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Fan-Made Fix For Face Modification & Import Bugs Remaining After Patch 1.02


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#876
Pheonix52gx

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woodbyte wrote...
Uploaded me3-lazarus to Google Project....


Maybe it's just my Shepards, but an aweful lot of my verts overlap, even in ME2. I wonder how many useless verts there are on the models...

#877
BrianWilly

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Da-Fort wrote...

Did you try to remove your facecode in Gibbed for ME2? If you have not it will force the game to use its approximization. This issue has been brought up a lot of times before.

Go to the tab "Raw" -> Squad -> Player -> Facecode. Then remove the facecode and save it.
Now you are on the 360 so I am not completely sure how you would be able to get your saves on a USB stick. It has been done before though.

EDIT: I would give you a link to the editor if I knew which one it was. He needs the one that has been modified for Xbox right?

EDIT2: I dug up the blog from Janus. This might help you getting your save files. I do not recommend going further than step 4 on that blog though. http://social.biowar...64/blog/211646/ 
Notice: Have a read at the warning above the tutorial. Proceed at your own discretion.

Although to be honest I do not see why this would violate anything. Stupid rules.

Thanks for the info.  But I'm still wondering why I should have to do this in the first place when BioWare declared that they released a patch that was supposed to solve the problem anyway.

#878
Da-Fort

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BrianWilly wrote...

Da-Fort wrote...
*Snip*


Thanks for the info.  But I'm still wondering why I should have to do this in the first place when BioWare declared that they released a patch that was supposed to solve the problem anyway.


I think this is the editor for the 360: 
http://social.biowar...m/project/4373/ 
Not sure though as I use one for the PC.

You want to take your autosave when you complete the game and remove the facecode from that. I believe. Do not forget to back that save up just in case.

Sorry for not being able to help you further. I've not looked into this problem myself because my character does not have a facecode to begin with.

And yes, BioWare must patch this. Or at the very least give us the option to go for either the face code or the approximization method.

Modifié par Da-Fort, 14 avril 2012 - 03:37 .


#879
Occulo

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This is horrible. I finished the game some time before the patch was released, and when I heard the patch fixed things I assumed it actually did...

I used Gibbed to try to recreate my Sheps. They still came out a bit off, like they were impostors or something... Still, better than the patch BioWare released.

I don't understand why ME3 couldn't import the raw data like ME2 did. It's like they want to drive away their core fans or something.

#880
StarAce905-2

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This is infuriating. No matter WHAT I do, I can't stop my femshep from looking like this:

Posted Image

I ... I feel like crying. :'(

#881
FearMonkey

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Mingolo wrote...

You're not getting a sale from me ever again.


Same here. Might not get an EA game ever again either. Since they're the ones I really blame for Bioware being a shadow of their former selves. It's depressing. I know Bioware has some of the best, most creative, talented people in the industry. But now it's almost as if that creativity is being stifled by some dark presence. I've been a Bioware fan since Shattered Steel. But no more. My heart breaks to say it, but it's true.

#882
sixthnewkid

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I hope someone sues them. I hate to see people loose their jobs but Bioware and/or EA should be shut down. They're digital criminals. We need a thread that has every contact person from EA/bioware, BBB and any other contacts that might help us. Really sad actually. At least get a different "Community Manager" the one here has got to be the worst PR person in the history of business. He is everything you wouldn't want.

Modifié par sixthnewkid, 14 avril 2012 - 05:17 .


#883
sixthnewkid

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Occulo wrote...
It's like they want to drive away their core fans or something.


This is sadly a proven fact and is documented here on their forums.  Its very odd and we are left with a broken game and a developer who once delivered great games.  Hell how about an apology or a "Commuinty Managaer" who actually gave information instead of LOCKDOWN!  Bioware is a jooke and they lost me as a gamer. 

#884
sixthnewkid

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sixthnewkid wrote...

Occulo wrote...
It's like they want to drive away their core fans or something.


This is sadly a proven fact and is documented here on their forums.  Its very odd and we are left with a broken game and a developer who once delivered great games.  Hell how about an apology or a "Commuinty Managaer" who actually gave information instead of LOCKDOWN!  Bioware is a joke and they lost me as a customer. 



#885
ThinkIntegral

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Damn, that's some good work there woodbyte, in putting your project up. Also thanks to you guys too, Phoenix and Vhalkyrie. Definitely don't make this too much of a priority; don't want you guys hindering your real world lives for this.

I wish I could help but I'm on xbox unless you guys know of some way to convert an xbox save to a pc save?

#886
Clarian

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woodbyte wrote...
Uploaded me3-lazarus to Google Project.
I


Thanks, I'll try it out when I get a chance...

And, like someone else said a while back, you oughtta set up a tip jar or something!

#887
FearMonkey

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Vhalkyrie wrote...

Given how many people are getting default faces, this is not fixed. Using a 3rd Party tool should not be necessary to delete the facecode. It's gray area to use it with XBox, but PS3 people can't.


Yup. I'm on PS3 and screwed. I can't do anything to it. Bioware says to make sure your save file is not modified. I'm on PS3. There's no way to modify it without hacking my PS3. It's not modified. It's the original save file and my Shepard imports absolutely wrong. I'm screwed.

#888
Clarian

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Vhalkyrie wrote...
I've been reverse engineering my headmorph because it seems to be one of the stronger outliers.  Clarian also provided his facecode, so I was going to work on that next because his is also a very strong outlier, then see if I could find common threads.


You've made the biggest improvements of anyone I've seen so far...going from a really bad import to getting very close to your ME2 Shep (aside from the eyes, as you've said).

If you could figure anything out with mine, that would be awesome.  It seems like copying the ME2 bone offsets helped a lot with the facial structure on yours, but on mine for some reason it didn't.  Then again, you also changed the ME3 facial structure in the cc, I think you said.  I think the one the importer gives me is the closest one, but then I didn't do the Photoshop analysis like you did...

Well, it wouldn't bother me at all if I had to wait a year and didn't play until all the DLC was out.  So, no rush on Project Lazarus. :)

#889
spirosz

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I still don't understand why they would take out certain features from the first two, yet add new ones. Were they expecting none of us to have certain hairstyles or looks? I can never have my Shepard in ME3 because they took out my hair, so I had to deal with changing him up, yet I didn't have for the first two games. He still looks great, but it's really not the same - it was weird hearing people Shepard met in the last two installments saying "You look great or you haven't changed at all!" -_-'

#890
jbg927

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lillitheris wrote...

jbg927 wrote...

I just got the chance yesterday to load up me3. I downloaded the patch, then tried to import my femshep and to my surprise mine still does not import and I am having the same issue as before the patch. I get the error message.


Which platform are you on? I was pretty sure that the import error message problem had been 100% solved.


360, it does it with my femshep and male shep

#891
Clarian

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FearMonkey wrote...
Yup. I'm on PS3 and screwed. I can't do anything to it. Bioware says to make sure your save file is not modified. I'm on PS3. There's no way to modify it without hacking my PS3. It's not modified. It's the original save file and my Shepard imports absolutely wrong. I'm screwed.


That's really bad...I can't believe that after a month the patch STILL didn't fix that...especially since the game never should have shipped like that in the first place...

#892
Abraham_uk

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I wasn't satisified with the look of Comander Shepard in Mass Effect 2. Mass Effect 3's character creation allowed me to make Comander Shepard look less grotesque and more human.

Yes I am shallow. Yes I like Comander Shepard to look handsome/pretty. Get over it.

#893
FearMonkey

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Clarian wrote...

FearMonkey wrote...
Yup. I'm on PS3 and screwed. I can't do anything to it. Bioware says to make sure your save file is not modified. I'm on PS3. There's no way to modify it without hacking my PS3. It's not modified. It's the original save file and my Shepard imports absolutely wrong. I'm screwed.


That's really bad...I can't believe that after a month the patch STILL didn't fix that...especially since the game never should have shipped like that in the first place...


And since there was no ME1 on PS3, I am pretty sure I only have a ME2 face code in my save game and not an original ME1 mesh. So even if i could rip the save game from my ps3 and run it through the gibbed editor, it's not going to help. My Shepard is forever dead unless they put the old options back in. I am really really angry about this.

#894
Vhalkyrie

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Adding this info here in case anyone has time/inclination to run with it.  I'll make a blog post write up as soon as I can.

Important to note that offset means offset. If you want to change your nose shape to a drastically different one, using high values is more likely to warp rather than change. Have to start with a base starting shape, then fine tune. Trying to make big shape changes may be frustrating.

Here's what I've found about altering the offset bones parameters:

Eyes:
Eye_Right|Left  Controls height, width and depth

Eye Shape: Make very small changes.  Easy to create clipping problems here.
Eyeblink_Right|Left - controls upper lid.  Change zCoord by -0.1 or less to close the upper lid more
lowLid_Right|Left - controls lower lid.  Change zCoord +0.1 or more to close the lower lid more
underEye_Right|Left - ??  I think this alters the eye bags, but not positive.
brow_Right|Left; outBrow_Right|Left - This can change the eye shape in some cases

Face Shape:
Cheek_Right|Left - yCoord changes cheek gauntness
Sneer - Seems to change the nose bridge.  +/- xCoord to raise/lower bridge. This has a minor effect on eyes in some cases.

This is most of what I've got to work for me. Note that importing ME2 values got me a closer starting point, but I still had to make manual adjustments in some cases.

I noticed when I used Woodbyte's tool, it gave me a very good face shape with the problems being the eyes (clipping) and the mouth (too small). Somehow the nose shrank a little, which I've been trying unsuccessfully to locate which parameter controls that. The eye shape is much harder to control, so my manual adjustments are still better currently. It would be near perfect if I could find the nose shrink ray gun...

Finally, here's something from my blooper reel. I accidentally turned Shepard into an Asari-Smurf experimenting with skin color. :lol:

Posted Image

Good luck!  I'll be keeping a hopeful eye on new discoveries...

Modifié par Vhalkyrie, 14 avril 2012 - 06:24 .


#895
StarAce905-2

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Abraham_uk wrote...

I wasn't satisified with the look of Comander Shepard in Mass Effect 2. Mass Effect 3's character creation allowed me to make Comander Shepard look less grotesque and more human.

Yes I am shallow. Yes I like Comander Shepard to look handsome/pretty. Get over it.

I like my Commander Shepard to look pretty too. Nothing wrong with that, I guess. And she DID look pretty in ME2, in my case. Just that she looks ugly now in ME3. And no, I don't want her to have a new pretty face, no matter how prettier it is than the old one. I want her to have the same pretty face she had in ME2.

Btw, can someone with more knowledge on these things explain how to use woodbyte's tool properly, please? Using it blindly results in rather amusing outcomes...

Oh, and I wonder if something can be done about the classy hairstyle making Shepard look so ugly:

Compare:

Rather normal cute femshep: Posted Image

Morose pissed off-looking femshep: Posted Image

^ Both above faces have exactly the same stuff (including same texmod), except for the hair.

#896
Vhalkyrie

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StarAce905-2 wrote...

Compare:

^ Both above faces have exactly the same stuff (including same texmod), except for the hair.


[edit] NM, read it wrong.

I see it in Cyberbabe hairmod.

Modifié par Vhalkyrie, 14 avril 2012 - 06:35 .


#897
woodbyte

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It seems I was bit sleepier than I thought. Forgot to mention some important things (already added the following to the project page readme):
  • Numpad +/- increase/decrease vertex size (this is useful when dealing with dense regions such as eyes and mouth.
  • As Pheonix52gx noticed alot of vertices overlap, usually in groups of 2 or 3. I'm aware of this and the editor as been coded with those in mind too. When you click on the same spot more than once it will loop through the points in there (more on overlapping vertex below)
  • C centers on the selected vertex. This has more uses than the obvious ones. Pressing C and then zooming in will progressively fade out everything else around it, allowing for much easier understanding of a dense region.
  • At the moment if a ME2 vertex has more than 1 ME3 vertex mapped to it, it will move the ME3 vertices as a group towards the ME2 vertex. I added this with very little experimentation and meant to add a checkbox to enable/disable it, but other stuff got in the way. Previously it simply collapsed all ME3 vertices to the same position, which may be the correct approach. Not sure.
  • The "range" slider should probably be left alone for now. It was used in earlier iterations but it will only be confusing to have that set to anything but its default value.
Yeah, I should prob make a youtube video explaining it. Maybe later, when I'm not so pressed for time.

lillitheris wrote...
woodbyte's work looks interesting, glad to see you got it in a releaseable state! I'll have to play with it later. I added a link to it in the OP.


Thanks, appreciate it. :)

Pheonix52gx wrote...
I was wondering, do you think it'd be possible to generate a normal map from the ME2 set? If so, could that be applied to ME3? I don't know how much XNA has in it's libaries, but that would prevent us from having to do it manually.


Right now data is being interpreted as points, so there are no surfaces or normals to speak of. But more on that in a bit.

Pheonix52gx wrote...
*EDIT* I'm getting the hang of your program. Working on it. I assume the XML included provides the map that I could eventually send you. Juding from what I've seen in game, this is the right way to do it. I'll see what I can cook up today for you.

 

Yup, the lod_mapping.xml contains all the important bits. It is saved everytime the program is closed (not ideal but simple, rename existing file to create new one). I should probably mention my own results so far. As I've said, eyes and mouth are a problem, but even forgetting those the shape adjustments gained from everything else made a difference on my Shep. Her nose shape become much closer to what it was in ME2, and there were visible improvements on the cheeks too.

In the end what we want is one complete lod_mapping.xml for FemShep and another for MaleShep. Then they'll be included as fem_mapping and male_mapping, or something like that. :P

Pheonix52gx wrote...
Maybe it's just my Shepards, but an aweful lot of my verts overlap, even in ME2. I wonder how many useless verts there are on the models...

 

That was my original assumption too, but there's another explanation for it. The LOD collection may actually be referred ingame as a triangle strip. If you know what that is, you'll understand why sometimes there would be overlapping vertices, where several strip segments begin and end. This would mean its possible to render an actual 3d head instead of just points if we determined where each strip begins and ends, but for now what it means is that it is important to map every vertex, even if it is overlapped.

ThinkIntegral wrote...
Damn, that's some good work there woodbyte, in putting your project up. Also thanks to you guys too, Phoenix and Vhalkyrie. Definitely don't make this too much of a priority; don't want you guys hindering your real world lives for this. 

I wish I could help but I'm on xbox unless you guys know of some way to convert an xbox save to a pc save?

 

Thanks. I didn't focus on Xbox compatibility for a few reasons:
  • Don't own the games on Xbox, so hard to verify correctness.
  • Still in the mapping phase and doing that with a console would drive anyone mad, I wager. In the PC it is just a matter of ALT-tabbing between game and tool, so I focused on that.
  • Low on time.
However there is Xbox compatibility for the ME3 saves, since it's based on gibbed's latest libraries. It's just hidden at the moment. When mapping is complete I'll add support for ME2 and make it visible. Not sure how to do it, but I believe the new save editor has it, and it has source code available.

Right. I have an ongoing feeling that I keep forgetting things. Hopefully it's nothing.

Vhalkyrie wrote...
I've had a hobby interest in 3D models and animation since I was a teenager, but my area of specialty is in AI/automation.


Cool, my major specialization is in multimedia with a good portion for 3D, but it also includes a fair bit of Agents programming. Minor is in good old software engineering (quality control and such), but it won't really show on this particular project. It's a hack job, really, if you look at the code. May refactor it later..

Vhalkyrie wrote...

One other thing, translating all of the OffsetBones from ME2->ME3 doesn't give good results for me. If I copy them all over, my right eye ends up more squinty than left eye!  This ends up making her look like she's constantly suspicious, or has an eye tick.  I've had to copy them selectively, then load the results for comparison.

 

Thanks for mentioning that. That reminds me: there's a checkbox to enable/disable OffsetBones adjustment, and it's on by default. But experimentation with that is advised. I'm not really sure if it should be used at all.

And you're right Vhalkyrie. On a face that is already quite close to it's ME2 counterpart, copying over the LODs from one to the other tends to make it worse. At least that's my experience as well.

Vhalkyrie wrote...
Sounds weird, but I enjoy doing stuff like this.  I've taken apart a number of toys so I could figure out how they worked.  Occasionally an expensive learning experience like when I fried my motherboard.  :P

 

Lol! That doesn't sound weird at all, I'm much the same way. :)

Clarian wrote...
And, like someone else said a while back, you oughtta set up a tip jar or something!

 

Heh, don't give me ideas. But it hardly seems fair, given that I won't really prioritize this over academia. Just a hobby. A geek one, but there you go.

edit #1: holy ****, big wall of text. Verifying... done.

Modifié par woodbyte, 14 avril 2012 - 07:00 .


#898
cApAc aMaRu

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Oh look, customers are putting more effort into this than the company that sold it. GJ Bioware, keep it up.

#899
FearMonkey

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cApAc aMaRu wrote...

Oh look, customers are putting more effort into this than the company that sold it. GJ Bioware, keep it up.


It could be Bioware really wants to fix it but their publisher/owner is not letting them as they might consider it a waste of resources and money.  Much like how SEGA wouldn't let Obsidian fix Alpha Protocol post-release.

#900
Pheonix52gx

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woodbyte wrote...

It seems I was bit sleepier than I thought. Forgot to mention some important things (already added the following to the project page readme):

  • Numpad +/- increase/decrease vertex size (this is useful when dealing with dense regions such as eyes and mouth.
  • As Pheonix52gx noticed alot of vertices overlap, usually in groups of 2 or 3. I'm aware of this and the editor as been coded with those in mind too. When you click on the same spot more than once it will loop through the points in there (more on overlapping vertex below)
  • C centers on the selected vertex. This has more uses than the obvious ones. Pressing C and then zooming in will progressively fade out everything else around it, allowing for much easier understanding of a dense region.
  • At the moment if a ME2 vertex has more than 1 ME3 vertex mapped to it, it will move the ME3 vertices as a group towards the ME2 vertex. I added this with very little experimentation and meant to add a checkbox to enable/disable it, but other stuff got in the way. Previously it simply collapsed all ME3 vertices to the same position, which may be the correct approach. Not sure.
  • The "range" slider should probably be left alone for now. It was used in earlier iterations but it will only be confusing to have that set to anything but its default value.
In the end what we want is one complete lod_mapping.xml for FemShep and another for MaleShep. Then they'll be included as fem_mapping and male_mapping, or something like that. :P

Pheonix52gx wrote...
Maybe it's just my Shepards, but an aweful lot of my verts overlap, even in ME2. I wonder how many useless verts there are on the models...

 

That was my original assumption too, but there's another explanation for it. The LOD collection may actually be referred ingame as a triangle strip. If you know what that is, you'll understand why sometimes there would be overlapping vertices, where several strip segments begin and end. This would mean its possible to render an actual 3d head instead of just points if we determined where each strip begins and ends, but for now what it means is that it is important to map every vertex, even if it is overlapped.


NUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUMPAAAAAAAAAAD. Honestly, I think I'm pretty close now to having a decent map, just need to work out the dense regions. I have to say, I'm not sure about your right eye in the current version but I haven't finished mine yet. I personally made a new femShep in ME2 and ME3 (same code) as ugly and big as possible to map the verts better.

Also interesting that you suggest triangle strips. I expected as much when I originally saw your first render. Explains a lot. Also, thanks again as ever.

*EDIT* Blog updated to highlight woodbytes Lazarus tool. Maybe someone out there can make a decent map?

Modifié par Pheonix52gx, 14 avril 2012 - 08:13 .