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Is this possible?


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8 réponses à ce sujet

#1
Aisynia

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I am finding working with headmorphs in the toolset to be really clunky. I cannot manage to make anything really look how I intend, while the opposite is true when using the actual in game editor when creating a new character.

Is it possible to make a new character with the face I want, extract the morph, and then apply it to an NPC?

Thanks for any replies :)

#2
ponozsticka

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it is, although its can be troublesome, heres what friend of mine, Starlight says :



1. You need to create a save file with that character.

2. use the toolset to open the save, search for the character part, then copy ALL of the values about the morph information

3. Open a target pre-generated mor file, paste all of the copied data onto it to overwrite the original content.

4. Now you have a mor file which can be used inside the toolset.



if it helps :)

#3
Aisynia

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Seems like a pain, but also seems worth it..



Thank you :)

#4
tmp7704

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ponozsticka wrote...

2. use the toolset to open the save, search for the character part, then copy ALL of the values about the morph information

Small problem with that, there doesn't seem to be any morph information in the save game file. Posted Image

#5
Loc'n'lol

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tmp7704 wrote...

Small problem with that, there doesn't seem to be any morph information in the save game file.




There is. Necessarily Otherwise your character would have a default, featureless head. You are doing something wrong.

Posted Image



Well the thing is, you'd need to convert the hexadecimal code in that window to actual binary data, it's fairly easy to do, but "maybe you can't" -Oghren ...

#6
tmp7704

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_Loc_N_lol_ wrote...

There is. Necessarily Otherwise your character would have a default, featureless head. You are doing something wrong.

That's what logic would imply, no? I was curious if there's some silly trick at work actually, because the morph data seemed to be missing.

For what's worth, the reason i could never find it despite quite a few attempts was, it'd always show in the Toolset like this:
Posted Image

implying the field was empty, and as such easy to overlook. The content only shows after entering the edit mode.


Well the thing is, you'd need to convert the hexadecimal code in that window to actual binary data, it's fairly easy to do, but "maybe you can't" -Oghren ...

Not to mention possibly having to convert that binary data into actual morph file. Which unless that field holds all necessary bits (headers, struct definitions et al) might be more tricky than that.

fake edit: ah nvm, it looks they actually do paste complete file in there.

Modifié par tmp7704, 23 avril 2010 - 11:58 .


#7
Proleric

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I don't quite get the final step. How do I paste into the pre-defined .mor? Clearly, the aim is to overwrite the entire file, but the toolset opens it as a structured set of fields. Pasting into the first field certainly doesn't work.

#8
tmp7704

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Proleric1 wrote...

I don't quite get the final step. How do I paste into the pre-defined .mor? Clearly, the aim is to overwrite the entire file, but the toolset opens it as a structured set of fields. Pasting into the first field certainly doesn't work.

You can right-click and copy the content of binary data field. Then it's probably faster to just convert that string into binary data (say, with a program like xvi32 -- http://www.chmaas.ha...xvi32/xvi32.htm which allows to paste hex strings into a file) and save it as .mor file, skipping the generation of morph to overwrite altogether.

#9
Proleric

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Cool. In XVI32, I had to do File > New, then Edit > Clipboard > Paste from Hexstring. As you might expect, there are minor differences in the toolset (e.g. different beard). Pity we don't know how to convert the morph source, but this is pretty good. Thanks.