Amusingly, we could already that do that with normal PCCs. It's more of a MEHEM thing. Oops!

I posted some stuff WV told me the other day in the MEHEM thread, again, thanks to him for telling me cool stuff. : V
Things relevant to this discussion:
* WV tells me that the skeletal mesh importer *should* work, as long as the model is exported correctly.
* The camera angle changing is unfortunately an animation and not just a static value you can just change. These apparently go into and from PSA files. Don't have the structure for these files yet.
* I'm going to quote this because I'm not exactly sure what's being gotten (aka don't get your hopes skyrocketingly high)
WV: Well you could simply overwrite the mask mesh
WV: But in that scene where she takes it off, she would actually take off her face^^
WV: or you try to merge it with the headmesh and add it somewher in texture
Pariah King: Oh. So you're saying we could set it up so you replace the model permanently with the visible face mod, and change it so the mask mesh disappears instead of trying to force some kind of different model load
WV: yeah, why not? I mean, you see a single model all the time, just add what you want to it. attaching new stuff, like in udk f.e. is not possible yet, because like unreal, me3 and udk, THERES no source code
WV: a cool thing would be if you could c&p a mesh from a pcc to a upk file and edit it all in udk, but no one has tried that yet and I have no time
WV: ALSO every object has properties of the pattern (name,type,size,data) and name and type are not saved as string, but as index of the nametable, meaning, unless you know EVERYTHING about an object (like some class we have reveresed yet, 5/~3000) and know where every stringref is, you cant write an converter for itc&p raw binary is out of sight anyway^^
WV: c&p raw binary is out of sight anyway^^
tl;dr I am excite.
Modifié par PKchu, 01 janvier 2013 - 01:55 .