MEHEM - the Mass Effect (3) Happy Ending Mod - No more star kid, no more deaths and a reunion
#4551
Posté 29 avril 2013 - 11:53
#4552
Posté 29 avril 2013 - 02:22
There's a root bone (standard practice for animation) but it is very very small and in the middle of the pelvis whereas most animators appear to place that "bone" at the origin on the ground. Is the default import placement (and size) OK as I described it? In the pelvis and very small? Then there's a bone/armature called "God" that has the main IK control armatures tied to it (God is the parent of a handful of IK bones like shoulder twist and hip swivel). God is located, upon import, inside Ashley's right thigh just under the "skin" and pointed downward. I have no idea if this is its actual in-game location or not. MrFob or anyone else here...do you understand these things and have any idea as to proper location for the root and God bone?
On another note, the body meshes are separate from the head mesh so, in theory, one could easily transplant ANYONE'S head onto another's body (could do goofy stuff like assign Ashley's head to ALL characters and make the game a clone-fest). There are a LOT of bones for the head. Bones for the eyebrows, tongue, lips, jaw, eyes, hair...it's a thick forest that I'm hoping I wont have to untangle and mess with...
I can get the modified body mesh/skeleton out of Blender and into the UDK editor and it looks OK as far as it goes but so far the animation controls are not quite right and it is likely due to my questions and uncertainty about root and God as mentioned above.
Modifié par Getorex, 29 avril 2013 - 02:25 .
#4553
Posté 29 avril 2013 - 02:30
all we know about animations: here
for animation you only need to keep the skeleton and bone names, as they are referenced. The main problem is the import code, as its just my proof of concept, and it still needs fixing... if you can code and know some 4D math, have a look...
greetz
PS:No offense, and this is a general problem, but it doesnt help to complain everywhere that something doesnt work and only wait for others to fix it, sometimes we simply dont know too, but what we do then is called "research"...
PPS:about the head swap: click
Modifié par WarrantyVoider, 29 avril 2013 - 02:35 .
#4554
Posté 29 avril 2013 - 02:52
WarrantyVoider wrote...
all we know about SKM: here
all we know about animations: here
for animation you only need to keep the skeleton and bone names, as they are referenced. The main problem is the import code, as its just my proof of concept, and it still needs fixing... if you can code and know some 4D math, have a look...
greetz
PS:No offense, and this is a general problem, but it doesnt help to complain everywhere that something doesnt work and only wait for others to fix it, sometimes we simply dont know too, but what we do then is called "research"...
PPS:about the head swap: click
I'm not complaining at all. I am new to this and have made some changes to the actual body mesh but am unknowing of what needs to be checked as far as IKs and God and Root placement. Simply referencing the bones isn't going to work in-game if the bones are disarticulated (as they were upon import to Blender). You'd end up with really bizarre effects (lower legs moving without seeming attachment to the upper leg, lower arms moving independent of the upper arm or shoulder, etc) so I did have to re-connect the actual skeletal bones. I have not altered any bone names, nor have I added any new bones. It's just before I try to put the new and modified mesh back into the game I'd like to know I have it as close to working order as I can get it. Right now the IKs are my main issue...and how they work via God. Also, as far as I can tell, most people even trying this are using either Maya or 3ds Max. I'm using Blender so the import/export is a bit rougher and newer. Not sure if it is making errors, hence why I'm seeking the information (or even a better location to ask my questions) so I can determine if I'm close to being done with this particular Ashley mesh and can move on to the next.
Thanks for the reply.
Modifié par Getorex, 29 avril 2013 - 02:56 .
#4555
Posté 29 avril 2013 - 03:14
#4556
Posté 30 avril 2013 - 01:50
Modifié par ruggly, 30 avril 2013 - 01:54 .
#4557
Posté 30 avril 2013 - 08:04
If I reload a save from before the Illusive Man conversation, at the memorial wall scene Shepard will be wearing dress uniform.
However if I load a later save, which has the effect of kicking off the MEHEM straight away, Shepard will be wearing damaged armour at the memorial wall.
The saves are the auto ones created during the game, I ALT-TABed out, copied and renamed them so I would have manual saves to load to revisit various parts of the endings. These saves were made before I ever knew the MEHEM existed.
Modifié par voteDC, 30 avril 2013 - 08:06 .
#4558
Posté 30 avril 2013 - 04:07
#4559
Posté 30 avril 2013 - 04:27
#4560
Posté 30 avril 2013 - 05:47
#4561
Posté 30 avril 2013 - 06:28
voteDC wrote...
An odd thing I discovered.
If I reload a save from before the Illusive Man conversation, at the memorial wall scene Shepard will be wearing dress uniform.
However if I load a later save, which has the effect of kicking off the MEHEM straight away, Shepard will be wearing damaged armour at the memorial wall.
The saves are the auto ones created during the game, I ALT-TABed out, copied and renamed them so I would have manual saves to load to revisit various parts of the endings. These saves were made before I ever knew the MEHEM existed.
All these saves were made before you were aware of MEHEM? During what point in gameplay did you install MEHEM?
#4562
Posté 30 avril 2013 - 09:19
I finished the game, ALT-TABing out to copy the auto-saves inito regular saves.cfs3corsair wrote...
All these saves were made before you were aware of MEHEM? During what point in gameplay did you install MEHEM?
Later when I found the MEHEM from a link in someone's sig, I installed it. I have all the DLC. The only version I have used is v3.
So just like with the Extended Cut I loaded up my saves to see what changes were made. First I played through from the Illusive Man conversation, and got Shepard in dress uniform at the memorial wall. Later I skipped ahead to a save in the Star Child's chamber which kicked off the mod straight away, this time the memorial scene played out with Shepard in battered armour.
I've replicated this a few times now just to check I was not imagining things. If you'd like I could send you the saves and you could see for yourself.
What happens in no way 'breaks' how much I enjoy the mod. All I can guess is that without the scene with the Illusive Man before hand the trigger' to put Shepard in uniform doesn't happen.
Modifié par voteDC, 30 avril 2013 - 09:20 .
#4563
Posté 01 mai 2013 - 12:49
Did you get any other glitches, such as e.g. not seeing the extended cut scenes of the reapers, falling on the Asari and the Krogan homeworlds.
The thing is that the changes to Shep's uniform happen within the a file called BioD_End002.pcc. Two instances of this file exist, one in the EC DLC and one in the main game. MEHEM only changes the one in the DLC since that is the required one anyway. However, this file is loaded at the beginning of the chapter "Citadel: The Return". It happens when Shepard wakes up after being hit by Harby. If you load an old auto save from a later point, which is accessing the wrong BioD_End002.pcc, then MEHEM will be glitched.
As it is, we don't really know yet how exactly the game loads these files or decides how to load which.There are a couple of other issues still occurring sometimes, especially if you romance Miranda, Jack or have no romance and you still get sent to the wrong memorial scene. These also have to do with how the game loads files.
I am trying to fix this the best I can for v0.4 but there are some occurrences which are tough to test since they seem to be partially random (or at least they appear that way because I haven't found the cause yet).
@Getorex: Sorry, I can't help you there. Last time I dabbled in meshes was before we had an import function at all. Probably best to post in the me3explorer forums in one of the threads WV linked.
@ruggly: No problem. Just be sure to make backups and keep trying until it works. Be aware: You cannot test the new credit song by watching the credits in the main menu. The song in the main menu uses a different file than the song at the end of the game (sounds crazy but that's how it is. In fact, I have found 4 (four!) different instances of the credit song in the game files). IIRC, the one you need to change is the largest RIFF in the DLC_CON_END.afc.
#4564
Posté 01 mai 2013 - 01:00
I made a try at taking apart the model. Sent it back to you. I don't have enough experience with importing .obj with 3dsmax to mess with the textures much, but I didn't purposely change the UVW maps so maybe they vertices will still be associated with the proper locations on the maps.
Either way, maybe the separated parts will be of use somehow anyway. It wasn't too hard to take apart. Each face was pretty well associated with other faces that went to each part. It was mostly a matter of clicking all the proper elements then detaching then exporting again. I mailed you the .max and .obj versions.
#4565
Posté 01 mai 2013 - 01:36
They were made prior to the Extended Cut being released.MrFob wrote...
@voteDC: This is interesting. When did you make these autosaves? Did you make them a year ago, before the EC was out?
Liara is the romance option and hugging occurs in both instances, battered armour and dress uniform.MrFob wrote...Also, who is your romance option and du you get to the hugging memorial ro the non-hugging one?
The only other glitch would be that in the battered armour variation, I get the selection reticule on the characters.MrFob wrote...Did you get any other glitches, such as e.g. not seeing the extended cut scenes of the reapers, falling on the Asari and the Krogan homeworlds.
Perhaps when loading the save from the Star Child's chamber the non-extended cut version of the file is being pulled up, as the save was created before the EC was out, but playing through from the Illusive Man lets the mod and game know to use the extended cut version?MrFob wrote...The thing is that the changes to Shep's uniform happen within the a file called BioD_End002.pcc. Two instances of this file exist, one in the EC DLC and one in the main game. MEHEM only changes the one in the DLC since that is the required one anyway.
As I said I can send the saves if you'd like to poke around in them. I really appreciate the hard work that has gone into this mod.
#4566
Posté 01 mai 2013 - 02:03
@voteDC: Just re-read your earlier posts as well and that bug actually makes perfect sense to me now. The armor change is attached to a trigger that has an actual location in the level. If you load a save after that trigger was already activated, you missed the armor change and therefore Shep will show up in the same outfit as during the mission. If you re-save that autosave after loading an earlier one that works, the problem should be gone (because in that case the armor change does take place and is saved). So this actually makes sense. No need to send the saves, thanks for the offer. It's just how the mod is set up.
#4567
Posté 01 mai 2013 - 09:00
Thanks for the knowledge.MrFob wrote...
@voteDC: Just re-read your earlier posts as well and that bug actually makes perfect sense to me now. The armor change is attached to a trigger that has an actual location in the level. If you load a save after that trigger was already activated, you missed the armor change and therefore Shep will show up in the same outfit as during the mission. If you re-save that autosave after loading an earlier one that works, the problem should be gone (because in that case the armor change does take place and is saved). So this actually makes sense. No need to send the saves, thanks for the offer. It's just how the mod is set up.
Just thought it was something worth mentioning as I do like to see the ending of the game again (with the mod) just as I like to load saves and revisit favourite moments from ME3 and the previous two games.
#4568
Posté 01 mai 2013 - 01:47
Ashley butt reduction:
social.bioware.com/1301788/albums/1330848/257841
Ashley breast reduction:
social.bioware.com/1301788/albums/1330848/257842
Ashley frontal (hip width reduction):
social.bioware.com/1301788/albums/1330848/257843
#4569
Posté 01 mai 2013 - 03:23
Getorex wrote...
WIth some offline help from Warrantyvoider I've hopefully made progress in editing character meshes. I started with Ashley's default body/uniform and made some tweaks: reduced butt size, narrowed hips, reduced breast size, fixed her feet (didn't know there was an issue with her feet until I saw her mesh in Blender...those weren't feet, they were hooves). I hope to get this successfully back into the game soon and then start tweaking other character bodies and clothing. Whatcha think?
Ashley butt reduction:
social.bioware.com/1301788/albums/1330848/257841
Ashley breast reduction:
social.bioware.com/1301788/albums/1330848/257842
Ashley frontal (hip width reduction):
social.bioware.com/1301788/albums/1330848/257843
If you can get the old Ash look back, you will be my personal hero
#4570
Posté 01 mai 2013 - 03:36
#4571
Posté 01 mai 2013 - 04:24
Greylycantrope wrote...
This help http://social.biowar...m/project/8729/?
Meshes, as found through the link there, appear to be down, though...Possibly for review, I imagine, as there appear to be problems for custom Shepards.
#4572
Posté 01 mai 2013 - 06:18
Hey these are from the original original ending dialogs use them if you want
Joker's dialog would be fitting
www.youtube.com/watch
sound files
http://www.mediafire...a9hk2ha5xpqp3tk
http://www.mediafire...l4yz1rt1dfwd6fi
Modifié par Troxa, 02 mai 2013 - 04:55 .
#4573
Posté 02 mai 2013 - 12:05
sorry if this is off topic, but frankly I need a little help with modding here. Basically I was trying to change the Tali picture.... and now not only did my modification fail, apparently, but now there is no picture frame at all whatsoever.
followed this particular project instructions here:
http://me3explorer.f...c.php?f=9&t=201
Help appreciated
#4574
Posté 02 mai 2013 - 02:18
#4575
Posté 02 mai 2013 - 02:52
cfs3corsair wrote...
Really hope we can see the Destiny Ascension soon, loved that ship
sorry if this is off topic, but frankly I need a little help with modding here. Basically I was trying to change the Tali picture.... and now not only did my modification fail, apparently, but now there is no picture frame at all whatsoever.
followed this particular project instructions here:
http://me3explorer.f...c.php?f=9&t=201
Help appreciated
I had a similar problem getting mine to work. After a lot of testing, I found out this worked for me. I unzipped the ME3Explorer files and the cabin pic mod file all in the same folder, including the picture files. For some reason, ME3Explorer could not display the image i wanted changed, but after moving the file into the same folder, it worked. Then, I preceded with this order: After starting ME3Explorer, Tools > Modmaker > File > Load Jobs > load the cabin pic.mod file > Then Tools > Texture Tool > Click mod to change the picture to what you like > Then (here's the weird part) under tools click TOCbinUpdater > File > click on check PCConsoleTOC.bin and load up the file which is under the binaries folder of origin games. After checking it should say found 2 updates, click okay. Then back to Modmaker > click Run > Run all. It might display some weird error message, at least for me it did, when it updates but everything worked fine in game for me. Kinda lengthy instructions, sorry





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