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Attempting to mod actual body meshes


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#101
Iakus

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Getorex wrote...

The current situation is that "Alcatraz" is working on an application that will overwrite the mesh coordinates in ME3 pcc files, not touching anything else, so that lighting issues should be sidestepped. If this works as hoped, then virtually all my edits will be able to be seamlessly imported into the game BUT it also puts on restrictions. No vertices can be added or substracted, only moved/rearranged (at this iteration). That isn't a problem for my stuff since all I have been doing is moving vertices rather than adding/subtracting.

Putting in a totally new mesh (new clothing/armor) would be a problem but rearranging extant vertices still leaves a lot of room for alteration.


So this means you wouldn' t be able to, say, turn Ash's outfit into dress blues or something?

#102
Getorex

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iakus wrote...

Getorex wrote...

The current situation is that "Alcatraz" is working on an application that will overwrite the mesh coordinates in ME3 pcc files, not touching anything else, so that lighting issues should be sidestepped. If this works as hoped, then virtually all my edits will be able to be seamlessly imported into the game BUT it also puts on restrictions. No vertices can be added or substracted, only moved/rearranged (at this iteration). That isn't a problem for my stuff since all I have been doing is moving vertices rather than adding/subtracting.

Putting in a totally new mesh (new clothing/armor) would be a problem but rearranging extant vertices still leaves a lot of room for alteration.


So this means you wouldn' t be able to, say, turn Ash's outfit into dress blues or something?


Probably not by creating a new mesh but it may be possible to do something like that via other means.  But we'll have to see.

#103
Saito404

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Getorex wrote...

Well, she shouldn't wear armor all the time...and I never liked the color scheme of the Phoenix. Bright white and red just screams "Can you see me now? Shoot me shoot me shoot me!"


Well, "catsuit armor" and "catsuit casual" are different models, right?
You can change the texture to black and red - and voila - Colossus armor :D Or to any other texture from ME1.

#104
Demonique

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Getorex wrote...

iakus wrote...

Getorex wrote...

The current situation is that "Alcatraz" is working on an application that will overwrite the mesh coordinates in ME3 pcc files, not touching anything else, so that lighting issues should be sidestepped. If this works as hoped, then virtually all my edits will be able to be seamlessly imported into the game BUT it also puts on restrictions. No vertices can be added or substracted, only moved/rearranged (at this iteration). That isn't a problem for my stuff since all I have been doing is moving vertices rather than adding/subtracting.

Putting in a totally new mesh (new clothing/armor) would be a problem but rearranging extant vertices still leaves a lot of room for alteration.


So this means you wouldn' t be able to, say, turn Ash's outfit into dress blues or something?


Probably not by creating a new mesh but it may be possible to do something like that via other means.  But we'll have to see.


Would your hair mods work with the face restored mod and the upcoming alliance uniform mod that someone is currently working on?

#105
Getorex

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Demonique wrote...

Getorex wrote...

iakus wrote...

Getorex wrote...

The current situation is that "Alcatraz" is working on an application that will overwrite the mesh coordinates in ME3 pcc files, not touching anything else, so that lighting issues should be sidestepped. If this works as hoped, then virtually all my edits will be able to be seamlessly imported into the game BUT it also puts on restrictions. No vertices can be added or substracted, only moved/rearranged (at this iteration). That isn't a problem for my stuff since all I have been doing is moving vertices rather than adding/subtracting.

Putting in a totally new mesh (new clothing/armor) would be a problem but rearranging extant vertices still leaves a lot of room for alteration.


So this means you wouldn' t be able to, say, turn Ash's outfit into dress blues or something?


Probably not by creating a new mesh but it may be possible to do something like that via other means.  But we'll have to see.


Would your hair mods work with the face restored mod and the upcoming alliance uniform mod that someone is currently working on?


It is already possible via other means to change hair...there is the Ashley combat bun mod, and a ponytail mod as well.  These did not involve any mesh edits, just reassigning in-game hair meshes to replace Ashley's default.  This has the benefit of having no problems with lighting as nothing it changed outside the game.  The problem is finding hair that fits best.  Among the hair meshes I was playing with, some of them did not fit on Ashley's head, having been made for slightly different head shapes than her character's head.  I took the ones I pulled and had to edit them in various ways to make them fit her head.  Doing so messes up lighting (not much of an issue with black/dark hair as odd lighting effects are harder to see) and sometimes they don't work well with her head/body bones - parts of the hair mesh lay funny or seem to float out in mid-air.  

My thing is tweaking the body meshes and face meshes.  I do this because it is easier than trying to create a totally new mesh from scratch AND get it to integrate into the game properly.  I'm moving vertices around to change shape and size, not adding vertices or subtracting any (Adding vertices would be particularly problematic as they would not be assigned to any "influences" (bones/weights) so that they would potentially behave bizarrely in the game as well as look wrong...though as I type this I can think of a very painful way this could be done in limited fashion...

#106
Demonique

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Which hair styles didn't fit Ashley?

#107
Getorex

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The ponytail version I used, the sexy hair version also. They were mapped to a differently shaped head. I had to scale down or move vertices here and there to get them to fit her head properly.

#108
Getorex

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Project status is still pending...a computer failure on Alcatraz's part has temporarily stalled the current attempt to get meshes changed and imported into the game.

In theory, if this works as it should it would be applicable to all three games.

#109
Getorex

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As of the latest updates to Me3explorer by WarrantyVoider, here are images from the game. The first is pre-import of Ash at the beginning of the game. Normal lighting and reflection appearance:

Posted Image

Then after import of her body (default uniform) mesh with new Me3exp code:

Posted Image

Close but not there yet. At least the mis-lighting is less drastic and disparate across body parts now. It is also not enough to prevent a game crash in the Ashley hospital scene as before (when you try to initiate a conversation with her) and the lighting issue is more visible there (no pic).

#110
carine

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Thank you for working on this! :)

#111
Getorex

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I wont give up until and unless it is absolutely clear that there's no way to do it. I have no doubt at all that the alternative method of "Alcatraz" (not a member here, a coder from the interweb interested in reverse engineering the game engine) will work and be usable with virtually all my current modifications. His method will simply be to replace all the vertex coordinates in a character mesh with the new coordinates of an edited mesh, leaving the lighting/reflection issue untouched. In theory this should work with any mesh edit that doesn't drastically change a character's appearance or add vertices to a character (though I can think of a way this might be possible to a limited extent...but that would have to come later). WarrantyVoider, the creator of Me3explorer has gotten this SO close, however, that it would be a true shame if it cannot get pushed past the finish line.

In any case, even if WV does ultimately figure it out I tend to believe that there are other issues involved other than simply lighting/reflection characteristics that cause issues like the game crashing when trying to start a conversation in the hospital with an edited Ashley (like something to do with "influences" or bone weighting). This means, to me at least, that Alcatraz's method would work in such circumstances where a corrected ME3explorer mesh lighting fix would not.

#112
Getorex

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As I wait for Alcatraz to get his computer back up and running so we can continue the attempt to get flawless mesh edits into ME3, I am continuing with editing various character meshes in the game. I am currently working with EDI. Pictures will follow but...I am producing an EDI-Lite! With 50% less buttcrack and zero ******! Of course, she will also get my patented breast reduction edit too.

#113
carine

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Getorex wrote...

As I wait for Alcatraz to get his computer back up and running so we can continue the attempt to get flawless mesh edits into ME3, I am continuing with editing various character meshes in the game. I am currently working with EDI. Pictures will follow but...I am producing an EDI-Lite! With 50% less buttcrack and zero ******! Of course, she will also get my patented breast reduction edit too.


Yay I'm super excited for this! 

#114
Getorex

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Here's a bit of edited EDI (reduced boobs, narrower hips on the right):

Posted Image
and

The disappearing crack (edited EDI on the right...no more saddebags clearly apparent):

Posted Image


I will continue to tweak EDI a bit before I consider this particular body finished.  I may do somthing, too, about her head, in particular, her plastic hair-helmet thing.

Modifié par Getorex, 11 juin 2013 - 06:02 .


#115
Ottemis

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Ohh can you maybe have a look at EDI's cameltoe in her latex outfits?
It's a sideeffect of them using Miri's model I think, highly inappropriate =o

#116
Getorex

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Ottemis wrote...

Ohh can you maybe have a look at EDI's cameltoe in her latex outfits?
It's a sideeffect of them using Miri's model I think, highly inappropriate =o


Absolutely.  I'll have to fish around to find the right pcc files...unless you happen to know which contain the alternates.

Modifié par Getorex, 11 juin 2013 - 06:02 .


#117
Ottemis

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I don't top of my head but I could try and find out later tonight if you want.

#118
Getorex

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The boob reduction is more apparent in a full frontal side-by-side (edited EDI on right):

Posted Image

Modifié par Getorex, 11 juin 2013 - 06:11 .


#119
Ottemis

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Ohh yeah, I like!

#120
Tup3x

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Getorex wrote...

The boob reduction is more apparent in a full frontal side-by-side (edited EDI on right):

Posted Image

That highlight the issues in the original mesh pretty nicely. =D

Alternate EDI mesh (and textures):
http://www.mediafire...BioH_EDI_01.zip

Posted Image
Small mesh edit and modifications to normal map, diff, specs and that should get rid of it.

Modifié par Tup3xi, 11 juin 2013 - 06:56 .


#121
Getorex

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Tup3xi wrote...


That highlight the issues in the original mesh pretty nicely. =D

Alternate EDI mesh (and textures):
http://www.mediafire...BioH_EDI_01.zip

Posted Image
Small mesh edit and modifications to normal map, diff, specs and that should get rid of it.


OK...I have that mesh out now and, first thing, got rid of the ******.  It was MUCH more subtle in the original body vs this one. 

Question...what tool did you use to get it all out to view, with textures, in the UE Viewer?  

Modifié par Getorex, 11 juin 2013 - 08:32 .


#122
Iakus

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I'm still rooting for you, even if I have no idea what exactly you're doing!

#123
Getorex

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iakus wrote...

I'm still rooting for you, even if I have no idea what exactly you're doing!


I'm simply pulling the character meshes (bodies mostly but sometimes faces/heads) out of the game and tweaking them.  I change body proportions, correct anatomical errors (posture in most main female characters is really bad/anatomically incorrect), or reduce the blatant fan-boy-ism of female characters (ie, big boobs, enhanced butts).  Fairly simple, though time-consuming and sometimes tedious moving a few vertices around, though posture corrections entail moving at least half the vertices in the body and then blending the disjunction point into a smooth whole.

#124
Getorex

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OK...first of all "Yay! I figured out textures in 3ds so here's a color pic of EDI's alternate body/uniform edit":

Posted Image


And the side:

Posted Image
Next thing, and this is for texture modifiers (Ottemis, etc). I eliminated the mesh version of EDI's ****** but the appearance of it remains so this has to be in the texture file rather than in the mesh:

Posted ImageEDI-alt-bod-mod-cameltoe by praedor, on Flickr

Modifié par Getorex, 12 juin 2013 - 01:07 .


#125
Tup3x

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Getorex wrote...

Tup3xi wrote...


That highlight the issues in the original mesh pretty nicely. =D

Alternate EDI mesh (and textures):
http://www.mediafire...BioH_EDI_01.zip

/snip
Small mesh edit and modifications to normal map, diff, specs and that should get rid of it.


OK...I have that mesh out now and, first thing, got rid of the ******.  It was MUCH more subtle in the original body vs this one. 

Question...what tool did you use to get it all out to view, with textures, in the UE Viewer?  

Well, it's quite simple (I'm using umodel aka UE Viewer). Just open the .pcc file with umodel, probably easiest way is to just drag and drop the .pcc to umodel.exe from Mass Effect 3\\BIOGame\\CookedPCConsole so that you get the texture paths correct. If you only take the .pcc and copy it to somewhere else, it will not show the textures correctly unless you copy the texture package too so that's why it's best to view it directly from the original location.

Yeah, one should edit at least the diff too and normal map might bump it too.

Modifié par Tup3xi, 12 juin 2013 - 12:39 .