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

#1901
DoctorEss

DoctorEss
  • Members
  • 538 messages

draconian139 wrote...

I'm a 360 user so I can't use Texmod. I've always found it odd how bioware took out normal scars and put in the glowy renegade scars(or the eyes for that matter). There's no canon explanation for why noncosmetic decisions can gradually turn you into a nightlight.


I always figured that if Cerberus rebuilt you, they might have removed any original scars, and/or those might have simply been lost in regrowing your skin.

There is a canon explanation for the renegade scars, though.  Dr. Chakwas sends you an email about it, around when the med-bay upgrade becomes available for the ship.  Basically that thinking positive vs thinking negatively can cause your implants to partially reject, (due to stress, etc, whatever) thus causing the visible scarring with the glow under it.

Modifié par DoctorEss, 23 avril 2012 - 05:33 .


#1902
lillitheris

lillitheris
  • Members
  • 5 332 messages
^ There's also the real explanation which is that they wanted to draw in people who wanted to play Darth Shepard and/or Arnold Sheparzennegger ;)

#1903
DoctorEss

DoctorEss
  • Members
  • 538 messages

lillitheris wrote...

^ There's also the real explanation which is that they wanted to draw in people who wanted to play Darth Shepard and/or Arnold Sheparzennegger ;)


Probably part of it.  I recall something about people wanting more visual changes to go with alignment, more like in Kotor.

#1904
draconian139

draconian139
  • Members
  • 391 messages
Nice to know they actually did try to offer an explanation, somehow missed that. I guess I'm simply out of touch, I would have assumed the majority would prefer more natural scars to artificial alignment induced ones. Since that’s false I suppose they did make the correct decision even if it still annoys me.

#1905
DoctorEss

DoctorEss
  • Members
  • 538 messages

draconian139 wrote...

Nice to know they actually did try to offer an explanation, somehow missed that. I guess I'm simply out of touch, I would have assumed the majority would prefer more natural scars to artificial alignment induced ones. Since that’s false I suppose they did make the correct decision even if it still annoys me.


Like I said, if it helps, I always chalked up the "natural" scars being gone as you were pretty badly broken when Cerberus started putting you back together, most, if not all, of that skin is probably brand new, freshly grown.  It wouldn't be scarred anymore.  I don't think they'd have gone to a lot of trouble to try to painstakingly reproduce your scars and tattoos and such.  I'd wager if Shep had any ink, that'd be gone too.

#1906
DoctorEss

DoctorEss
  • Members
  • 538 messages

StarAce905-2 wrote...

Yeah, the lightness of the lips are due to the lighting at that point. Other things, of course, hard for me to judge.

Posted Image

^ Under normal lighting, with scars.

Btw, does anyone know how to import a new ME1 save game into ME2 without replaying the whole story? (Like how we can flag a pretty much blank ME2 save and import?) Or to export a headmorph off an ME1 save? If that is possible, the default Shepard mouth problem should be solvable.


Oh, I remembered something about what Lazarus does to this Shep.  If you notice, the space between the bow of the upper lip, and the bottom of the nose, Lazarus somehow makes an "X" out of the shape instead of an "/ \\" shape.

Can't recall if I've seen that one before.  If I use Vhalk's map that unmaps the lips, (this one: lod_mapping-excludemouth-1-2.xml ) that doesn't happen as readily.  I think it has something to do with how it's pulling her upper lip upward too far and pinching it a little.

I can say though the makeup and hair look great.  Way better than any of my attempts.  I can't tell further til I'm home and fussing around with it myself though.  I think the primary thing throwing me off is that upper lip being a bit too tall.

I'm thinking that a combination of the two (the map that leaves the lips alone, and your brilliant color edits) might be as close as humanly possible to get.  Would have to put the two side by side to really judge for certain though.  

I suppose the only way to really do that would be to import your headmorph on one save file, do one from scratch on another file with the different map, and then pop them both open in gibbed, and manually match all the color values, yeah?

Like I said, I'm new at this, and (quite obviously) bad at it, too.  :D

Modifié par DoctorEss, 23 avril 2012 - 07:48 .


#1907
draconian139

draconian139
  • Members
  • 391 messages
I agree about the reconstruction/scarring, that was always my interpretation as well. That part is solely a design level irritation rather than a "This doesn't make sense!" frustration.

#1908
Eain

Eain
  • Members
  • 1 501 messages
Just wanna give my thanks. Used project lazarus and got my old shep back. Awesome. The fact that Bioware couldn't do this really says nothing about their ability, but it says everything about their attitude.

#1909
lillitheris

lillitheris
  • Members
  • 5 332 messages

Eain wrote...

Just wanna give my thanks. Used project lazarus and got my old shep back. Awesome. The fact that Bioware couldn't do this really says nothing about their ability, but it says everything about their attitude.


At this point I'm going to have to start agreeing :( We really need to hear something official about this.

#1910
Vhalkyrie

Vhalkyrie
  • Members
  • 1 917 messages
We should be making more noise on official channels.

#1911
Quething

Quething
  • Members
  • 2 384 messages

StarAce905-2 wrote...

Now if only I could change the mouth shape in ME1. It's possible, actually. Default Shepard has slider positions in ME1 CC. But I can't possibly play through several hours each time I want to try an adjustment. -__-.


You can shortcut the system a *little* bit.

What you need to do is: start an ME1 game, and play through the Citadel until you've recruited Tali. I'd generally pick up both Wrex and Garrus just to be safe. You can do this fairly quick if you use fast-forward binds and play on Casual.

Then you need to open the console and type "At BIOA_JUG00 Start_JUG20_03". This will teleport you to the salarian encampment on Virmire. Trigger the cutscene and play through the rest of Virmire as fast as you can.

Once you're off Virmire and the nuke has gone off, open the console again and type "At BIOA_END00 Start_END80_00". This will take you to the outside of the Citadel tower. Ignore the bad guys here as much as you can, just run all the way to the door at the top of the tower and get into the Council chambers. Activate the Citadel arms and end the game.

Import.

This is the fastest way I know of to get an ME1 headmorph into ME2. (Why play Virmire? Because when ME2 opens, if you have no romance, it checks the "dead on Virmire" flag to decide which VS to put in the cinematic. If there's no flag ME2 will crash. You could, of course, romance Liara instead but that would be a lot slower.)

Modifié par Quething, 23 avril 2012 - 09:01 .


#1912
jimbo32

jimbo32
  • Members
  • 310 messages

DoctorEss wrote...
I suppose the only way to really do that would be to import your headmorph on one save file, do one from scratch on another file with the different map, and then pop them both open in gibbed, and manually match all the color values, yeah?

Like I said, I'm new at this, and (quite obviously) bad at it, too.  :D


How lipstick shows up when editing in Gibbed also depends on skin tone I believe. So just colour matching with another save doesn't always work out.

My suggestion would be to open ME3 in a window and load up your save. You can edit with Gibbed on the fly and just reload the new saves with the changes. It took me quite awhile to get the lip colour I wanted since the available options seem to be a little different from the ME2 colours.

#1913
Vhalkyrie

Vhalkyrie
  • Members
  • 1 917 messages
I wouldn't have got half as far without windowed mode.

#1914
DoctorEss

DoctorEss
  • Members
  • 538 messages

jimbo32 wrote...

DoctorEss wrote...
I suppose the only way to really do that would be to import your headmorph on one save file, do one from scratch on another file with the different map, and then pop them both open in gibbed, and manually match all the color values, yeah?

Like I said, I'm new at this, and (quite obviously) bad at it, too.  :D


How lipstick shows up when editing in Gibbed also depends on skin tone I believe. So just colour matching with another save doesn't always work out.

My suggestion would be to open ME3 in a window and load up your save. You can edit with Gibbed on the fly and just reload the new saves with the changes. It took me quite awhile to get the lip colour I wanted since the available options seem to be a little different from the ME2 colours.


I don't believe he edited anything other than hair and makeup colors.  I believe the skintone hasn't been altered.  So two save files, using different lazarus maps, the only difference would (in theory) be the makeup and hair tones, yeah?

The colors for those he came up with are pretty much perfect.  I just wanted to test the edit with a map that excludes the lips, as lazarus handles her mouth really oddly.  Maybe test it with that map that only maps and fixes the eyes, because I don't see too much getting changed besides the mouth oddity and the eyes when it gets run through.  

The colors he added made it look much more like she should, so it just needs a bit of fiddling, I think, with some other aspects.

#1915
jimbo32

jimbo32
  • Members
  • 310 messages
I also darkened my Shep's skintone a bit to get rid of the ME3 pastiness, so you might be ok with just transferring the values I guess.

When I tried to copy/paste for lipstick, it ended up almost black, but I *might've* been copypasta'ing from an ME2 save. I can't recall. Regardless, it didn't work. :P

#1916
Vhalkyrie

Vhalkyrie
  • Members
  • 1 917 messages

DoctorEss wrote...

The colors for those he came up with are pretty much perfect.  I just wanted to test the edit with a map that excludes the lips, as lazarus handles her mouth really oddly.  Maybe test it with that map that only maps and fixes the eyes, because I don't see too much getting changed besides the mouth oddity and the eyes when it gets run through.  

The colors he added made it look much more like she should, so it just needs a bit of fiddling, I think, with some other aspects.


If you wanted to try a different map, then yes, you would need to copy the scalar/vector values from StarAce's headmorph for a comparison with the same makeup.

Modifié par Vhalkyrie, 23 avril 2012 - 09:47 .


#1917
DoctorEss

DoctorEss
  • Members
  • 538 messages

jimbo32 wrote...

I also darkened my Shep's skintone a bit to get rid of the ME3 pastiness, so you might be ok with just transferring the values I guess.

When I tried to copy/paste for lipstick, it ended up almost black, but I *might've* been copypasta'ing from an ME2 save. I can't recall. Regardless, it didn't work. :P


Ah, yeah.  I'd just be copying from one ME3 save to another ME3 save.  Basically just to compare between three different Lazarus map results (full, full minus lips, eyes-only), where all three have the same colors.  I figure with this one, better to get the colors spot on (thanks StarAce!) and work from there.  I spend too much time being thrown off by the bad colors, to properly focus on the actual face shape.

So assuming I can copy his color work over with no problem, that'll be the best way I can accurately see which map is ideal for getting her back in action.

Vhalkyrie wrote...

If you wanted to try a different map, then yes, you would need to copy the scalar/vector values from StarAce's headmorph for a comparison with the same makeup.


Yar, figured that's the case.  There's no special hidden values in gibbed, that are hard to find, are there?  Just the ones under appearance, or whatever the tab is?

Modifié par DoctorEss, 23 avril 2012 - 09:49 .


#1918
esdubu

esdubu
  • Members
  • 8 messages
Well Holger had a go at recreating my Shep, but apparently it will not map correctly using any of the various LOD maps, which was my experience too. I guess i have the most awkward Shep so far, she doesn't just have one issue, she has eye mapping problems and clipping, ducklips, and her teeth clip through her mouth. Would it help the project at all if i was to send anyone my ME2 save file as a completely not working example? I've decided to start playing the game with my Shep's evil twin so i'm not asking anyone else to give up their time to get mine working. I just thought it might help with the mapping efforts to have a non working example as a test case. Just to be clear this is an unmodded Shep imported with no face code all the way from ME1.

#1919
Vhalkyrie

Vhalkyrie
  • Members
  • 1 917 messages

DoctorEss wrote...
Yar, figured that's the case.  There's no special hidden values in gibbed, that are hard to find, are there?  Just the ones under appearance, or whatever the tab is?


I just sent you a PM.  Also check my Gibbed Notes blog page for hints on where to look.  Scroll down to the bottom for hair and makeup beauty tips. :lol:

Vhalkyrie's Gibbed Notes

Modifié par Vhalkyrie, 23 avril 2012 - 09:54 .


#1920
lillitheris

lillitheris
  • Members
  • 5 332 messages

Vhalkyrie wrote...

We should be making more noise on official channels.


More official than their forum? I try to tweet at Priestly and @masseffect daily, but I've thus far gotten 0 responses there, or here. Can't hurt for others to try, of course, but it's…pathetic, really.

This whole thing…it's not the ending, it's not the face import bug…it's the utterly and completely atrocious customer service.

#1921
Vhalkyrie

Vhalkyrie
  • Members
  • 1 917 messages

esdubu wrote...

Well Holger had a go at recreating my Shep, but apparently it will not map correctly using any of the various LOD maps, which was my experience too. I guess i have the most awkward Shep so far, she doesn't just have one issue, she has eye mapping problems and clipping, ducklips, and her teeth clip through her mouth. Would it help the project at all if i was to send anyone my ME2 save file as a completely not working example? I've decided to start playing the game with my Shep's evil twin so i'm not asking anyone else to give up their time to get mine working. I just thought it might help with the mapping efforts to have a non working example as a test case. Just to be clear this is an unmodded Shep imported with no face code all the way from ME1.


Yep, failing cases are always good.  I'd suggest exporting a headmorph and uploading it to a cloud fileshare service, then post the link here.

#1922
Vhalkyrie

Vhalkyrie
  • Members
  • 1 917 messages

lillitheris wrote...

Vhalkyrie wrote...

We should be making more noise on official channels.


More official than their forum? I try to tweet at Priestly and @masseffect daily, but I've thus far gotten 0 responses there, or here. Can't hurt for others to try, of course, but it's…pathetic, really.

This whole thing…it's not the ending, it's not the face import bug…it's the utterly and completely atrocious customer service.


I meant the Tech support forums.  No clue if they are reading this thread.  They haven't responded to my tweets either (though I admit I haven't been aggressive about it - I hate twitter.).  My blog was forwarded to Chris, who promised to foward it to the devs, but haven't heard back.  The people who really need to scream about it are the PS3 people, for which the bug is clearly not fixed, and can't be hacked.

Modifié par Vhalkyrie, 23 avril 2012 - 10:01 .


#1923
jimbo32

jimbo32
  • Members
  • 310 messages
This thread gets quite a bit of traffic, so maybe adding the links to the OP for the respective Tech Support threads and encouraging people to post would help?

#1924
esdubu

esdubu
  • Members
  • 8 messages

Vhalkyrie wrote...

esdubu wrote...

Well Holger had a go at recreating my Shep, but apparently it will not map correctly using any of the various LOD maps, which was my experience too. I guess i have the most awkward Shep so far, she doesn't just have one issue, she has eye mapping problems and clipping, ducklips, and her teeth clip through her mouth. Would it help the project at all if i was to send anyone my ME2 save file as a completely not working example? I've decided to start playing the game with my Shep's evil twin so i'm not asking anyone else to give up their time to get mine working. I just thought it might help with the mapping efforts to have a non working example as a test case. Just to be clear this is an unmodded Shep imported with no face code all the way from ME1.


Yep, failing cases are always good.  I'd suggest exporting a headmorph and uploading it to a cloud fileshare service, then post the link here.


Here's the link to my ME2 headmorph

www.dropbox.com/sh/9fqgibwjxa17nd9/c_ecjPk0Bt

Hope it helps!

#1925
lillitheris

lillitheris
  • Members
  • 5 332 messages
This is a bit tangential, but I actually quite like the result, so I'll post my backported Eevy here.

The story was that ME2->ME3 didn't work, so I made an approximation in ME3. It wasn't exactly right (you all know how that goes), but it was OK to play as a different person. However, when importing that code back into ME2, the result was nearly identical to the ME2 original. I subsequently added some nice cyborg eyes, but this also showcases how the pure default skin in ME2 looks, and how much better I just like it.  The eyes are the same in each image, they just look different depending on the light.

Click on the image to get the full res, the small image doesn't do it justice.

Posted Image

Modifié par lillitheris, 23 avril 2012 - 11:18 .