Can we start Model Swapping please?
#1
Posté 08 mars 2011 - 07:29
#2
Posté 09 mars 2011 - 05:36
#3
Posté 09 mars 2011 - 07:02
Emperor Iaius I wrote...
I took a look inside face.erf, and the filenames look to be a gibberish set of numbers. Not sure how we'd swap around the morph files.
I used this editor to open face.erf. Inside is apparently a list of all pre-set heads in DA2, with names which are likely numbers in hexadecimal (didn't bother to check). Once you open one of those, in the "Value" column of the editor you will see the head's real name, in the familiar DA naming format. E.g. the first one in the list is hm_desp_refugee (i.e. a head for a human male desperate refugee or somesuch).
From here, I'll try to find the default Hawke heads, and see if I can swap the models by putting other models renamed like a Hawke head into the override. If it works, voila - we've got head modding. Who knows, maybe even DA1 heads may be used.
UPDATE: The file
z_08349e7b597c509c.mor
is labeled as "default_player".
I'll see if I can extract some other head and replace the default Hawke...
UPDATE:
No dice. Putting both DA1 and DA2 head morph files named z_08349e7b597c509c.mor
into the overrides (both of them) didn't do any tricks.
Now will experiment with:
z_0f5a4cab963d6a9c.mor (titled "hf_mage_1"). Maybe it's one of the human female mage presets.
UPDATE:
Okay, I think I found it.
There are 22 *.MOP files, which all have names like hm_cgn_001 and hf_cgn_005. And whaddya know, there are exactly 11 preset faces in the Character generator for each of the two genders.
AND FURTHERMORE:
z_7b67ae792bb877b6.mop ("hm_iconicmale_nomark")
z_6e3ebc438fd14068.mop ("hf_iconicfemale_normark")
z_6efa3f7ff79401cb.mop ("hf_iconicfemale")
I think we're almost there.
Modifié par Malcroix, 09 mars 2011 - 08:32 .
#4
Posté 09 mars 2011 - 08:52
#5
Posté 09 mars 2011 - 08:57
#6
Posté 09 mars 2011 - 09:18
The 22 chargen presets are saved in a *.mop format. These are the filenames for the default male and female Hawke head morphs:
z_a868f99486e5cf41.mop ("hm_iconicmale.mop")
z_7b67ae792bb877b6.mop ("hm_iconicmale_nomark.mop")
z_6e3ebc438fd14068.mop ("hf_iconicfemale_normark.mop")
z_6efa3f7ff79401cb.mop ("hf_iconicfemale.mop")
At this point, I've confirmed replacement of the default Hawke headmorph with one of the alternate chargen headmorphs.
However, this format seems to be more complex than the old DA1 morph format. Replacing the default Hawke with a DA1 head morph doesn't yield any results. Which is a pity because the DA Toolset is a MUCH BETTER character creator than the so-called pitiful "character generator" in-game.
#7
Posté 09 mars 2011 - 09:20
Emperor Iaius I wrote...
Interesting. Have you find the corresponding heads for Bethany and Carver?
Yep, I've seen the Carver heads, and Beth is in there somewhere. There are apparently several versions of each?
It's possible to open and edit the .mop files in the DA Toolset, so you can probably alter their appearance straight away. However, it won't be intuitive, because you can only edit the mops (and the mors) in numeric format, as opposed to the full-blown 3-D head modeling which the *.mrh offered.
UPDATE:
The MOP format is indeed more extensive than the old DA MORP (aka *.mor) format. This probably accounts for the inability to replace the default heads with custom heads from DA1 by simply putting the latter into Override.
HOWEVER:
Only the Player characters use the MOP heads. All other characters still use the MORP heads, and its format looks exactly the same as in DA:O. So DA:O heads should be compatible with DA2 characters, including Player characters.
THEREFORE:
It should be possible to replace the head via manually editing the saved game, just like we did in DA:O.
Modifié par Malcroix, 09 mars 2011 - 09:32 .
#8
Posté 09 mars 2011 - 09:22
Damn, 2 years have passed since DA:O and these forums are still laggy...
Modifié par Malcroix, 09 mars 2011 - 09:23 .
#9
Posté 09 mars 2011 - 11:47
#10
Posté 10 mars 2011 - 12:39
<-- Just give me my favorite hairstyle back for Hawke!
#11
Posté 10 mars 2011 - 01:29
Emperor Iaius I wrote...
Do you know the names of the Bethany and Carver heads, then? I just plan on hex editing them anyway, so toolset compatibility isn't an issue.
Carver:
hm_carver_h1s1.mor
hm_carver_h2s2.mor
Bethany:
hf_bethany_h1s1.mor
hf_bethany_h2s2.mor
However, after I tried replacing Carver's head with a DA:O headmorph, all I got was a headless Carver.
So, apparently, the DA:O headmorphs are completely incompatible w/DA2. More's the pity.
Modifié par Malcroix, 10 mars 2011 - 01:34 .
#12
Posté 10 mars 2011 - 04:04
Is there any other way other than opening each .mor one by one to read the "value" field?
#13
Posté 10 mars 2011 - 04:28
This DA2 is crap. I have finished the game once and won't try another playthrough." Love the Romancing
with all my close and boots on". I preordered this game in December. And didn't get the addons. Bioware say's codes will be in email. ha ha ha game is over... and no addons. WE MUST HAVE MODs. and a tool set. Game should be Teen rated........
#14
Posté 10 mars 2011 - 12:13
Emperor Iaius I wrote...
Ah, sorry, I meant the hash numbers so I could find them in the gff editor.
Is there any other way other than opening each .mor one by one to read the "value" field?
You don't actually need to know the hash value. All you need is the proper name, which you can assign to a head morph of your liking and put into Override so that it will replace Carver or Bethany's default head.
Some people are doing a database of DA2 hashes, however that's a lot of work to both organise and use. For the simple task of replacing the headmorph, knowing the proper name is enough.
However, as of now it's kinda useless, as DA:O heads are apparently incompatible with DA2, and we lack a decent editor to create good DA2 heads.
But if you want to like change Carver's eye color, or Beth's hair, or replace their heads with ones from other DA2 characters, you can do that.
The DA:O head incompatibility is bugging me. The format looks the same, so maybe the reason is the lack of properly named resources (skin, hair etc). DA2 uses some of old DA character resources (I'm pretty sure I saw identical names for hair and eyes), but it will require work and experimentation to figure out.
#15
Posté 10 mars 2011 - 02:02
The .mor files aren't really cross-compatible between DAO and DA2 due to changes in the base head models. The new models include eye mesh for example which is separate in DAO. As result of that, DA2 .mor files have less entries in the "morph parts" section, and there's probably quite a few more changes like that.Malcroix wrote...
Only the Player characters use the MOP heads. All other characters still use the MORP heads, and its format looks exactly the same as in DA:O. So DA:O heads should be compatible with DA2 characters, including Player characters.
Modifié par tmp7704, 10 mars 2011 - 02:03 .
#16
Posté 10 mars 2011 - 04:16
#17
Posté 10 mars 2011 - 09:14
tmp7704 wrote...
The .mor files aren't really cross-compatible between DAO and DA2 due to changes in the base head models. The new models include eye mesh for example which is separate in DAO. As result of that, DA2 .mor files have less entries in the "morph parts" section, and there's probably quite a few more changes like that.
Yes, but does that by itself make them incompatible?
Apparently it does, but we found that out through experimentation.
#18
Posté 10 mars 2011 - 09:24
#19
Posté 10 mars 2011 - 09:36
Yes, because thanks to these changes data carried in DAO morph doesn't match the sytem used by DA2 for its morphs. For example, a morph in DAO can have data which is applied to vertex group named "left cheek". In contrast, DA2 uses integers as IDs of such groups, and can at best ignore modifications for "left cheek" that it doesn't have. The same applies for other data like the defined texture, tattoos etc.Malcroix wrote...
Yes, but does that by itself make them incompatible?
You could probably try to copy all head morph components from DAO and see if that helps any in getting a DAO morph show up -- that'd be files with _uhm_, _uem_ and _ulm_ in their names. I'd be suprised if it did, though. And even if it did, the position of head/neck model is slightly different in DA2 than it is in DAO, so there'd be visible offset and a gap.
Modifié par tmp7704, 10 mars 2011 - 09:38 .
#20
Posté 10 mars 2011 - 10:30
#21
Posté 10 mars 2011 - 11:45
Not sure what to think of it. Either the tool i used to extract the file messed something up (i don't really think that's it since it handled other things ok) or there's some extra voodoo in DA2 when it comes to overrides. Either way, kinda stuck.
Modifié par tmp7704, 10 mars 2011 - 11:46 .
#22
Posté 11 mars 2011 - 12:01
tmp7704 wrote...
Could finally activate the game so had a closer look at it... There seems to be a problem right at the start -- simply extracted Cassandra's .mor file from DA2 files, put it without any modifications into the override folder... result = headless Cassandra.
Not sure what to think of it. Either the tool i used to extract the file messed something up (i don't really think that's it since it handled other things ok) or there's some extra voodoo in DA2 when it comes to overrides. Either way, kinda stuck.
I had exactly same problem. I found the 6th preset of female hawke and I simply put that file in override. Then in the CC, preset #6 did not have a head anymore LOL I used pyGFF to extract face.erf.
I really love how Cassandra looks like, so I hope we can make a preset similar to her face.
#23
Posté 11 mars 2011 - 12:29
I just wanted to give her back the original hair from the concept art (it's in game files as hf_har_cass) but until this is solved, no diceHellosanta wrote...
I really love how Cassandra looks like, so I hope we can make a preset similar to her face.
#24
Posté 11 mars 2011 - 02:41
oh, oh! I see what you mean. I also really want to give her that hair back. She looked amazaing when she had that concept art hair at the very first gameplay clip we were given. I dunno why they changed her hair to some generic short hair ...tmp7704 wrote...
I just wanted to give her back the original hair from the concept art (it's in game files as hf_har_cass) but until this is solved, no diceHellosanta wrote...
I really love how Cassandra looks like, so I hope we can make a preset similar to her face.
#25
Posté 11 mars 2011 - 02:55
That brings up a good point, I need to write an ERF packer.





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