Just wanted to make a few things clearer regarding lazarus, because I fear I failed to transmit its intended use.
It's not something you should use to simply and quickly fix your Shep. It won't do that in it's current state, in fact I'm fairly certain the included mapping will likely make some things worse for alot of you. Here's why:
- The right eye is poorly mapped which can easily cause clipping issues if used as is;
- The left eye isn't mapped at all (that's why mireisen's Shep ended with an uneven look)
- The mouth isn't mapped either, same for a bit of the ears.
So what you get if you open your saves and press the "Save ME3" button is likely a face that'll look closer to ME2 in things like cheeks and nose, which ME3 doesn't get exactly right, but the left eye will stay exactly the same and right eye will look more or less weird depending on it shape.
Edit #1: If you had "Adjust OffsetBones" checked it will produce additional changes, but they are unrelated to the LOD data.
Now onto what it's intended purpose is. Lazarus is just a tool to help build one very specific file, the
"lod_mapping.xml" you may have seen next to the executable. Sure, it can use that mapping to adjust the ME3 face in a new save, but that's only so that those working on the map can visualize if it's working well ingame. But it's main purpose is again, to build that map. Sorry, I'm compensating for not saying it before. I really should have.
Once the map is complete I'll include it in a simpler one-click app that will do everything, including:
- LOD adjustment of course;
- OffsetBone adjustment (if it turns out to be required, this can't be confirmed until mapping is finished);
- ScalarParameters and VectorParameters transfer from ME2.
- Possibly changing the hairstyle to one better matching the ME2 asset, as some have mentioned here.
I'm happy that alot of you have taken interest in the tool and I hope it's purpose is a bit clearer now. I think Pheonix52gx is already on the right mindset, and I'm excited to see what he'll come up with.
Also I know MaleSheps have come out mostly right, but I'd like to give a bit of attention to those as well. If you've tried opening one you'll have noticed the mapping looks all wrong. This is because they are an entirely different mesh and will require their own mapping. I don't recommend trying to map them with the current version of lazarus because some assumptions are being made that could be specific to FemSheps.
@Clarian You mentioned not being able to see some of the UI elements (me3 save button and paths)? Did you get it working right eventually and what OS are you running?
@HENRY REARDEN At the moment when a new map is created it automatically maps each ME2 vertex to its nearest ME3 vertex or vertices. I've pondered the use of more sophisticated techniques but I don't know of any that will reliably decide which ME2 vertex should be mapped to more than 1 of the ME3 vertices. This is the main problem here and manual experimentation is so far the best way to do it. If we switched from point analysis to surface analysis (by figuring out how the triangle strips are laid out), then that would be a different case altogether.
Some answers to questions in PMs (a few are in the
readme):
- Verified means a specific ME2 vertex map (list of ME3 vertices associated with it) is deemed good and should be used in the adjustment.
- Ignored doesn't do anything. Previously all vertices, verified or not, were used in the adjustment except those tagged ignored. But I eventually decided that all vertices should be manually checked for better control. Now I use this tag for coloring stuff gray so that I can see other stuff better. =P
- You can't move vertices around, that's not the point of a mapping tool. But that's an interesting idea and I can certainly imagine adding something like that to the editor eventually, with soft-selection for easier tweaking. Should allow for some interesting modifications, like vulcan ears if you're into that sort of thing. =P
Still reading posts, haven't had much time to catch up with this thread. I do have some questions regarding the
missing variables some of you have been playing with in Gibbed.
Do they really change the face ingame? I was under the impression anything in the MorphFeature collection was pretty much useless after the LODs have been generated, and that deleting the LODs to force a rebuild when loaded did not produce the expected results. If this isn't the case, then there's certainly untapped potential there.
Modifié par woodbyte, 16 avril 2012 - 07:04 .