
but alternate looks like textures swapped...

but otherwise good work! finally a working custom model swap! congratz!
greetz WV


Getorex wrote...
OK, I'm about to go to bed. I have a cold and NEED SLEEP. I am posting a new set of mods in the OP based on the above pictured mods. As I said, it works for me but now I need to see if it works more widely. Last time, I thought I had the best opacity for her default uniform and it is set at 92% in this mod, 85% for the alternate. What looks perfect to me in one setting seems to change in other settings.
I suspect I will also be wanting to reduce the movement of her jaw. I have it weighted just like anyone elses so her jaw moves like any other characters but with thie helmet, it might not be optimal. Her jaw shouldn't show through because I weighted the helmet chin cover the same as the chin immediately above it. It may still not look "right" so I may tone it down in a future iteration.
JakeMacDon wrote...
Getorex wrote...
@JakeMacDon I hadn't yet applied the mod to Tali's romance pcc. One I have the default working at least as good as before I'll add that to the package.
Ah, see, that just displays my ignorance all over. I had thought once applied it ranged over the whole game. Should have realized different events would call for different applications. Well, I'm ancient as hell, so hopefully I can be given a pass on not knowing this smarty-pants elemectronic whippersnapper stuff.
Okay, will do. Thanks for the mod! Going to try it out shortly.Getorex wrote...
OK...I've posted the Tali Alternate mod in a different form in the OP. Sorry, but it takes a little more than simply running the mod to get it fully installed. For some reason the mod file created from my working Tali Alternate files in the game produces a Tali that glows - the material assignments go wrong in the mod file production process.
I've put up a mod file that contains the texture and opacity change for the visor and a separate upk file for the mesh. This upk works perfectly on my system for producing a proper-looking Tali Alternate with a face so I ASSUME it will on your system too as there should be nothing magical about mine. There are instructions provided as well. Let me know how she works...does she still glow or does she look correct?
Modifié par Getorex, 22 décembre 2013 - 07:45 .
Getorex wrote...
I pretty sure I know why Tali Alternate Face has a lighting issue on her face. A couple parts of the interior of her helmet were assigned the glowing material of that light in her breather mask that glows when she speaks so it is illuminating parts of the interior of her helmet. As soon as I have that corrected and tested via upk I will swap out the current upk file in the OP and replace it with the corrected one.
Update. Not yet. I just did the "fix" and the lighting issue still remains. Either the material reassignment didn't "take" even though Meshplorer says it did, or it's something else. She works as is so for now she stays...I will make a tweak to the mod file though to increase the opacity a bit.


Modifié par Getorex, 23 décembre 2013 - 07:27 .
JakeMacDon wrote...
Getorex wrote...
I pretty sure I know why Tali Alternate Face has a lighting issue on her face. A couple parts of the interior of her helmet were assigned the glowing material of that light in her breather mask that glows when she speaks so it is illuminating parts of the interior of her helmet. As soon as I have that corrected and tested via upk I will swap out the current upk file in the OP and replace it with the corrected one.
Update. Not yet. I just did the "fix" and the lighting issue still remains. Either the material reassignment didn't "take" even though Meshplorer says it did, or it's something else. She works as is so for now she stays...I will make a tweak to the mod file though to increase the opacity a bit.
Well, having tried your latest - 1.4 I believe - I notice only three things:
A wonky right eye and the jaw coming through:
An odd 'spear' jutting from her.
These show up everywhere, but seem to be the only problems that I can see.
Modifié par Getorex, 23 décembre 2013 - 07:53 .
Getorex wrote...
Where does the spear appear to come from? On my tablet I can't tell from the pic. This either means an unweighted vertex or a vertex weighted to the wrong bone. As for the eye, I'm not sure about that yet. Both eyes are identical and overlay on the same texture.[/s]
Did you get the mod here in the OP or at moddb?
I am now on my PC and can see the spike...an unweighted vertex that will be easily fixed. I'm surprised I didn't see that on my last test run. As for the eye...I can fix that too, fairly easily (I think).
Getorex wrote...
I ask that you download the current zip sitting here in the OP today and try that one again. I may have forgotten to adjust the version number so you may have a partial version prior to the current. She seems shinier than the current version is too and that suggests, again, that you may have a previous version. I also examined the current working model and find no bad vertices and no spike showing in my game, and no sign of her jaw coming through the mask. I am going to need to run the game longer to try and see if I can get the same eye issue.
Let me know how it goes, please. I am about to test another partial change where her jaw is weighted lower so the movement is more subdued, and the helmet chin is identically weighted so there's no way the jaw can point through...but that should also be the case with the current version in the OP...the jaw weight is higher so movement is greater but the helmet chin is also weighted to match.
Again, I ask you try the current sitting zip file of the default mod and let me know. I'm not sure when the current version I'm fiddling with will go up so...
Modifié par JakeMacDon, 23 décembre 2013 - 11:17 .
JakeMacDon wrote...
Getorex wrote...
I ask that you download the current zip sitting here in the OP today and try that one again. I may have forgotten to adjust the version number so you may have a partial version prior to the current. She seems shinier than the current version is too and that suggests, again, that you may have a previous version. I also examined the current working model and find no bad vertices and no spike showing in my game, and no sign of her jaw coming through the mask. I am going to need to run the game longer to try and see if I can get the same eye issue.
Let me know how it goes, please. I am about to test another partial change where her jaw is weighted lower so the movement is more subdued, and the helmet chin is identically weighted so there's no way the jaw can point through...but that should also be the case with the current version in the OP...the jaw weight is higher so movement is greater but the helmet chin is also weighted to match.
Again, I ask you try the current sitting zip file of the default mod and let me know. I'm not sure when the current version I'm fiddling with will go up so...
Will do. Will have results in a just a smidge.
Okay - fresh install of OP v.1.4 - timestamp from Mediafire download 2013-12-20, 20:16:12 over vanilla PCC's.
Updated with TOC.
No change that I could see. Same jaw deformation, visor opacity is good everywhere except in in romance culmination as it is very high, same 'leg spike'.
Modifié par Getorex, 24 décembre 2013 - 02:50 .
Modifié par Getorex, 24 décembre 2013 - 03:02 .
Getorex wrote...
OK, I misread/misunderstood what you were writing. You are saying in the romance culmination that Tali's visor opacity is very high...so you can't see jacksquat right? That tells me I haven't modified the pcc that provides that scene. I know the BioD_Nor_133RomTali pcc doesn't contain a body mesh, nor do the associated pcc files. If her visor opacity is too high (normal/unmodified) in that scene then I'm not sure as yet where that is coming from.
Getorex wrote...
Version 1.5 of Tali's Default Face Mod is up in the OP. I adjusted her jaw weights so movement is less dramatic, I closely checked for unweighted vertices (none found), and slightly adjusted UV mapping of her eye textures in attempt to get her to spend less time looking up and more looking straight forward. I also altered the spec map in an attempt to make the eyes seem a bit more shiny (wet) but am so new at that stuff I may not have succeeded yet. Hopefully it will be sans the issues reported. Tomorrow I will adjust it a bit again with a change to the visor opacity to one of the files to see if that changes the appearance in Normandy scenes.
Modifié par JakeMacDon, 24 décembre 2013 - 04:36 .
Getorex wrote...
Good to hear. I can fix the eye blink thing fairly easily but the crosseye or similar is an animation thing (I haven't yet seen). I suspect that because her face was always nearly invisible and her eyes featureless before, that the attention to detail given the other characters wasn't quite given her face animations. There wasn't much need.
I suppose if I gave her featureless glowy eyes very few quirks in animation would be noticeable. I can't do much about animations that don't work properly, unfortunately. Those aren't things we can alter.

Modifié par Getorex, 24 décembre 2013 - 06:23 .
Modifié par Redbelle, 24 décembre 2013 - 10:24 .
Modifié par Getorex, 24 décembre 2013 - 10:50 .
M0rf3usTHEbEST wrote...
Great idea with Adam :-D.
Getorex, have you seen Largon´s topic on me3explorer forum? He is also experimenting with Edi/Eva head swap. Would his work be of any use to you?