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


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#1426
StarAce905-2

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Vhalkyrie wrote...

Holy cow.  Sorry, I don't mean to keep spamming the thread with my pictures.  This is the best picture I've seen yet that captures who she was.

Image IPB

It's so crazy exciting to see her again!!  Also what's amazing about this picture is it shows what the ME3 engine is truly capable of.  I mean look at that.  That's incredible.  That IS superior to ME2.  They just didn't have the character details flipped on to show it off.

However...there is just one thing.  Was Anderson right?  Did she put on weight while in detension?  Tell me that's not a double chin?  ../../../images/forum/emoticons/andy.png

Come on girl, you could have done pushups and situps! 

She's looking great! :D And :lol: :lol: about Anderson's weight remark.  I truly get what it means to see your femshep looking right in ME2. I still wonder why this mess up happened. With the ME3 engine capable of this much, why were the character details all twisted? And that death glare she used to have all the time? :huh:

#1427
Vhalkyrie

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Clarian wrote...

However, I still can't get the eyelid tone as dark as in 2, even with the scalar all the way at 1 and a dark vector color...is it because her skin is so light? Any advice on that?  Even if I can't get it darker, though, far better to have the eyelashes back than not.


1 may not be the scalar max. Try a high value like 5 or 10.

[edit] NM I see this was answered.  In any case, this is how I do it.  If I make a change and don't see anything happen, I set the value to something magnitudes higher than the start point.  This usually tells me if it has any effect at all.  Which is how I found the intensity ranges for highlight color on the auburn hair.  I set them to 100 to see if there was a change (there was), then scaled them back until I found what I wanted.

Modifié par Vhalkyrie, 19 avril 2012 - 12:19 .


#1428
ThinkIntegral

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What's the darkest value that you put yours at Vhalkyrie?

#1429
Vhalkyrie

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For my current look:
HED_EyeShadow_Tint_Scalar: 1
HED_Brow_Tint_Scalar: 1

I had them at 1.55 before Lazarus restored the eyelashes. With the eyelashes/heavy mascara, too intense eyeshadow makes her look like Joan Jett!

#1430
ThinkIntegral

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Thanks. I'll try it out. Btw does anyone know how to stop Modio from corrupting save files?

#1431
Caroxia

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ThinkIntegral wrote...

Thanks. I'll try it out. Btw does anyone know how to stop Modio from corrupting save files?


I had that issue and ended up using Horizon instead of Modio to stop my career getting corrupted.

http://www.xboxmb.com/horizon/

#1432
Shenzi

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Just wanted to say thank you to everyone in this thread and to post my own results with my Shepard, Kate.

 Image IPB

Modifié par Shenzi, 19 avril 2012 - 12:50 .


#1433
Captain Arty

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Esquin wrote...

Chris Priestly wrote...


Hi Everyone.
 
Mass Effect 3 Patch 2 is now available for the PC, Xbox 360 and PS3. You can see a full list of fixes here. One of the most important fixes was for people who could not import their Commander Shepard face codes from Mass Effect 2 into Mass Effect 3, this issue is resolved with Patch 2 and fans can now import their Shepard’s faces into Mass Effect 3.
 
I am seeing people saying that even though the faces can import, they do not look identical to how they appeared in Mass Effect 2. While the face codes do now correctly import into Mass Effect 3, due to improvements in things like shaders, lighting, textures, etc they will not look identical to the faces in Mass Effect 2. This was the same situation when players imported faces from Mass Effect 1 into Mass Effect 2.  The team has worked very hard to make sure that faces look as close to previous versions as possible. If there are small details you want to adjust, remember you can adjust your faces after importing before you start playing the game.
 
If your face has significant changes or you cannot import your save, please check these steps:

  • The saved game you are importing should be the final saved game from the end of Mass Effect 2.
  • The saved game should not have been modified in any way.
  • If you are using the correct saved game and have not modified your face code, please report your problem in the Technical Support forum for your platform or contact our Customer Service. Thanks.

:devil:


Well now you're just lying. There are images up there where the characters aren't just altered due to shading and texture changes. The entire model is different. 


Yeah, that was kind of jerkish response from Chris. Most people don't mod their save games. And I specifically left one completely untouched through ME1 an ME2 to avoid any issues like this.

The result:  That's the face that has the biggest issues!!! My modded faces actually translated more accurately (though still badly).

It's a findamental design oversight they've created and can't remedy. Blaming it on user error is just going to ****** people off.

#1434
Vhalkyrie

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Shenzi wrote...

 Image IPB


:wizard:

What is it with the base importer making all those sad mouths?

#1435
ThinkIntegral

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Vhalkyrie wrote...

:wizard:

What is it with the base importer making all those sad mouths?


For real. It took most of the charm out of my femshep before Lazarus

Edit:  Oh as a warning, I put the brow tint and eye shadow tint parameters to 3....you pretty much get a Joker femshep in case anyone wants to know

Modifié par ThinkIntegral, 19 avril 2012 - 01:17 .


#1436
Clarian

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Vhalkyrie wrote...
1 may not be the scalar max. Try a high value like 5 or 10.

[edit] NM I see this was answered.  In any case, this is how I do it.  If I make a change and don't see anything happen, I set the value to something magnitudes higher than the start point.  This usually tells me if it has any effect at all.  Which is how I found the intensity ranges for highlight color on the auburn hair.  I set them to 100 to see if there was a change (there was), then scaled them back until I found what I wanted.


Ah, OK.  I think I settled on about 2 for lids, 0.9 for brows. :)

#1437
Vhalkyrie

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ThinkIntegral wrote...

Edit:  Oh as a warning, I put the brow tint and eye shadow tint parameters to 3....you pretty much get a Joker femshep in case anyone wants to know


That is pretty intense.

Someone posted a scary Shepard many many threads back that probably would have used this effect.  That thing gave me almost as many nightmares as banshees.

Edit: Actually that's pretty interesting info.  That means higher values for those parameters increases the line thickness as well as the darkness, which is why I got the Joan Jett effect.

Modifié par Vhalkyrie, 19 avril 2012 - 01:38 .


#1438
RyuGuitarFreak

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Wow, kudos to what you're doing people. I never bothered because my Shepard got pretty accurate but I can relate to your issues. It's really awesome to see the results you're getting with mods. That's why I'll always believe the power of a PC gaming community.

#1439
DoctorEss

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Pheonix52gx wrote...

DoctorEss wrote...
Patch gives a face that is only similar because it has the same hairstyle and happens to be female.  Lazarus does about the same, but gives lips like this:  http://i2.asntown.ne...duckface-49.jpg

I only wish I was exaggerating there.

You may have heard this already, but I'll reiterate it just in case. When you go through using Lazarus, have you tried the process with the "Adjest OffsetBones" box ticked and unticked? I personally found my Shep had exactly the same issue you're describing if it was unticked.

Additionally, mouth shape 1 (in ME1) causes issues for some weird reason. If you happen to remember using that, or can't remember, try using the YAML method to generate a face code, then make a new Shep in ME2 and save. Use this new save as the head for loading on the ME2 side of Lazarus. Apparently (I haven't tried it myself) this fixes some issues.


Yeah, I tried with the offset bones, and with creating her from scratch in ME2, all sorts of things  Same result.  I'm at home now, so I can actually post an image to show what's going on.

I can post further (sideview) shots of Commander Duckface if necessary.  :P

Without further ado, image:

http://i360.photobuc...ss/1-3Faces.jpg

Also, to the gent or lady that wanted my facecode, the caveat here is this:

This was an approximation.  It's about 95-97% correct.  The ME1->2 face is the original, and ideal.  The "created-in-ME2-for-testing" is this code.  Like I said, it's very very close to my main Shep, but just a teensy bit off.  Some cheeks, neck stuff.  Not a lot.

Anyway:

753.Q9G.M17.F8A.JDQ.67Q.1DA.211.E66.414.234.573

#1440
Shenzi

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DoctorEss wrote...

Pheonix52gx wrote...

DoctorEss wrote...
Patch gives a face that is only similar because it has the same hairstyle and happens to be female.  Lazarus does about the same, but gives lips like this:  http://i2.asntown.ne...duckface-49.jpg

I only wish I was exaggerating there.

You may have heard this already, but I'll reiterate it just in case. When you go through using Lazarus, have you tried the process with the "Adjest OffsetBones" box ticked and unticked? I personally found my Shep had exactly the same issue you're describing if it was unticked.

Additionally, mouth shape 1 (in ME1) causes issues for some weird reason. If you happen to remember using that, or can't remember, try using the YAML method to generate a face code, then make a new Shep in ME2 and save. Use this new save as the head for loading on the ME2 side of Lazarus. Apparently (I haven't tried it myself) this fixes some issues.


Yeah, I tried with the offset bones, and with creating her from scratch in ME2, all sorts of things  Same result.  I'm at home now, so I can actually post an image to show what's going on.

I can post further (sideview) shots of Commander Duckface if necessary.  :P

Without further ado, image:

http://i360.photobuc...ss/1-3Faces.jpg

Also, to the gent or lady that wanted my facecode, the caveat here is this:

This was an approximation.  It's about 95-97% correct.  The ME1->2 face is the original, and ideal.  The "created-in-ME2-for-testing" is this code.  Like I said, it's very very close to my main Shep, but just a teensy bit off.  Some cheeks, neck stuff.  Not a lot.

Anyway:

753.Q9G.M17.F8A.JDQ.67Q.1DA.211.E66.414.234.573

I had to switch Kate from mouth shape 1 to mouth shape 7 for the process to work as well, she had a serious case of ducklips.  Even worse than in this example.

#1441
Exeider

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I hope the PC user base gets this problem solved I will be happy that somebody is playing their shepard. We console users are screwed.

I wish BW would just scrap their importer and just let me DLC a new one, one that works, like the one in ME2.

-AE

#1442
Vhalkyrie

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Shenzi wrote...

DoctorEss wrote...:

This was an approximation.  It's about 95-97% correct.  The ME1->2 face is the original, and ideal.  The "created-in-ME2-for-testing" is this code.  Like I said, it's very very close to my main Shep, but just a teensy bit off.  Some cheeks, neck stuff.  Not a lot.

Anyway:

753.Q9G.M17.F8A.JDQ.67Q.1DA.211.E66.414.234.573

I had to switch Kate from mouth shape 1 to mouth shape 7 for the process to work as well, she had a serious case of ducklips.  Even worse than in this example.


@DoctorEss: Did you try it with mouth shape 7 as suggested already?

#1443
ThinkIntegral

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Exeider wrote...

I hope the PC user base gets this problem solved I will be happy that somebody is playing their shepard. We console users are screwed.

I wish BW would just scrap their importer and just let me DLC a new one, one that works, like the one in ME2.

-AE


Do you have a 360?  If so you can do these changes. If not, sorry.

#1444
Vhalkyrie

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Exeider wrote...

I hope the PC user base gets this problem solved I will be happy that somebody is playing their shepard. We console users are screwed.

I wish BW would just scrap their importer and just let me DLC a new one, one that works, like the one in ME2.

-AE


This is a hack, and I totally sympathize for you console people.  Especially the PS3 folks who can't even use a hack.  The best way I know how to keep fighting for you guys is to keep showing them cases of failure, and how this solution has worked.  If this can be done with 3rd party hacks, you bet it can be done in the source.  With even better results.

I want everyone to have their Shepards back.

Modifié par Vhalkyrie, 19 avril 2012 - 01:58 .


#1445
DoctorEss

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Vhalkyrie wrote...

Shenzi wrote...

DoctorEss wrote...:

This was an approximation.  It's about 95-97% correct.  The ME1->2 face is the original, and ideal.  The "created-in-ME2-for-testing" is this code.  Like I said, it's very very close to my main Shep, but just a teensy bit off.  Some cheeks, neck stuff.  Not a lot.

Anyway:

753.Q9G.M17.F8A.JDQ.67Q.1DA.211.E66.414.234.573

I had to switch Kate from mouth shape 1 to mouth shape 7 for the process to work as well, she had a serious case of ducklips.  Even worse than in this example.


@DoctorEss: Did you try it with mouth shape 7 as suggested already?


Not yet, as I don't even recall which mouth shape I'm currently using, and I haven't felt like sitting through the entire long opening of ME2 to alter that.  If there's an easier way, I'm all ears.

Fixing the duckface doesn't fix the oddly pinched features, and overlong chin, though.  It just seems like I picked the perfect combination of features to get a Shepard that just can't be replicated, haha.  Get similar garbage issues with my other femSheps.  I'll be lucky to get one playthrough with a Shep I recognize.

It'll end up being my maleShep, because he's the only one that actually looks like himself post-patch.

Modifié par DoctorEss, 19 avril 2012 - 02:04 .


#1446
Vhalkyrie

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DoctorEss wrote...

Fixing the duckface doesn't  the oddly pinched features, and overlong chin, though.  It just seems like I picked the perfect combination of features to get a Shepard that just can't be replicated, haha.  Get similar garbage issues with my other femSheps.  I'll be lucky to get one playthrough with a Shep I recognize.


Don't give up yet!  I've seen Shepards similar to yours that have been translated, I'm optimistic.

And if for some reason yours is a special case, that is also a good thing.  Outliers lead to better solutions, because the gaps become more apparent.

Modifié par Vhalkyrie, 19 avril 2012 - 02:06 .


#1447
dEvA5TaToR

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Can anyone point me in the right direction in obtaining r18 lod_modding.xml file thankyou.

Modifié par dEvA5TaToR, 19 avril 2012 - 02:18 .


#1448
ThinkIntegral

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Vhalkyrie you're so right about BioWare turning down the makeup and skin lighting. Such a shame. Even though I did the Lazarus mapping on everything except the eyes and mouth, I'm finding that with the gibbed edits of teh make up and skin I'm getting more in touch with my femshep.

Prior to this I was so put off by the bland colors and larger mapped head. Talk about a rushed product by BioWare. They never should've went down the multiplayer route

#1449
ThinkIntegral

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dEvA5TaToR wrote...

Can anyone point me in the right direction in obtaining r18 lod_modding.xml file thankyou.


r17 is the latest mapping.  r18 is for the Lazarus project executable that added teh checkboxes for teh Scalar and vector parameters.

#1450
dEvA5TaToR

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ThinkIntegral wrote...

dEvA5TaToR wrote...

Can anyone point me in the right direction in obtaining r18 lod_modding.xml file thankyou.


r17 is the latest mapping.  r18 is for the Lazarus project executable that added teh checkboxes for teh Scalar and vector parameters.


Quick question should I check scalar and vector?