Attempting to mod actual body meshes
#26
Posté 07 mai 2013 - 07:20
Also, Am I the only one not surprised that cerberus... "Enhanced" Femshep a little while putting her back together? given that, *Ahem* the lazarus project rebuild her from basically scratch, and statistically would likely have had males overseeing that process?
This, of course, does nothing to justify Ashley, but then again we rarely saw her in good lighting outside of probably very heavy armor until now.
#27
Posté 07 mai 2013 - 08:48
MadCat221 wrote...
Here's to hopin' they work in-game!
Also... kinda an awkward question...
"Saddlebags"? Not sure what that refers to...
Excess fat around the outer/upper thighs. What these ME3 women all need is redistribution of mass DOWN the thighs, around the front and a bit in the back. That's where the muscle is.
#28
Posté 08 mai 2013 - 10:22
Getorex wrote...
MadCat221 wrote...
Here's to hopin' they work in-game!
Also... kinda an awkward question...
"Saddlebags"? Not sure what that refers to...
Excess fat around the outer/upper thighs. What these ME3 women all need is redistribution of mass DOWN the thighs, around the front and a bit in the back. That's where the muscle is.
Ahhh, okay.
Ultimate Pheer wrote...
In all honesty, this is cool. One
has to wonder what we could really do with characters and their models
if we had the time... I would say give the entire squad their own set of
custom N7 armor.
Also, Am I the only one not surprised that
cerberus... "Enhanced" Femshep a little while putting her back together?
given that, *Ahem* the lazarus project rebuild her from basically
scratch, and statistically would likely have had males overseeing that
process?
This, of course, does nothing to justify Ashley, but
then again we rarely saw her in good lighting outside of probably very
heavy armor until now.
The Lazarus Project had a female overlooking the project: Miranda.
#29
Posté 09 mai 2013 - 01:45
Turns out that any mesh edits and exports by Milkshape3D cause an outright game crash. You don't even have to change anything, just import the mesh file and them export it again as is and put it back into the game and...CRASH. Same, sadly with Blender. It's psk export is just not there as yet. The only thing working right now is 3DS Max. Sadly. I hate 3DS. It takes me forever to make changes that in Blender would take me 20 minutes.
#30
Posté 09 mai 2013 - 12:29
MadCat221 wrote...
The Lazarus Project had a female overlooking the project: Miranda.
True, but it was MIRANDA we're talking about... you never know...
#31
Posté 10 mai 2013 - 06:12
#32
Posté 10 mai 2013 - 04:37
Btw, an odd question: with this mod, would it be possible to change f!shep's black dress with Ashley's casual? Damn I really hate that trash bag dress.
#33
Posté 10 mai 2013 - 08:56
#34
Posté 10 mai 2013 - 09:10
Getorex wrote...
Good freakin' news! WarrantyVoider managed some magic this evening and has fixed code in ME3Explorer. My mesh mods now (so far) get successfully imported into the game without lighting artifacts and without crashing it. I have imported Ashley's hospital body with a "real" tshirt and can now move on to others (and tweaking). The work hasn't been for nothing.
Woohoo!!!
#35
Posté 10 mai 2013 - 10:14
#36
Posté 11 mai 2013 - 04:03
#37
Posté 11 mai 2013 - 04:13
Saito404 wrote...
Now we need a good face texture to reduce Ashley's makeup and change her eyebrows to eyebrows from ME1.
There is at least one retexture of Ashley's face (I use it) that removes the lip gloss and reduces the makeup. I think it is called "Ashley's face restored" or similar.
#38
Posté 11 mai 2013 - 07:41
I know, but IMO that texture is wierd. Also a little creepy sometimes.Getorex wrote...
Saito404 wrote...
Now we need a good face texture to reduce Ashley's makeup and change her eyebrows to eyebrows from ME1.
There is at least one retexture of Ashley's face (I use it) that removes the lip gloss and reduces the makeup. I think it is called "Ashley's face restored" or similar.
#39
Posté 11 mai 2013 - 03:59
Getorex wrote...
Good freakin' news! WarrantyVoider managed some magic this evening and has fixed code in ME3Explorer. My mesh mods now (so far) get successfully imported into the game without lighting artifacts and without crashing it. I have imported Ashley's hospital body with a "real" tshirt and can now move on to others (and tweaking). The work hasn't been for nothing.
So when can we expect a release of this new version of ME3Explorer?
#40
Posté 11 mai 2013 - 05:18
MadCat221 wrote...
Getorex wrote...
Good freakin' news! WarrantyVoider managed some magic this evening and has fixed code in ME3Explorer. My mesh mods now (so far) get successfully imported into the game without lighting artifacts and without crashing it. I have imported Ashley's hospital body with a "real" tshirt and can now move on to others (and tweaking). The work hasn't been for nothing.
So when can we expect a release of this new version of ME3Explorer?
It's available via svn for latest updates. Unfortunately, the most recent update seems to have broken something or conflicts/cancels something that WarrantyVoider did. The meshes go in mostly OK but the lighting is screwed up again. I'm currently messing with import settings to see if any combination will make the imported mesh look righ. All I get right now are different levels of glowing.
#41
Posté 12 mai 2013 - 02:24

Unfortunately, if you activate the action icon to start a conversation with her the game crashes. Unfortunately, at this point this is likely the outcome to any mesh change involving a conversation situation. The lighting is a little off still but in this scene it is minimal. Other scenes where I've imported her armor, the lighting issue is REALLY distinct.
Modifié par Getorex, 12 mai 2013 - 02:28 .
#42
Posté 12 mai 2013 - 05:03

Then I took that psk and imported it into 3ds. It looked fine (in Meshplorer it also looked fine but...). All I did then was export it as a psk from 3ds and here's the result:

The spikes are evident. Also note the helmet...I changed it a little by opening up the visor a little (more practical with bigger opening). The lighting problems are evident in the black and glowy appearance of her armor.
Then this is the normal armor, unchanged and original, LOD 2 (level of detail 2 used when further from character) and the second is my slightly altered armor (barely anything, more a test of process) for LOD 1 (closeup to the character). The lighting problem is clearly evident:
LOD2:

LOD1:

So...Blender can be used, to some extent at least, but its native psk export doesn't get along with ME3. If you pass it through 3ds the psk is OK. Except for lighting details.
Modifié par Getorex, 12 mai 2013 - 05:05 .
#43
Posté 13 mai 2013 - 01:53
Maybe something is wrong with animations?Getorex wrote...
Unfortunately, if you activate the action icon to start a conversation with her the game crashes. Unfortunately, at this point this is likely the outcome to any mesh change involving a conversation situation. The lighting is a little off still but in this scene it is minimal. Other scenes where I've imported her armor, the lighting issue is REALLY distinct.
Also, I wonder if someone figured out how to make alternate appearances for squadmates. Like, Demolisher armor or Phoenix (or Colosus) armor...
#44
Posté 13 mai 2013 - 02:22
Saito404 wrote...
Maybe something is wrong with animations?Getorex wrote...
Unfortunately, if you activate the action icon to start a conversation with her the game crashes. Unfortunately, at this point this is likely the outcome to any mesh change involving a conversation situation. The lighting is a little off still but in this scene it is minimal. Other scenes where I've imported her armor, the lighting issue is REALLY distinct.
Also, I wonder if someone figured out how to make alternate appearances for squadmates. Like, Demolisher armor or Phoenix (or Colosus) armor...
Changing armor styles/types for squadmates would be fairly trivial. I've even considered giving Shepard Vega's body just to do it but the lighting issue will remain. Once lightng is figured out people who can do it well could create whole new clothes and armor, even weapons. The other big problem is the crash associated with any dialog situations with altered meshes. The example is here with Ashley's modestly modded body in the hospital scene. It's fine (beyond lighting issue) until you try to initiate a conversation, then there's a guaranteed game crash. I begin to wonder if there isn't something to be done about that simply by messing with coalesced.bin...but this is unknown until the true nature of the crash is known.
The bizarre shape of the one Ashley armor image (psk export from Blender and then direct import via Meshplorer, actually works. She will walk around and be a squadmate even with that totally wrecked mesh image.
#45
Posté 15 mai 2013 - 02:03

and
#46
Posté 15 mai 2013 - 03:13
#47
Posté 15 mai 2013 - 10:55
iakus wrote...
Gonna make Adam replace the Catalyst?
'' I never asked for this''
#48
Posté 16 mai 2013 - 10:27

Modifié par Getorex, 17 mai 2013 - 05:31 .
#49
Posté 17 mai 2013 - 05:27


I'll probably visit her some more and do a bit more tuning on her breasts and see if I can do something about those silly go-go boots of hers. Give her something more functional and reasonable.
Modifié par Getorex, 17 mai 2013 - 05:28 .
#50
Posté 17 mai 2013 - 06:13


and

Modifié par Getorex, 17 mai 2013 - 06:27 .





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