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Can we start Model Swapping please?


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#51
DarkAnya

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I'm confused how I can modify an already-made .mor file.
I've got how to use the final .mor as an NPC replacement head, and how to extract it in the first place.
But how can I choose it as my head in-game so I can use the char creator or the mirror to modify it?

Modifié par DarkAnya, 13 mars 2011 - 11:07 .


#52
Malcroix

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Amazing, so that's what was wrong with the Override process? Way to go making our life more difficult, Bioware! But once again, mind triumphs over matter :-)

Does this new.... "feature".... also apply to other resources, such as textures, tints, and models? You have to repackage them into respective erfs to effectively achieve override?

Thought Process, thanks for the great new tool! Now, just to repeat DarkAnya's question: what's the step-by-step process, do you have to extract the entire face.erf into a dir, then add the new custom MOR file to this dir, then drag the entire dir on the packager, and finally put the new ERF into override? or patches?


Also, anyone got any suggestions on cool in-game headmorphs for male/female characters? Flemeth seems really cool this time around, but are there any others worth notice (haven't played too much DA2 yet)?

Modifié par Malcroix, 13 mars 2011 - 11:12 .


#53
DarkAnya

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Malcroix wrote...

 Now, just to repeat DarkAnya's question: what's the step-by-step process, do you have to extract the entire face.erf into a dir, then add the new custom MOR file to this dir, then drag the entire dir on the packager, and finally put the new ERF into override? or patches?


Actually I extracted the entire face.erf, found Cullen's head, then renamed it hm_anders, put it into a new empty folder called face which was then dragged over the erf packaging tool ToughtProcess gave us and then placed the face.erf in override. Lo and behold, Anders now had Cullen's head.

However, what I don't understand is how to edit the .mor's. I assume you change them into .mop's but even if you give your character the head you want to put on someone else, is there a saved .mop file of this head once you save the game? 

You can't use DA:O heads, because I've already tried one, but can you edit the DA2 mop in DA:O toolset and then save it as a .mor?!?

Modifié par DarkAnya, 13 mars 2011 - 01:29 .


#54
DarkAnya

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YES!
Ok so it took a while, but I did it.
I basically took Cullen's .mor and modified hair/tints to match Anders

And... voila...

Image IPB

Ok so not the best screenshot cause he's mid-blink but definitely an improvement.
Now I'm going to have to change Cullen too so they don't look like brothers.

Anyway, back to topic, let me know if there is a way to actually tweak features not just copy other .mor's

#55
Malcroix

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Great job, Anya!

Anyway, the diff between mop and mor is that mops are used in chargen, as presets, and they have a different internal format. Otherwise, the end result is identical; all characters except player char use mors, and actually there's an identical mor for every mop in faces.erf. So there's little point in troubling with mops at all, just use the mor.

I will presently try to put the default Hawke head on Carver, see if it works.

Meanwhile, here's another area I've been working on: enabling companions to wear items. The newly updated PyGFF 4.9b allows full edits of the saved games, and I tried to use it to deck out Carver in Blood Dragon armor.

Here's what I got:

Image IPB

However:

Image IPB

I.e. the appearance is there, but the stats are sorely lacking.

So it seems the diff between companions and player character inventory is coded somewhere else, and can't be overridden this way.

I wonder if it's in the .uti files?

Modifié par Malcroix, 13 mars 2011 - 12:38 .


#56
Malcroix

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DarkAnya wrote...

Actually I extracted the entire face.erf, found Cullen's head, then renamed it hm_anders, put it into a new empty folder called face.erf which was then dragged over the erf packaging tool ToughtProcess gave us and then placed the face.erf in override. Lo and behold, Anders now had Cullen's head.


If I call the folder face.erf, I get an error. Calling it simply face worked, though, so thanks for the tip! Now will test in-game...


Yes, it worked, so I now have Hawke as companion Image IPB

Image IPB

Modifié par Malcroix, 13 mars 2011 - 01:21 .


#57
DarkAnya

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I can confirm it doesn't matter what you name your .erf
I currently have saved my new Anders (plus a modified Cullen) as anders.erf and the heads still showed up in-game.

#58
Malcroix

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Great, so now we really do have a reliable method for editing headmorphs!

Apparently, this should also work for replacing chargen presets to make custom Hawke heads! And the Mirror of Transformation allows this to be done in-game.

I've created an entry at Dragon Age Nexus to commemorate this breakthrough. Hopefully soon we'll have as many fine new headmorphs for DA2 as we had for DA:O!

Modifié par Malcroix, 13 mars 2011 - 01:44 .


#59
Omegadeity

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NewByPower's face replacer still works for DA2!!! so you can create faces in the DA2 character creator, save game and extract the .mor file, then chuck it back in teh face.erf directory as whatever npc yo wanna replace (n override etc)

NewByPower Face Replacer

Modifié par Omegadeity, 13 mars 2011 - 02:03 .


#60
Omegadeity

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heres my custom anders, lets face it he wasnt all tht pretty.. :D
img204.imageshack.us/f/customanders.jpg/

#61
the_baroness

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Malcroix wrote...

Apparently, this should also work for replacing chargen presets to make custom Hawke heads! And the Mirror of Transformation allows this to be done in-game.


Is it possible to replace .mop files with .mor?  Otherwise, how would you replace .mop preset heads?  Like, say I wanted to replace the third female chargen preset with the default Bethany head?  Probs not possible, but I thought I'd ask.

Seems like a good step forward, though.  Wish we had the toolset, but this is fine for now. :)

#62
nyates55

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Hmmmm. it should work if we just wanted to change the armor to their other texture. IE, having the endgame companion textures in say act 1. Like Merrill's white outfit, ander's black robes, etc. Would be nice to be able to do.

Thoughts Malcroix?

Modifié par nyates55, 13 mars 2011 - 02:48 .


#63
Malcroix

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Omegadeity wrote...

NewByPower's face replacer still works for DA2!!! so you can create faces in the DA2 character creator, save game and extract the .mor file, then chuck it back in teh face.erf directory as whatever npc yo wanna replace (n override etc)

NewByPower Face Replacer


Thanks for the info, but when I try setting a DA2 savegame as source, it gives me a huge error message in the DOS box (command line area) that ends with "list index out of range".

How did you set your source?

#64
Malcroix

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nyates55 wrote...

Hmmmm. I wonder if it would work and keep the companion armor stats if we just changed the armor to their other texture. IE, having the endgame companion textures in say act 1. Like Merrill's white outfit, ander's black robes, etc. Would be nice to be able to do.

Thoughts Malcroix?


I think it should be perfectly possible to change companion armor to its own higher tier, if you have the relevant filename of the higher armor (I haven't made that far in the game 8=) ).

However, this will probably change the stats as well.

Changing the armor's appearance, and not the stats, would require editing the .uti file, which you'd have to find first (not easy, seeing how all filenames in DA2 are hashed).

#65
tmp7704

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Thought Process wrote...

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

Err no, they aren't Image IPB  Open a .mor file and .mop file with GFF editor and check out the structure, there's some considerable differences.

The game may be able to use .mor as a preset but that's despite differences in the formats. Granted, in this particular scenario this is a technical rather than practical point.

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

(snip picture)

(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

And Cassandra shows up modified and no longer headless in the cutscene Image IPB

#66
nyates55

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Malcroix wrote...
I think it should be perfectly possible to change companion armor to its own higher tier, if you have the relevant filename of the higher armor (I haven't made that far in the game 8=) ).

However, this will probably change the stats as well.

Changing the armor's appearance, and not the stats, would require editing the .uti file, which you'd have to find first (not easy, seeing how all filenames in DA2 are hashed).


Alright. Ill give this a shot. I have a save with one or two of them upgraded.

#67
Malcroix

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the_baroness wrote...

Is it possible to replace .mop files with .mor?  Otherwise, how would you replace .mop preset heads?  


Apparently it's possible, see example with Cassandra above.

Modifié par Malcroix, 13 mars 2011 - 02:50 .


#68
kaiki01

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Malcroix wrote...

the_baroness wrote...

Is it possible to replace .mop files with .mor?  Otherwise, how would you replace .mop preset heads?  


Apparently it's possible, see example with Cassandra above.


The only restriction, apparently, is you can't have the .mor as the first two presets in the character creator. Any other posistion will allow editing of the .mor

#69
the_baroness

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Thanks for the help, guys.  It seems to work -- to a point. It seems the hairstyle and makeup comes through fine, but the actual facial structure is lost when putting .mor files in chargen. I added Isabela, Bethany and Cassandra to my presets and they all had identical facial structure, albeit with their custom hairs and makeups.

Still, a start. :)

Modifié par the_baroness, 13 mars 2011 - 03:14 .


#70
tmp7704

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Malcroix wrote...

Does this new.... "feature".... also apply to other resources, such as textures, tints, and models? You have to repackage them into respective erfs to effectively achieve override?

Gave it a quick try and apparently yes, it's possible to replace the .mmh/msh files this way as well.

One thing to keep in mind, these files typically are placed in a sub-folder so in order for override to work you need to duplicate the folder structure. E.g if you wanted to make override for Merrill's outfit mesh, you'd need to make folders like this:

merrill_body (this name is just name for the erf packager, can be any)
--art
----characters
------playercharacter
--------elffemale
----------(place your files here)

then drop the "merrill_body" folder onto .erf packager icon and stick resulting file in "packages/core/patch" folder.

Modifié par tmp7704, 13 mars 2011 - 03:46 .


#71
ChibiKnight

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Wow, impressive work all! I can't wait to see what stuff gets made now.

#72
Malcroix

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So if I want to replace, say, armor textures, not only do I have to package them into a new texturepack.erf, but also duplicate its directory structure?

Geez, Bioware sure doesn't make things easy for us!

Any idea how to identify the dir structure in erfs? Particularly for armor/clothing?

#73
tmp7704

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pyGFF with full database can show you lot of filenames translated into proper directory/filename structure. This includes large number of textures for clothing/armour/weapons... should be decent starting point.

#74
Malcroix

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How would I get pyGFF to show directory structure?

#75
wingiehai

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Sorry for butting in, but I was wondering if it was possible to get Fenris's hairstyle on my main character ? any help would be awsome!