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


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#1126
Holger1405

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[quote]DJCubed wrote...

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.)[/quote]

It is hard to say. :blush:  I'm running it on a test PC in my workplace and for a early beta it is pretty stable, but taking into consideration that your Hardware is almost completely different, I cannot make any assumptions. At least Gibbed is working. [/quote]

[quote]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?

[/quote]

As Vhalkyrie stated right you don't need a hex editor.
You need Gibbed, as for the other tools, it's also hard to say.  It depends on how far off your Shepard is.

Modifié par Holger1405, 16 avril 2012 - 02:28 .


#1127
Holger1405

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double Post.... <_<

Modifié par Holger1405, 16 avril 2012 - 02:27 .


#1128
Vhalkyrie

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Here's what happened for me deleting the LOD.

Posted Image

On rebuild of LOD, all of the base features were out of proportion.  Face too long, mouth too wide, upper eye lid pulled up, nose width narrowed, nose tip enlarged.  The head overall is bigger.

There is missing information controling scale here, but adding the missing variables wouldn't change that, unless you knew what the value for the missing variables should be.  Otherwise the missing variables get entered as 'zero' which would have no effect.  I added the missing variables, deleted the LOD and got the same result.

Other comparisons.  The face shape from Lazarus was good.  Eye had no change for the mapped eye (this was taken before the new map).  Mouth is too big in my gibbed edit (relative to what it should be), but too small in Lazarus.  If mouth is unmapped here, it should be the same. Nose is slightly scaled down in Lazarus (good) - can't control nose shape/size with gibbed.

Modifié par Vhalkyrie, 16 avril 2012 - 03:27 .


#1129
mireisen

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The three pictures look different to me. So unless missing variables have a number, it shouldn't change anything?

On my rebuild I only entered the variables that had a number. There were a bunch that she didn't have (most likely BroShep). Like her lips had some 0.002 value and I added it in.

#1130
Vhalkyrie

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Ahhh ok...so you added the missing variables that had values in them from your ME2? That makes sense.  For me, I only had a few missing variables that had values in them, but they didn't change the picture noticeably (probably because the value was slight).

Modifié par Vhalkyrie, 16 avril 2012 - 02:56 .


#1131
mireisen

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I had maybe 6 or 8 missing variables that had a value. I'm going to experiment when I get home with a list of the variables from ME2. I don't have an import-LP picture so I'm curious if the variables did anything.

So import, missing variables, straight to LP, and missing variables with LP to look at.

#1132
Pheonix52gx

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Vhalkyrie wrote...

woodbyte wrote...
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.

For me, missing variables have no effect. Deleting the LODs didn't give back what was expected either. If the game rebuilds based on offset bones and maybe morphfeatures, then deleting the LODs should give back the base ME3 face, which it didn't.  The main difference was elongation of the face and features.

Oh how I wish we could just do this; delete the LODs and use the MorphFeatures as a rebuild. Except Bioware didn't make it that way unfortunately. My theory is that the MorphFeatures collection is actually the sliders you use in the character creator. That's how YAML devired it's face codes, so that makes sense to me. To that end, you may have missing data from ME1/2 because those sliders don't exist in ME3.

However, I have noticed in the past adding missing variables changes a LOD rebuild. That is to say ME3 uses all the MorphFeatures variables, including those it doesn't set upon making a new character. This fact, and that looking at the LODs there's no serious difference in geometry between ME2 and ME3 face morphs, begs the question why the head morph was ever changed. I can understand textures, head meshes and so on. But the head morph, in my opinion, gained nothing except the problem we currently face (no pun intended).

Modifié par Pheonix52gx, 16 avril 2012 - 03:44 .


#1133
DirtyPhoenix

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hey guys, any way to edit the hairstyle of femshep? Like you people are editing her face? I like the ME2 hairstyles more.

#1134
DaBozUK

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After replying to my EA support ticket, pointing out that staff on the BSN forums have told us to report face import issues with EA customer support, I got another response, and then they closed the ticket:


Message flagged
Monday, 16 April 2012, 15:20
HELP CENTER

Dear Sir/Madam,

Thank you for contacting Electronic Arts Customer Support regarding Mass Effect 3.
I am sorry to hear that you are experiencing those problems with your EA game.

The changes you see within the characters are just the differences between the game engines used throughout the Mass Effect series, unfortunately there is nothing we here at Technical Support can do about the issue, this issue would soley be handled by the game developers who work with the game engine and have hands on ability to adjust the character's within the game.

We apologise for any inconveniences caused.

Should you have further questions, please do not hesitate to contact us again.

Yours sincerely,

xxxxx
Gaming Advisor
Electronic Arts Inc.


Chris Priestly is looking into this for me, i.e. what tech support entity we should raise face import issues with. He said we can post on the BSN tech support forums, but remember that those are fan assisted forums, not official tech support forums led by the developer/distributor.

Modifié par DaBozUK, 16 avril 2012 - 03:51 .


#1135
Vhalkyrie

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Pheonix52gx wrote...

However, I have noticed in the past adding missing variables changes a LOD rebuild. That is to say ME3 uses all the MorphFeatures variables, including those it doesn't set upon making a new character. This fact, and that looking at the LODs there's no serious difference in geometry between ME2 and ME3 face morphs, begs the question why the head morph was ever changed. I can understand textures, head meshes and so on. But the head morph, in my opinion, gained nothing except the problem we currently face (no pun intended).


I think morphfeatures has to have some effect on the rebuild.  Take a look at my deleted LOD pic above.  All the facial features are there.  It could not have done that without information already available.  They are out of proportion.  There is missing information, but there is no corresponding parameters in my ME2 save that influences what that should be.  Adding the missing variables with zero values gives the same rebuild (in my case)

I don't think offset bones alone could do it, because there are no offset bones parameters that control nose.

My guess is the morphfeatures saved information if your customizations were +/- their internal origin (the sliders).  Not all of that information is saved, so the CC must inject modifiers that aren't added if a forced LOD rebuild is made (which is not an expected case).  The morphfeatures variables are saved as they are being built (which is why not all of us have the same missing variables), then passed through the engine as modifiers.  They aren't used again unless a LOD rebuild is forced, as you have said.  However, I think the CC contains additional values that aren't retained, and will not be passed through again on an abnormal rebuild (as the case of LOD suddenly disappearing).  Without the injected modifiers, it goes to some internal defined origin.  So adding a missing variable with value 0 is explicitly defining origin, rather than implicitly.

These modifiers are stored in the LOD at the CC, but not variables in the save data.  So transforming the ME2 to ME3 map is the best way we'll get our ME2 faces back, because we can't throw out that LOD data.  It may not be possible to rebuild the LOD map completely with just the parameters.

Modifié par Vhalkyrie, 16 avril 2012 - 04:40 .


#1136
DaBozUK

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I've taken Chris at his word and having failed to get anywhere with EA CS, I have raised my face import issue on the BSN PC tech support forum:
social.bioware.com/forum/1/topic/344/index/11447300

#1137
Clarian

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DaBozUK wrote...

After replying to my EA support ticket, pointing out that staff on the BSN forums have told us to report face import issues with EA customer support, I got another response, and then they closed the ticket:


Message flagged
Monday, 16 April 2012, 15:20
HELP CENTER

Dear Sir/Madam,

Thank you for contacting Electronic Arts Customer Support regarding Mass Effect 3.
I am sorry to hear that you are experiencing those problems with your EA game.

The changes you see within the characters are just the differences between the game engines used throughout the Mass Effect series, unfortunately there is nothing we here at Technical Support can do about the issue, this issue would soley be handled by the game developers who work with the game engine and have hands on ability to adjust the character's within the game.

We apologise for any inconveniences caused.

Should you have further questions, please do not hesitate to contact us again.

Yours sincerely,

xxxxx
Gaming Advisor
Electronic Arts Inc.


If there was nothing they could do, and it needs to be handled by the developer...why didn't they send it on to the developer?

(They apparently didn't, since they closed the ticket; if the developer has a separate ticketing sytem, this one should stay open until the other one has been created and you've been notified.)

So, yet again: Customer Service/ Tech Support tells us to go to the developer, and the developer tells us to go to tech support.

The quality of customer service from EA and Bioware is...shall we say...less than optimal.

#1138
Midnight Voyager

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Oh wow! The newest mapping is amazing. I've noticed that using it animates much better than the old, removing the problems with clipping around the eyes and some minor animation issues in the mouth. Working on screenshots, but ME3 isn't cooperating with me here

#1139
Vhalkyrie

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Ok I have to force myself away from this or I'll never get anything done! :P

Good luck! Hope you'll have it nailed down soon. :)

#1140
StarAce905-2

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Played a lot more with the latest map. So far, that has provided best results. Other than a little weirdness around the eyes (mainly only on the squad screen), it's perfect for my Shepard, at least.

(It should be noted that the OffsetBones adjustment is necessary for the mouth to look right with the latest map, in case someone is trying to use it without that.)

#1141
Astralify

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@woodbyte
If you have some time please take a look at my post here regarding the problem I have with my ME2 save.
Maybe my PC is trolling me, Posted Image because by the look of mireisen's Shepard here I think he doesn't have that problem. I tried with and without adjusting offset bones and I get the same "big cheeks". Posted Image 

If anyone have an idea why is this happening to me please do share. Cheers! Posted Image

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


#1142
StarAce905-2

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@Astralify: Did you try the latest map posted by woodbyte? http://me3-lazarus.g...lod_mapping.xml (Though I'd imagine the ME2 face would still be loaded like that, if I have properly understood how Lazarus Project works.)

#1143
Astralify

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StarAce905-2 wrote...

@Astralify: Did you try the latest map posted by woodbyte? http://me3-lazarus.g...lod_mapping.xml (Though I'd imagine the ME2 face would still be loaded like that, if I have properly understood how Lazarus Project works.)


I tried it, but I don't think that the map has anything to do with it... :unsure:

#1144
StarAce905-2

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Astralify wrote...

StarAce905-2 wrote...

@Astralify: Did you try the latest map posted by woodbyte? http://me3-lazarus.g...lod_mapping.xml (Though I'd imagine the ME2 face would still be loaded like that, if I have properly understood how Lazarus Project works.)


I tried it, but I don't think that the map has anything to do with it... :unsure:

Yeah, as far as I know, the map only notifies which point on the ME3 face corresponds to which point on the ME2 face. But what I mean is, did you try creating an ME3 save using it?

#1145
Terazawa

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Dear all,

I've been silently lurking here but I am one of those who have been waiting for over a month to play the Shepard I have grown to love for years! Since one of the main selling points of the whole ME series is the personal story spanning a whole trilogy, I find it very surprising that Bioware did not properly fix this issue! Very very dissatisfied!

I have created a more similar looking Shepard using gibbed but I guess many of you agree that even with the tools we have now, it is unlikely we get the SAME exact Shepard. Is it IMPOSSIBLE for Mass Effect 3 to import the exact head morph from ME2, similar to the ME1 -> ME2 transition? If ME3 uses a different engine with difference face LODs, would it be possible for Bioware to release a sort of "compatibility patch" which aligns perfectly the ME2 and ME3 Character Creators?

On another note, I have difficulty using the Lazarus tool. Should I mess with any of the levers? When I just import an ME2 save and create a new ME3 save using the tool, the head of my Shepard becomes a total mess of pixels and angular shapes and doesn't resemble anything like a face...

Thanks for your help guys.

#1146
StarAce905-2

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Terazawa wrote...
 Is it IMPOSSIBLE for Mass Effect 3 to import the exact head morph from ME2, similar to the ME1 -> ME2 transition?

Looking
at what our own experts here have done, I'd say it's not impossible at
all. Bioware is just being their lazy selves, not caring about longtime
fans, and just wanting the money of the horde mode fan base. -__-

Terazawa wrote...





On
another note, I have difficulty using the Lazarus tool. Should I mess
with any of the levers? When I just import an ME2 save and create a new
ME3 save using the tool, the head of my Shepard becomes a total mess of
pixels and angular shapes and doesn't resemble anything like a face...


First of all, I think Lazarus Project currently works only for femshep. I maybe wrong, of course.

If
your Shep is a femshep: You should open the required ME2 save, and then
also open an ME3 save which was made by importing that ME2 save (even
one made with the YAML method would do). Then save ME3.
Oh, and try
using this map:
http://me3-lazarus.g...lod_mapping.xml
Face may look odd in the squad screen, but play past the first mission
to look at your Shep properly. :)

#1147
Astralify

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StarAce905-2 wrote...

Astralify wrote...

StarAce905-2 wrote...

@Astralify: Did you try the latest map posted by woodbyte? http://me3-lazarus.g...lod_mapping.xml (Though I'd imagine the ME2 face would still be loaded like that, if I have properly understood how Lazarus Project works.)


I tried it, but I don't think that the map has anything to do with it... :unsure:

Yeah, as far as I know, the map only notifies which point on the ME3 face corresponds to which point on the ME2 face. But what I mean is, did you try creating an ME3 save using it?


Yes. Some comparison screens:

Posted Image

I've tried ignoring the cheek verticles but that doesn't help... Posted Image

#1148
StarAce905-2

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Ouch. :(

Hey, is it an ME1 import or a direct ME2 save? I kinda have a half baked idea. If it's an ME1 import, could you use the YAML method to get a face code for it, and then use the face code in a direct ME2 new game, and then use that save in Lazarus Project to see whether you still get the weird cheek vertices?

#1149
Astralify

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StarAce905-2 wrote...

Ouch. :(

Hey, is it an ME1 import or a direct ME2 save? I kinda have a half baked idea. If it's an ME1 import, could you use the YAML method to get a face code for it, and then use the face code in a direct ME2 new game, and then use that save in Lazarus Project to see whether you still get the weird cheek vertices?


Yeah I think might me the problem. I think it is ME1 import. I will create new ME2 save (I have my face code) so I'll see if this will fix the issue.

BTW this is a screen with the completed map from here: http://me3-lazarus.g...lod_mapping.xml


It's kinda scary.. Posted Image

#1150
Michel1986

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DaBozUK wrote...

After replying to my EA support ticket, pointing out that staff on the BSN forums have told us to report face import issues with EA customer support, I got another response, and then they closed the ticket:


Message flagged
Monday, 16 April 2012, 15:20
HELP CENTER

Dear Sir/Madam,

Thank you for contacting Electronic Arts Customer Support regarding Mass Effect 3.
I am sorry to hear that you are experiencing those problems with your EA game.

The changes you see within the characters are just the differences between the game engines used throughout the Mass Effect series, unfortunately there is nothing we here at Technical Support can do about the issue, this issue would soley be handled by the game developers who work with the game engine and have hands on ability to adjust the character's within the game.

We apologise for any inconveniences caused.

Should you have further questions, please do not hesitate to contact us again.

Yours sincerely,

xxxxx
Gaming Advisor
Electronic Arts Inc.


Chris Priestly is looking into this for me, i.e. what tech support entity we should raise face import issues with. He said we can post on the BSN tech support forums, but remember that those are fan assisted forums, not official tech support forums led by the developer/distributor.


Mass Effect 2 used a different engine then Mass Effect 1, yet it didn't fail.

The excuses from EA are making me sick everyday. :whistle: