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Gibbed ME3 Femshep Editing


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#126
NatPro38

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@Pirate1802 - Add to texture parameters:
"HED_Face_Alignment_Emis" value = BIOG_HMF_HED_Alignment.Emissive.HMF_Face_EmisScars_(01-05)
"HED_Face_Alignment_Norm" value = BIOG_HMF_HED_Alignment.Emissive.HMF_Face_NormScars_(01-05)
05 - being worst
01 - lowest
Value = None - lower

#127
earovin

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Is there any way to get Ashley's armor for femshep?

#128
DirtyPhoenix

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@NatPro I did that and now my Shep is invisible and unmovable. What did I do wrong? I need to add a new entry in texture parameters aand name it HED_Face_Alignment_Emis
and add value: BIOG_HMF_HED_Alignment.Emissive.HMF_Face_EmisScars_02 for example right? Anything else I needed to do?

#129
NatPro38

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@pirate1802 - just try them with None as value in case i got the scars wrong. it should work.

#130
DirtyPhoenix

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Thanks! that worked. Now, if I want to alter the amount of scars, how to do that?

EDIT: I also noticed the eye shadow automatically grows darker with the addition of scars. Any way to avoid that?

Modifié par pirate1802, 08 avril 2012 - 05:57 .


#131
NatPro38

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@oirate1802 - (Eye shadow effect) I don't think so, when you add the Alignment scars to the face the game automatically adds the same scar effects to the eyes (i think) this darkens the eyes.
I'm not sure about the brightness of the scars at the minute, i'll check again about the values.

#132
DirtyPhoenix

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Ok so the intensity of the scars depends on your alignment, which should be obvious but I thought since you're adding them manually there might be a way to modify them. Anyways thanks a bunch, now my Shep finally looks like she did in ME2. :D

#133
Duhfensive

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Anyone know how to add the end game scars?

#134
NatPro38

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@Pirate1802 - Are you sure typed the Scar fields and values correctly? i just tried it and got the 05 scars to work by using what i posted.
In HED_Face_Alignment_Emis put this exactly (Copy it) BIOG_HMF_HED_Alignment.Emissive.HMF_Face_EmisScars_05
Leave _norm as NONE

#135
DirtyPhoenix

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Yeah that works too, guess it didn't work first time around cuz I put in the -norm values as well..

#136
NatPro38

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@pirate1802 - Good to Hear
just tried the norm values and they work too.
HED_Face_Alignment_Norm value = BIOG_HMF_HED_Alignment.Scar.HMF_Face_NormScars_05
Remember - copy it

#137
DirtyPhoenix

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What are the functions of these Emis and Norm? I mean what do they do seperately?

#138
NatPro38

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@pirate1802 - the Emis(emissive map) field is for the color and glow effect (similar to a diffuse map)whilst the norm (normal map) is for higher detailed models without increasing the models complexity. It gives extra shadows and shading to give the appearance of scratches, cracks etc without having to model them.
Search for what a normal map does in google for a more detailed explanation.

If anyone knows otherwise feel free to post the correct answer and say that i'm wrong.

#139
Guest_PhoenixIsra_*

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Shingai wrote...

greenleafcm wrote...

Yeah, that seems to be the case. I've been continuing to mess with it, and I guess Default!FemShep's face was made to be a "complete look". ;) ...Can't seperate the various parts. It just doesn't look good on my particular Shep because she's blonde and fairer-skinned, so all that dark make-up makes her look a tad...hooker-ish. XD Too bad they didn't just have the freckled complexion as an option to begin with, I think a lot of people would've liked that. Oh well, you can't heve everything in life. Thanks again for all your help and advice! I really appreciate it. :)


Well, I have no idea how to edit the default femshep textures at this point so I can't help with changing the eyebrows, but I tried changing the rest of the make-up and was somewhat successful. I'm no modder and I usually just play around with my save editor until it works somehow so yeah..

I hated the look of the lipstick (the texture and the color) so I tried to give my shep a lighter lipstick color. Took some time (like I said, I'm no modder :P) but I like the result now.

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So more details for Gibbed..
3. Squad > Player > Appearance > Morph Head > ScalarParameters
HED_Addn_Spec_Lips_Scalar: 1
HED_Addn_SPwr_Lips_Scalar: 100
(thats for the "glossiness")
HED_Lips_Tint_Scalar: 0,028
3. Squad > Player > Appearance > Morph Head > VectorParameters
HED_Lips_Tint_Vector: B,G,R: 4,4,10

Depending on what kind of colour you want to have you have to experiment a lot with HED_Lips_Tint_Scalar and HED_Lips_Tint_Vector. Especially when it comes to light colours you have to be careful with the opacity otherwise your Shephard might end up looking quite "clowny". For colours I would look at a reference site like that. If the colours are given as percent color codes you just have to divide the values by 10 or 100 (depends on how intense / bright you want your colour to be).
In my case I just divided the colours by 10 because otherwise I didn't see any difference with how her lips looked (might be because of the default lip texture which is quite dark as a base).
Uff, my English sucks.
Hope it helps (anyone :P).


Wow, I love it! I wish your Femshep was how the default looked in ME3, you've done a great job. Also, just wondering, what are the numbers for your Femshep's hair color?

#140
DirtyPhoenix

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Ok, now my mind has come up with another problem: Is it possible to make your Shepard wear casual outfit in combat? Would love to try that.

#141
Dizzig

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Yes. You can replace the meshes in from armors for casuals. Need some c.ini edit.

#142
DirtyPhoenix

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By c.ini you mean the coalesce.ini, I need to edit that one?

#143
Dizzig

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Yes!

#144
DirtyPhoenix

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Cool, Ok another problem if you can help me xD. I tried the ME2 cute hairstyle on my Shep, and now her hair color is all Black, before it was blonde, how do I revert back to that color? I checked the HED_Hair_Color_Vector, those values are same as before..

#145
DirtyPhoenix

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Nvm fixed it.. I wasn't using Texmod -_-

#146
Shingai

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PhoenixIsra wrote...

Wow, I love it! I wish your Femshep was how the default looked in ME3, you've done a great job. Also, just wondering, what are the numbers for your Femshep's hair color?


Oh thank you very much. :) 
Regarding the hair colour, I actually just used the one given by Captain Arty in the first post, so..

HED_Hair_Color_Vector -- ME2 red/auburn hair color
B: 0.0445526168
G: 0.0846414939
R: 0.215764433

Have fun :lol:

#147
lady winde

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Shingai wrote...


So more details for Gibbed..
3. Squad > Player > Appearance > Morph Head > ScalarParameters
HED_Addn_Spec_Lips_Scalar: 1
HED_Addn_SPwr_Lips_Scalar: 100
(thats for the "glossiness")
HED_Lips_Tint_Scalar: 0,028
3. Squad > Player > Appearance > Morph Head > VectorParameters
HED_Lips_Tint_Vector: B,G,R: 4,4,10

Depending on what kind of colour you want to have you have to experiment a lot with HED_Lips_Tint_Scalar and HED_Lips_Tint_Vector. Especially when it comes to light colours you have to be careful with the opacity otherwise your Shephard might end up looking quite "clowny". For colours I would look at a reference site like that. If the colours are given as percent color codes you just have to divide the values by 10 or 100 (depends on how intense / bright you want your colour to be).
In my case I just divided the colours by 10 because otherwise I didn't see any difference with how her lips looked (might be because of the default lip texture which is quite dark as a base).
Uff, my English sucks.
Hope it helps (anyone :P).


I've entered everything as you've said except for the Lips_Tint_Scalar. Is that supposed to read as 0.028? If I enter that I don't get the same pretty color you have made. :(

#148
merylisk

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Okay, so it seems like the latest patch just broke most of my mods.

#149
Shingai

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@lady winde Yes, its supposed to read as 0.028. But strange that it doesn't work. It could be because I used the default shephard skin texture for that Shep. In that case the base texture of the lips is quite dark compared to the (normal) default skin complexions. This difference could be the crucial part regarding how your result might look in the end. (Hope that doesn't sound too confusing)

#150
ref

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Looks great! Except for this little gap, did I do something wrong or is this normal right now? And if not, is anyone trying to fix this, it looks fantastic except for that little strand, if it was moved up or something it would look perfect!



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Modifié par Refara, 11 avril 2012 - 09:11 .