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


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#1051
Arngeld

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Clarian wrote...
I didn't do any mapping myself, I just used the one Woodbyte included with it.  (Make sure you get the updated exe, it's a separate download from the main zip file.)


Where are you seeing this?  The site that was http://code.google.c...ds/list ]linked[/url] earlier only has the zip for download.

#1052
Clarian

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mireisen wrote...

Hi forum. Wanted to share a video I threw together so that we can visually see the differences between the added variables to Lazarus Project maps. I'm also interested in Phoenix's mapping, if it's different from L.P.


Nice! Yeah, I think Pheonix is building off of the maps that were already in LP, but adding the parts that weren't done yet.

#1053
Clarian

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Arngeld wrote...
Where are you seeing this?


It was in a later post from Woodbyte:


woodbyte wrote...
The new executable with that can be downloaded here, just replace the old one with it:
http://me3-lazarus.g...arusProject.exe


Modifié par Clarian, 15 avril 2012 - 10:38 .


#1054
Vhalkyrie

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@mireisen: Thanks for sharing your success story. :)

Modifié par Vhalkyrie, 15 avril 2012 - 10:49 .


#1055
Holger1405

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DJCubed wrote...

Holger1405 wrote...

Are you on a Intel-Mac or an PPC-Mac?


I am using a 2007 model Macbook Pro, Intel. 


Sorry for the delay, I'm working right now.
Ok BootCamp is one solution. Parallels Desktop and VMware Fusion are also available.  (There are Test version on the websites.) BootCamp is a Standard Boot manager, the other two are virtual machine software. But of course you would need a Windows Copy.
Btw, the Developer Preview of Windows 8 Works too... ;-)

http://store.apple.c...e/guide/windows

There is also the project mono whose purpose it is to make NET Formwork based applications, like Gibbed, run on a Mac.   

http://www.mono-project.com/Mono:OSX

But I have no knowledge, or way of testing, if Gibbed would work under mono.

Modifié par Holger1405, 15 avril 2012 - 11:28 .


#1056
Holger1405

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Vhalkyrie wrote...

No, it didn't.   :(   I get something more red-brown, rather than red-blonde.

Highlight1Color and Highlight2Color are variables that don't exist in ME2, and they are both pretty important to ME3 hair color.


Did you try to delete Highlight1Color and Highlight2Color?

#1057
Vhalkyrie

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Holger1405 wrote...

Vhalkyrie wrote...

No, it didn't.   :(   I get something more red-brown, rather than red-blonde.

Highlight1Color and Highlight2Color are variables that don't exist in ME2, and they are both pretty important to ME3 hair color.


Did you try to delete Highlight1Color and Highlight2Color?


I'm guessing that would cause a very strange visual effect, or default to zero.  They are important, not optional.  Those two variables influence the intensity/color of hair shine and highlight coloring.  It can make for some very cool/interesting visual effect.  For instance, I made a black hair color with this bright electric blue sheen.  Kind of like the Katy Perry wig from the "California Gurls" video.  I actually had my hair dyed with blue streaks once, and I got a smile out of this.  It was very neat, but I play my Shepard as military regs, so no fun blue hair color.

Anyway, setting those values to 0 doesn't make only the base color shine through.  It makes the color more black, high numbers make more white (which I was getting all wrong and just adding gray hair to Shepard.  Did not want!)  Setting all three values the same gets a consistent hair color base, but the ones from ME2 just makes a red-brown.   I also tried codes in another blog post, but it was pretty much the same.  Setting the base color then adjusting the highlights seem to have the most effect on hair color.  I've tried low/high values, but I can't find a value I'm happy with.

Modifié par Vhalkyrie, 15 avril 2012 - 11:51 .


#1058
Clarian

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Vhalkyrie wrote...
Anyway, setting those values to 0 doesn't make only the base color shine through.  It makes the color more black, high numbers make more white (which I was getting all wrong and just adding gray hair to Shepard.  Did not want!)  


I haven't played with those myself yet, but from what you say it sounds like the colors are mixing additively:

http://en.wikipedia....Additive_mixing

That might help predict how the colors will mix...like, if you had reddish hair and wanted blonde highlights, green might product more intense highlights than yellow, since yellow=red+green.

Even so, it must be a pain when you can't see it while you're adjusting it, but have to adjust it and then load the game and see what it looks like, and adjust it again...

But like I say, I haven't tried it myself, it just sounds like it might be additive RGB mixing from what you said.

#1059
Vhalkyrie

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Clarian wrote...

Even so, it must be a pain when you can't see it while you're adjusting it, but have to adjust it and then load the game and see what it looks like, and adjust it again...

But like I say, I haven't tried it myself, it just sounds like it might be additive RGB mixing from what you said.


Yeah, exactly.  With all the tweaking I've done recently, I just don't have the motivation to do it at the moment - lol.  But thanks for the tip!  If I try to tackle it again, I'll try this.

#1060
DogmeatPryde

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is there an official update on this? did the acknowledged the issue and are trying to fix?

#1061
Holger1405

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Vhalkyrie wrote...

Holger1405 wrote...

Vhalkyrie wrote...

No, it didn't.   :(   I get something more red-brown, rather than red-blonde.

Highlight1Color and Highlight2Color are variables that don't exist in ME2, and they are both pretty important to ME3 hair color.


Did you try to delete Highlight1Color and Highlight2Color?


I'm guessing that would cause a very strange visual effect, or default to zero.  They are important, not optional.  Those two variables influence the intensity/color of hair shine and highlight coloring.  It can make for some very cool/interesting visual effect.  For instance, I made a black hair color with this bright electric blue sheen.  Kind of like the Katy Perry wig from the "California Gurls" video.  I actually had my hair dyed with blue streaks once, and I got a smile out of this.  It was very neat, but I play my Shepard as military regs, so no fun blue hair color.

Anyway, setting those values to 0 doesn't make only the base color shine through.  It makes the color more black, high numbers make more white (which I was getting all wrong and just adding gray hair to Shepard.  Did not want!)  Setting all three values the same gets a consistent hair color base, but the ones from ME2 just makes a red-brown.   I also tried codes in another blog post, but it was pretty much the same.  Setting the base color then adjusting the highlights seem to have the most effect on hair color.  I've tried low/high values, but I can't find a value I'm happy with.


Did tried it, it's more Default to zero. Still I would delete them until I have a close match to my ME2 Hair. Do you use a outside  RGB Tool? I think it could help you to determine in witch direction you need to go.    

Modifié par Holger1405, 16 avril 2012 - 12:35 .


#1062
Vhalkyrie

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Holger1405 wrote...

Did tried it, it's more Default to zero. Still I would delete them until I have a close match to my ME2 Hair. Do you use a outside  RGB Tool? I think it could help you to determine in witch direction you need to go.    


I don't know what the color scale corresponds to.  Since there's no visual reference, have to do it by trial and error, and I'm burned out on it at the moment.

#1063
Rastacles

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DogmeatPryde wrote...

is there an official update on this? did the acknowledged the issue and are trying to fix?


Nothing official yet.  So far we're still being ignored.

#1064
cApAc aMaRu

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Rastacles wrote...

DogmeatPryde wrote...

is there an official update on this? did the acknowledged the issue and are trying to fix?


Nothing official yet.  So far we're still being ignored.


Be patient! Bioware have SO many problems to ignore, they'll get around to properly ignoring this one soon (ie. LOCKDOWN! HERPADERP)

#1065
Holger1405

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Vhalkyrie wrote...

Holger1405 wrote...

Did tried it, it's more Default to zero. Still I would delete them until I have a close match to my ME2 Hair. Do you use a outside  RGB Tool? I think it could help you to determine in witch direction you need to go.    


I don't know what the color scale corresponds to.  Since there's no visual reference, have to do it by trial and error, and I'm burned out on it at the moment.



They are simple RGB values.  Go here: http://www.rgbtool.com/
The second RGB values are used in ME3. I would start with putting my ME2 values in, then due to the fact that ME3 seems to display them darker  (Red-Brown instead of Red-Blond Hair)  try to lighten them up a bit.

#1066
Vhalkyrie

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Holger1405 wrote...

They are simple RGB values.  Go here: http://www.rgbtool.com/
The second RGB values are used in ME3. I would start with putting my ME2 values in, then due to the fact that ME3 seems to display them darker  (Red-Brown instead of Red-Blond Hair)  try to lighten them up a bit.


Yes.  :)  However, what does 0.05, 0.0, 0.0 verus 1.0, 0.0,0.0 mean?  That should be a red color, but what is the scale?

255 is reddest red in computer graphics, but is ME also a 0-255 scale?  Most of the numbers are < 0, so I assumed not.

[edit] Aha!  The second RGB values - excellent!  Thank you!

Modifié par Vhalkyrie, 16 avril 2012 - 01:54 .


#1067
Holger1405

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Vhalkyrie wrote...

Holger1405 wrote...

They are simple RGB values.  Go here: http://www.rgbtool.com/
The second RGB values are used in ME3. I would start with putting my ME2 values in, then due to the fact that ME3 seems to display them darker  (Red-Brown instead of Red-Blond Hair)  try to lighten them up a bit.


Yes.  :)  However, what does 0.05, 0.0, 0.0 verus 1.0, 0.0,0.0 mean?  That should be a red color, but what is the scale?

255 is reddest red in computer graphics, but is ME also a 0-255 scale?  Most of the numbers are < 0, so I assumed not.

[edit] Aha!  The second RGB values - excellent!  Thank you!


You are welcome. :)

#1068
Vhalkyrie

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Created a blog entry that contains references to findings in Gibbed.

Apologize for the formatting, I put it together quickly. Just want to save this info somewhere central as this can get lost in thread pages.

ME2 to ME3 Translations

Modifié par Vhalkyrie, 16 avril 2012 - 02:25 .


#1069
cApAc aMaRu

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Holger1405 wrote...

Vhalkyrie wrote...

Holger1405 wrote...

Did tried it, it's more Default to zero. Still I would delete them until I have a close match to my ME2 Hair. Do you use a outside  RGB Tool? I think it could help you to determine in witch direction you need to go.    


I don't know what the color scale corresponds to.  Since there's no visual reference, have to do it by trial and error, and I'm burned out on it at the moment.



They are simple RGB values.  Go here: http://www.rgbtool.com/
The second RGB values are used in ME3. I would start with putting my ME2 values in, then due to the fact that ME3 seems to display them darker  (Red-Brown instead of Red-Blond Hair)  try to lighten them up a bit.


RGB? What problem with Mass Effect 3 are we talking about now? LOL

#1070
StarAce905-2

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Thought I'd just provide some feedback, though what I've been having is quite the lack of success. :P

Posted Image

Posted Image
Uh, oh... Something's happened to her right eye.

Posted Image
Here, facial features have come closer together, all the while retaining the whacko eye.

Looks like I'm one of the unlucky cases where the imported face is too different to make any improvement. :(

However, great work, you guys. Eagerly waiting to see what comes out of this. :)

PS. Would copying over the missing variables from ME2 save get me anywhere? Heard that MorphFeatures seem to have no effect.

#1071
Vhalkyrie

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StarAce905-2 wrote...

Thought I'd just provide some feedback, though what I've been having is quite the lack of success. :P

Here, facial features have come closer together, all the while retaining the whacko eye.

Looks like I'm one of the unlucky cases where the imported face is too different to make any improvement. :(

However, great work, you guys. Eagerly waiting to see what comes out of this. :)

PS. Would copying over the missing variables from ME2 save get me anywhere? Heard that MorphFeatures seem to have no effect.


Yes, eye shapes still need some work. :)  Something similar happened to me, but to a slightly less...erm...pirate effect.  ARR Matey! ARRR!

If you feel comfortable with it, try using Gibbed to mirror the left eye.

I don't know if this will work, but try this if you feel inclined. Go to my new blog page and get the parameters for eyes. ME2 to ME3 Translations. Copy your left eye values, but negate the yCoord values. For example, 0.05, 0.06, 0.07 for left eye would be 0.05, -0.06, 0.07 for right eye.

Looks like your upper eye lid needs to be opened.  Lower lid looks ok from screenshot.  So maybe just mirroring the upper lid will fix it.

Modifié par Vhalkyrie, 16 avril 2012 - 03:06 .


#1072
Vhalkyrie

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HENRY REARDEN wrote...

The Lazarus/LOD program is interesting, but felt a bit tedious to go through and map every point. It seems that the mapping should be mathematically solvable; i.e., it sounds like a classification problem, and I'd wager that using algorithms like k-means, k-nearest-neighbor or another algorithm/combination could produce a decent solution. I'd experiment with it myself, but as a non-programmer, unless I can get the points in a simple txt/csv format, I'm largely clueless as how to work with it. Interesting stuff, nonetheless.


Yes, I think a nearest neighbor algorithm would work, and I agree it is a mathematically solveable problem, or can accelerate an approximation. Unfortunately I'm entangled in other commitments.  I'll come back to it later, or if any other programmers would like to tackle it, I'd be happy to share thoughts on implementation.

Modifié par Vhalkyrie, 16 avril 2012 - 03:20 .


#1073
StarAce905-2

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Vhalkyrie wrote...

StarAce905-2 wrote...

Thought I'd just provide some feedback, though what I've been having is quite the lack of success. :P

Here, facial features have come closer together, all the while retaining the whacko eye.

Looks like I'm one of the unlucky cases where the imported face is too different to make any improvement. :(

However, great work, you guys. Eagerly waiting to see what comes out of this. :)

PS. Would copying over the missing variables from ME2 save get me anywhere? Heard that MorphFeatures seem to have no effect.


Yes, eye shapes still need some work. :)  Something similar happened to me, but to a slightly less...erm...pirate effect.  ARR Matey! ARRR!

If you feel comfortable with it, try using Gibbed to mirror the left eye.

I don't know if this will work, but try this if you feel inclined. Go to my new blog page and get the parameters for eyes. ME2 to ME3 Translations. Copy your left eye values, but negate the yCoord values. For example, 0.05, 0.06, 0.07 for left eye would be 0.05, -0.06, 0.07 for right eye.

Looks like your upper eye lid needs to be opened.  Lower lid looks ok from screenshot.  So maybe just mirroring the upper lid will fix it.

I'll try that, thanks. :)

#1074
Vhalkyrie

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StarAce905-2 wrote...

Vhalkyrie wrote...

Looks like your upper eye lid needs to be opened.  Lower lid looks ok from screenshot.  So maybe just mirroring the upper lid will fix it.

I'll try that, thanks. :)


I should clarify and say when mirroring the values, if the starting value in the field you are changing is neg/pos, make sure it stays neg/pos.

Modifié par Vhalkyrie, 16 avril 2012 - 03:48 .


#1075
ThinkIntegral

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Hmm thanks for the info Clarian. You too Vhalkyrie, but I think you misunderstood my concern. I asked whether Gibbed exported to .pcsav because I thought woodbyte said his Lazarus Project app only worked with .pcsav's?

Edit: nevermind I got it. answer is yes for those wondering.

Modifié par ThinkIntegral, 16 avril 2012 - 04:37 .