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Can we start Model Swapping please?


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#101
Omegadeity

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kaiki01 wrote...

Malcroix wrote...

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?


I have the same problem as well. Is there a solution?


oh yer i found face replacer on nexus, use the DAFR_script_120 version, that one worked for me
DAFR_script_120

Modifié par Omegadeity, 14 mars 2011 - 12:28 .


#102
kaiki01

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There we go =D I was using 210 instead of 120. Ty

#103
DarkAnya

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kaiki01 wrote...

DarkAnya wrote...

Could you upload it somewhere for us? Like mediafire or whatever? I've created my ideal Aveline face and saved the game and now want to swap it :)


You can find the .mor file in your face.erf file. Located in packagescoredata.
Or you can download this

http://social.biowar...m/project/4303/

It has the Aveline .mor under Companions in the .zip file.


You misunderstood me, I was asking for the face swapper version that he used.

Actually, the face swapper version that works is also on Nexus, it's the 1.2 version (the one the author said not to use unless the other doesn't work).

#104
Omegadeity

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oh dude you dont have to rebuild the whole face.erf to override one character! i think Malcroix was talkin bout this but you can just repackage one npc morph into a single directory (with no other morphs) and build npc.erf e.g. hm_anders.erf, then pop it into override no worries about affecting all the other morphs in face.erf! sweet can finally upload single morphs yeeeeeeeesssssss!!!!!!!!!

#105
Omegadeity

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o and kaiki01 dude you're a genius, if we dint pick your brains over this i woulda given up on da2 modding, thanks man!!

#106
Imoshen

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Hmm.. Quick question, If i extract the .mor from my save game, and want to use it for a NPC (aveline), i should use the editor to rename if hf_aveline, and than pack it into and erf, and put it into override dir, right?.
Or did i miss something? cause tried this, and nothing seems to happen after :(

#107
Imoshen

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double post, sorry about that, small lag on the forum

Modifié par Langianu, 14 mars 2011 - 01:39 .


#108
Imoshen

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Any one who can tell me where to find the "chargenmorphcfg.xml" for da2 at? Gonna try to add isabella's hairstyle to the standard character creator.

#109
heretica

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Langianu wrote...

Any one who can tell me where to find the "chargenmorphcfg.xml" for da2 at? Gonna try to add isabella's hairstyle to the standard character creator.


Could you posibly modify robes? I am not sure how it is done, can't you extract those files and open them with, let's say.. .blender and remodel them? Or it doesn't work that way?

#110
Cambios

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Can someone please, please, please work on a full model/face/everything swap of "exaggerated" Bethany -> Merril? Get rid of that hideous elf. Ugh.

#111
xaiax

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Could someone post Bethany's intro face as an override for one of the Hawke presets?
or how to at least.

Thank you.

#112
Kasuky

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@ Langianu

use this tool for generate a "chargenmorphcfg.xml" , after i suppose you should put it in overidde in you doc..

http://dragonagenexu...file.php?id=971

But, maybe someone can help me, i have done the creation of a new preset, but when i want choose the head... well i get no head. ( i can select the head, but no head, if you see what i want say)

I explain how i doing :
I have launch DAFaceReplacer120.py, extract the face from the save.
So from this i get my .mor file and i rename to .mop file. I use the erfpack and create the .erf where i put in ...packages/core/patch

I have create the "chargenmorphcfg.xml", whith the tool, add, the command of my head in <head>/<human_female> at the last place.
The "chargenmorphcfg.xml" is in the overidde folders

But when i say before, i get no head :/, if you got some explanation, that would be great.

Modifié par Kasuky, 14 mars 2011 - 10:41 .


#113
TubularGlucose

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Well well well. Look at this I go away for a week and look what I stirred up, you all are brilliant and lovely minds I LOVE IT!.
Now all we need is to get a toolset and start custom making Adventure-Packs and Hairs (Every good game has Hair Mods)

#114
Azuraft

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TubularGlucose wrote...

Well well well. Look at this I go away for a week and look what I stirred up, you all are brilliant and lovely minds I LOVE IT!.
Now all we need is to get a toolset and start custom making Adventure-Packs and Hairs (Every good game has Hair Mods)


The oc conversation resources and scripts would be nice too.

#115
kaiki01

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Kasuky wrote...

@ Langianu

use this tool for generate a "chargenmorphcfg.xml" , after i suppose you should put it in overidde in you doc..

http://dragonagenexu...file.php?id=971

But, maybe someone can help me, i have done the creation of a new preset, but when i want choose the head... well i get no head. ( i can select the head, but no head, if you see what i want say)

I explain how i doing :
I have launch DAFaceReplacer120.py, extract the face from the save.
So from this i get my .mor file and i rename to .mop file. I use the erfpack and create the .erf where i put in ...packages/core/patch

I have create the "chargenmorphcfg.xml", whith the tool, add, the command of my head in <head>/<human_female> at the last place.
The "chargenmorphcfg.xml" is in the overidde folders

But when i say before, i get no head :/, if you got some explanation, that would be great.


Have you confirmed that the .mop is working by changing the name to(for example) hf_cgn_001.mop and see if that shows up in the cc?

#116
cljqnsnyc

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I'm having trouble with carver. I've modded his face and it shows up in the prologue, but once the game begins, it reverts back to normal. I've gone through the process over and over but his face won't stay put.

#117
Imoshen

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cljqnsnyc wrote...

I'm having trouble with carver. I've modded his face and it shows up in the prologue, but once the game begins, it reverts back to normal. I've gone through the process over and over but his face won't stay put.


Well, most of the characters in the prologue has a good chance of having an _a and a _b model. Try and check and see if there is perhaps another model for carver, and edit that one as well. Should do the trick

#118
kaiki01

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Langianu wrote...

cljqnsnyc wrote...

I'm having trouble with carver. I've modded his face and it shows up in the prologue, but once the game begins, it reverts back to normal. I've gone through the process over and over but his face won't stay put.


Well, most of the characters in the prologue has a good chance of having an _a and a _b model. Try and check and see if there is perhaps another model for carver, and edit that one as well. Should do the trick


In the intro super-powered sequence the carver head used is hm_carver. When the game starts a different carver head is used based on which preset of Hawke your character is. If you are using default Hawke the Carver head is hm_carver_h1s1.

They break down like so.

Preset 1-5
hf_bethany_h1s1
hm_carver_h1s1
Preset 6
hf_bethany_h2s1
hm_carver_h2s1
Preset 7-8
hf_bethany_h2s2
hm_carver_h2s2
Preset 9
hf_bethany_h3s1
hM_carver_h3s1
Preset 10
hf_bethany_h3s2
hm_carver_h3s2
Preset 11
hf_bethany_h3s3
hm_carver_h3s3

#119
agrocato

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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:

Image IPB

(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



Something strange happened: I tried playing around with the cassandra mor in the cc. Like in Thought Process' screenshot, it seems as if the mor is missing some data a mop file contains. It results in some noticable differences:

- eyebrows disappear
- facial structure is slightly changed.

Tried the same with Isabela, there the differences are even more pronounced: no eyebrows, chin and forehead are further inward leaving the golden button below her lip hanging in the air.

Is there any way to avoid this?

#120
Kasuky

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kaiki01 wrote...

Have you confirmed that the .mop is working by changing the name to(for example) hf_cgn_001.mop and see if that shows up in the cc?


Hmm, for my first try, i have try with only .erf file in patch folder (with name face.erf), and the 3rd face was changed by my head ,  but is not really the head. I want say, good hair/color, color eye, but other data was wrong. (nose, chin..)

I have try to changed the name of the .mop with hf_cgn_001.mop, and at the 10 place (where i get no head), i got my head but like before, some data are wrong and at the 3rd place i get only hair and no head.

Maybe my mop file are wrong but when i extract with face replacer 1.20, that say is a succeful extraction.

#121
Loc'n'lol

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kaiki01 wrote...

Langianu wrote...

cljqnsnyc wrote...

I'm having trouble with carver. I've modded his face and it shows up in the prologue, but once the game begins, it reverts back to normal. I've gone through the process over and over but his face won't stay put.


Well, most of the characters in the prologue has a good chance of having an _a and a _b model. Try and check and see if there is perhaps another model for carver, and edit that one as well. Should do the trick


In the intro super-powered sequence the carver head used is hm_carver. When the game starts a different carver head is used based on which preset of Hawke your character is. If you are using default Hawke the Carver head is hm_carver_h1s1.

They break down like so.

Preset 1-5
hf_bethany_h1s1
hm_carver_h1s1
Preset 6
hf_bethany_h2s1
hm_carver_h2s1
Preset 7-8
hf_bethany_h2s2
hm_carver_h2s2
Preset 9
hf_bethany_h3s1
hM_carver_h3s1
Preset 10
hf_bethany_h3s2
hm_carver_h3s2
Preset 11
hf_bethany_h3s3
hm_carver_h3s3


Actually I was under the impression it worked like this :
Presets 1-5 : *_h1*
Presets 6-8 : *_h2*
Presets 9-11 : *_h3*

"Caucasian" skin tones : *s1
"Asian" skin tones : *s2
"African" skin tones : *s3

#122
Kasuky

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I have some new for my problem.

I have replace new .mop and .erf file in overidde and i get get a "classic" head (is not the head exported).

I think is maybe the game is in 1.01. if someone got some idea.

#123
RandomEffect

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I'm a complete idiot when it comes to this stuff. I read through the thread and was unable to understand anything.

I want to replace Carver's face with one that I made in the CC. Can someone guide me through this step by step in an easy to follow manner? Thanks in advanced.

Nvm figured it out.

Modifié par RandomEffect, 21 mars 2011 - 07:53 .


#124
Puzzlewell

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kaiki01 wrote...

Langianu wrote...

cljqnsnyc wrote...

I'm having trouble with carver. I've modded his face and it shows up in the prologue, but once the game begins, it reverts back to normal. I've gone through the process over and over but his face won't stay put.


Well, most of the characters in the prologue has a good chance of having an _a and a _b model. Try and check and see if there is perhaps another model for carver, and edit that one as well. Should do the trick


In the intro super-powered sequence the carver head used is hm_carver. When the game starts a different carver head is used based on which preset of Hawke your character is. If you are using default Hawke the Carver head is hm_carver_h1s1.

They break down like so.

Preset 1-5
hf_bethany_h1s1
hm_carver_h1s1
Preset 6
hf_bethany_h2s1
hm_carver_h2s1
Preset 7-8
hf_bethany_h2s2
hm_carver_h2s2
Preset 9
hf_bethany_h3s1
hM_carver_h3s1
Preset 10
hf_bethany_h3s2
hm_carver_h3s2
Preset 11
hf_bethany_h3s3
hm_carver_h3s3


Aha! I spent this weekend fiddling with the face morphs and trying to find the default Bethany so I can edit her first (I'll do Carver's later since I won't be playing a mage for a while) and was having a bit of trouble locating which morph is the default one ( I use a custom Hawke but the preset I mold falls under the group that gets default family members). It appears I'll just have to go off hf_bethany_h1s1. I take a look at that later. Thank you! :)

Modifié par CalamityRanger, 21 mars 2011 - 01:17 .


#125
rak72

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Langianu wrote...

Thought Process wrote...

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.


Heya.

Tried downloading your program to give it a go, but cant seem to get it run on Windows 7 (ultimate if that matters), 
no matter what i do. Got .net framework installed in correct version, but whenever i try to run the program, it just shows up for 1/3 of a sec, before closing again.. Any help please?:innocent:


I'm having the same problem.  I drag the folder into the exe & it crashes.