MEHEM - the Mass Effect (3) Happy Ending Mod - No more star kid, no more deaths and a reunion
#5251
Posté 25 juillet 2013 - 04:18
#5252
Posté 25 juillet 2013 - 06:25
#5253
Posté 25 juillet 2013 - 07:05
#5254
Posté 25 juillet 2013 - 11:17
#5255
Posté 25 juillet 2013 - 12:39
At the moment, MEHEM does not use Sheppard scenes (as far as I know) where s/he is shown.
About the program used for animations, is currently UDK for ships. Animate characters are major works, but if you are interested, there are lots of tutorials on the internet.
For basics (I've only animated ships) feel free to ask =)
#5256
Posté 25 juillet 2013 - 01:39
#5257
Posté 25 juillet 2013 - 02:27
Sure, PM me when you want. I'll do my best
#5258
Posté 25 juillet 2013 - 03:18
#5259
Posté 25 juillet 2013 - 08:11
#5260
Posté 26 juillet 2013 - 01:03
MrFob wrote...
@Melbella: Unfortunately this is a recurring bug in v0.3, which is terribly hard to pinpoint since it seems to happen randomly. You could try reloading you save and see if you get the correct ending but I am aware that this not a viable solution. I am trying to repair this in v0.4 but since I haven't uite figured out the pattern of the bug yet, it's a tricky thing to fix.
Good to know it's not just me, but that sucks you don't know the cause yet. If you need any save games for research just let me know.
#5261
Posté 26 juillet 2013 - 08:05
Sorry to burst in on this trend. But I was recommended to contact you by a fellow modder regarding psk editing and related issues in UDK.
Here's the link to the thread: http://social.biowar...9479/1#17049479
Essentially the mesh for the right arm seems to have been warped. Which is odd considering I imported from the Ajax armour PCC. The weighting may have been thrown off, but am trying to figure out how to fix in UDK.
#5262
Posté 26 juillet 2013 - 09:31
What's the path to the credits song in the .pcc files? I.e. which BioSnd_XYZ.pcc is the Faunts song located at? I want to edit the original credits song back into this mod. Thanks in advance
Modifié par og2203, 26 juillet 2013 - 09:39 .
#5263
Posté 27 juillet 2013 - 02:17
og2203 wrote...
Hi Mr_Fob,
What's the path to the credits song in the .pcc files? I.e. which BioSnd_XYZ.pcc is the Faunts song located at? I want to edit the original credits song back into this mod. Thanks in advance
That's a good idea, I was wondering the same thing.
And since the credits for ME3 is lengthly enough for more than one song may I suggest using the complete M4- Faunts song? (That is, parts one and two together)
Personally I think it adds a more positive closing touch to the series than Das Malefitz, and brings back good memories.
#5264
Posté 27 juillet 2013 - 11:01
Quick question though, would this interefere with my realistic damage mod I made by editing the coalesced.bin?
#5265
Posté 27 juillet 2013 - 01:08
@TheTallSpartan: You can see the animations in the PCC Editor 2.0 of the ME3Explorer, within their AnimationTrees and I think you can also view them with the PSK viewer. Theoretically, you should be able to export them and import them into 3DsMax with ActorX import tool from Epic but I have never tried that. I only edited one single animation of ME3 and that was a direct Hex edit in the game file (all I did was to change Garrus' position during the hug slightly to avoid some clipping). In principle, most of what I did for MEHEM involves sequence modding and some video insertions +sound and music changes. You can read about most of this in the Tutorials section of the ME3Explorer forums. Feel free to sak technical questions there as well. There are plenty of people (me included) around who are happy to help out.
@creapsmantic: That's mainly problematic because of the timing of the music. I can't change that and therefore, the scenes from the beginning of "An End Once And For All" ("Suicide Mission" in MEHEM v0.3) to the end of it must stay the same length. If you wanted to add something there, you'd need to take something else away to preserve the timing.
@Melbella: Thanks for the offer but I've got saves. If it turns out, that it's dependent on an individual save though, Imay get back to you.
@og2203: You need to extract the BioSnd_End002.pcc from the Extended cut DLC with the DLC editor and you need to edit the sound in DLC_CON_END_SFX.afc. I guess you already read the music change tutorial on the ME3Explorer forums. That's the procedure you need to use.
@Jafroboy: A coalesced mod should not interfere with MEHEM (or the other way). Only if you use something that changes the PCConsoleTOC.bim, you need to run the Updater but that should not be the case here. Just be aware that if you changed the index numbers for casual clothing, you can end up with strange results.
Modifié par MrFob, 27 juillet 2013 - 04:01 .
#5266
Posté 27 juillet 2013 - 01:41
It's interesting that the original videos by Bioware you used also don't have any stars in the background. Even though they didn't, that would be my only recommendation to add.
Lighting seems pretty solid. Earth looks fantastic and I think having it not all charred up is a better last scene anyway. Basically, even as the video is now, it shouldn't cause anyone to think "well, this isn't original bioware work."
#5267
Posté 27 juillet 2013 - 03:26
Very cool, MrFob, and a definite improvement over the reused Mars scene footage.MrFob wrote...
Ok, got around to fiddle a bit more with the UDK and I made my very first CGI scene, made from scratch. It's a go at the final scene in the game, after the memorial. Notice that this is very much a WIP. There are no stars yet and I am fiddeling a lot with the lighting at the moment but I guess it kinda represents a standard for the kind of quality I want to achieve with this. Let me know what you think. Here is the link.
In addition to the starfield background, I also recommend maybe adding the Citadel to the background of Earth (maybe not the completed version, since the memorial wall scene is suppose to be a few days or so after the victory, but maybe show it being reconstructed with a few other ships near it like in the EC slide)
Modifié par AVPen, 27 juillet 2013 - 03:30 .
#5268
Posté 27 juillet 2013 - 03:27
And I'd like so say again how great that is looking, you've made immense progress on this mod.
#5269
Posté 27 juillet 2013 - 03:36
MrFob wrote...
Ok, got around to fiddle a bit more with the UDK and I made my very first CGI scene, made from scratch. It's a go at the final scene in the game, after the memorial. Notice that this is very much a WIP. There are no stars yet and I am fiddeling a lot with the lighting at the moment but I guess it kinda represents a standard for the kind of quality I want to achieve with this. Let me know what you think. Here is the link.
I love it. Seriously.
Trying to figure out if we're seeing Earth at an angle where the Citadel would be visible, though.
#5270
Posté 27 juillet 2013 - 04:33
#5271
Posté 27 juillet 2013 - 04:37
#5272
Posté 27 juillet 2013 - 04:39
MrFob wrote...
Ok, got around to fiddle a bit more with the UDK and I made my very first CGI scene, made from scratch. It's a go at the final scene in the game, after the memorial. Notice that this is very much a WIP. There are no stars yet and I am fiddeling a lot with the lighting at the moment but I guess it kinda represents a standard for the kind of quality I want to achieve with this. Let me know what you think. Here is the link.
Looks cool. I have a 3ds max earth made up with clouds and shadows sourced from the NASA blue marble if you want it. It even has city lights on the dark side. I don't know if you can turn that into something UDK uses.
The basic idea is that the planet is a 3 layer sphere. The first being the terrain/water. Next is the clouds and then another layer that is used to give the atmosphere a bit of a dirty glow from pollution. Not dystopian levels of pollution, just a sort of glow. It is a pattern I use whenever I do any planets actually. Makes the whole thing look more real.
Here is the link to a still image. The nebula I tossed in isn't necessarily part of the model of course.
#5273
Posté 27 juillet 2013 - 04:57
Once again, thank you to everyone (double to MrFob) who is making this mod the best it possibly can be. I bow to your talents.
Modifié par MageTarot, 27 juillet 2013 - 04:57 .
#5274
Posté 27 juillet 2013 - 06:08
Nicely done in any case MrFob. I'll have to start delving more into UDK because you and Ironhandjustice have me curious about dabbling in it.
#5275
Posté 27 juillet 2013 - 06:40
Modifié par Alienmorph, 27 juillet 2013 - 10:10 .





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