Clarian wrote...
I've been trying to follow Pheonix's lead and examining the save file in a hex editor. I think my biggest problem is the facial structure, since the whole shape of my Shep's head is just off.
I'm guessing that the things in the save file that correspond to 'facial structure' are the 'races' (race_yngAsn, race_oldBlk, etc.)
It works rather differently than eye color, though. With eye color, there's one field (vector_eyecolor, or whatever it was), and apparently the value in that field defines the color of the eye.
But with 'race', there's a different field for each one, and either it's blank or you have a value in it. But I don't think that one value could be enough to define the entire morph. So...it seems like blank vs. populated just tells it which one you're using, which points somewhere else to the full definition.
The thing is, with eye colors, some values weren't available in the cc. So, put in a value that the cc didn't let you have, and now you can have it. But with races, the list from my ME2 save and ME3 save are the same. Unlike the purple eye color, 'race_oldAsn' is still there in both of them. But it just translates into something quite a bit different in 2 vs. 3.
Now, the gibbed ME2 save editor has an 'offset bones' collection with all the facial features, cheekbones, lips, etc. But one, there's no ME3 save editor yet (is there?), and two, I bet it would be really hard to edit those without being able to see the results of what you're doing real-time.
So...thus far, I've failed to figure out how to fix facial structure.
But still, what Pheonix found is great for all the color palettes, and a big improvement over the ME3 default.
Great info. Thanks for doing the research.
BTW - just found out there is an ME3 Gibbed out now. Yay! - social.bioware.com/forum/1/topic/325/index/9776690
And great work Phoenix! Thanks for all the help and expertise. Wizard!
Modifié par jkthunder, 12 mars 2012 - 12:11 .




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