CC to Preset
#1
Posté 13 avril 2010 - 11:57
Thanks for the help.
#2
Posté 14 avril 2010 - 12:41
#3
Posté 14 avril 2010 - 01:30
Open that with the toolset. Under top-level struct there are three structs, first one is called char mop.
Now go File -> New -> GFF (Eclipse Format), and copy and paste each field under char_mop into the top-level struct of your new file. Change the value of the top-level struct to Type: MOP, Version: V1.0. and save as the name of your preset (HM_CPS_P01.mop, for example) and if you didn't mess up anything, that should do it.
#4
Posté 14 avril 2010 - 02:54
_Loc_N_lol_ wrote...
If you're talking about the separate CC (not the one that came with the game), you should have a .chr file with the name of your character in /Bioware/Dragon Age/Pre-release Characters/.
Open that with the toolset. Under top-level struct there are three structs, first one is called char mop.
Now go File -> New -> GFF (Eclipse Format), and copy and paste each field under char_mop into the top-level struct of your new file. Change the value of the top-level struct to Type: MOP, Version: V1.0. and save as the name of your preset (HM_CPS_P01.mop, for example) and if you didn't mess up anything, that should do it.
Question:
If I like the way a character looks in-game, is there any way I can get its head saved into a toolset for future use?
#5
Posté 14 avril 2010 - 09:13
#6
Posté 14 avril 2010 - 09:25
_Loc_N_lol_ wrote...
I don't know of any way to do that (the file format is quite different, as is the data inside), yet the character creator manages mostly fine. Mostly.
Dang
So if I understand you correctly, there is not possible: making a character in-game, then taking it into the toolset or the character creator tool?
#7
Posté 14 avril 2010 - 09:31
eucatastrophe wrote...
_Loc_N_lol_ wrote...
I don't know of any way to do that (the file format is quite different, as is the data inside), yet the character creator manages mostly fine. Mostly.
Dang
So if I understand you correctly, this is not possible: making a character in-game, then taking it into the toolset or the character creator tool?
#8
Posté 14 avril 2010 - 10:38
.mop to .mrh seems actually possible, though. The structure is slightly different, one is GFF, the otheris XML, but basically both contain the positions of the sliders in the editor/toolset. I don't think anyone has bothered making a tool that does that, though, and it'd probably be easier to just copy manually the values of the sliders from the CC to the toolset.
#9
Posté 14 avril 2010 - 09:04
Well thanks for your help. Like a fool, I did not take screenies when creating this guy.
Oh well, another 5 hours creating a character, huzzah!
#10
Posté 15 avril 2010 - 05:33
You ROCK!
Thanks





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