector row|StringID Begin | The line number in the [[String editor | talk table]] at which this module's text strings begins. Set to a very large random number to reduce the risk of conflict between modules. When building as a team, each builder needs to work with a different range and be aware of a potential [[Bug:_Builder_to_Builder_Load_may_not_reproduce_resource_detail_correctly | bug]].}}&lt;br /&gt;
{{inspector row|StringID End | The end of the talk table line number range allowed for this module.}}&lt;br /&gt;
{{inspector row|StringID Last Used | The last line number used by this module in the talk table. Determines the line number of the next text string created.}}&lt;br /&gt;
{{inspector row|Type | Only the &amp;quot;Addin&amp;quot; type is supported by the end user toolset. The name &amp;quot;Addin&amp;quot; can be misleading, it's possible to create a stand-alone addin that appears as a new campaign. }}&lt;br /&gt;
{{inspector row|UID| &amp;quot;Unique ID&amp;quot;, this is not seen by the player. It is used in various configuration files and as the name of the directory that the module is stored in when exported.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Info}}&lt;br /&gt;
{{inspector row|Content Module| If this module is a PRC &amp;quot;offer&amp;quot; module, this indicates the module that it is offering for download. This is not likely to be used outside of BioWare.}}&lt;br /&gt;
{{inspector row|Description | This property can't be set directly, it displays the contents of the description string ID set below. }}&lt;br /&gt;
{{inspector row|DescriptionStringID | A [[string ID]] pointing to a short description of your module}}&lt;br /&gt;
{{inspector row|DisplayName | This property can't be set directly, it displays the contents of the display name string ID set below. }}&lt;br /&gt;
{{inspector row|DisplayNameStringID | A [[string ID]] pointing to the name of your module.}}&lt;br /&gt;
{{inspector row|Extended Module | If the module is an add-on to an existing module (such as Single Player), select it from the drop-down list here. When this is set the module will be added to addins.xml when it is exported. }}&lt;br /&gt;
{{inspector row|Game Version|}}&lt;br /&gt;
{{inspector row|Image| An icon that's displayed in the installed content page }}&lt;br /&gt;
{{inspector row|Presentation| If the module is an offer this bitmask indicates the various ways that the &amp;quot;hook&amp;quot; for the addin will be presented to the player in-game. 1: [[Chanter's board]], 2: [[journal entry]], 4: [[merchant]], 8: [[world map]], 16: [[NPC]], 32: loot. You can logically OR multiple types together.}}&lt;br /&gt;
{{inspector row|Price|The price of the module in points. This is only meaningful for modules offered by BioWare.}}&lt;br /&gt;
{{inspector row|Priority|}}&lt;br /&gt;
{{inspector row|ProductID|}}&lt;br /&gt;
{{inspector row|Publisher|This property can't be set directly, it displays the contents of the publisher string ID set below.}}&lt;br /&gt;
{{inspector row|PublisherStringID|}}&lt;br /&gt;
{{inspector row|Rating|This property can't be set directly, it displays the contents of the rating string ID set below.}}&lt;br /&gt;
{{inspector row|Rating Description|This property can't be set directly, it displays the contents of the rating description string ID set below.}}&lt;br /&gt;
{{inspector row|RatingDescriptionStringID|}}&lt;br /&gt;
{{inspector row|RatingStringID|}}&lt;br /&gt;
{{inspector row|Release Date|The date the module was released in its current form}}&lt;br /&gt;
{{inspector row|URL|}}&lt;br /&gt;
{{inspector row|URLStringID|}}&lt;br /&gt;
{{inspector row|Version|The version number you've assigned to the module's current state.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Localization and VO Production }}&lt;br /&gt;
{{inspector row|Requires Localization | {{undocumented}}}}&lt;br /&gt;
{{inspector row|Requires VO (Voice-Over) | {{undocumented}}}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Modification History }}&lt;br /&gt;
{{inspector row|Created By | User who created this module. }}&lt;br /&gt;
{{inspector row|Created On | The date it was created on. }}&lt;br /&gt;
{{inspector row|Last Modified By | The user who last modified the module. }}&lt;br /&gt;
{{inspector row|Last Modified On | The date it was last modified on. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Variables }}&lt;br /&gt;
{{inspector row|Variable 2da | 2da file containing a variable table. Only the values in the table can be set and retrieved by scripting. }}&lt;br /&gt;
{{inspector row|Variables | Opens the variable table for editing, allows the initial values of the variables to be defined. }}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Variables ===&lt;br /&gt;
&lt;br /&gt;
The module_var variables 2da contains a number of variables that are only used by the original main campaign for Dragon Age. Most of these can be ignored when creating other modules. In fact, the vast majority of the variables in this table are only referred to by core scripts; most modders will likely not need to worry about these.&lt;br /&gt;
&lt;br /&gt;
{{variable table start}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= ABILITY_ALLY_NUMBER&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 4&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= AI_DISABLE_TABLES&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= AI_PARTY_CLEAR_TO_ATTACK&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= 0 - non controlled followers should not attack yet. (can still run other non-offensive AI actions).&lt;br /&gt;
1 - non controlled followers are allowed to attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= AI_USE_GUI_TABLES_FOR_FOLLOWERS&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 1&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= ALISTAIR_FRIEND_TRACK&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= A variable related to one of the main party followers in Dragon Age: Origins.&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= AMB_SYSTEM_DIALOG&lt;br /&gt;
|type=  int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= APP_APPROVAL_GIFT_COUNT_*&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= A set of variables, one named for each of the possible main party followers in Dragon Age: Origins, for tracking how many gifts they've each been given.&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= APP_APPROVAL_RATE_*&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= A set of variables, one named for each of the possible main party followers in Dragon Age: Origins, for tracking their approval score.&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= APP_RANGE_VALUE_*&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= A set of threshold values for dividing party member approval scores up into &amp;quot;friendly&amp;quot;, &amp;quot;warm&amp;quot;, &amp;quot;neutral&amp;quot;, &amp;quot;hostile&amp;quot; and &amp;quot;crisis&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= AREA_LOAD_HINT&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= Related to the text shown on the load screen between areas&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= CHARGEN_MODE&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= CIR_FADE_FOLLOWER_*&lt;br /&gt;
|type= int&lt;br /&gt;
|default= -1&lt;br /&gt;
|description= A set of three variables related to a specific plot within the original campaign of Dragon Age: Origins&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= CLIMAX_ARMY_CURRENT_AREA_BUFFER_SIZE&lt;br /&gt;
|type=  int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= A variable related to a specific plot within the original campaign of Dragon Age: Origins. The current number of living army members in the current area of army deployment.&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= CLI_ALISTAIR_AGREE_LEVEL&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= COUNTER_MAIN_PLOTS_DONE&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= CUTSCENE_SET_PLOT&lt;br /&gt;
|type= string&lt;br /&gt;
|default= NONE&lt;br /&gt;
|description= Cutscene function will store a plot flag to be set after the cutscene plays.&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= CUTSCENE_SET_PLOT_FLAG&lt;br /&gt;
|type= int&lt;br /&gt;
|default= -1&lt;br /&gt;
|description= Cutscene function will store a plot flag to be set after the cutscene plays.&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= CUTSCENE_TALK_SPEAKER&lt;br /&gt;
|type= string&lt;br /&gt;
|default= &lt;br /&gt;
|description= Cutscene function will store a talk speaker who will speak after the cutscene plays.&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= DEATH_HINT&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= related to the text shown on the screen after the player's death&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= DEBUG_ENABLE_PARTY_ITEM_SCALING&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= DEBUG_SKILL_CHECK_OVERRIDE&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= DEMO_ACTIVE&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= DISABLE_APPEARANCE_LEVEL_LIMITS&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= DISABLE_FOLLOWER_DIALOG&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= Make followers trigger soundsets instead of dialog when the leader is not the hero and clicked on (for example: climax defense)&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= DISABLE_WORLD_MAP_ENCOUNTER&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= DOG_WARLIKE_COUNTER&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= HANDLE_EVENT_RETURN&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= LOG_ACTIVE&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= LOG_AI_CURRENT_LEVEL&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= LOG_PLOT_CURRENT_LEVEL&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= LOG_RULES_CURRENT_LEVEL&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= LOG_SYSTEMS_CURRENT_LEVEL&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= MODULE_COUNTER_*&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= Three generic &amp;quot;counter&amp;quot; variables&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= MODULE_WORLD_MAP_ENABLED&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= NRD_BANDIT_BELT_COUNT&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= NRD_DIVINE_COIN_COUNT&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= NTB_*&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= Variables related to a specific plot within Dragon Age: Origins&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= ORZ_*&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= Variables related to a specific plot within Dragon Age: Origins&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= PARTY_BANTER_DIALOG_FILE&lt;br /&gt;
|type= resource&lt;br /&gt;
|default= NONE&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= PARTY_BANTER_ROTATION_COUNTER&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name=PARTY_LEADER_STORE&lt;br /&gt;
|type=object&lt;br /&gt;
|default=0&lt;br /&gt;
|description=stores the object ID of the leader that was chosen for being a leader, before it is switched (used in the climax)&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= PARTY_OVERRIDE_DIALOG&lt;br /&gt;
|type= resource&lt;br /&gt;
|default= NONE&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= PARTY_OVERRIDE_DIALOG_ACTIVE&lt;br /&gt;
|type= int&lt;br /&gt;
|default= NONE&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= PARTY_PICKER_GUI_ALLOWED_TO_POP_UP&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= PARTY_TRIGGER_DIALOG_FILE&lt;br /&gt;
|type= resource&lt;br /&gt;
|default= NONE&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= PARTY_TRIGGER_PLOT&lt;br /&gt;
|type= string&lt;br /&gt;
|default= &lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= PROVING_FIGHT_ID&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= Variable related to a specific plot in Dragon Age: Origins&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= RAND_*_SET&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= RUNSCRIPT_VAR&lt;br /&gt;
|type= string&lt;br /&gt;
|default= &lt;br /&gt;
|description= When the [[console]] command &amp;quot;runscript&amp;quot; is used, this variable will contain a string with any parameters that the script was given. The script will need to retrieve and parse these itself.&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= STEALING_*_COUNTER&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= TRACKING_GAME_ID&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= TRACKING_SEQ_NO&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= TUTORIAL_ENABLED&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= TUTORIAL_HAVE_SEEN_LEVEL_UP&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= WM_STORED_AREA&lt;br /&gt;
|type= string&lt;br /&gt;
|default= &lt;br /&gt;
|description= last used area - will be triggered when returning from a random encounter&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= WM_STORED_WP&lt;br /&gt;
|type= string&lt;br /&gt;
|default= &lt;br /&gt;
|description= last used transition wp - will be used when returning from a random encounter&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= WORLD_MAP_STORED_PRE_CAMP_AREA&lt;br /&gt;
|type= string&lt;br /&gt;
|default= &lt;br /&gt;
|description= The WIDE OPEN WORLD area that was visited last. Used when leaving the camp so we can know if the player returns to it from the camp and then just directly transition there instead of travel.&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= WORLD_MAPS_TRIP_COUNT&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= counting the number of trips the player did in the world map, on any map in the game. Used to determine when to trigger random encounters.&lt;br /&gt;
}}&lt;br /&gt;
{{Variable table row&lt;br /&gt;
|name= WRD_*&lt;br /&gt;
|type= int&lt;br /&gt;
|default= 0&lt;br /&gt;
|description= &lt;br /&gt;
}}&lt;br /&gt;
{{variable table end}}&lt;br /&gt;
&lt;br /&gt;
[[category:modules]]&lt;/div&gt;</summary>
		<author><name>Imkilo</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Reskinning_an_item_tutorial&amp;diff=12392</id>
		<title>Reskinning an item tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Reskinning_an_item_tutorial&amp;diff=12392"/>
				<updated>2010-03-03T01:05:21Z</updated>
		
		<summary type="html">&lt;p&gt;Imkilo: /* Locating the Model Textures the Hard Way */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
This tutorial describes how to reskin, or change the default texture, of items that already exist in-game. As an example, the default textures of the human female mage's apprentice robes will be changed.&lt;br /&gt;
&lt;br /&gt;
Tools needed are the Dragon Age Toolset, and a grafic editing Applications capable of Opening, Editing and Saving DDS Texture Files.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The game utilizes Tints, which reuse the same Texture in colorized or tinted versions. Thus the texture in our example doesnt look quiet as it does in game. And vice versa, if you edit the Texture, it wont look quiet like that when back into the game. The difference is merely color differences. So this process is limited. However you can only change Tints, or both. See below for further tutorials.&lt;br /&gt;
&lt;br /&gt;
== Locating the Model Textures the Hard Way==&lt;br /&gt;
&lt;br /&gt;
At the beginning, you only know how the [[Model]] looks and what its called. A somewhat difficult task will be, finding out which files are tied to the model so that you can edit them. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' You may want to read it once, to understand alternative ways.&lt;br /&gt;
&lt;br /&gt;
First and foremost, you are looking for DDS Files. How DDS Files are referenced by an Item you see in Game is a long list of database references.&lt;br /&gt;
&lt;br /&gt;
A quick rundown on references we need to be aware of&lt;br /&gt;
&lt;br /&gt;
#A DDS File is referenced by the Material Properties of a [[Model]]&lt;br /&gt;
#A [[Model]] is then referenced by the &amp;quot;ItemVariation&amp;quot; type of files. In our example, the sub &amp;quot;clothing_variation.gda&amp;quot;&lt;br /&gt;
#The different Clothing Variations are then referenced by the Item Type made via the Toolset&lt;br /&gt;
#The Item Type is lastly referenced by the Game, when choosing which gender and race this item is worn. And then displays the final version in your game.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To track back to the DDS File, you need to run up this list in reverse. Starting up our example, the mages apprentice robe, as it is worn by human females. &lt;br /&gt;
&lt;br /&gt;
#Open up the Toolset and in the Resource Palette on the upperright click on &amp;quot;Items&amp;quot; (appears as a sword icon). Now comes guessing where this piece is to be found there. These Items are pretty well sorted thou, it is to be found under _global / Clothing / Mage Robes / Unique. In the following list you see the ResourceName followed by ItemName &amp;quot;gen_im_cth_mag_app (Apprentice Robes)&amp;quot;. Any Item can be found in the &amp;quot;Item&amp;quot; Category.  Doubleclick that entry to look inside.&lt;br /&gt;
#In the listing of information that appears to the left of the item, note that the &amp;quot;Base Item Type&amp;quot; is &amp;quot;Clothing&amp;quot;, which is branching off into the Item Variation. The robe has a &amp;quot;Item Variation&amp;quot; called &amp;quot;Robe, Apprentice&amp;quot;. Variation in mind, onto the next step.&lt;br /&gt;
#Open up the &amp;quot;ItemVariations.xls&amp;quot; File located under &amp;quot;(dragon age install directory)/tools/Source/2da/rules&amp;quot;. It has many pages, locate page &amp;quot;clothing_variation&amp;quot; since we know our &amp;quot;Base Item Type&amp;quot; is of &amp;quot;Clothing&amp;quot;. In there, locate the Row called whatever Item Variation your Item had. &amp;quot;Robe, Apprentice&amp;quot; has Namestrings followed by &amp;quot;rob&amp;quot; &amp;quot;app&amp;quot; &amp;quot;a&amp;quot;.&lt;br /&gt;
#With these 3 Strings, and Dragon Age's [[Naming conventions|Naming Scheme]] you can find the binary [[MMH]] Main Modelfile.&lt;br /&gt;
#'''In this File is a hidden reference to the [[MAO]] Material file.'''&lt;br /&gt;
#And inside the [[MAO]] File is the references to the Textures Filenames.&lt;br /&gt;
&lt;br /&gt;
Step 4 requires some understanding in completing the Filename. Each [[Model]] File (and [[Art Resources|Art Resource]] too) has a prefix and a suffix. The Prefix sorts the Models into whole Categories, the Suffix into small Variations. The Category for Playerworn Armor by Human Females here is &amp;quot;HF&amp;quot;. After the Prefix come the Namestrings noted in Step 3 ,separated by underscores &amp;quot;_&amp;quot; with the exception of the last one. The Suffix here as a variation is the LOD Versions of the same Model, which all have their own LOD texture.&lt;br /&gt;
&lt;br /&gt;
The Models Filename here is then &amp;quot;hf_rob_appa_0.mmh&amp;quot; to &amp;quot;hf_rob_appa_3.mmh&amp;quot;. However unless you can work with the MMH, the hidden reference of Step 6 wont be found. It is there in binary form, and u would need for example &amp;quot;tazpn's commandline tools&amp;quot; to convert them into FBX and then into MMH.XML which is a text format of the [[MMH]]. The reference here is called &amp;quot;pf_rob_appa.mao&amp;quot;, &amp;quot;pf_rob_appa_l2.mao&amp;quot; and &amp;quot;pf_rob_appa_l3.mao&amp;quot; for their respective LOD Version.&lt;br /&gt;
&lt;br /&gt;
See that effectivly hf got replaced by pf, which is simply another Prefix for only Female Gear. &amp;quot;hf&amp;quot; however was Female Human, but since the Textures get applied to all Female's versions, it is separated. This is arbitrary, but since the same applies to other armor ,it is sometimes &amp;quot;guessable&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The MAO Files reference these textures&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;pf_rob_appa_0d.dds&lt;br /&gt;
to&lt;br /&gt;
pf_rob_appa_0tl3.dds&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Alternatives ===&lt;br /&gt;
&lt;br /&gt;
However you can take shortcuts, by guessing which ItemVariation it is under which category, and start by opening the &amp;quot;Itemvariations.xls&amp;quot; file directly. Or by browsing texture files with a Picture Viewer. Since pf_rob*** are only Robes, and its not so many.&lt;br /&gt;
&lt;br /&gt;
DATools also provides a quick way of browsing thru Models, and seeing their Texturenames. You may not catch all Models, but its a possibility.&lt;br /&gt;
&lt;br /&gt;
Guessing examples for the Mage Robe:&lt;br /&gt;
*It is female player gear. So prefix for textures is &amp;quot;pf_&amp;quot;&lt;br /&gt;
*It is a Robe, so any Texture File containing &amp;quot;rob&amp;quot; may be our File.&lt;br /&gt;
*Open the ItemVariations.xls, and by Clothing find Robe, Apprentice and its strings &amp;quot;rob&amp;quot; &amp;quot;app&amp;quot; &amp;quot;a&amp;quot; ,and you may find the filename.&lt;br /&gt;
&lt;br /&gt;
== Extracting the Texture from the Package ==&lt;br /&gt;
&lt;br /&gt;
Model textures are located in two &amp;quot;texturepack.erf&amp;quot; [[ERF]] packages, corresponding to high resolution and medium resolution textures. These packages can be found in the (dragon age install directory)\packages\core\textures\ folder. For example, the packages might be:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;C:\Program Files\Dragon Age\packages\core\textures\high\texturepack.erf&lt;br /&gt;
C:\Program Files\Dragon Age\packages\core\textures\medium\texturepack.erf&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drag and drop these ERF Files onto the Toolset to browse and extract their content. If you have the Name, finding the Files will be easy. The Files will be in both &amp;quot;high&amp;quot; and &amp;quot;medium&amp;quot; and the quality setting in the game will decide which to choose. To make it compatible enough, taking them all may be neccessary.&lt;br /&gt;
&lt;br /&gt;
To prepare for extracting the textures, we must create a directory mimicking the structure of the Dragon Age packages folder. To do this, create a new folder named &amp;quot;textures&amp;quot; in a convenient location (for example, on your desktop). Inside this folder, create two new folders, named &amp;quot;high&amp;quot; and &amp;quot;medium&amp;quot;. The &amp;quot;high&amp;quot; folder will be where the high-resolution textures are extracted to, and the &amp;quot;medium&amp;quot; folder will be where the medium-resolution textures are extracted to.&lt;br /&gt;
&lt;br /&gt;
For this tutorial, we are interested in the mage's robes. To locate the textures of the mage's robes, scroll down to &amp;quot;pf_rob_appa_0d.dds&amp;quot; in one of the two texturepack ERFs. In each texturepack.erf, select all of the image files prefixed with &amp;quot;pf_rob_appa&amp;quot; (from &amp;quot;pf_rob_appa_0d.dds&amp;quot; to &amp;quot;pf_rob_appa_0tl3.dds&amp;quot;). For the high-resolution texturepack.erf, extract these images to the &amp;quot;textures\high\&amp;quot; folder just created. Extract the medium-resolution textures to the &amp;quot;textures\medium\&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
The Suffixes for Texturefiles are describing their Formats, which is described under [[Textureformats]].&lt;br /&gt;
&lt;br /&gt;
To extract one of the textures, right-click on it and select &amp;quot;Extract Resource.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Editing the Textures ==&lt;br /&gt;
&lt;br /&gt;
At this stage, if we wanted to edit the existing robe textures, we could do so by changing these files. See [[Textureformats]].&lt;br /&gt;
&lt;br /&gt;
Once this has been done for all of the robe textures (in both the &amp;quot;High&amp;quot; and &amp;quot;Medium&amp;quot; folders), we'll be ready to override the default textures in Dragon Age.&lt;br /&gt;
&lt;br /&gt;
== Overriding the Existing Textures ==&lt;br /&gt;
[[Image:Demo-retexture.jpg|thumb|The end result: reskinned default mage robes.]]&lt;br /&gt;
To override the existing textures, copy the &amp;quot;textures&amp;quot; folder containing the modified textures, and paste this folder into the Dragon Age override folder. The override folder is found in:&lt;br /&gt;
*Documents\BioWare\Dragon Age\packages\core\override\&lt;br /&gt;
for Windows Vista and 7, and in a similar location on Windows XP.&lt;br /&gt;
&lt;br /&gt;
So, after pasting in the modified textures, the structure of the override folder should look like this:&lt;br /&gt;
&lt;br /&gt;
*Documents\BioWare\Dragon Age\packages\core\override\&lt;br /&gt;
**textures&lt;br /&gt;
***high&lt;br /&gt;
****pf_rob_appa_0d.dds&lt;br /&gt;
****(...)&lt;br /&gt;
****pf_rob_appa_0tl3.dds&lt;br /&gt;
***medium&lt;br /&gt;
****pf_rob_appa_0d.dds&lt;br /&gt;
****(...)&lt;br /&gt;
****pf_rob_appa_0tl3.dds&lt;br /&gt;
&lt;br /&gt;
== Further Tutorials ==&lt;br /&gt;
&lt;br /&gt;
[[Tutorial: Creating recolors of existing items]] - A way to change the tint of the new texture&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
[[Texture Formats]] - Texture formats in detail.&lt;br /&gt;
&lt;br /&gt;
[[Art Resources]] - Broad topic of Art Resources, which textures are a part of.&lt;br /&gt;
&lt;br /&gt;
[[category:tutorials]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Imkilo</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Reskinning_an_item_tutorial&amp;diff=12389</id>
		<title>Reskinning an item tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Reskinning_an_item_tutorial&amp;diff=12389"/>
				<updated>2010-03-03T00:58:35Z</updated>
		
		<summary type="html">&lt;p&gt;Imkilo: /* Locating the Model Textures the Hard Way */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
This tutorial describes how to reskin, or change the default texture, of items that already exist in-game. As an example, the default textures of the human female mage's apprentice robes will be changed.&lt;br /&gt;
&lt;br /&gt;
Tools needed are the Dragon Age Toolset, and a grafic editing Applications capable of Opening, Editing and Saving DDS Texture Files.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The game utilizes Tints, which reuse the same Texture in colorized or tinted versions. Thus the texture in our example doesnt look quiet as it does in game. And vice versa, if you edit the Texture, it wont look quiet like that when back into the game. The difference is merely color differences. So this process is limited. However you can only change Tints, or both. See below for further tutorials.&lt;br /&gt;
&lt;br /&gt;
== Locating the Model Textures the Hard Way==&lt;br /&gt;
&lt;br /&gt;
At the beginning, you only know how the [[Model]] looks and what its called. A somewhat difficult task will be, finding out which files are tied to the model so that you can edit them. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' You may want to read it once, to understand alternative ways.&lt;br /&gt;
&lt;br /&gt;
First and foremost, you are looking for DDS Files. How DDS Files are referenced by an Item you see in Game is a long list of database references.&lt;br /&gt;
&lt;br /&gt;
A quick rundown on references we need to be aware of&lt;br /&gt;
&lt;br /&gt;
#A DDS File is referenced by the Material Properties of a [[Model]]&lt;br /&gt;
#A [[Model]] is then referenced by the &amp;quot;ItemVariation&amp;quot; type of files. In our example, the sub &amp;quot;clothing_variation.gda&amp;quot;&lt;br /&gt;
#The different Clothing Variations are then referenced by the Item Type made via the Toolset&lt;br /&gt;
#The Item Type is lastly referenced by the Game, when choosing which gender and race this item is worn. And then displays the final version in your game.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To track back to the DDS File, you need to run up this list in reverse. Starting up our example, the mages apprentice robe, as it is worn by human females. &lt;br /&gt;
&lt;br /&gt;
#Open up the Toolset and in the Resource Palette on the upperright click on &amp;quot;Items&amp;quot; (appears as a sword icon). Now comes guessing where this piece is to be found there. These Items are pretty well sorted thou, it is to be found under _global / Clothing / Mage Robes / Unique. In the following list you see the ResourceName followed by ItemName &amp;quot;gen_im_cth_mag_app (Apprentice Robes)&amp;quot;. Any Item can be found in the &amp;quot;Item&amp;quot; Category.  Doubleclick that entry to look inside.&lt;br /&gt;
#In the listing of information that appears to the left of the item, note that the &amp;quot;Base Item Type&amp;quot; is &amp;quot;Clothing&amp;quot;, which is branching off into the Item Variation. The robe has a &amp;quot;Item Variation&amp;quot; called &amp;quot;Robe, Apprentice&amp;quot;. Variation in mind, onto the next step.&lt;br /&gt;
#Open up the &amp;quot;ItemVariations.xls&amp;quot; File located under &amp;quot;(dragon age install directory)/tools/Source/2da/rules&amp;quot;. It has many pages, locate Page &amp;quot;clothing variation&amp;quot; since we know our Item is of Clothing Item Type. In there, locate the Row called whatever Item Variation your Item had. &amp;quot;Robe, Apprentice&amp;quot; has Namestrings followed by &amp;quot;rob&amp;quot; &amp;quot;app&amp;quot; &amp;quot;a&amp;quot;.&lt;br /&gt;
#With these 3 Strings, and Dragon Age's [[Naming conventions|Naming Scheme]] you can find the binary [[MMH]] Main Modelfile.&lt;br /&gt;
#'''In this File is a hidden reference to the [[MAO]] Material file.'''&lt;br /&gt;
#And inside the [[MAO]] File is the references to the Textures Filenames.&lt;br /&gt;
&lt;br /&gt;
Step 4 requires some understanding in completing the Filename. Each [[Model]] File (and [[Art Resources|Art Resource]] too) has a prefix and a suffix. The Prefix sorts the Models into whole Categories, the Suffix into small Variations. The Category for Playerworn Armor by Human Females here is &amp;quot;HF&amp;quot;. After the Prefix come the Namestrings noted in Step 3 ,separated by underscores &amp;quot;_&amp;quot; with the exception of the last one. The Suffix here as a variation is the LOD Versions of the same Model, which all have their own LOD texture.&lt;br /&gt;
&lt;br /&gt;
The Models Filename here is then &amp;quot;hf_rob_appa_0.mmh&amp;quot; to &amp;quot;hf_rob_appa_3.mmh&amp;quot;. However unless you can work with the MMH, the hidden reference of Step 6 wont be found. It is there in binary form, and u would need for example &amp;quot;tazpn's commandline tools&amp;quot; to convert them into FBX and then into MMH.XML which is a text format of the [[MMH]]. The reference here is called &amp;quot;pf_rob_appa.mao&amp;quot;, &amp;quot;pf_rob_appa_l2.mao&amp;quot; and &amp;quot;pf_rob_appa_l3.mao&amp;quot; for their respective LOD Version.&lt;br /&gt;
&lt;br /&gt;
See that effectivly hf got replaced by pf, which is simply another Prefix for only Female Gear. &amp;quot;hf&amp;quot; however was Female Human, but since the Textures get applied to all Female's versions, it is separated. This is arbitrary, but since the same applies to other armor ,it is sometimes &amp;quot;guessable&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The MAO Files reference these textures&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;pf_rob_appa_0d.dds&lt;br /&gt;
to&lt;br /&gt;
pf_rob_appa_0tl3.dds&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Alternatives ===&lt;br /&gt;
&lt;br /&gt;
However you can take shortcuts, by guessing which ItemVariation it is under which category, and start by opening the &amp;quot;Itemvariations.xls&amp;quot; file directly. Or by browsing texture files with a Picture Viewer. Since pf_rob*** are only Robes, and its not so many.&lt;br /&gt;
&lt;br /&gt;
DATools also provides a quick way of browsing thru Models, and seeing their Texturenames. You may not catch all Models, but its a possibility.&lt;br /&gt;
&lt;br /&gt;
Guessing examples for the Mage Robe:&lt;br /&gt;
*It is female player gear. So prefix for textures is &amp;quot;pf_&amp;quot;&lt;br /&gt;
*It is a Robe, so any Texture File containing &amp;quot;rob&amp;quot; may be our File.&lt;br /&gt;
*Open the ItemVariations.xls, and by Clothing find Robe, Apprentice and its strings &amp;quot;rob&amp;quot; &amp;quot;app&amp;quot; &amp;quot;a&amp;quot; ,and you may find the filename.&lt;br /&gt;
&lt;br /&gt;
== Extracting the Texture from the Package ==&lt;br /&gt;
&lt;br /&gt;
Model textures are located in two &amp;quot;texturepack.erf&amp;quot; [[ERF]] packages, corresponding to high resolution and medium resolution textures. These packages can be found in the (dragon age install directory)\packages\core\textures\ folder. For example, the packages might be:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;C:\Program Files\Dragon Age\packages\core\textures\high\texturepack.erf&lt;br /&gt;
C:\Program Files\Dragon Age\packages\core\textures\medium\texturepack.erf&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drag and drop these ERF Files onto the Toolset to browse and extract their content. If you have the Name, finding the Files will be easy. The Files will be in both &amp;quot;high&amp;quot; and &amp;quot;medium&amp;quot; and the quality setting in the game will decide which to choose. To make it compatible enough, taking them all may be neccessary.&lt;br /&gt;
&lt;br /&gt;
To prepare for extracting the textures, we must create a directory mimicking the structure of the Dragon Age packages folder. To do this, create a new folder named &amp;quot;textures&amp;quot; in a convenient location (for example, on your desktop). Inside this folder, create two new folders, named &amp;quot;high&amp;quot; and &amp;quot;medium&amp;quot;. The &amp;quot;high&amp;quot; folder will be where the high-resolution textures are extracted to, and the &amp;quot;medium&amp;quot; folder will be where the medium-resolution textures are extracted to.&lt;br /&gt;
&lt;br /&gt;
For this tutorial, we are interested in the mage's robes. To locate the textures of the mage's robes, scroll down to &amp;quot;pf_rob_appa_0d.dds&amp;quot; in one of the two texturepack ERFs. In each texturepack.erf, select all of the image files prefixed with &amp;quot;pf_rob_appa&amp;quot; (from &amp;quot;pf_rob_appa_0d.dds&amp;quot; to &amp;quot;pf_rob_appa_0tl3.dds&amp;quot;). For the high-resolution texturepack.erf, extract these images to the &amp;quot;textures\high\&amp;quot; folder just created. Extract the medium-resolution textures to the &amp;quot;textures\medium\&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
The Suffixes for Texturefiles are describing their Formats, which is described under [[Textureformats]].&lt;br /&gt;
&lt;br /&gt;
To extract one of the textures, right-click on it and select &amp;quot;Extract Resource.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Editing the Textures ==&lt;br /&gt;
&lt;br /&gt;
At this stage, if we wanted to edit the existing robe textures, we could do so by changing these files. See [[Textureformats]].&lt;br /&gt;
&lt;br /&gt;
Once this has been done for all of the robe textures (in both the &amp;quot;High&amp;quot; and &amp;quot;Medium&amp;quot; folders), we'll be ready to override the default textures in Dragon Age.&lt;br /&gt;
&lt;br /&gt;
== Overriding the Existing Textures ==&lt;br /&gt;
[[Image:Demo-retexture.jpg|thumb|The end result: reskinned default mage robes.]]&lt;br /&gt;
To override the existing textures, copy the &amp;quot;textures&amp;quot; folder containing the modified textures, and paste this folder into the Dragon Age override folder. The override folder is found in:&lt;br /&gt;
*Documents\BioWare\Dragon Age\packages\core\override\&lt;br /&gt;
for Windows Vista and 7, and in a similar location on Windows XP.&lt;br /&gt;
&lt;br /&gt;
So, after pasting in the modified textures, the structure of the override folder should look like this:&lt;br /&gt;
&lt;br /&gt;
*Documents\BioWare\Dragon Age\packages\core\override\&lt;br /&gt;
**textures&lt;br /&gt;
***high&lt;br /&gt;
****pf_rob_appa_0d.dds&lt;br /&gt;
****(...)&lt;br /&gt;
****pf_rob_appa_0tl3.dds&lt;br /&gt;
***medium&lt;br /&gt;
****pf_rob_appa_0d.dds&lt;br /&gt;
****(...)&lt;br /&gt;
****pf_rob_appa_0tl3.dds&lt;br /&gt;
&lt;br /&gt;
== Further Tutorials ==&lt;br /&gt;
&lt;br /&gt;
[[Tutorial: Creating recolors of existing items]] - A way to change the tint of the new texture&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
[[Texture Formats]] - Texture formats in detail.&lt;br /&gt;
&lt;br /&gt;
[[Art Resources]] - Broad topic of Art Resources, which textures are a part of.&lt;br /&gt;
&lt;br /&gt;
[[category:tutorials]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Imkilo</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Reskinning_an_item_tutorial&amp;diff=12388</id>
		<title>Reskinning an item tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Reskinning_an_item_tutorial&amp;diff=12388"/>
				<updated>2010-03-03T00:53:35Z</updated>
		
		<summary type="html">&lt;p&gt;Imkilo: /* Locating the Model Textures the Hard Way */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
This tutorial describes how to reskin, or change the default texture, of items that already exist in-game. As an example, the default textures of the human female mage's apprentice robes will be changed.&lt;br /&gt;
&lt;br /&gt;
Tools needed are the Dragon Age Toolset, and a grafic editing Applications capable of Opening, Editing and Saving DDS Texture Files.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The game utilizes Tints, which reuse the same Texture in colorized or tinted versions. Thus the texture in our example doesnt look quiet as it does in game. And vice versa, if you edit the Texture, it wont look quiet like that when back into the game. The difference is merely color differences. So this process is limited. However you can only change Tints, or both. See below for further tutorials.&lt;br /&gt;
&lt;br /&gt;
== Locating the Model Textures the Hard Way==&lt;br /&gt;
&lt;br /&gt;
At the beginning, you only know how the [[Model]] looks and what its called. A somewhat difficult task will be, finding out which files are tied to the model so that you can edit them. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' You may want to read it once, to understand alternative ways.&lt;br /&gt;
&lt;br /&gt;
First and foremost, you are looking for DDS Files. How DDS Files are referenced by an Item you see in Game is a long list of database references.&lt;br /&gt;
&lt;br /&gt;
A quick rundown on references we need to be aware of&lt;br /&gt;
&lt;br /&gt;
#A DDS File is referenced by the Material Properties of a [[Model]]&lt;br /&gt;
#A [[Model]] is then referenced by the &amp;quot;ItemVariation&amp;quot; type of files. In our example, the sub &amp;quot;clothing_variation.gda&amp;quot;&lt;br /&gt;
#The different Clothing Variations are then referenced by the Item Type made via the Toolset&lt;br /&gt;
#The Item Type is lastly referenced by the Game, when choosing which gender and race this item is worn. And then displays the final version in your game.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To track back to the DDS File, you need to run up this list in reverse. Starting up our example, the mages apprentice robe, as it is worn by human females. &lt;br /&gt;
&lt;br /&gt;
#Open up the Toolset and in the Resource Palette on the upperright click on &amp;quot;Items&amp;quot; (sword icon). Now comes guessing where this piece is to be found there. These Items are pretty well sorted thou, it is to be found under _global / Clothing / Mage Robes / Unique. In the following list you see the ResourceName followed by ItemName &amp;quot;gen_im_cth_mag_app (Apprentice Robes)&amp;quot;. Any Item can be found in the &amp;quot;Item&amp;quot; Category.  Doubleclick that entry to look inside.&lt;br /&gt;
#In the listing of information that appears to the left of the item, note that the &amp;quot;Base Item Type&amp;quot; is &amp;quot;Clothing&amp;quot;, which is branching off into the Item Variation. The Robe has a Item Variation called &amp;quot;Robe, Apprentice&amp;quot;. Variation in mind, onto the next step.&lt;br /&gt;
#Open up the &amp;quot;ItemVariations.xls&amp;quot; File located under &amp;quot;(dragon age install directory)/tools/Source/2da/rules&amp;quot;. It has many pages, locate Page &amp;quot;clothing variation&amp;quot; since we know our Item is of Clothing Item Type. In there, locate the Row called whatever Item Variation your Item had. &amp;quot;Robe, Apprentice&amp;quot; has Namestrings followed by &amp;quot;rob&amp;quot; &amp;quot;app&amp;quot; &amp;quot;a&amp;quot;.&lt;br /&gt;
#With these 3 Strings, and Dragon Age's [[Naming conventions|Naming Scheme]] you can find the binary [[MMH]] Main Modelfile.&lt;br /&gt;
#'''In this File is a hidden reference to the [[MAO]] Material file.'''&lt;br /&gt;
#And inside the [[MAO]] File is the references to the Textures Filenames.&lt;br /&gt;
&lt;br /&gt;
Step 4 requires some understanding in completing the Filename. Each [[Model]] File (and [[Art Resources|Art Resource]] too) has a prefix and a suffix. The Prefix sorts the Models into whole Categories, the Suffix into small Variations. The Category for Playerworn Armor by Human Females here is &amp;quot;HF&amp;quot;. After the Prefix come the Namestrings noted in Step 3 ,separated by underscores &amp;quot;_&amp;quot; with the exception of the last one. The Suffix here as a variation is the LOD Versions of the same Model, which all have their own LOD texture.&lt;br /&gt;
&lt;br /&gt;
The Models Filename here is then &amp;quot;hf_rob_appa_0.mmh&amp;quot; to &amp;quot;hf_rob_appa_3.mmh&amp;quot;. However unless you can work with the MMH, the hidden reference of Step 6 wont be found. It is there in binary form, and u would need for example &amp;quot;tazpn's commandline tools&amp;quot; to convert them into FBX and then into MMH.XML which is a text format of the [[MMH]]. The reference here is called &amp;quot;pf_rob_appa.mao&amp;quot;, &amp;quot;pf_rob_appa_l2.mao&amp;quot; and &amp;quot;pf_rob_appa_l3.mao&amp;quot; for their respective LOD Version.&lt;br /&gt;
&lt;br /&gt;
See that effectivly hf got replaced by pf, which is simply another Prefix for only Female Gear. &amp;quot;hf&amp;quot; however was Female Human, but since the Textures get applied to all Female's versions, it is separated. This is arbitrary, but since the same applies to other armor ,it is sometimes &amp;quot;guessable&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The MAO Files reference these textures&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;pf_rob_appa_0d.dds&lt;br /&gt;
to&lt;br /&gt;
pf_rob_appa_0tl3.dds&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Alternatives ===&lt;br /&gt;
&lt;br /&gt;
However you can take shortcuts, by guessing which ItemVariation it is under which category, and start by opening the &amp;quot;Itemvariations.xls&amp;quot; file directly. Or by browsing texture files with a Picture Viewer. Since pf_rob*** are only Robes, and its not so many.&lt;br /&gt;
&lt;br /&gt;
DATools also provides a quick way of browsing thru Models, and seeing their Texturenames. You may not catch all Models, but its a possibility.&lt;br /&gt;
&lt;br /&gt;
Guessing examples for the Mage Robe:&lt;br /&gt;
*It is female player gear. So prefix for textures is &amp;quot;pf_&amp;quot;&lt;br /&gt;
*It is a Robe, so any Texture File containing &amp;quot;rob&amp;quot; may be our File.&lt;br /&gt;
*Open the ItemVariations.xls, and by Clothing find Robe, Apprentice and its strings &amp;quot;rob&amp;quot; &amp;quot;app&amp;quot; &amp;quot;a&amp;quot; ,and you may find the filename.&lt;br /&gt;
&lt;br /&gt;
== Extracting the Texture from the Package ==&lt;br /&gt;
&lt;br /&gt;
Model textures are located in two &amp;quot;texturepack.erf&amp;quot; [[ERF]] packages, corresponding to high resolution and medium resolution textures. These packages can be found in the (dragon age install directory)\packages\core\textures\ folder. For example, the packages might be:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;C:\Program Files\Dragon Age\packages\core\textures\high\texturepack.erf&lt;br /&gt;
C:\Program Files\Dragon Age\packages\core\textures\medium\texturepack.erf&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drag and drop these ERF Files onto the Toolset to browse and extract their content. If you have the Name, finding the Files will be easy. The Files will be in both &amp;quot;high&amp;quot; and &amp;quot;medium&amp;quot; and the quality setting in the game will decide which to choose. To make it compatible enough, taking them all may be neccessary.&lt;br /&gt;
&lt;br /&gt;
To prepare for extracting the textures, we must create a directory mimicking the structure of the Dragon Age packages folder. To do this, create a new folder named &amp;quot;textures&amp;quot; in a convenient location (for example, on your desktop). Inside this folder, create two new folders, named &amp;quot;high&amp;quot; and &amp;quot;medium&amp;quot;. The &amp;quot;high&amp;quot; folder will be where the high-resolution textures are extracted to, and the &amp;quot;medium&amp;quot; folder will be where the medium-resolution textures are extracted to.&lt;br /&gt;
&lt;br /&gt;
For this tutorial, we are interested in the mage's robes. To locate the textures of the mage's robes, scroll down to &amp;quot;pf_rob_appa_0d.dds&amp;quot; in one of the two texturepack ERFs. In each texturepack.erf, select all of the image files prefixed with &amp;quot;pf_rob_appa&amp;quot; (from &amp;quot;pf_rob_appa_0d.dds&amp;quot; to &amp;quot;pf_rob_appa_0tl3.dds&amp;quot;). For the high-resolution texturepack.erf, extract these images to the &amp;quot;textures\high\&amp;quot; folder just created. Extract the medium-resolution textures to the &amp;quot;textures\medium\&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
The Suffixes for Texturefiles are describing their Formats, which is described under [[Textureformats]].&lt;br /&gt;
&lt;br /&gt;
To extract one of the textures, right-click on it and select &amp;quot;Extract Resource.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Editing the Textures ==&lt;br /&gt;
&lt;br /&gt;
At this stage, if we wanted to edit the existing robe textures, we could do so by changing these files. See [[Textureformats]].&lt;br /&gt;
&lt;br /&gt;
Once this has been done for all of the robe textures (in both the &amp;quot;High&amp;quot; and &amp;quot;Medium&amp;quot; folders), we'll be ready to override the default textures in Dragon Age.&lt;br /&gt;
&lt;br /&gt;
== Overriding the Existing Textures ==&lt;br /&gt;
[[Image:Demo-retexture.jpg|thumb|The end result: reskinned default mage robes.]]&lt;br /&gt;
To override the existing textures, copy the &amp;quot;textures&amp;quot; folder containing the modified textures, and paste this folder into the Dragon Age override folder. The override folder is found in:&lt;br /&gt;
*Documents\BioWare\Dragon Age\packages\core\override\&lt;br /&gt;
for Windows Vista and 7, and in a similar location on Windows XP.&lt;br /&gt;
&lt;br /&gt;
So, after pasting in the modified textures, the structure of the override folder should look like this:&lt;br /&gt;
&lt;br /&gt;
*Documents\BioWare\Dragon Age\packages\core\override\&lt;br /&gt;
**textures&lt;br /&gt;
***high&lt;br /&gt;
****pf_rob_appa_0d.dds&lt;br /&gt;
****(...)&lt;br /&gt;
****pf_rob_appa_0tl3.dds&lt;br /&gt;
***medium&lt;br /&gt;
****pf_rob_appa_0d.dds&lt;br /&gt;
****(...)&lt;br /&gt;
****pf_rob_appa_0tl3.dds&lt;br /&gt;
&lt;br /&gt;
== Further Tutorials ==&lt;br /&gt;
&lt;br /&gt;
[[Tutorial: Creating recolors of existing items]] - A way to change the tint of the new texture&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
[[Texture Formats]] - Texture formats in detail.&lt;br /&gt;
&lt;br /&gt;
[[Art Resources]] - Broad topic of Art Resources, which textures are a part of.&lt;br /&gt;
&lt;br /&gt;
[[category:tutorials]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Imkilo</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Reskinning_an_item_tutorial&amp;diff=12385</id>
		<title>Reskinning an item tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Reskinning_an_item_tutorial&amp;diff=12385"/>
				<updated>2010-03-03T00:47:44Z</updated>
		
		<summary type="html">&lt;p&gt;Imkilo: /* Locating the Model Textures the Hard Way */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
This tutorial describes how to reskin, or change the default texture, of items that already exist in-game. As an example, the default textures of the human female mage's apprentice robes will be changed.&lt;br /&gt;
&lt;br /&gt;
Tools needed are the Dragon Age Toolset, and a grafic editing Applications capable of Opening, Editing and Saving DDS Texture Files.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The game utilizes Tints, which reuse the same Texture in colorized or tinted versions. Thus the texture in our example doesnt look quiet as it does in game. And vice versa, if you edit the Texture, it wont look quiet like that when back into the game. The difference is merely color differences. So this process is limited. However you can only change Tints, or both. See below for further tutorials.&lt;br /&gt;
&lt;br /&gt;
== Locating the Model Textures the Hard Way==&lt;br /&gt;
&lt;br /&gt;
At the beginning, you only know how the [[Model]] looks and what its called. A somewhat difficult task will be, finding out which files are tied to the model so that you can edit them. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' You may want to read it once, to understand alternative ways.&lt;br /&gt;
&lt;br /&gt;
First and foremost, you are looking for DDS Files. How DDS Files are referenced by an Item you see in Game is a long list of database references.&lt;br /&gt;
&lt;br /&gt;
A quick rundown on references we need to be aware of&lt;br /&gt;
&lt;br /&gt;
#A DDS File is referenced by the Material Properties of a [[Model]]&lt;br /&gt;
#A [[Model]] is then referenced by the &amp;quot;ItemVariation&amp;quot; type of files. In our example, the sub &amp;quot;clothing_variation.gda&amp;quot;&lt;br /&gt;
#The different Clothing Variations are then referenced by the Item Type made via the Toolset&lt;br /&gt;
#The Item Type is lastly referenced by the Game, when choosing which gender and race this item is worn. And then displays the final version in your game.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To track back to the DDS File, you need to run up this list in reverse. Starting up our example, the mages apprentice robe, as it is worn by human females. &lt;br /&gt;
&lt;br /&gt;
#Open up the Toolset and in the Resource Palette on the upperright click on &amp;quot;Items&amp;quot; (sword icon). Now comes guessing where this piece is to be found there. These Items are pretty well sorted thou, it is to be found under _global / Clothing / Mage Robes / Unique. In the following list you see the ResourceName followed by ItemName &amp;quot;gen_im_cth_mag_app (Apprentice Robes)&amp;quot;. Any Item can be found in the &amp;quot;Item&amp;quot; Category.  Doubleclick that entry to look inside.&lt;br /&gt;
#Base Item Type is Clothing, which is branching off into the Item Variation. The Robe has a Item Variation called &amp;quot;Robe, Apprentice&amp;quot;. Variation in mind, onto the next step.&lt;br /&gt;
#Open up the &amp;quot;ItemVariations.xls&amp;quot; File located under &amp;quot;(dragon age install directory)/tools/Source/2da/rules&amp;quot;. It has many pages, locate Page &amp;quot;clothing variation&amp;quot; since we know our Item is of Clothing Item Type. In there, locate the Row called whatever Item Variation your Item had. &amp;quot;Robe, Apprentice&amp;quot; has Namestrings followed by &amp;quot;rob&amp;quot; &amp;quot;app&amp;quot; &amp;quot;a&amp;quot;.&lt;br /&gt;
#With these 3 Strings, and Dragon Age's [[Naming conventions|Naming Scheme]] you can find the binary [[MMH]] Main Modelfile.&lt;br /&gt;
#'''In this File is a hidden reference to the [[MAO]] Material file.'''&lt;br /&gt;
#And inside the [[MAO]] File is the references to the Textures Filenames.&lt;br /&gt;
&lt;br /&gt;
Step 4 requires some understanding in completing the Filename. Each [[Model]] File (and [[Art Resources|Art Resource]] too) has a prefix and a suffix. The Prefix sorts the Models into whole Categories, the Suffix into small Variations. The Category for Playerworn Armor by Human Females here is &amp;quot;HF&amp;quot;. After the Prefix come the Namestrings noted in Step 3 ,separated by underscores &amp;quot;_&amp;quot; with the exception of the last one. The Suffix here as a variation is the LOD Versions of the same Model, which all have their own LOD texture.&lt;br /&gt;
&lt;br /&gt;
The Models Filename here is then &amp;quot;hf_rob_appa_0.mmh&amp;quot; to &amp;quot;hf_rob_appa_3.mmh&amp;quot;. However unless you can work with the MMH, the hidden reference of Step 6 wont be found. It is there in binary form, and u would need for example &amp;quot;tazpn's commandline tools&amp;quot; to convert them into FBX and then into MMH.XML which is a text format of the [[MMH]]. The reference here is called &amp;quot;pf_rob_appa.mao&amp;quot;, &amp;quot;pf_rob_appa_l2.mao&amp;quot; and &amp;quot;pf_rob_appa_l3.mao&amp;quot; for their respective LOD Version.&lt;br /&gt;
&lt;br /&gt;
See that effectivly hf got replaced by pf, which is simply another Prefix for only Female Gear. &amp;quot;hf&amp;quot; however was Female Human, but since the Textures get applied to all Female's versions, it is separated. This is arbitrary, but since the same applies to other armor ,it is sometimes &amp;quot;guessable&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The MAO Files reference these textures&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;pf_rob_appa_0d.dds&lt;br /&gt;
to&lt;br /&gt;
pf_rob_appa_0tl3.dds&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Alternatives ===&lt;br /&gt;
&lt;br /&gt;
However you can take shortcuts, by guessing which ItemVariation it is under which category, and start by opening the &amp;quot;Itemvariations.xls&amp;quot; file directly. Or by browsing texture files with a Picture Viewer. Since pf_rob*** are only Robes, and its not so many.&lt;br /&gt;
&lt;br /&gt;
DATools also provides a quick way of browsing thru Models, and seeing their Texturenames. You may not catch all Models, but its a possibility.&lt;br /&gt;
&lt;br /&gt;
Guessing examples for the Mage Robe:&lt;br /&gt;
*It is female player gear. So prefix for textures is &amp;quot;pf_&amp;quot;&lt;br /&gt;
*It is a Robe, so any Texture File containing &amp;quot;rob&amp;quot; may be our File.&lt;br /&gt;
*Open the ItemVariations.xls, and by Clothing find Robe, Apprentice and its strings &amp;quot;rob&amp;quot; &amp;quot;app&amp;quot; &amp;quot;a&amp;quot; ,and you may find the filename.&lt;br /&gt;
&lt;br /&gt;
== Extracting the Texture from the Package ==&lt;br /&gt;
&lt;br /&gt;
Model textures are located in two &amp;quot;texturepack.erf&amp;quot; [[ERF]] packages, corresponding to high resolution and medium resolution textures. These packages can be found in the (dragon age install directory)\packages\core\textures\ folder. For example, the packages might be:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;C:\Program Files\Dragon Age\packages\core\textures\high\texturepack.erf&lt;br /&gt;
C:\Program Files\Dragon Age\packages\core\textures\medium\texturepack.erf&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drag and drop these ERF Files onto the Toolset to browse and extract their content. If you have the Name, finding the Files will be easy. The Files will be in both &amp;quot;high&amp;quot; and &amp;quot;medium&amp;quot; and the quality setting in the game will decide which to choose. To make it compatible enough, taking them all may be neccessary.&lt;br /&gt;
&lt;br /&gt;
To prepare for extracting the textures, we must create a directory mimicking the structure of the Dragon Age packages folder. To do this, create a new folder named &amp;quot;textures&amp;quot; in a convenient location (for example, on your desktop). Inside this folder, create two new folders, named &amp;quot;high&amp;quot; and &amp;quot;medium&amp;quot;. The &amp;quot;high&amp;quot; folder will be where the high-resolution textures are extracted to, and the &amp;quot;medium&amp;quot; folder will be where the medium-resolution textures are extracted to.&lt;br /&gt;
&lt;br /&gt;
For this tutorial, we are interested in the mage's robes. To locate the textures of the mage's robes, scroll down to &amp;quot;pf_rob_appa_0d.dds&amp;quot; in one of the two texturepack ERFs. In each texturepack.erf, select all of the image files prefixed with &amp;quot;pf_rob_appa&amp;quot; (from &amp;quot;pf_rob_appa_0d.dds&amp;quot; to &amp;quot;pf_rob_appa_0tl3.dds&amp;quot;). For the high-resolution texturepack.erf, extract these images to the &amp;quot;textures\high\&amp;quot; folder just created. Extract the medium-resolution textures to the &amp;quot;textures\medium\&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
The Suffixes for Texturefiles are describing their Formats, which is described under [[Textureformats]].&lt;br /&gt;
&lt;br /&gt;
To extract one of the textures, right-click on it and select &amp;quot;Extract Resource.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Editing the Textures ==&lt;br /&gt;
&lt;br /&gt;
At this stage, if we wanted to edit the existing robe textures, we could do so by changing these files. See [[Textureformats]].&lt;br /&gt;
&lt;br /&gt;
Once this has been done for all of the robe textures (in both the &amp;quot;High&amp;quot; and &amp;quot;Medium&amp;quot; folders), we'll be ready to override the default textures in Dragon Age.&lt;br /&gt;
&lt;br /&gt;
== Overriding the Existing Textures ==&lt;br /&gt;
[[Image:Demo-retexture.jpg|thumb|The end result: reskinned default mage robes.]]&lt;br /&gt;
To override the existing textures, copy the &amp;quot;textures&amp;quot; folder containing the modified textures, and paste this folder into the Dragon Age override folder. The override folder is found in:&lt;br /&gt;
*Documents\BioWare\Dragon Age\packages\core\override\&lt;br /&gt;
for Windows Vista and 7, and in a similar location on Windows XP.&lt;br /&gt;
&lt;br /&gt;
So, after pasting in the modified textures, the structure of the override folder should look like this:&lt;br /&gt;
&lt;br /&gt;
*Documents\BioWare\Dragon Age\packages\core\override\&lt;br /&gt;
**textures&lt;br /&gt;
***high&lt;br /&gt;
****pf_rob_appa_0d.dds&lt;br /&gt;
****(...)&lt;br /&gt;
****pf_rob_appa_0tl3.dds&lt;br /&gt;
***medium&lt;br /&gt;
****pf_rob_appa_0d.dds&lt;br /&gt;
****(...)&lt;br /&gt;
****pf_rob_appa_0tl3.dds&lt;br /&gt;
&lt;br /&gt;
== Further Tutorials ==&lt;br /&gt;
&lt;br /&gt;
[[Tutorial: Creating recolors of existing items]] - A way to change the tint of the new texture&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
[[Texture Formats]] - Texture formats in detail.&lt;br /&gt;
&lt;br /&gt;
[[Art Resources]] - Broad topic of Art Resources, which textures are a part of.&lt;br /&gt;
&lt;br /&gt;
[[category:tutorials]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Imkilo</name></author>	</entry>

	</feed>