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Opening Core Game Morphs in Morph Editor


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17 réponses à ce sujet

#1
Metro_Cube

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My question is rather straight-forward.

How can I open the morph files for existing NPCs (like, for example, Duncan's) in the Toolset's Morph Editor? No matter how hard I look I cannot seem to find them anywhere (at least availible to load into the editor).

#2
Malcroix

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You can look at them by creating a new character or editing an existing one, and clicking on the ellipsis (...) in the structure field where it says "morph" in the creature properties.



There you'll have a huge list of head morphs which are hidden in the database. Including morphs for companions - they've got names like "hf_genfl_morrigan".



Go to this thread to find out how to change the companions' appearance:



http://social.biowar.../index/115064/3

#3
Metro_Cube

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Thank you for the response. But that's not entirely what I meant.



I meant how can I open existing NPC Morphs in the morph editor, not create new ones to overwrite old ones.



The reason I ask how to do this is because I want to copy a certain NPC's morph to a new NPC I am making. I've tried recreating the morph by hand... without much success. I just can't guess the sliders. I've always been horrible with those sliders.



But based on what you said, the head morphs for existing NPCs are hidden in the database. So is there no way I can open them / copy them?

#4
Dehnus

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@MalCroix

That's weird I can't find any field called Morph when I create a new Character or edit an existing one. I"m really starting to think I might have a buggy Toolset Install also considering the Out of Memory error when I open certain Save games.



Either that or I"m looking in the wrong place.

#5
Valtonis

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you can't open existing morphs.

but when you make a new morphs there is an option that enables unique morphs of NPCs like Duncan, morrigan etc

#6
Freely

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Hi there, I'm very interested in altering npc morphs. Where is the option to enable the use of unique morphs? I couldn't see it in the toolset.

#7
EJ42

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You cannot.

The existing .MOR files do not translate back into the morph editor.

They're like "compiled" results of the morph editor's sliders.

Type a document in MS Word, then print it out on paper.  You can't shove the piece of paper back into MS Word to get your exact .DOC file back.

#8
HellKnightX

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So how do you go about modifying existing NPC heads without starting from scratch? Do I have to make an entirely new face to simply change one aspect of a character? Also, when I use the Leliana unique model for faces, her eyes roll back into her head and disappear entirely. Is this normal?

Modifié par HellKnightX, 25 novembre 2009 - 01:14 .


#9
Freely

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My question is the same as HeelKnight's, does that mean I cannot tweak any companion face at all and have to create every morph from scratch using my best guesses to get the face looking like they're supposed to.



Is that how the companion face mods were done?



So, for example if I want to change Morrigan's eyes or Alistar's hair I have to completely recreate the face first only to tweak those minor things with nothing to use as a template?



Any help would be appreciated.

#10
Talisander

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I'm also wondering that, Freely. Maybe a toolset soothsayer can come along and help us out.

#11
Xray Alpha

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Freely and Talisander, yes to a degree. Each companion has a unique morph in the toolset (last tab). You can open up the morph creator/editor, create a new morph, apply the unique morph (again, lookin in the last tab) and tweak from there.

#12
thewarden500

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Valtonis wrote...

you can't open existing morphs.
but when you make a new morphs there is an option that enables unique morphs of NPCs like Duncan, morrigan etc


I'm very new to the toolset so can you go into details about how to do that? I saw the base model field in the Parts selection tab when I opened a new morph but it's greyed out and I'm assuming I have to edit that. What I'm trying to do is to make a certain NPC morph available as a preset in character gen (It's not Morrigan, I swear) Thanks and sorry for the noob question.

I just remember another question: When I was in the Single Player module I hit the export button and the toolset began exporting but then it crashes. I restarted the thing and didn't continue with the export. I tracked down the toolsetexport file in ~\\My Documents\\BioWare\\Dragon Age\\modules\\Single Player\\override and deleted it. That wouldn't mess up my game right?

Modifié par thewarden500, 12 août 2010 - 07:22 .


#13
TimelordDC

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The base model field is something you select from the drop-down on the top left - to the left of the Randomize, Reset All buttons. The base model determines the facial structure you will be presented with and is classified according to race and gender (HM, HF, EM, EF, so on).

Some of the head-morphs that are unique (Alistair, Duncan, etc) can be selected after selecting the appropriate base model first. Eg: Alistair and Duncan will be available only when you select Human Male base model, Oghren will be available only for Dwarf Male model.



Deleting that folder has no impact. :)

#14
Loc'n'lol

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Most of the content in this thread is outdated, we now have access to the source morphs files, among other things, you can get them here.

#15
thewarden500

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Phew! I thought I was done for. Thanks Timelord & Loc, you guys are lifesavers. :)

#16
NRG-OptimaL

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_Loc_N_lol_ wrote...

Most of the content in this thread is outdated, we now have access to the source morphs files, among other things, you can get them here.


I'm having trouble with this..

i'm trying to make a custom morph to replace one of the dwarf male presets, using oghren as the starting point, since i want a variation of his appearance. I can open oghren's .mrh from that download but it's read only in the toolset and all the sliders are greyed out.

internets and cyber sammich to the person who can save me from this toolset torment.

#17
TimelordDC

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Go to the location of the morphs in Windows Explorer, right-click and in the Properties, uncheck Read Only :)

#18
NRG-OptimaL

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fail..



i've been looking through the toolset for half an hour



internets are yours