CaptainOrgia wrote...
Pheonix52gx wrote...
some stuff
BioWare should hire you. I don't care what my character looks like in CC, but if she could look like herself in the game, I would be soooo happy.
ETA: I wish BioWare would patch this quickly because I'm waiting to play ME3 SP with my Shepard and avoiding spoilers is hard.
Thanks for the vote of confidence. It's actually what I'm studying for, a game development job. Though to be honest, the developer of the php code to get face codes from YAML deserves more credit.
essefar wrote...
Pheonix52gx wrote...
AwesomeName wrote...
Pheonix52gx wrote... some stuff...
So, if anyone is interested I managed to import the iris colour from my old shep to the one in ME3. Here's the steps in case anyone is interested in maybe perfecting it. This is quite lengthy and a little techy...
Thanks for these incredibly helpful posts explaining the inner workings. So the possibility of all our real Shep faces still exists in the game code, if we can figure out to how manipulate the variables for each of the various features? By which of course I mean, if Bioware gives us back the ability to do this in the character creator.
I cannot fathom why they'd remove the original 'set places' from the character creator in the first place, what on earth were they thinking!
So from what I can tell, yes.
Let's consider the process just for mouth height. In 3D space, the mouth's height is dicated by X, Y, Z, a 3D positional vector. In ME1 you set that mouth height to position 4, which let's say has a value of 0.55. In ME2, the position 4 for mouth height was 0.6. Slightly off but not much.
When ME2 imported ME1 data it imported EXACTLY the value you set, i.e. 0.55. If you went and made your Shep from scratch in ME2, you'd end up with slightly different levels. The program Bioware has suggested, from what I can tell, generates a face code based on these values by bringing them as close as possible to the slider position. So by using it, you change your 0.55 to 0.6. By the rule of entropy, if all the values do this you end up with a much different Shepard.
It comes down to the fact that for ME2/ME3 characters a face code is fine and words really well. For ME1 characters it is imprecise. A face code and the raw data are VERY different. A face code only dictates slider positions. The raw data controls the actual positions of the head morph.
However, from what I can tell, there's two faults going on here. The first concerns the "face code" variable in your save.
- ME3 is checking for a face code. If you imported from ME1, your save does not have a face code because it imported the variables directly and it displays "Error getting face code, remake it".
- If you bugged it in ME2 (by importing, customizing then accepting), you'll have a code, but it won't be for your Shepard, it'll be for a preset. That's why imported Sheps with this bug look so different.
This can be fixed by given the save a face code value; I put "a", "999" and then a face code in. The former two didn't do anything but the message didn't appear. The face code worked, but it wasn't mine.
Second is the issue that Bioware will be concerned about.
- ME3 is not importing raw data from ME2 (such as mouth height). This could be because of a reliance on face codes in the character creator (as above).
- You can verify this by checking an ME2 and ME3 save against each other; the appearence code is very similar in layout and format.
- This import element is what I tested with my custom eye colour to make sure I was right.
Unfortunately, compiling a save is not something I quite understand. However, I'm pretty sure Gibbed would be able to do it; his source code for his ME2 save editor looks quite transferable. Of course, I imagine Bioware will have fixed this in the mean time.
Modifié par Pheonix52gx, 11 mars 2012 - 09:54 .