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Can we start Model Swapping please?


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#26
tmp7704

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Well, with the .mor files it's not that the names aren't known i think... the game does replace the .mor from the .erf file with the one in override folder (as renaming the .mor to something else brings the default head back) It's just for some reason the extracted .mor makes the game skip rendering the head mesh resulting in headless model.

#27
Thought Process

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I don't know anything about head mesh stuff, but perhaps the game expects other files related to head meshes to be in override too?

#28
DarkAnya

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Malcroix wrote...
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.


In case you come across Anders' head and maybe Cullen's, please tell me their file names. I want to swap them around. Or any other remotely attractive male character and Anders :)

#29
tmp7704

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Thought Process wrote...

I don't know anything about head mesh stuff, but perhaps the game expects other files related to head meshes to be in override too?

Hmm it'd be rather odd if that was the case and quite a step backward from DAO. Really wish a dev would shed some light on what changes were done to how override works now :/

#30
DarkAnya

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I can't swap the heads. I tried swapping Cullen for Wilmod and vice-versa and also for Anders, and everyone just shows up headless. :(

I tried saving them as both <hash number>.mor or hm_<name>.mor

Did anyone successfully swap mor's?

#31
Malcroix

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DarkAnya wrote...

I can't swap the heads. I tried swapping Cullen for Wilmod and vice-versa and also for Anders, and everyone just shows up headless. :( I tried saving them as both <hash number>.mor or hm_<name>.mor
Did anyone successfully swap mor's?


I swapped successfully the player character presets available in the chargen. E.g. I can have the dark-skinned preset appear instead of one of the the default Hawkes. However, beyond that not much luck.

tmp7704 wrote...

Well, with the .mor files it's not that the names aren't known i think... the game does replace the .mor from the .erf file with the one in override folder (as renaming the .mor to something else brings the default head back) It's just for some reason the extracted .mor makes the game skip rendering the head mesh resulting in headless model.


Not in all cases; as above, I managed to replace the default Hawke in chargen with another preset.

However, the override mechanic is definitely behaving weird. I've seen all sorts of strange crap happening when trying to replace tints, textures or models via override, even in relatively straightforward cases like replacing the default black hair color with the default white hair color (results in absolute shining white, rather than the grayish natural white available in Chargen).

If the issue is not with the headmorph format, but in the workings of the override mechanic, maybe there remains a chance of DA:O headmorphs being useable in DA2.

#32
tmp7704

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Hm not having any more luck really -- i've extracted Carver's head .mor files into override. Didn't touch them in any way... result, Carver in game turns headless. Grr.

#33
DarkAnya

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I was thinking, as a temporary solution, is it possible to modify the actual face.erf file?
Like do the swap inside the erf? Is there any program that's able to recompile the erf itself?
Then we could save the original somewhere on our drive and use a modified one to swap the heads?

#34
DarkAnya

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P.S. What's the difference between .mop and .mor? Since the .mop's seem to work, would it work if we renamed for example hm_anders.mor to hm_anders.mop?

#35
tmp7704

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.mor and .mop files use internally different formats -- .mop seems more like set of recorded instructions/positions of the sliders etc for the face while .mor is mostly raw data which is result of executing these instructions. So doubtful a rename like that is going to work, especially since the game will likely be still looking specifically for file "character.mor" not "character.mop"

#36
kaiki01

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DarkAnya wrote...

P.S. What's the difference between .mop and .mor? Since the .mop's seem to work, would it work if we renamed for example hm_anders.mor to hm_anders.mop?


.mop files are morphs for the character creator. Only Hawke has them. .mor are all other head morphs.

#37
kaiki01

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tmp7704 wrote...

Hm not having any more luck really -- i've extracted Carver's head .mor files into override. Didn't touch them in any way... result, Carver in game turns headless. Grr.


^ This. I am trying to mod the 3-5 preset so that the Hawke family is blonde. Can't even get Carver's head to show up :crying:

#38
rdr99

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starsray wrote...

Well its looking like I wont be purchassing any more EA games or BIOWARE games anytime soon.
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........


I totally agree that we need a toolset.  The one thing that can give replay value and longevity to a game is the ability to edit it.  I don't know how many times I played Origins just because I could change a few things and see what effects it had in the game.  The mods from the community were awesome too and THAT is what makes a game great in the end as long as the plot is "good enough" so a few tweaks make it more interesting after a couple of playthroughs!

#39
Thought Process

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MOR and MOP are the exact same format, no difference but extension.

If you just want Cassandra's head to be selectable, you can just add hf_cassandra.mor to the human_female heads section in chargenmorphcfg.xml. This works fine.

As for overriding, it's not working here either, but using a patch ERF works fine:

Posted Image

(hf_cassandra.mor edited to point to the hf_har_cass, packed into packages\\core\\patch\\test.erf, hf_cassandra.mor then added to chargenmorphcfg.xml)

http://mod.gib.me/dr...2/cassandra.zip

Modifié par Thought Process, 13 mars 2011 - 12:50 .


#40
kaiki01

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Thought Process wrote...

MOR and MOP are the exact same format, no difference but extension.

If you just want Cassandra's head to be selectable, you can just add hf_cassandra.mor to the human_female heads section in chargenmorphcfg.xml. This works fine.

As for overriding, it's not working here either, but using a patch ERF works fine:

Posted Image

(hf_cassandra.mor edited to point to the hf_har_cass, packed into packagescorepatchtest.erf, hf_cassandra.mor then added to chargenmorphcfg.xml)

http://mod.gib.me/dr...2/cassandra.zip


Very nice, is there a resource on how to package .erf?

#41
Thought Process

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I don't know if there are any public tools for it, I wrote one about an hour ago. :)

#42
daywalker03

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Thought Process: Are you saying what I think you're saying? Namely, that to override game resources like models and morphs, we have to build erfs and apply them like Bioware does via the patch folder?

#43
Thought Process

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That's what I did, yes. Is there a problem with this?

#44
daywalker03

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Thought Process wrote...

That's what I did, yes. Is there a problem with this?


Heck no; that's something that I truly like to see. Now all we need is a publicly available tool that can create those erf files.

#45
Thought Process

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Here's mine from revision 21: erfpack-rev21.zip

It's a commandline tool, but will work if you click and drag a directory onto ErfPack and generate dirname.erf.

#46
kaiki01

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Confirmed that we can now mod NPC morphs and use them in game =)

Posted Image

#47
Omegadeity

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aw sweet chucked the iconic hawke male preset to the last preset slot in chargenmorphcfg.xm, now can edit iconic hawke! thanks!

#48
Thought Process

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Oh is that how they disable editing the iconic presets? the first two? i figured it'd be a property in the morph somewhere.

#49
kaiki01

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Omegadeity wrote...

aw sweet chucked the iconic hawke male preset to the last preset slot in chargenmorphcfg.xm, now can edit iconic hawke! thanks!


:lol: Awesomesauce

#50
DarkAnya

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Hold on, this is moving too fast for me. :-p
So what would be the step-by-step process to modify the .mor for an NPC? Like Fenris or Anders?