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Reproducing Sheps From a Pool of Character Ideas


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#1
Domar

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Greetings fellow ME fans,

this thread was created originally to facilitate regeneration of custom-made characters in ME1. But it has evolved into a place for presenting character ideas to those who consider playing the trilogy from the start. As some of those ideas come from ME2, it offers information about how to convert custom-made ME2 characters to ME1 (page 2). A link to a ME2-to-ME1 Face Code Converter is given near the bottom of this OP. The thread also shows many great examples of ME2 characters converted to ME1, most of them as part of a special project of mine, as explained on page 2. If you include mere visual representation, you'll find over one hundred character ideas here, almost a third of them with detailed info for regeneration. The full list of the latter options is given at the bottom of this post.


Last addition to the GME2CCTME1 Project: Duchell's Gabriel, and ELE08's Jane, on page 5!


Without a good or interesting character at the helm we're missing out on the full enjoyment of this marvelous game. "Flaws" in the character's appearance can become quite distracting. To find the game as fun as it gets from the start, we may feel the need to generate a given character more than once, be it our own work with tweaks, or someone else's creation.

This could be a bit problematic for ME1 gamers. ME2 was supplied with an official face code system with which any character created therein could be quickly reproduced. ME1 was not. With the latter, all we got is a number of face-generating sliding bars. If we don't remember the exact position of those sliders for a given character, the attempt to reproduce it is bound to suffer accordingly.

But those sliding bars are moved in certain steps. This can actually be used to the same effect as the ME2 face code system. All we need is a codification system for the changes we can make on those sliders, keep track of the changes we actually make, and then a place to store that information. There's already a thread dedicated to sharing ME2 face codes on this site. I thought it a good idea to create a separate thread for ME1 players - a thread with the same function but invented face codes. People looking specifically for ME1 character ideas will have an easier task finding them this way.

So how do we best codify the face changes we can make in ME1? As you're all well aware, in the case of male characters, there are eight different screens for face generation, and in the case of female characters, one more. If we've opted for a male commander the first screen looks like this:

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By clicking on the button for "Cycle Presets", we can make the first set of changes to our character, by clicking on the buttons below the first, we get access to other screens and potential changes; on each screen there's a number of different features that we can change. Now, in discussions in this thread about how best to codify all these options, a system with the following legend has presented itself:


C = (screen for) CYCLE PRESETS

F = FACIAL STRUCTURE: 1=Facial structure, 2=Skin tone, 3=Complexion, 4=Scar

He = HEAD: 1=Neck thickness, 2=Face size, 3=Cheek width, 4=Cheek bones, 5=Cheek gaunt, 6=Ears size, 7= Ears orientation

E = EYES: 1=Eye shape, 2=Eye height, 3=Eye width, 4=Eye depth, 5=Brow depth, 6=Brow height, 7=Iris color

J = JAW: 1=Chin height, 2=Chin depth, 3=Chin width, 4=Jaw width

Mo = MOUTH: 1=Mouth shape, 2=Mouth depth, 3=Mouth width, 4=Mouth lip size, 5=Mouth height

N = NOSE: 1=Nose shape, 2=Nose height, 3=Nose depth

Ha = HAIR (in case of male): 1=Beard, 2=Brow, 3=Hair, 4=Hair color, 5=Facial hair color; (in case of female): 1=Hair color, 2=Hair, 3=Brow, 4=Brow color

Ma = (female only) MAKEUP: 1=Blush color, 2=Lip color, 3=Eye shadow color


With such a system, the actual face code could look as simple as this...

Male C1
F 2-5, 4-3
He 1-31
E 7-5
J 1-22, 4-20
Ha 1-8, 2-3, 3-8, 4-6, 5-5


Thanks a lot to Another Dave whose comments upon the two earlier systems resulted in this third edition which is both more informative and scaled down to basics than ever before. Credit to him! :wizard:



HOW TO READ THE CODE:

The first row of the code, which starts with the gender designation "Male" or "Female", shows which Preset face the character is based upon. A "C1" here means that you don't need to cycle through the Preset faces but leave the greeting or first face generation screen (illustrated above) as it is. A "C2", however, would mean that you have to click on the link for "Cycle Presets" once, so that you get to the second face here. The other letters in the code are abbreviations of the names of the other generation screens where change is needed to produce the character in question and they are listed in the order as they appear. If you see an "F" in the code, for example, you need to click on the second link from the top, the one called "Facial Structure",  because at least one feature on this screen has been changed from its preset values. The number of #-# combinations after the abbreviation indicates how many changes are needed and the #-# combination itself what feature, counting from the top on that screen, needs to be changed and to what position the slider for that feature must be moved. A "2-5" in the code instructs the reader to move the second slider from the top to the fifth position from the left; a "4-3" that the fourth slider from the top should be moved to its third position from the left, etc. All screens and features which are not refered to in the code must be left unchanged.


Important Note:
if you adopt this system to write a face code for your ME1 character and expect to have use for it on the generation screens of ME2 as well, you should consider writing down the values for the unchanged sliders, too. Because if you don't import your character into ME2 as is but want to change its appearance a bit there, you may have to recreate your character from scratch. The good thing with this system, however, is that you don't need to note those unchanged values in ME1 right away. With the slimmed-down code for your character handy, you can always go back later and start a new game in ME1 just to check what those other values were.


Using the above code example according to this system - with face code and pic examples all revised in February 2011 - the final character should appear like this...

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This is my canon commander since day 1 after obtaining a copy of Mass Effect (before I knew this forum even existed).

He's gone through a number of different incarnations, but here's the current story (roleplaying example #1):


                                                                Posted Image
 
Deker Eugene Shepard - a man known for his tremendous energy and relentless drive to eliminate bad guys. The source of this drive is the trauma he went through as a young colonist on Mindoir, where everything he loved, including all relatives and friends, was destroyed by savage Batarian raiders. He nearly died there, too, and carries ugly scars all over his body since. Sworn to hunt down the culprits and all of the same evil mind to prevent anything like that to happen again, he signed on for best possible training to do so: the career as a soldier and officer of the Alliance Fleet. But the dark personal history sometimes gets the better of him. If something reminds him too strongly of Mindoir, he can lose his composure and erupt into a terrible fit of rage. A number of such instances has earned him the nickname of "Mean Gene", and a reputation of being ruthless. One of those instances was on Torfan.

The incident on that moon was the climax of a long and bloody campaign launched by the Alliance to rid the Skyllian Verge of batarian slavers and other criminal elements. The attack on Mindoir in 2170 was a clear indication that trouble was brewing in the area. But it was not until the Skyllian Blitz in 2176, when the very human capital of the region would have gotten razed to the ground by the same savage elements, if it hadn’t been for the  heroic actions of a woman called Ma'heona'e, that the Alliance realized the seriousness of the situation. Two years of hard campaigning later, the Alliance Navy had the last army of slavers trapped on their subterranean base on Torfan. The superiority of the human fleet was wasted in the assault on the underground bunker, which extended miles below the surface. But Mean Gene led a corps of elite ground troops into the heart of the enemy base. Nearly three-quarters of his own squad perished in the vicious close-quarters fighting, a cost he was willing to pay to make sure not a single slaver made it out of Torfan alive.

Gene does not care about himself, or the way he looks, or trivial things like that anymore. The ever unshaven chin is a tale-telling sign of this. But he cares a lot about certain things. People better behave in his presence.

Not surprisingly, while there’s a growing number of (bad) individuals calling him bad names, there’s also a growing number of (good) individuals to whom he’s become some sort of saviour. The latter group of people has a different nickname for him: “Deus” (Latin for "god"), from his initials. But they don’t dare to call him that in his presence. He's known to even dislike hearing his real name
Deker, a Hebrew word which means “to pierce, piercing”, or Eugene, Greek for “well-born”. Only Gene is OK with him - “born Shepard".

Befitting a real marine, Gene prefers to gear up with heavy Hydra armour and an assault rifle he can trust to work in all conditions, including the butt end of it.


Faces of the commander (best observed in full size):

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in thoughts

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troubled soul

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new XO

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handling husks

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in turian-designed armor

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Speaking to Spectre Requisitions Officer

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Rushing geth snipers in Peak 15 Research Facility on Noveria

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The final trio on Ilos

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Two years and one big resurrection project later, in new body and armor on unknown Cerberus space station

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Looking like the real deal on his way to the colony of Freedom's Progress

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Heavyweight Gene approving of the new Normandy

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Being introduced to EDI - thinking Joker won't like sharing control over the ship with that thing
...


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One version of this character was the first to reach ME2 for me. But the transfer revealed some flaws in his facial features that took me many attempts (and two femshep careers) to remedy in the way shown above. The other day this last version of the man reached ME2 again. Looked far better now. Except for certain situations (in the beginning of the game), like when holding a weapon, where his face appears a bit compressed, ME2 has him looking like a real hero. Few characters have given that impression on me.


                                                                                        * * *

Footnote: a greater selection of pics is displayed in an album here. On this site, however, albums (go figure!) are the worst place to post pics, as the uploaded images get reduced in size automatically so severely that they lose most of their impact. So that album will primarily be plain informative about the progress of Gene's career. Some busy bee called Dirban [dihr-buhn] is apparently involved in the production of such information...

                                                                                         :mellow:
                                                                                
Anyway, by following the above steps, we could all give ourselves the means to easily reproduce any ME1 Shepard out there and enhance our gaming experience accordingly. If anyone has a better better idea for such a system, I'm all ears. Until then, any gamer willing to share his or her ME1 character with others are welcome to use the method envisioned here and post the results in this thread.

Coming up: more examples of how this could work.

               _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 
         
                                  Posted Image
                                                           
                                                              The Transfer From ME2 To ME1

cachx was the one who, to my knowledge, created the first ME2-to-ME1 Face Code Converter and made it available for all people on this site. I used it for the first half of my GME2CCTME1 project. In connection to an explanation of what all digits in the ME2 face code stand for, which was given on page 2, I provided a link to that converter. That link now seems dead. Fortunately, Tup3xi has stepped in to create another one. You can find it here. Give Tup3xi his due credit there, too.


Edit 16 June 2013: Found a place where cachx's version is still operational - here.

                                                                                        ;)

                _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 

                                                                                 THE STARS

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For inspiration in Asian-looking femsheps, see my Linh, Halo and possibly a variant of Ma'heona'e.
For inspiration in Black femsheps, se oldharryold's Sophie, Flies_by_Handles' Nemain, Xeranx's Qiyana; maybe AkodoRyu's "Ada" and Duchell's Keira as well.
For inspiration in Black malesheps, see PrinceLionheart's Joshua, Mondo47's Isaac, Axeface's Kael and IntrepidProdigy's Kai.

Don't forget to check out the many other sheps listed as visual inspiration on page 5. ;)

Modifié par Domar, 30 juillet 2013 - 09:17 .


#2
Domar

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Back with a female example.

I like my women for this grand adventure to appear mature and strong, ready for real action and command. Good looks alone won't work for my immersion and full enjoyment of the game. I think I've managed to create this impression in a couple of cases. First one shown here.

August 2012 incarnation of this woman was good enough to become my first shep that went through the whole trilogy. It had the following code:

Female C10
F 1-3, 3-3, 4-7
He 1-8
E 4-8, 5-16
Mo 1-3, 3-10, 4-18
N 1-2, 2-11, 3-21
Ha 1-7, 2-10, 3-6, 4-7
Ma 1-1, 3-5


First image that presented this character here attracted 990 views. I've deleted it in favor of a handful of others showing her evolution through the game series...

(for a better impression in full size, as always, right-click on image to view it, and then left-click to enlarge it further)

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ME1: In the infirmary on board the Normandy after the disturbing vision and blast of the Prothean beacon.

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ME1: Learning the plight of the Council aboard the flagship of the defence forces in the Battle of the Citadel.

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ME2: After the Lazarus Project, happy to see Dr. Chakwas again.

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ME2: Firing up the resolve of the team before the Suicide Mission.

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ME3: Remembering the situation on Earth.

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ME3: Last words to her best friend (being a lone wolf with a difficult past, she was not up to romancing anybody).

Originally rated this lady of Native American descent as my #3 character, a career basically pioneering and testing things for the other two. But she has grown on me and become a winner, especially in ME3. No other video character has ever moved me so much. That's why I started to tell her story in more detail here and continued in an album titled The Legend of Medicine Woman earlier.

But I've deleted that lot now...

                                                                                      
                                                                                      :?


Because I've decided to take her along for another and more proper run in a refined incarnation (v.2)...

Female C10
F 1-3, 3-3, 4-7
He 1-8, 4-17
E 2-18, 4-8, 5-17
J 2-23, 4-14
Mo 1-3, 3-7, 4-19
N 1-2, 2-12, 3-21
Ha 1-7, 2-10, 3-6, 4-7
Ma 1-1, 3-5

Small changes in eye height, chin length, mouth width etc make her appear more natural from all angles...
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The Heroine of the Skyllian Blitz at her new station as XO of the Alliance frigate SSV Normandy.

She never knew her personal name. In her youth, they called her "the Indian girl", "Spirit Girl" or, among her few trusted friends, "Shepie". This from what little was known of her parents that her father was a white man named Shepard, and her mother a Native American woman of the Cheyenne Nation. Raised as an orphan in the hidden underbelly of one the great megatropolises on Earth, she learned to look out for herself. As a constant remainder of the tough life among the gangs controlling the streets, she got a huge scar right across the nose from a cut recieved in a knife duel; the opponent was even less fortunate. At the age of seventeen, however, thanks to her unusual talents, she had done much to improve the situation. She'd founded her own gang, the Tenth Street Reds, enlarged its sphere of influence far beyond the original blocks, and won a certain fame and respect as "Shepard" or "Chief". Her territory was perhaps the safest place to live in the whole city, albeit still very poor and miserable.

Then came two great turning points.

After a victorious battle against a rival gang, where she displayed remarkable abilities not only in biotic prowess during the fight, but also in healing capacity after it, she was approached by three odd-looking men who in secret had witnessed it all. These men turrned out to be Cheyenne shamans, and they had come to the white man's city to give her an important message. Insisting on calling her Ma'heona'e [mah-heh-ohnnah'], which meant "Medicine Woman" or "Holy Woman" in their language, they claimed that they've seen her in their dreams as a woman of their blood with great power and destiny - if she heeded the call from "Hotohkeo'o", the stars. The shamans did not make much sense to her at the time. Other than prompting her to check up on the language and history of the Cheyennes, once considered the bravest warriors on the Prairies (which might explain her own notorious death-defying behaviour in critical moments of the gang wars), the incident left little mark on her.

Until one day almost a year later. On one of the increasingly frequent business trips to the more developped upper part of the city, she came across a recruitment center for the Systems Alliance. She had heard about this organization as the one responsible for the defence of all human colonies and stations in space. Then she remembered what the shamans had said, and realized the depth of it all. She had always felt that she was out of place somehow. With a strange feeling of real belonging and purpose, after having consulted her Cheyenne kinsmen regarding her name, she walked into that recruitment center, passed all tests with flying colours, and a signed a contract as Ma'meha'e Shepard, using a personal name (meaning Red Woman) for the first time. The Alliance was very pleased to give one of the local powers that be formal training as a vanguard with special ability to administer first aid in the field. When the news about her break from old gang life became official, and the story behind it became known, it spread to all parts of the city and beyond like wildfire.

The Legend of Medicine Woman had been born.


     
                                                                     (role-playing example #2)

                                                                                         *

I'm thinking of dedicating a whole thread with ample room to show her career in real RPG style somewhere...

                                                                                        
                                                                                       B)


                                                                                - - - - - - - - -

Tip: Ma'heona'e can be tweaked to appear more Asian with changes in skin tone, nose shape, hairstyle, brow type etc.


One more example coming up. Later.

Edit: Check out post #7 for that.

Modifié par Domar, 09 juillet 2013 - 10:10 .


#3
Domar

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OK, let's see if I can use the proposed system to closely recreate a character which somebody else created. Never done anything like that before.

Now, in the official thread for sharing ME2 Faces Code, there are at least two gamers who've been so kind as to share the information about how they created their ME1 characters. First to do so was VincentChua - thank you very much! He gave the following data:

VincentChua wrote...

Thanks for the great site!
However I'm playing ME2 on Xbox360 so there's no code to be copied from.
Here's the setup for the Evelyn Shephard I've created; the number denotes the number of times to shift the sliders to the right:

A photo of Evelyn: http://i12.photobuck...er/Evelyn01.jpg

FACIAL STRUCTURE
Facial Structure 6
Skin Tone 3
Complexion 2
Scar 0

HEAD
Neck Thickness 0
Face Size 9
Cheek Width 7
Cheek Bones 5
Cheek Gaunt 19
Ears Size 11
Ears Orientation 12

EYES
Eye Shape 7
Eye Height 24
Eye Width 9
Eye Depth 18
Brow Depth 17
Brow Height 14
Iris Color 3

JAW
Chin Height 30
Chin Depth 23
Chin Width 6
Jaw Width 6

MOUTH
Mouth Shape 7
Mouth Depth 18
Mouth Width 0
Lip Size 17
Mouth Height 30

NOSE
Nose Shape 5
Nose Height 0
Nose Depth 6

HAIR
Hair Color 0
Hair 5
Brow 12
Brow Color 4

MAKEUP
Blush 0
Lip Color 6
Eye Shadow Color 2

The pic he provided for Evelyn, evidently taken from XBox 360, was this:

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He did not mention what setting for Cycle Presets he based his character on, but I gathered it was the first option. Translating his data into the simple system outlined in this thread, we therefore get the following code:

Female C1
F 4-1
He 1-1, 3-8, 4-6, 5-20, 6-12, 7-13
E 2-25, 3-10, 4-19, 5-18, 6-15, 7-4
J 1-31, 2-24, 3-7, 4-7
Mo 1-8, 2-19, 4-18, 5-31
N 2-1, 3-7
Ha 1-1, 3-13, 4-5
Ma 3-3

Here's the result on my PC:

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Pretty good, eh? I like this character. Thank you again, VincentChua! :)

Modifié par Domar, 28 novembre 2010 - 01:34 .


#4
Adriy

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I've been looking around for ages for an equivalent of Gibbed's Face Editor that applies to ME1, but to no avail. I'm seriously psyched to see that someone's taking the steps to making it a reality. Unfortunately my expertise in this area is tiny, so I won't be much help. But nevertheless am very excited to see this idea come to fruition. Nice one mate!

#5
Domar

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Adriy wrote...

I've been looking around for ages for an equivalent of Gibbed's Face Editor that applies to ME1, but to no avail. I'm seriously psyched to see that someone's taking the steps to making it a reality. Unfortunately my expertise in this area is tiny, so I won't be much help. But nevertheless am very excited to see this idea come to fruition. Nice one mate!

Thanks for your support, Adriy. :)

Well, I thought some people ought to be interested in how to perfectly recreate their own or someone's else ME1 character and with a system like the above, it becomes real simple. I hope some character creators catch on eventually so that some sort of ME1 faces database can be formed.

Hey, Adriy, know what you (or anybody) could do to give this idea a push forward? Try to recreate one of the characters for which a face code has been given here. I'm afraid there's not much to choose from at the moment, but anything goes. The purpose would just be to prove how easy we can reproduce a given ME1 character.

Modifié par Domar, 14 novembre 2010 - 04:52 .


#6
Domar

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Decided to make an experiment. Found a post in the local thread for sharing ME2 Face Codes where the author, CarpeOmnios, appeared to have translated the official code for one ME2 character into the familiar ME1 slider values and shared those values. I really appreciate the effort. This character, Alma, is apparently one of the most popular ME2 faces around. She is shown like this in that game:

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Now, I've seen for myself and read that a created character does not fully retain his/her appearance in the transference from ME1 to ME2. The imported characters change a little, not much, but still a little. So a transference in the other direction should miss a little, too. I've also heard an opinion that the looks of ME2 Alma can't be fully matched in ME1. Well, the author of that post gave us the means to find out about that. Although data regarding Alma's setting in Cycle Presets and skin tone were missing, I got enough to punch in the following code for this character:

Female C1
F 1-1, 2-6, 3-3, 4-1
He 1-1, 2-13, 3-11, 4-13
E 1-7, 2-28, 3-28, 5-1, 6-19, 7-10
J 1-16, 3-8, 4-13
Mo 1-1, 3-8, 4-23, 5-13
N 2-1
Ha 1-7, 2-2, 3-4, 4-7
Ma 3-6

Here's the result:

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a sentinel talking to Joker

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a sentinel walking down the ship

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a soldier talking to Nihlus

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a soldier listening to Anderson

Never thought conversations would turn so enjoyable. This lady is a beauty like no other. Quite a revelation to see a sight like that hidden in the face generation sliders for ME1. Thanks to the masterful work of ChiZ, as the name of Alma's creator finally turned out to be (I'm saluting this guy!). As you can see, the transference from ME2, if carried our properly, is not fully identical (assuming the code was for the illustrated ME2 version of Alma).
I don't know about you guys, but I'm not missing anything from ME2. Nothing at all. :D

Modifié par Domar, 06 juin 2013 - 04:54 .


#7
Domar

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Thought I should post at least one more ME1 face code since I have implied something to this effect elsewhere: my "canon" femshep. This character was the first to finish both ME1 and ME2 for me. I planned to share the ME2 face code for her (if possible to retrieve it) in the official thread for this, but when I looked closer for suitable screenshots to go with the presentation, I found her not looking good enough from all angles: some facial flaws hidden from the front were revealed from the side. Now, after several attempts for improvement...

February 2013 incarnation:

Female C7
F 1-7, 2-6, 3-3, 4-5
He 1-7, 3-30, 4-4
E 2-16, 4-31, 5-4, 7-1
J 2-11, 4-11
Mo 1-10, 4-20, 5-14
N 2-3
Ha 2-2, 3-2, 4-5
Ma 2-2, 3-2

Meet the Ice Queen...

                  (for best impression in full size, as always, left-click on image and then once more to zoom)

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In the Alliance Military Personnel Database under section ***N7***, the profile of this individual reads as follows (roleplaying example #3):

Eirween Braith Shepard - an officer with strong confidence and very high intelligence. Able to remain cool-headed and make rational decisions in the midst of battle. A natural commander. Play things by the book through upbringing and long training with military service running in the family - unless she realizes with far-seeing clarity that something of great importance could be attained by breaking the rules. An academic, likes to "expand" her mind, which explains her intellectual interest in, fascination by and respect for other cultures. On a personal or emotional level, however, often considered reserved or cool towards others. Goes by the name of "Ice Queen" for her pale complexion and manners, sometimes shortened to "IQ", on account of her brainy side as well. Yet known to thaw in certain situations.

Father was a Welshman often consulted for his wisdom, and mother a Swedish lady known for her fair beauty.  Both served in the Alliance Navy. Named after her alabaster skin, Eirween (meaning "Snow White" in Welsh) came to live most of her life aboard starships. Safe upbringing, good training, and early successes in everything she cared to undertake laid the foundation to a belief in herself that she could accomplish almost anything she sets her mind to accomplishing. Chose a profession where she could use her brain and graduated as an engineer with the highest marks. At the age of eighteen, for maximum challenge in this line of work, she enlisted to help build up the colonies and stations in space. The following life as a spacer was physically and psychologically demanding, but she was raised for it.

In 2177, Eirween was assigned to support a large platoon of well-trained marines sent to investigate the Alliance colony of Akuze, which had suddenly dropped out of contact. The settlement was found intact, but completely empty of people. At nightfall, the cause for this mystery revealed itself. Giant thresher maws, mindless abominations of teeth and tentacles, rose from beneath the earth and started to drag wildly shooting and screaming soldiers down to their gruesome deaths. Thanks to her high intelligence of assessing correctly the situation, and her engineering skills, using the terrain and physical objects around her to full advantage, Eirween made it back all the way to the landing zone, and escaped the literal nightmare with nothing but a rather nasty scar to tell about it. Nobody else did. A statue built in her name now stands on the planet, commemorating the massacre, the dangers which humanity face as they spread throughout the stars, and the remarkable surviving skills of one individual.

The Alliance has deemed Eirween the most suitable person for the job as Executive Officer on the SSV Normandy, a state-of-art spaceship assigned for covert operations. After a couple of years of additional training in preparation for the new posting, Eirween's equipment of choice is now light Duelist or Ursa armour with a fail-safe short range pistol on her hip, and a surgical long range sniper rifle on her back.


Some images of Lieutenant Commander Eirween B. Shepard's appearances and engagements...

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In the docking bay of Port Hanshan on Noveria, noticing that local law is waiting

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Listening to the Asari medium for a captured queen of the Rachni

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Being pragmatic about Dr. Liara T'Soni's liberation

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Listening to Chairman Burns' change of heart on board MSV Ontario

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Fighting airborne geth on Rayingri

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Listening to the unbelievable explanations of the Chief ExoGeni scientist on Nodacrux

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Checking rifle after intensive use against horrible Creepers on Nodacrux

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Finally so close to the enemy

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Walking away from Udina and Anderson in devastated Citadel after final victory over Saren & Co

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After the Lazarus Project, feeling a bit stiff and weird on board unknown Cerberus facility in space

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Back in real style on the new Normandy as scientic commander - brainy, confident, authoritative, and hot
                                                                         
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Hitting a lethal Praetorian on Horizon with everything she got - Cain

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Disembarking solo on fateful mission on Aratoht - in heavy rain

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Convincing Miranda to meet her sister

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Listening to Kasumi's background info for the heist against Hock

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Going into melee with Shadow Broker

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Almost fatally surprised by husks on derelict Reaper ship

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In really deep trouble facing the giant human-Reaper larva on the Collector Base

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Barely made it back to the Normandy alive, with only seconds to spare before the whole Collector Base is blown up
                                                                            
                                                                         
                                                         (some of the above are flycam images)                                                   
                                                    
                                story of the Ice Queen might be continued and expanded elsewhere...

Edit: I'm afraid Bioware messed up the transfer of this character to ME3 real bad, destroying not only her natural beauty,
                but also much of my interest of playing ME3 with her - so this story might very well end with ME2*

                                                                                        :pinched:

In ME1, a nose of the N1-6 type would have made the above character cuter from the side, but also less mature and original. With a facial structure like that, it's difficult to attain a fully agreeable profile from all angles, but one could interpret the pecularities as reflecting uncommon individual qualities. Skin tone F2-5 would make her a warmer character, but also detract from her beauty. Haven't tried a figure which better fits the voice of Shepard.

*In ME3, fortunately, I discovered that Bioware has enabled the gamer to edit his or her custom-made character imported into ME3, if one chooses to start a game run by importing an ME2 character and then select "Custom Appearance" here instead of accepting that face. The Eirween figure needed to be corrected in the following way: lip size -6 steps, mouth height -2, jaw width +4, brow height +5 and eye height maxed out. If it had been possible, I'd have decreased the size of her eyes as well, because Bioware has enlarged this type of eye shape out of natural proportions in ME3, which creates a baby-like impression most evident in certain situations. But when she squints, she looks OK. The feasible corrections produce a more acceptable character than the unedited version, but not as likable as she came out in ME1 or ME2. Not much of the original "IQ" personality is left. See below for examples of "Eirween" in ME3:

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Getting leave from the detention center at Alliance HQ to attend urgent meeting with the Defense Committee

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Hearing a strange little noise inside a devastated building

Edit: Well, I did not plan to show more of Eirween here, but she did manage to complete the mission, after all:

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Tracking down the Leviathan

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The strain of talking to Leviathan (in deep water)

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Near the gripping end

Thank you, Bioware, for a fantastic game series! Best I've ever played and probably ever will. My hat off for you! :wizard:

Modifié par Domar, 06 juin 2013 - 03:30 .


#8
Domar

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So...I planned to release the ME1 face codes for two Asian-looking femsheps (one my cutest creation ever and the other some sort of geisha), one Halle Berry type of character, at least one more maleshep (at last with some hair on their skulls) and finally the last ME1 character created by a fellow gamer for which I've found some data, but...to my surprise, there's apparently very little interest among the gamers here for a thread of this kind: a thread where it's easy to find and share detailed ME1 character ideas (which could be used for ME2 and ME3 as well). I've started to think it was a mistake (spending time) to create it. Maybe the official thread for sharing ME2 face codes is enough. I'll let  this thread stand as it is for two or three more weeks, a month at most, but unless I find some evidence to the contrary, I'll judge it best to terminate the whole thing.

So is there anyone out there (besides Adriy) who thinks that we should continue with this thread?

Modifié par Domar, 23 novembre 2010 - 09:44 .


#9
curly haired boy

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well as far as i can tell, this is something akin to the masseffect2faces, but for mass effect 1. i'm all in favor of that!

#10
Another Dave

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I really like the idea, but I'm not entirely sure about the execution. Personally, I find it easier to read the list of features and their values that the ME2 to ME1 converter uses. Using your code I find myself constantly having to double check I'm reading the right number as I get lost with all the S's and F's. This may just be me though.

#11
Domar

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curly haired boy wrote...

well as far as i can tell, this is something akin to the masseffect2faces, but for mass effect 1. i'm all in favor of that!

You've understood the purpose of this thread perfectly and I'm very pleased to hear your opinion about it. To be honest, at this point, I'd be grateful for any kind of feedback. So I'm grateful, too :)

So, Curly, if you have ME1 and a character of your liking in action there, would you be prepared to share the "ME1 face code" for it (so that people in need of fresh ideas for commanders will have an easier time finding exactly what they want)?


What about the rest of you guys?


Edit: @Another Dave - seems like you posted the below while I was writing my reply to Curly Haired Boy...

Another Dave wrote...

I really like the idea, but I'm not entirely sure about the execution. Personally, I find it easier to read the list of features and their values that the ME2 to ME1 converter uses. Using your code I find myself constantly having to double check I'm reading the right number as I get lost with all the S's and F's. This may just be me though.

Yes, the system which I have proposed takes some time getting used to. But once you get the hang of it, it becomes real easy. As my first example showed, some characters don't need much in the way of code-writing at all. And if it' becomes longer, just note the code on separate lines for each screen (S) as you actually change the preset values for the features (F) there. Reading someone else's code should be easier, as each new S-number corresponds to a new screen-link below the earlier one and the F's for that S-number only apply to the screen in question. If anything is still unclear, keep asking me about it.

Thanks for the feedback, Dave. I appreciate it ;)

Hey, you could test your understanding of the system by trying to reproduce one of the characters already shown here. If you get it right, the result should be an exact copy of the "original".

PS. If you print out the legend in the OP and have it handy while you change the sliders or read the code, things ought to become pretty simple, although a bit time-consuming still.

Edit: hold on with that printout! I just concieved a way to simplify the code-writing. Changes will be made in all posts accordingly. Bear with me for a while until you see the codes in all posts changed a little...

Edit 2: WHOLE SYSTEM REVISED AND UPDATED! Less of those S's now so that the S's and F's are kept separated. Thanks to you, Dave. Much oblige!

Modifié par Domar, 24 novembre 2010 - 12:34 .


#12
PrinceLionheart

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I've actually gotten pretty good at recreating my Shep in ME1, or at least as close as it lets me.

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#13
Domar

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PrinceLionheart wrote...

I've actually gotten pretty good at recreating my Shep in ME1, or at least as close as it lets me.

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Glad to see you pop in here for a while, Prince! I've actually noticed your maleshep elsewhere on this site. Even think I commented upon him once. He gives me the impression of being very athletic and energetic. Nice to see a good black character in operation as well. ;)

As for reproducing him, do you have a system for that? Would you be able to recreate him perfectly if you went away with another character for some time and then felt the need to come back to this fellow and start anew with him? What if somebody else would like to use that character, what instructions could you give?

Time to go to bed in my part of the world now. See ya later...

Modifié par Domar, 24 novembre 2010 - 10:47 .


#14
PrinceLionheart

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Domar wrote...

As for reproducing him, do you have a system for that? Would you be able to recreate him perfectly if you went away with another character for some time and then felt the need to come back to this fellow and start anew with him? What if somebody else likes to use that character, what instructions could you give?

Time to go to bed in my part of the world now. See ya later...


Thanks for the feedback. I've attempted to create a new Shep, but I always find myself coming back to this one because he was my first and I'm one of those people who always find needs for improvements. :lol:

Since last time I finally conquered the issues with his cheeks.

Easiest system I can think of for ME1 is to take pictures;

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My current face code in ME2 is: 111.NEB.LIW.136.Q7I.KBE.86G.3CC.QC4.1W3.E37.6

#15
MadCat221

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Another Dave wrote...

I really like the idea, but I'm not entirely sure about the execution. Personally, I find it easier to read the list of features and their values that the ME2 to ME1 converter uses. Using your code I find myself constantly having to double check I'm reading the right number as I get lost with all the S's and F's. This may just be me though.


Came here to link that.

Definitely a better way to do this.  No possibility for error on the part of reading the copy source at all.

Modifié par MadCat221, 24 novembre 2010 - 06:37 .


#16
Domar

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MadCat221 wrote...

Another Dave wrote...

I really like the idea, but I'm not entirely sure about the execution. Personally, I find it easier to read the list of features and their values that the ME2 to ME1 converter uses. Using your code I find myself constantly having to double check I'm reading the right number as I get lost with all the S's and F's. This may just be me though.


Came here to link that.

Definitely a better way to do this.  No possibility for error on the part of reading the copy source at all.

Thanks for dropping by, Madcat. Didn't know about that converter. But you'd need a ME2 face code to start with to get a ME1 face that way, wouldn't you? So what if you don't have ME2 and need to generate a given character more than once? Also, in my experience, it's easier to create a satisfactory character on the generation screens of ME1 than in those of ME2.

With the revised system for reproducing ME1 characters here, all you need is to be able to keep track of what screen and feature you're working on and count the number of steps you move the slider from the left.

In any case, a small "error" in reading the code source might produce an interesting character, too ;)

Modifié par Domar, 24 novembre 2010 - 12:03 .


#17
Domar

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PrinceLionheart wrote...

Domar wrote...

As for reproducing him, do you have a system for that? Would you be able to recreate him perfectly if you went away with another character for some time and then felt the need to come back to this fellow and start anew with him? What if somebody else likes to use that character, what instructions could you give?

Time to go to bed in my part of the world now. See ya later...


Thanks for the feedback. I've attempted to create a new Shep, but I always find myself coming back to this one because he was my first and I'm one of those people who always find needs for improvements. :lol:

Since last time I finally conquered the issues with his cheeks.

Easiest system I can think of for ME1 is to take pictures;

Posted Image

My current face code in ME2 is: 111.NEB.LIW.136.Q7I.KBE.86G.3CC.QC4.1W3.E37.6


Yes, that's precisely the thing, isn't it? Once we've found a promising character we want to improve upon it and always find ways to do so, which forces us to go back to the generation screens again and again....

Taking pictures of the slider positions would work - but is it the easiest way? To reproduce a character from a picture source like that, apart from having a print (instead of code notes) of it handy, one would need take measurements by eye all the time, which is a bit uncertain and rather time consuming, at least for someone who've never created that character before. In my experience, the difference of one step on those sliders can sometimes shift the impression from good to perfect (but, like I said in my last post, a small departure from the original can also produce interesting results) . To share the data for a given face, taking pictures and then assembling them in an-easy-to-handle format like that certainly requires more time and skill on the part of the creator of the face - and more space to present it (but I admit, the way you present it, it's more pleasing to look at ;)).

Modifié par Domar, 24 novembre 2010 - 12:24 .


#18
Another Dave

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Domar wrote...
Thanks for the feedback, Dave. I appreciate it ;)

Hey, you could test your understanding of the system by trying to reproduce one of the characters already shown here. If you get it right, the result should be an exact copy of the "original".

PS. If you print out the legend in the OP and have it handy while you change the sliders or read the code, things ought to become pretty simple, although a bit time-consuming still.

Edit: hold on with that printout! I just concieved a way to simplify the code-writing. Changes will be made in all posts accordingly. Bear with me for a while until you see the codes in all posts changed a little...

Edit 2: WHOLE SYSTEM REVISED AND UPDATED! Less of those S's now so that the S's and F's are kept separated. Thanks to you, Dave. Much oblige!

The new streamlined code is much easier to read and create faces from. I did try the old way, too (I wouldn't have commented unless I'd tried it) and it certainly worked, it was just overly complex.

I like the way your system cuts down on the code needed by not listing unchanged values, but that may also be a problem. When I create a face I'm constantly tweaking slider positions and I never go through the list in order. Eyes, nose and mouth first, then smaller details, then a load of tweaking until it clicks and I'm happy is the way I do it.

The problem I'd then have is I have no idea which, if any, of the sliders are in the default/unchanged position so I'd be forced to list all the values to ensure somebody using my code would get the intended result.

This is why, for me, something as close to ME2's face codes is the ideal. Partly because there is little to no room for confusion, and partly because that's already set in stone.

#19
Domar

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Another Dave wrote...

Domar wrote...
Thanks for the feedback, Dave. I appreciate it ;)

Hey, you could test your understanding of the system by trying to reproduce one of the characters already shown here. If you get it right, the result should be an exact copy of the "original".

PS. If you print out the legend in the OP and have it handy while you change the sliders or read the code, things ought to become pretty simple, although a bit time-consuming still.

Edit: hold on with that printout! I just concieved a way to simplify the code-writing. Changes will be made in all posts accordingly. Bear with me for a while until you see the codes in all posts changed a little...

Edit 2: WHOLE SYSTEM REVISED AND UPDATED! Less of those S's now so that the S's and F's are kept separated. Thanks to you, Dave. Much oblige!

The new streamlined code is much easier to read and create faces from. I did try the old way, too (I wouldn't have commented unless I'd tried it) and it certainly worked, it was just overly complex.

I like the way your system cuts down on the code needed by not listing unchanged values, but that may also be a problem. When I create a face I'm constantly tweaking slider positions and I never go through the list in order. Eyes, nose and mouth first, then smaller details, then a load of tweaking until it clicks and I'm happy is the way I do it.

The problem I'd then have is I have no idea which, if any, of the sliders are in the default/unchanged position so I'd be forced to list all the values to ensure somebody using my code would get the intended result.

This is why, for me, something as close to ME2's face codes is the ideal. Partly because there is little to no room for confusion, and partly because that's already set in stone.

Good to hear from you again, Dave! I'm pleased to hear that you liked the changes I made to the system proposed here. But you're right, one needs to keep track of which feature one messes with and its original position. So I always note the screen, slider and its position on a paper before I work on it. All screens or sliders not mentioned in my notes have been left unchanged.

As for the ME2 faces code system, I certainly agree with you: this would be ideal for ME1 as well. But, unfortunately, they didn't supply ME1 with such a function. So we'll have to come up with something else. If you have a suggestion for a better system for ME1 than here outlined, I'm all ears.

Modifié par Domar, 24 novembre 2010 - 02:41 .


#20
curly haired boy

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new system is pretty streamlined and awesome, i like.

#21
Domar

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curly haired boy wrote...

new system is pretty streamlined and awesome, i like.

Glad to have you on board this ship, Curly! :)

I'm quite excited at the thought of how the character of the first ME1 face code produced and shared by a fellow gamer might turn out like. I'd try to reproduce it right away...

Meanwhile, an Asian-looking femshep is coming up.

Modifié par Domar, 24 novembre 2010 - 03:38 .


#22
Domar

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Right, got an Oriental alternative for you all, just for fun...

     (for a better impression, as always, right-click on image to view it, and then left-click to enlarge it further)

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Linh, an adept of Vietnamese descent, I think. My cutest creation yet. She's the first femshep I've seen which I deem perfectly suited for the strong red lipstick. Only problem is that her looks suggest gentleness, tenderness and things like that which don't rhyme well with the toughness and violence necessary to beat Saren & Co.

The code for her is:

Female C10
F 1-3, 2-5, 3-3, 4-3
E 1-9, 2-30, 3-18, 6-1, 7-13
J 4-10
Mo 1-3, 2-14, 3-1, 4-23
N 1-1
Ha 1-7, 3-8
Ma 1-1, 2-5, 3-3

If anyone seriously consider using this face, I suggest bringing the eye height down a bit. Maybe the brow height, too.

Further down the road, a far colder personality will show up. A geisha of the lethal kind.

Modifié par Domar, 19 février 2013 - 01:38 .


#23
Another Dave

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Domar wrote...
[snip]
If you have a suggestion for a better system for ME1 than here outlined, I'm all ears.

Better? No. I like your system, especially now it's more concise and easier to understand. It does take a little effort on the part of the creator, but any method will as the game doesn't do anything for you, unlike ME2.

A different, but less concise idea could be to list the screen title and all values. This would essentially be exactly the same as the way the converter does it, but without taking up a whole page.

For example, using VincentChua's code from earlier in the thread:

Facial Structure: 7, 4, 3, 1
Head: 1, 10, 8, 6, 20, 12, 13
Eyes: 8, 25, 10, 19, 18, 15, 4
Jaw: 31, 24, 7, 7
Mouth: 8, 19, 1, 18, 31
Nose: 6, 1, 7
Hair: 1, 6, 13, 5
Makeup: 1, 7, 3

It's just another way to do the same thing, though. I don't think it holds any advantage over your method.


Also, I just saw you gave me a mention in the opening post... B)

#24
Domar

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Another Dave wrote...

Domar wrote...
[snip]
If you have a suggestion for a better system for ME1 than here outlined, I'm all ears.

Better? No. I like your system, especially now it's more concise and easier to understand. It does take a little effort on the part of the creator, but any method will as the game doesn't do anything for you, unlike ME2.

A different, but less concise idea could be to list the screen title and all values. This would essentially be exactly the same as the way the converter does it, but without taking up a whole page.

For example, using VincentChua's code from earlier in the thread:

Facial Structure: 7, 4, 3, 1
Head: 1, 10, 8, 6, 20, 12, 13
Eyes: 8, 25, 10, 19, 18, 15, 4
Jaw: 31, 24, 7, 7
Mouth: 8, 19, 1, 18, 31
Nose: 6, 1, 7
Hair: 1, 6, 13, 5
Makeup: 1, 7, 3

It's just another way to do the same thing, though. I don't think it holds any advantage over your method.


Also, I just saw you gave me a mention in the opening post... B)

Credit should be given to those for whom credit is due. You're welcome, Dave ;)

Good to have a discussion about the best way to do this. Your code for VincentChua's data is a very interesting idea, Dave. It's merit lies primarily in that there could be no misunderstanding as to what screen you, as a code-reader, are supposed to work on. The code-writer could simply add "Cycle Presets 1", for example, to the top of that structure for completion. I like that, although it demands a little more writing for the code-writer. Then each sliders' position are given, even those which haven't been changed. It looks very neat, I'll give you that, but would entail more work for both the code-writer and the code-reader, as he or she would have to note, check or move the position of all sliders. In the worst case scenario, presupposing that there's at least one change on each screen, the code-reader would have to count the steps of 37 sliders only to find out that merely 8 needed to be changed. This I don't like so much. We should try to minimize the work entailed for all parties to share and read this data. But if we incorporate the merit of your idea while remaining faithful to the principle behind the old system, VincentChua's data could be transcribed in the following way:

Female C1
F 4-1
He 1-1, 3-8, 4-6, 5-20, 6-12, 7-13
E 2-25, 3-10, 4-19, 5-18, 6-15, 7-4
J 1-31, 2-24, 3-7, 4-7
Mo 1-8, 2-19, 4-18, 5-31
N 2-1, 3-7
Ha 1-1, 3-13, 4-5
Ma 3-3

Done with the S's and F's completely! The code for the character in the OP, for example, would then be reduced to...

Male C1
F 2-5, 4-3
He 1-31
E 7-5
Ha 1-1, 2-3, 3-8, 4-6, 5-5

Simple enough, I think. What do you reckon, Dave?

What do the rest of you guys think of this alternate Domar/Another Dave system?


Edit: Well, I can't wait for feedback on this one. I think this new idea for a system is good enough to be implemented: it's both clearer about on which screen changes need to be made and more concise than the earlier system. So hold on for a while again, system is under revision...

Edit 2: code reduced even further on the first and second row ("CP" and "FS", respectively, done away with).

Modifié par Domar, 29 novembre 2010 - 01:15 .


#25
Another Dave

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Well, using a method where all slider values are given, regardless of whether all of them have been / need to be changed completely eliminates the need to use the presets. The presets are, after all, just preset slider values. You're completely right about the possiblilty, or probability, of there being un-needed info in most cases, though.

I think the latest revision of the code keeps most of the clarity of the list method as well as the conciseness of your system. Looking at hte example you gave, I reckon it's much clearer and easier to get to grips with than any other code, including ME2's face codes. In short, I think we have a winner.