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.MOR to .MRH File converter?


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#26
Vitkor

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A lot of thanks BryanDerksen, really good news.

But for me (as 3d modeler) will be more helpful have the tool which can produce (calculate) MOR file from final mesh.
Coz in 3ds max I have more freedom in source mesh modification ;)

#27
EJ42

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TheGreenLion wrote...

So
you're saying that if I had the actual .mrh file for say Duncan, I
could not then open it in the Toolset which reads .mrh's just fine, and
could not replace Duncan's .mor with a .mor of the same name?

Or
are you trying to argue that the conversion is not possible? If so I
agree, and I saw nothing in my post that suggests that I thought it WAS
possible. It's fantastic that you are so confident in yourself but
truly being an ass does nothing for you.

No.  That's not what I'm saying.

I also don't see where you think I'm arguing.  Repeatedly brining up the pipe-dream wish of being able to import .MOR files is no longer useful in this discussion.

As we've covered in other threads, and Bryan just confirmed, the source MMH files will likely be released shortly, so it's a moot point.

#28
TheGreenLion

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Well maybe I'm the ass then, but I responded to the OPs comment on wanting a .mor-->.mrh converter and there's nothing wrong with wishful thinking, that would in fact be fantastic if it could be done. And as you say, it can't. That's too bad.



Then I explained what I thought was more realistic in the second part of my post and ya quoted the whole thing, told me basically "No. You're an idiot and apparently can't read 'cause I just posted the factual truth that it can't happen."



Your response was unclear as to where it was aimed for one, and I took it in as being rude. The whole topic of the post is about the said converter and I posted my opinion. You didn't like it, that's fine, but as I said I thought it was rude but it's also your opinion I suppose. We had a misunderstanding to begin with, so I apologize for being rude myself.



At least there's good news about the npc head morphs being available soon, among other things obviously.

#29
ChickenDownUnder

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BryanDerksen wrote...

We're going to be releasing more bundles of assets over time, I expect the main campaign's head morph sources will likely be among them. Don't know exactly when that'll be, though.


Would this include the Lady of the Forest? I'd love to be able to pick it apart without having to start from scratch.

#30
BryanDerksen

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The Lady's head wasn't done using the head morph tool, I'm afraid. It's a unique specialized head model in the same manner that hurlocks and genlocks have their own specialized heads. I don't know how the models work in detail but you'll probably wind up needing to use one of the third-party model converters that's become available to extract the Lady's head and edit it in a conventional 3D modeling program.



I don't know exactly why it was done that way but I'm guessing it's because of the hair. No other humanoids in the game needed long, flowing hair to conceal their nipples with. Well, perhaps the Broodmother could have used some. Would that have been better or worse? Hard to say...

#31
ChickenDownUnder

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Ah, a pity. It's easily the best and most unique hair in the game. Thanks for responding.

And adding hair to those Broodmother nipples I do believe would... compound the problem. I'd have to gouge out my own eyes with a spork.

Modifié par ChickenDownUnder, 11 décembre 2009 - 01:42 .


#32
BryanDerksen

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The heads are up, they're at http://social.biowar...m/project/1331/

#33
NutshellGulag

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Where do I download the heads to?

#34
WoodsDweller

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NutshellGulag wrote...

Where do I download the heads to?


Anywhere, like your desktop. Inside you will find oodles of .mrh files (for example, Sten's head in genfl_sten.mrh). You can extract that file from the .zip, then open that file from the toolset and start editing. Use Export -> Post to Local and it will create a corresponding .mor file.

#35
NutshellGulag

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Thank you!