Aller au contenu

Photo

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


  • Ce sujet est fermé Ce sujet est fermé
2037 réponses à ce sujet

#1251
StarAce905-2

StarAce905-2
  • Members
  • 321 messages

DaBozUK wrote...

StarAce905-2 wrote...
Nope, I've had this femShep since ME1. :) Btw, the only similarity I see is the hair...


LOL, it's funny how other people just don't see our sheps properly.  And yes, when enlarged, they do look quite different, sorry for dissing your gal!

No worries. :D
And yeah, that happens. I guess we begin to properly identify a Shepard after playing the game a little while using her.

#1252
Vhalkyrie

Vhalkyrie
  • Members
  • 1 917 messages

woodbyte wrote...

Guys, I implemented a quick and dirty VectorParameters ME2->ME3 transfer, but was wondering if anyone knows what the following new ones in ME3 mean (and how they should be filled):

Highlight1Color
Highlight2Color

Also if you have any recommendations on custom edits to particular VectorParameters, like how to change the ME2 iris colour value so that it's a better match in the new engine, I'd be very interested in that stuff.

edit #1: btw, that goes for scalar parameters too

Hightlight1Intensity
Hightlight2Intensity


Highlight1Color/Highlight2Color control the shine/color and highlight streaks in hair color.  For instance, you can make black hair with an electric blue sheen like Katy Perry's "California Gurls" video.   Just fill them to make the HED_Hair_Colour parameter, and that will give a base overall color.  However, it will not remotely look close to the ME2 versions.  HED_Hair_Colour gives base hair colour, but Highlight1/2 change the overall tint/saturation

Modifié par Vhalkyrie, 17 avril 2012 - 03:08 .


#1253
Clarian

Clarian
  • Members
  • 376 messages

woodbyte wrote...
Guys, I implemented a quick and dirty VectorParameters ME2->ME3 transfer, but was wondering if anyone knows what the following new ones in ME3 mean (and how they should be filled):
Highlight1Color
Highlight2Color


Vhal was discussing those a while back, and I believe they're for hair highlights.  It sounds to me like those colors aren't directly used for the highlights, but rather mixed additively with the base hair color.  (Like screen mode in Photoshop.)

You could look at how ME3 sets them in relation to various base hair colors, but I kinda doubt there's a consistent relationship that works across all of them.  So, for hair colors missing from ME3, it might be a matter of trial and error to find what looks good.  Or, if a missing ME2 hair color is half way between two ME3 ones, maybe the highlights would be too.

#1254
Vhalkyrie

Vhalkyrie
  • Members
  • 1 917 messages
With the new map, I've got to say the results are pretty incredible. Check this out.

Posted Image

In cutscenes, it is VERY convincing. There are still some 'pinching' with the lips in the animation, but it is improved.  The mouth shape, though, is spot on!  Bone structure is also spot on.

The eyes are pretty good - the eyelashes are back! But she has a half closed "sleepy" look in many of the cutscenes. Might see if I can manually edit that. 

The clipping/tearing issue on the left eye is fixed. However, there is still a problem with the lower left lid. There is a warping along the lower lid line. I don't think I can fix that with gibbed as that line is drawn with the LOD points. I also used the second to last eyes, but mine didn't come out quite as good as Woodbyte's in the new map. 

Posted Image

I used the ME3 import as a base, not my edited versions.  Offset bones enabled.  Offset bones disabled had no improvement, and made the 'sleepy' look more pronounced.

Excellent work!

Modifié par Vhalkyrie, 17 avril 2012 - 04:37 .


#1255
DaBozUK

DaBozUK
  • Members
  • 203 messages

Vhalkyrie wrote...

With the new map, I've got to say the results are pretty incredible. Check this out.

Posted Image


So how come your femshep changed her side parting?  ;-P

#1256
Vhalkyrie

Vhalkyrie
  • Members
  • 1 917 messages

DaBozUK wrote...

So how come your femshep changed her side parting?  ;-P


Also has a mop haircut and no hair dye.  Military salons are terrible!

Modifié par Vhalkyrie, 17 avril 2012 - 03:43 .


#1257
DaBozUK

DaBozUK
  • Members
  • 203 messages

Vhalkyrie wrote...
Also has a mop haircut and no hair dye.  Military salons are terrible!

Looking again at your ME3 shep, she still has that glossy doll-like like, with less of the character than your ME2 pic.  Can't put my finger on it, but she looks younger and "softer".  Looks good, but not quite the same.

Also, that new millitary issue lip gloss is too shiny, I preferred what you used before.

#1258
Vhalkyrie

Vhalkyrie
  • Members
  • 1 917 messages

DaBozUK wrote...
Looking again at your ME3 shep, she still has that glossy doll-like like, with less of the character than your ME2 pic.  Can't put my finger on it, but she looks younger and "softer".  Looks good, but not quite the same.

No argument here.  I haven't had a chance to play with a higher res texture yet, which I'm hoping will help.

Also, that new millitary issue lip gloss is too shiny, I preferred what you used before.

Also agreed.  That can be tweaked down with Gibbed.

Modifié par Vhalkyrie, 17 avril 2012 - 04:06 .


#1259
Da-Fort

Da-Fort
  • Members
  • 45 messages
Lurking around. Going to try the new map tomorrow at noon with default ME2 femshep imported from ME1. If this works, I will do the humblest happy jig. Maybe even an introductory trailer set to the music "Normandy Reborn".

#1260
ELE08

ELE08
  • Members
  • 1 938 messages
Ok, gave it a try, and the results are pretty spectacular, considering.

Comparison:

In ME1 & ME2

Posted Image

Posted Image

Posted Image

The above includes a lot of Gibbed color & scalar editing (since she was modded in ME2 as well.)

100% more like her old self.

Thanks! This is very cool.

#1261
Clarian

Clarian
  • Members
  • 376 messages

ELE08 wrote...

Ok, gave it a try, and the results are pretty spectacular, considering.

Comparison:

Posted Image

100% more like her old self.

Thanks! This is very cool.


Wow, very nice.  The thing I'm seeing again and again is that the default import looks so lifeless and doll-like compared to Lazarus.

Modifié par Clarian, 17 avril 2012 - 04:32 .


#1262
Vhalkyrie

Vhalkyrie
  • Members
  • 1 917 messages
Now why couldn't we have this with the shipped game again? ;P

#1263
StarAce905-2

StarAce905-2
  • Members
  • 321 messages

Vhalkyrie wrote...

Now why couldn't we have this with the shipped game again? ;P

Bioware should pay woodbyte and phoenix and BUY that map. :P

#1264
StarAce905-2

StarAce905-2
  • Members
  • 321 messages

Clarian wrote...


Wow, very nice.  The thing I'm seeing again and again is that they default import looks so lifeless and doll-like compared to Lazarus.

Same here. The imported face has this zombie-like dead stare.

#1265
Pheonix52gx

Pheonix52gx
  • Members
  • 103 messages

woodbyte wrote...
Guys, I implemented a quick and dirty VectorParameters ME2->ME3 transfer, but was wondering if anyone knows what the following new ones in ME3 mean (and how they should be filled):
Highlight1Color
Highlight2Color

Also if you have any recommendations on custom edits to particular VectorParameters, like how to change the ME2 iris colour value so that it's a better match in the new engine, I'd be very interested in that stuff.

edit #1: btw, that goes for scalar parameters too
Hightlight1Intensity
Hightlight2Intensity

As others have mentioned, Highight variables change the value of the hair highlights. I'll say this; when I've added "red" for the HED_Hair_Colour_Vector in the past to a blonde and left the Highlight1Color/Highlight2Colour alone, nothing happened, it stayed blonde. Adding the same value into HighlightXColor made it red. They seem pretty overbearing. My suggestion would be this:

Have check boxes for Hair Colour Vectors(including highlights), eye colour, eyeshadow, lip colour and skin colour. Scalars seem most important for lips, eyeshadow etc. Hair Scalars might be worth making optional, but I've found that they tend to make the hair appear too flat; there's a reason Chris mentioned the new lighting conditions.

In regards to the HighlightXColor variables, I suggest using the HED_Hair_Colour_Vector then dividing it by 5 for an approximation. Hell if you can get a colour wheel or hex input going for these, that'd be the bomb. The Intensity definately relates to saturation, which may explain why blonde doesn't have very high values.

Also, you're awesome.

#1266
Pheonix52gx

Pheonix52gx
  • Members
  • 103 messages

Zmidponk wrote...
Wow. All I can say is that EA obviously owe some people here some money, as they seem to be very effectively doing EAs job for them.

I've personally been investigating this since launch in the EU. I know many others have too and I know lot's of people have been looking at what I'm saying, which means a lot of people have shared in what we've accomplished and are deserving of praise at least. At the end of the day, I'd be happy knowing we produced something that works, especially if Bioware wasn't able to. Yeah I like money, but there's an element of pride that goes with how much we've accomplished, despite having many less hoops to jump through than the developers. If we've made a difference and showed them there's a better way, that's enough for me.

lillitheris wrote...
Awesome work, gals/guys. I updated the thread title to something a little more hopeful. Tonight I should have enough peace and quiet to try it myself, so you can get an additional sample.

Edit: today might be a good day for everyone to try tell @masseffect/@BioEvilChris that y'all's hard work is getting close to an actual fix.

Thank you for starting this thread and keeping updated. It's been real helpful in the long run to have somewhere to continue to see the problems and fixes happening. I'd go at those accounts, but I disdain Twitter.

DaBozUK wrote...
I really feel for the PS3 guys though. At least Xbox people have a jump through hoops way round this, but the PS3 guys have no solution, and that just plain sucks.

 
Don't forget that X360 users have to break their hardware TOS to do this. That said, even the TOS for the PC version is broken by doing this, but I've often found game companies are not likely to raise the issue if the transgression continues to permeate the game in people's minds and adds to the game's appeal and shelf life. And yes, poor PS3 users. That's kind of why I want someone to pass this all on to Bioware, so that PS3 users can benefit from a better fix from the top.

#1267
lillitheris

lillitheris
  • Members
  • 5 332 messages

Pheonix52gx wrote...

Don't forget that X360 users have to break their hardware TOS to do this. That said, even the TOS for the PC version is broken by doing this, but I've often found game companies are not likely to raise the issue if the transgression continues to permeate the game in people's minds and adds to the game's appeal and shelf life. And yes, poor PS3 users. That's kind of why I want someone to pass this all on to Bioware, so that PS3 users can benefit from a better fix from the top.


The state of the various TOS/EULA are just terrible. Over on the EU side, I've found, the consumer protections are on the whole quite a bit better (regardless of what a TOS might say), but of course that's only a portion of the players…

#1268
Arsenic Touch

Arsenic Touch
  • Members
  • 625 messages
Now this is how you fix something, good work!

Bioware needs to jot down some notes here.

#1269
mireisen

mireisen
  • Members
  • 498 messages

ELE08 wrote...

*snip*

Posted Image


Your FemShep's gorgeous!

#1270
Wado1

Wado1
  • Members
  • 18 messages
GREAT FRICKIN WORK!

When you guys get the process completed please update the first page for those of us (ME) that still have their femshep's faces importing incorrectly.

#1271
woodbyte

woodbyte
  • Members
  • 266 messages
 @Vhalkyrie, Clarian & Pheonix52gx: Thanks for explaining the various parameters. I've decided to start with the scalar adjustments first because they seem to affect how VectorParameters colors display. I've copied all existing ME2 values into ME3 and then applied a custom linear transformation to each to bring it closer to the ME2 rendering.

Posted Image

I found something I hadn't previously encountered.
The HED_SPwr_Scalar  seems to control skin shininess (or specular power), and decreasing made the skin shading more like ME2.

Vhalkyrie wrote...
The clipping/tearing issue on the left eye is fixed. However, there is still a problem with the lower left lid. There is a warping along the lower lid line. I don't think I can fix that with gibbed as that line is drawn with the LOD points. I also used the second to last eyes, but mine didn't come out quite as good as Woodbyte's in the new map.   

Posted Image


I've left 2 vertices unmapped on each eye in that region. Try clicking and tagging them verified and then try again.
I've left them out of the map because they were causing eyeball clipping issues.

ELE08 wrote...
Ok, gave it a try, and the results are pretty spectacular, considering.

Comparison:

Posted Image

The above includes a lot of Gibbed color & scalar editing (since she was modded in ME2 as well.)
100% more like her old self.
Thanks! This is very cool.


That's an awesome, extremely asymmetrical face you got here. For a moment I thought there was something wrong with the adjustment, but the asymmetry is present in the base face as well.

And of course:
@Clarian where is your monster Shep lazarus screen? :P

#1272
Vhalkyrie

Vhalkyrie
  • Members
  • 1 917 messages

DaBozUK wrote...

Woodbyte, Clarian, Vhalkyrie, Pheonix, ThinkIntegral et al. Please can those of you who have access to Lazarus google project, please upload and link to the separate lod_mapping.xml files on the downloads page.

An I still want one of you to setup a Paypal account to send my money love.  But in the meantime, just enjoy my appreciation of your efforts instead.


Thank you for the honorable mention, but I don't feel I deserve it in this context.  Like many others, this is something that has bothered me since day 1, and I was so fed up with Bioware covering up the issue, I was going to tackle something if no one else did.  Fortunately, Woodbyte and Pheonix were already a good ways ahead.  Full credit goes to them.

I was in this for the fun/challenge of it.  If nothing else, I hope I provided ground support and stubbornness in keeping this alive.

#1273
Vhalkyrie

Vhalkyrie
  • Members
  • 1 917 messages

woodbyte wrote...

I've left 2 vertices unmapped on each eye in that region. Try clicking and tagging them verified and then try again.
I've left them out of the map because they were causing eyeball clipping issues.


Unfortunately it causes clipping issues for me otherwise.  I may see if I can reduce the clipping by pulling it back in gibbed, but no time to do it today.

Edit: Just a thought.  Are the eyeballs mapped?  Perhaps the eyeball needs to be pulled back in order to fix the clipping.


That's an awesome, extremely asymmetrical face you got here. For a moment I thought there was something wrong with the adjustment, but the asymmetry is present in the base face as well.


I noticed this when I was combing through the gibbed data. The ME2 features are asymmetrical. I'm not sure if it was accident or design, but it is part of the reason why ME2 faces look more 'realistic', because most people do have asymmetrical faces.

Modifié par Vhalkyrie, 17 avril 2012 - 06:23 .


#1274
mireisen

mireisen
  • Members
  • 498 messages
Posted Image

#1275
FutureBoy81

FutureBoy81
  • Members
  • 734 messages
Is this for P.C. only ?