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Experiments with CC skin mods for unique portraits


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#1
DarthParametric

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So I've been playing around with some skin mods for the CC. It's still a bit of trial and error without access to the models and UV maps, but here is a quick look at what I whipped up with some quick and dirty messing about.

Image IPB

The base Maul skin is from Adam "Cheshire" Lee's JK2 mod

As you can see there are issues where the hair texture joins the main head texture due to the way it is mapped. It needs a lot more trial and error to get a decent result. Mods on non-bald characters would be a much more straight forward affair though.

It's the wee hours of the morning here as I post this, so I'm off for a while. If there's interest however, I'll post more info on how to attempt your own mods later on when I get a chance.

#2
LadyKarrakaz

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That's impressive! Nice to see the first cosmetic mods coming!

But I think this belongs to the toolset forum no, as it is a game modification.

Modifié par Purple Lady, 22 octobre 2009 - 07:43 .


#3
DarthParametric

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Yeah I was going to post it there, but it's a CC mod and as such is only useful in the short-term (i.e. until the game comes out), so I figured I'd post it here.

#4
Guest_Bio-Boy 3000_*

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I can see it now as the clones of people create custom faces from their favourite genre characters.

#5
Qais

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Wow, great job. Showcases what is it to(hopefully) come with modders. I particularly am hoping for a mod that allows us to keep beards without looking so skinny with our cheekbones,

#6
DarthParametric

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Here is some more detail for those that are interested in experimenting themselves.

First off, download the ERF v2 unpacker by tazpn located here. You want daocmd.zip. Make a working directory somewhere and extract the zip. I just made a new folder in the CC install directory called MODS.

Now go to the CC install directory and then navigate into \\packages\\core\\textures\\high\\ to find texturepack.erf. Copy that into the same directory as daocmd.exe.

Tazpn's tool is commandline, which means you are either going to have to run it via a console/DOS window or create a batch file to run it. A batch file is easier for those not accustomed to commandline interfaces. Just make a new plain text file with the following line:

daocmd erf texturepack.erf

and save it in the same folder as daocmd.exe. Once that is done, rename it to ERF.bat or something similar. It doesn't matter, just make sure you change the file extension from TXT to BAT. If you are using the default Windows Explorer settings then you are likely hiding file extensions (which is stupid and causes all sorts of problems). In Windows Explorer, go to Tools->Folder Options->View tab and untick the box next to "Hide extensions for known file types". That should work for XP and I think it is still the same in Vista.

With that done you can simply double-click the BAT file. You'll see a DOS window pop up briefly with a bunch of stuff scrolling by. After it closes you'll see a new folder. This is the extracted contents of the ERF. You can delete texturepack.erf as it isn't needed any more (not the original - just the copy you made). In future if you want to extract other ERF files, just open the BAT in Notepad/Wordpad and change the filename of the ERF. You can also extract RIM files as well.

Now go into the newly made texturepack folder and you'll see a whole lot of DDS files. These are the various head textures. In order to view and edit DDS files you'll need two things - Photoshop (or Paint Shop Pro) and the DDS plugin from nVidia. The plugin is available here. An optional extra worth getting is the DDS thumbnail viewer for Windows Explorer available here.

So for those who make it to this point, I am assuming you have some proficiency with Photoshop, so I'll only be providing a cursory overview. It seems there is a base diffuse/colour map for each race. The files you want to look for are uh_hed_dwfa_0d.dds (Dwarf), uh_hed_elfa_0d.dds (Elf), uh_hed_fema_0d.dds (Human female) and uh_hed_masa_0d.dds (Human male). The top of the head for bald characters is pn_har_blda_0d.dds. These should be your starting points.

My Darth Maul mod utilised the human male head and bald head top textures. I simply overlaid the Maul texture and cut/pasted/scaled/stretched until it all roughly aligned. Load up the CC, check for fit, readjust. Rinse and repeat. I also edited the alpha channel to be completely opaque. I haven't played around with the alphas properly yet to determine exactly how they come into play, so you may want to experiment with that yourselves. Additionally, if you want to make things like scars and such, you'll probably also want to edit the normal maps. These have the same filename as the diffuse maps but with an _0n.dds suffix (instead of _0d.dds).

Additionally, here are some you might find interesting - uh_hed_olda_0d.dds (old Human), uh_hed_quna_0d.dds (Qunari?) and uh_hed_infa_0d.dds (freaky plague victim/Genlock?). These aren't used in the CC, but can be co-opted for modding purposes.

When you're done with your edits, save a PSD with all your layers intact. Then flatten and save out as a DXT5 DDS. Make sure you don't overwrite the original. Best to keep all your edits in a different folder from the source files (I always make a separate folder for each individual mod I work on).

Move your edited DDS files to \\modules\\Character Creator\\override\\ and then start the CC to see the results of your handiwork.

For those who don't have Photoshop and thus are unable to edit textures directly, you might like to try some simple file renaming mods. Extract the ERF as detailed above. Copy uh_hed_infa_0d.dds and uh_hed_infa_0n.dds to the Override folder. Rename them uh_hed_dwfa_0d.dds and uh_hed_dwfa_0n.dds respectively. Now run the CC and create a Dwarf. I haven't tried this myself yet so I'll be very interested to see the results!

Modifié par DarthParametric, 24 octobre 2009 - 08:17 .


#7
flem1

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It uploads, too! Nice.