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


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#1076
Vhalkyrie

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I don't have a 360 so I can't walk you through the steps, but it is in that link. As I understand it

1: Copy career saves to usb
2: Open career saves with Modio
3: Extract saves to pcsav
4: Modify with gibbed (or in this case Lazarus)
5: Use Modio to inject pcsav back to XBox career save
6: Reload on XBox

Be sure to keep copies of your career saves before doing this.  I've heard of people trashing their saves.

Modifié par Vhalkyrie, 16 avril 2012 - 04:35 .


#1077
Shadow Shep

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Holger1405 wrote...

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.


Wow, thank you for you this information.  Very informative, I had been considering BootCamp previously for various other things, so it may just be time to get a copy of windows and try that out.  Out of curiosity though, I hadn't been aware of the Windows 8 Dev Preview.  Do you think I would encounter any issues using that?  (probably impossible to know right now.)

Also just trying to figure this out but  from what I gather of this process, the programs I need to be able to run are:
-Modio
-Gibbed Save Editor
-Lazarus
-and a hex editor as well

right?

Modifié par DJCubed, 16 avril 2012 - 04:45 .


#1078
ThinkIntegral

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Thanks Vhalkyrie. Now here comes a question that probably has an obvious answer. So the mapping is done where I check against what's "verified" and what's not? I mean I can see some differences already between the ME2 and the ME3 like lip size being different, but how do I go about shrinking that to the ME3 save?

#1079
Vhalkyrie

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Lazarus is a visual representation of the ME2 LOD versus ME3 LOD. It is a manual process of mapping the ME2 vertex to the corresponding ME3 vertex. It then copies your ME2 vertex data to the corresponding point on the ME3 vertex. ME2 has fewer vertices than ME3, so you can't copy the LOD's directly to ME3.  They have to be mapped so they don't interfere with the new ME3 data.

There is a provided map that has data for known vertex transformations, but it is not complete. Which is why you see warped pictures of eyes. It can provide a decent transformation for many of those known data points, but bad ones for things like eyes and mouth (incomplete), which is why I edited it by hand.

I'd like to try an algorithmic approach to data point transformation, but I can't start on it yet due to my projects I need to complete before May.

If you want to try Lazarus, you can, which is likely to give good results on some things, but not on others.  You'll have to edit those manually with gibbed.  If you aren't comfortable with that, then it might be better to wait for a complete map transformation.

Modifié par Vhalkyrie, 16 avril 2012 - 05:03 .


#1080
ThinkIntegral

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So I should be only concerned with those vertices where the check box for verified is unchecked? You're editing by hand via gibbed or lazarus?

#1081
Vhalkyrie

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I edited with gibbed. I think Pheonix52gx was mapping gaps with Lazarus. I had already done my transformations manually before I knew about Lazarus, but I probably would have still done it with gibbed.  Whatever you feel more comfortable with, they are both tedious - lol.

Modifié par Vhalkyrie, 16 avril 2012 - 05:08 .


#1082
Vhalkyrie

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DJCubed wrote...

Also just trying to figure this out but  from what I gather of this process, the programs I need to be able to run are:
-Modio
-Gibbed Save Editor
-Lazarus
-and a hex editor as well

right?


No hex editor needed.

#1083
StarAce905-2

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Strangely, mirroring the eye variables in OffsetBones has no effect whatsoever in getting rid of the pirate effect... Weird.

#1084
Pheonix52gx

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I think it's worth mentioning Lazarus doesn't ship with a full map yet. I have a few issues to work out, namely being some random geometry in the upper eyelid and the bottom of the mouth corners. It may be a while. I'm going to send my current map to woodbyte today to see if he can possibly solve these final issues. Elsewise, everything seems fairly mapped. The stare look is gone at least and the nose and jaw line are vastly improved.

#1085
woodbyte

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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 .


#1086
StarAce905-2

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Hey, how would I go about using Lazarus with your current map minus the right eye? Thanks for any help. :)

#1087
ThinkIntegral

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Thanks woodbyte I think I understand a bit better now what the Lazarus project is. So on one hand, if we one of us gets a femshep that maps pretty well you then can derive how ME3 plots the vertices correct?

Second, we can use the "lod_mapping.xml" file to manually adjust settings within Gibbed?

#1088
woodbyte

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StarAce905-2 wrote...

Hey, how would I go about using Lazarus with your current map minus the right eye? Thanks for any help. :)


I'm putting a map together that does just that. Shouldn't take too long. :)

#1089
woodbyte

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ThinkIntegral wrote...
Thanks woodbyte I think I understand a bit better now what the Lazarus project is. So on one hand, if we one of us gets a femshep that maps pretty well you then can derive how ME3 plots the vertices correct?


Yes, one good map is all it takes. Unless the eye/mouth shape used during the mapping happen to hide some errors, but that's unlikely. Errors are usually easily noticed.

ThinkIntegral wrote...
Second, we can use the "lod_mapping.xml" file to manually adjust settings within Gibbed?

 

Not sure I get what you're asking. Gibbed can edit LODs but it's hardly suited for it. Wouldn't have coded me3-lazarus otherwise. And that .xml is specific to lazarus. Its filled with stuff like:
  • Vertex 1376 of ME2 is Vertex 1602 in ME3;
  • Vertex 672 of ME2 is vertices {1139,1905} in ME3;
  • And so on..


#1090
ThinkIntegral

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woodbyte wrote...
Yes, one good map is all it takes. Unless the eye/mouth shape used during the mapping happen to hide some errors, but that's unlikely. Errors are usually easily noticed.


Gotcha.  Hmm, I clicked the "Save to ME3"  then converted it to an xbsav, loaded it up and I get the one eye higher than the other. Is there anything else I should be looking at in order for you to extrapolate more data on how the vertices are being mapped, like cheek bones and stuff?

woodbyte wrote...
Not sure I get what you're asking. Gibbed can edit LODs but it's hardly suited for it. Wouldn't have coded me3-lazarus otherwise. And that .xml is specific to lazarus. Its filled with stuff like:

  • Vertex 1376 of ME2 is Vertex 1602 in ME3;
  • Vertex 672 of ME2 is vertices {1139,1905} in ME3;
  • And so on..


You cleared it up.  I thought you could use the numbers you have for the locations of the vertices to inpute into the XYZ coordinates for some of the offsets and such.

#1091
Ashilana

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Chris Priestly wrote...
 this issue is resolved with Patch 2 and fans can now import their Shepard’s faces into Mass Effect 3.


Ah, it is resolved.  So, a shep with randomly added appearance elements...is the same as it being imported.  Gotta love that PR speak.

#1092
woodbyte

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@StarAce905-2 Uploaded mapping as requested (plus ears). Get it here (save as).

Posted Image

Greenish and yellow regions are the only ones affected by this map.
Should be safe to use with yaml or patch imports. If the faces are too different though, you will notice discontinuities in the eyes and mouth.

NOTE: I suggest unchecking "Adjust OffsetBones" at first. If it's not close enough, try with it on.

Modifié par woodbyte, 16 avril 2012 - 08:20 .


#1093
StarAce905-2

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Thank you! :D :D

#1094
ThinkIntegral

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Hey woodbyte, how do I stop the game from loading the mapping that was made? Heh my xbox keeps loading the changes. How does that happen?

Edit: Hah, now it won't import correctly on a new game. Wtf

Modifié par ThinkIntegral, 16 avril 2012 - 08:50 .


#1095
woodbyte

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I've mentioned this before but I finally took some screens of it's effects on my Naomi Shep.

Posted Image

The cheek and nose regions are much closer now to what I remember. She's at least 30% more Naomi now. :)
The most critical part in my case is the eyes. I'll keep trying to map them but during the next two weeks I have some other very time consuming projects going on. Maybe Pheonix52gx will solve it by then.

Pheonix52gx wrote...
I think it's worth mentioning Lazarus doesn't ship with a full map yet. I have a few issues to work out, namely being some random geometry in the upper eyelid and the bottom of the mouth corners. It may be a while. I'm going to send my current map to woodbyte today to see if he can possibly solve these final issues. Elsewise, everything seems fairly mapped. The stare look is gone at least and the nose and jaw line are vastly improved.

 

Does this mean you have a working mouth map? That'd be awesome!

edit: Nvm, just checked my email :P

Modifié par woodbyte, 16 avril 2012 - 08:48 .


#1096
StarAce905-2

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Alright, let's see now, with the new map.

Posted Image

Posted Image

Posted Image

What I feel is best is (at least in my case) the face where Lazarus Project was used without the OffsetBones adjustment. The ME2 values don't seem to fit right on an ME3 face. The inner parts of the face seem to come together in a weird manner.

Still isn't much of a similarity to my old Liz, but I guess that's just my luck (or lack thereof) with having a face which seems to suffer much more than average from the import.

(ME2:ME3 comparison for reference: http://i.imgur.com/s6jPp.png)

#1097
lillitheris

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^ Is it just me, or does the head look significantly smaller in the Lazarus version? I do agree that of those, the middle one seems the one with potential.

#1098
StarAce905-2

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I think it seems that way because Lazarus Project maps the ears the way they were back in ME2. That seems to change the "structure" of the face a bit. Not sure, though.

Anyway, I just put the three pics into a small slideshow to see the changes properly:



#1099
ThinkIntegral

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Okay just an update.  Apparently I thought the fix wasn't applied because 1) I just learned that my femsheps eyes are "naturally" asymmetrical (weird how I just noticed that) and 2) the changes between the Lazarus mapping (with "Adjust Offset Bones" checked had subtle differences.

Woodbyte does this mean we're close? Images below:

Patch Import shots:
Posted Image
Posted Image

Lazarus Project shots:
Posted Image
Posted Image

#1100
woodbyte

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lillitheris wrote...

^ Is it just me, or does the head look significantly smaller in the Lazarus version? I do agree that of those, the middle one seems the one with potential.


I agree, middle one looks best:

Posted Image

I like how the ears have been brought up a bit. It's a closer match to the ME2 squad screen.

@StarAce905-2 Pheonix52gx just sent me a complete map. The eye's aren't perfect, but I'm curious to see the effects it will have on your Sheps mouth. It should confirm whether OffsetBones adjustment is a good thing or not.

Uploaded it here.