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Attempting to mod actual body meshes


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#1276
Getorex

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Almostfaceman: check something for me with meshplorer:

Open BioH_EDI_00_NC.pcc in meshplorer. Select HMF_HED_PROEDI_MDL. Go to the middle window and scroll down so you can see the entry "LOD Models", select that, then select LOD 0, Open the top entry called "Sections". Expand all those sections (section 0, 1, 2, 3) and note down the Material Index number. On mine, working fine, the material index numbers are the same as the section numbers (section 0 is the scalp mesh: neck, ears, hair. Material 0 is the material for the scalp, etc). Are your material ids the same as mine for each section?

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Modifié par Getorex, 16 janvier 2014 - 05:14 .


#1277
Almostfaceman

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Okay, I returned my game to a mod free state and installed the EDI mod, and for some reason it's crashing the game. I'm going to bring the game back to mod-free status and try a different mod.

#1278
Almostfaceman

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Oops I didn't see your message, sorry.

#1279
Getorex

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Almostfaceman: stop the presses. Don't apply the mod. I'm going to block it out in the OP for the moment. I found at least one simple issue to correct (the new uniform replacement didn't make it into all the EDI_01 pcc files). As for the mis-application of textures...I'll take a look at the texture part of the mod again and see if some textures were missed - part of the reason I'm rebuilding my texture database is I have multiple entries for some textures because they got modified for some files but not others so I am trying to get everything on my system unified so there's no confusion for me in applying textures, and no errors in mod generation from that).

The reason you still got your default EDI body is probably because I failed to get the new body into BioH_EDI_01_Explore.pcc.  It is odd but it can very difficult to determine where each pcc gets used.  I THOUGHT I had a handle on it but in discussing our EDI mods (with Largon, the human skin EDI with Eva hair mod at nexus) we found it hard to know when a particular pcc gets used.  I was ONLY modding BioH_EDI_00_NC.pcc when I was testing my EDI head mod and that was apparently used on the Normandy for the scene with EDI in the cockpit where you go and talk to her but that pcc must not have been used in the war room scene you took a screenshot of - it must have used BioH_EDI_01_Explore.pcc (??!!) because that is the only one I found where I failed to get the new body into.  Very confusing.

I have a new partial mod made up that ONLY contains the mesh portion, not the textures.  As soon as I get my texture db rebuilt I'll redo the texture part and combine it with the mesh mod and re-release that.

Modifié par Getorex, 16 janvier 2014 - 05:57 .


#1280
AVPen

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Just out sheer mordid curiousity.... I see that at one point you had made an updated version of Diana Aller's body for better proportions (though it seems that you also took it down), but has anyone ever tried to actually improve her face?

Even with a better body, her face is still one of the most hidious models in the entire ME series (even her grating, non-acting voice and personality could at least be made slightly more tolerable if her face didn't look like she was having a severe allergic reaction, lol)

#1281
Getorex

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AVPen wrote...

Just out sheer mordid curiousity.... I see that at one point you had made an updated version of Diana Aller's body for better proportions (though it seems that you also took it down), but has anyone ever tried to actually improve her face?

Even with a better body, her face is still one of the most hidious models in the entire ME series (even her grating, non-acting voice and personality could at least be made slightly more tolerable if her face didn't look like she was having a severe allergic reaction, lol)


HAH!  I agree.  She hits the "uncanny valley" really REALLY hard.  I twiddled with her face early on but haven't proceeded since.  I could give it another go during some spare time once I get my game repaired, Texmod updated, and the EDI mod finished.  I just finished (last evening) re-weighting Aller's body and fixing her face weights (skin wrap in 3ds rarely ever gets details of face weighting right so I always have to go back afterwards and fix the damage.  The rest of the body is fine but the face...).  

I took Allers down because the mod is apparently borked.  I ran it on my game and the result is the screenshot on the previous page: bizarre semi-invisible Allers (an improvement actually).  I'm hoping that a do-over will make her usable and tolerable (though...who the hell cares really? :whistle:).  

I even tried doing an Allers haircut like I did Ashley's hair for EDI...doesn't work as well as Ashley's hair does cut short but maybe it can be salvaged.  

I COULD try replacing Allers' face/head with the generic female face in the game that is stuck on a lot of NPC females.  I could also try using Eva's face texture as a replacement for the Allers face texture...

Modifié par Getorex, 16 janvier 2014 - 08:39 .


#1282
Almostfaceman

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Getorex wrote...

AVPen wrote...

Just out sheer mordid curiousity.... I see that at one point you had made an updated version of Diana Aller's body for better proportions (though it seems that you also took it down), but has anyone ever tried to actually improve her face?

Even with a better body, her face is still one of the most hidious models in the entire ME series (even her grating, non-acting voice and personality could at least be made slightly more tolerable if her face didn't look like she was having a severe allergic reaction, lol)


HAH!  I agree.  She hits the "uncanny valley" really REALLY hard.  I twiddled with her face early on but haven't proceeded since.  I could give it another go during some spare time once I get my game repaired, Texmod updated, and the EDI mod finished.  I just finished (last evening) re-weighting Aller's body and fixing her face weights (skin wrap in 3ds rarely ever gets details of face weighting right so I always have to go back afterwards and fix the damage.  The rest of the body is fine but the face...).  

I took Allers down because the mod is apparently borked.  I ran it on my game and the result is the screenshot on the previous page: bizarre semi-invisible Allers (an improvement actually).  I'm hoping that a do-over will make her usable and tolerable (though...who the hell cares really? :whistle:).  

I even tried doing an Allers haircut like I did Ashley's hair for EDI...doesn't work as well as Ashley's hair does cut short but maybe it can be salvaged.  

I COULD try replacing Allers' face/head with the generic female face in the game that is stuck on a lot of NPC females.  I could also try using Eva's face texture as a replacement for the Allers face texture...


LOL I'm going to try the mod that cuts her out of the game entirely. But if you do anything with this I'll try it out for grins and giggles. :D

#1283
Almostfaceman

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I did make sure it was the EDI mod keeping my game from loading - your Ash romance mod loaded just fine. But you're re-working it anyway so no prob I'll stand by and test it when you're done. I wanted to re-load hi-rez textures anyway and make sure I left certain characters alone so I could later apply your texture/mesh mods.

#1284
Getorex

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DLCs almost repaired...then I can rebuild the Texmod DB and THEN finish the EDI head/bod mod do-over. Looks like tomorrow sometime.

Twiddling thumbs waiting for the repair to complete, I've started work on something I HOPE will work as a transition between Eva and new EDI.  What I want to do is use this head on Toasted EDI, the EDI that appears briefly as Eva and as a robot corpose at the end of the Mars mission.  I hope to map Toasted EDI's skin to this head in which Eva's hair, with modification, is used instead of helmet hair EDI.  I've taken the hair mesh of Eva and moved/stretched it forward to cover more forehead - completely covering the Eva hairline with hair mesh.  I need to try and map some of the Toasted EDI skin to work with Eva's scalp, copy-paste EDI's toasted hair helmet texture into it and stick the hair mesh on top of it in the UV map.  

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Modifié par Getorex, 16 janvier 2014 - 11:27 .


#1285
Almostfaceman

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Getorex wrote...

DLCs almost repaired...then I can rebuild the Texmod DB and THEN finish the EDI head/bod mod do-over. Looks like tomorrow sometime.


No prob I'll keep an eye out.

#1286
Getorex

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Almostfaceman wrote...

I did make sure it was the EDI mod keeping my game from loading - your Ash romance mod loaded just fine. But you're re-working it anyway so no prob I'll stand by and test it when you're done. I wanted to re-load hi-rez textures anyway and make sure I left certain characters alone so I could later apply your texture/mesh mods.


Well, since I've returned EDI's pccs to vanilla and repaired the DLCs, I will have to run the mod on my own system rather than use everything directly imported in the process of creating a mod.  I'll know if it is dorked up after that.

#1287
Getorex

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After much pain and suffering (repair of my entire install) I have reconstructed the EDI head/body mod and run it on my system. All the meshes and textures to go with them: http://www.mediafire...dy-Mod-Full.zip
DLC portion will be forthcoming.

I am having an issue with the DLC mod.  The mesh is modded, no problem (DLC_CON_APP01) but the scalp texture remains the original.  I cannot find any instance in Texplorer of EDIa's scalp that is not the new/correct mod scalp so I don't know where this is coming from.  Anyone able to shed light for me?

Modifié par Getorex, 17 janvier 2014 - 03:41 .


#1288
Getorex

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I've begun posting DLC mods in the OP. For some reason my mod for DLC_CON_APP01 is only partially working for EDI. The texture for her scalp is remaining as the original (I DON'T KNOW WHY!). I cannot find any of her textures in Texplorer that are not correct.

So far, I've produced two DLC mods for Liara (her metallic blue alternate uniform and her shade armor, different DLCs).  See the OP.

Modifié par Getorex, 17 janvier 2014 - 07:05 .


#1289
Almostfaceman

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Hey you have more experience with Me3explorer than I do, do you use the svn? If so, do you update the svn by just using the "update" feature (which seems to create a lot of conflicts) or do you delete the previous copy of your svn and just re-download the whole thing?

I'm trying to figure out a way to not have to go through the first time setup experience over and over again. Bleh.

#1290
Getorex

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Almostfaceman wrote...

Hey you have more experience with Me3explorer than I do, do you use the svn? If so, do you update the svn by just using the "update" feature (which seems to create a lot of conflicts) or do you delete the previous copy of your svn and just re-download the whole thing?

I'm trying to figure out a way to not have to go through the first time setup experience over and over again. Bleh.


I use svn and once you have it installed then all you do is once a week or more often, right-click the folder containing ME3explorer (with the green arrow from TortoiseSVN) and hit "update".  Done.  You should not have to remove/delete anything.  There should be no conflicts.  Once you are using svn it should work and update just fine.  

Modifié par Getorex, 17 janvier 2014 - 07:17 .


#1291
Getorex

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Perhaps someone could help me with the DLC texture issue I'm having. I could provide all the textures for the mod and instructions on which textures to replace in Texplorer (with modmaker mode on) and when you're done, you save the mod list into something like EDI-head-body-mod-textures.mod. I could then download it, add the mesh portion and MAYBE I'd get a full mod applied where ALL textures work as intended. Somewhere in my system I've ended up with a stray texture for EDI's scalp that I cannot find so in at least one DLC (APP01) she has the wrong texture on her scalp. I CANNOT find this stray in Texplorer so the glitch is impossible for me to fix.

Any takers? The textures involved are for her scalp and uniform (diff, norm, spec).

#1292
Almostfaceman

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Getorex wrote...

Perhaps someone could help me with the DLC texture issue I'm having. I could provide all the textures for the mod and instructions on which textures to replace in Texplorer (with modmaker mode on) and when you're done, you save the mod list into something like EDI-head-body-mod-textures.mod. I could then download it, add the mesh portion and MAYBE I'd get a full mod applied where ALL textures work as intended. Somewhere in my system I've ended up with a stray texture for EDI's scalp that I cannot find so in at least one DLC (APP01) she has the wrong texture on her scalp. I CANNOT find this stray in Texplorer so the glitch is impossible for me to fix.

Any takers? The textures involved are for her scalp and uniform (diff, norm, spec).


I can try if you tell me what to do, though I don't know how I'd get the mod to you except maybe email it to you.

#1293
Getorex

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I'm just going to do a repair on my DLC and redo the database again. I've got everything stored in a folder so I don't have to hunt around and I wont apply textures piecemeal and get multiple entries and have any problems. Truly obnoxious.

#1294
Almostfaceman

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Getorex wrote...

I'm just going to do a repair on my DLC and redo the database again. I've got everything stored in a folder so I don't have to hunt around and I wont apply textures piecemeal and get multiple entries and have any problems. Truly obnoxious.


Yeah, I feel ya on that one. Sorry I'm not more help on this.

#1295
survivor_686

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Getorex wrote...

survivor_686 wrote...

- Stet -


OK, there is clearly some sort of switch involved when a pcc has a helmet (or mask like Liara's) that affects the hair (or tentacles). 

I wonder about something you could try.  If it fails then you just replace the pcc with the original and TOCbinUpdate.  Take her default armor pcc and make a copy - name it the same as the pink catsuit pcc file.  Add your Ajax armor and helmet mod to that.  If the game will accept it then it will do the magic hair elimination for you.

I've never tried this but have wondered if it would work.  The benefit is that the default armor pcc already has whatever switch included that allows the helmet to go on and off, turning the hair on and off, as needed.  

As for the Ashley romance mod v2...I just ran it on my system and it applied without trouble.  I cannot, yet, try it out but I had no problem applying it.  I can provide the components so you can download and apply them manually if you wish.  I have no idea why there's a problem for you.  I believe Almostfaceman was able to apply it without issue as well.  I'll get all the components together (mesh and textures) and provide a link shortly so you can do it that way.


Thanbk you for the suggestion, but unfortunately the PCC still tries to reference the "Blue armour" textures. I have yet to figure out how to edit the PCC so that it uses other textures instead.

Romance mod works fine however.

Good luck

#1296
Getorex

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survivor_686 wrote...

Getorex wrote...

survivor_686 wrote...

- Stet -


OK, there is clearly some sort of switch involved when a pcc has a helmet (or mask like Liara's) that affects the hair (or tentacles). 

I wonder about something you could try.  If it fails then you just replace the pcc with the original and TOCbinUpdate.  Take her default armor pcc and make a copy - name it the same as the pink catsuit pcc file.  Add your Ajax armor and helmet mod to that.  If the game will accept it then it will do the magic hair elimination for you.

I've never tried this but have wondered if it would work.  The benefit is that the default armor pcc already has whatever switch included that allows the helmet to go on and off, turning the hair on and off, as needed.  

As for the Ashley romance mod v2...I just ran it on my system and it applied without trouble.  I cannot, yet, try it out but I had no problem applying it.  I can provide the components so you can download and apply them manually if you wish.  I have no idea why there's a problem for you.  I believe Almostfaceman was able to apply it without issue as well.  I'll get all the components together (mesh and textures) and provide a link shortly so you can do it that way.


Thanbk you for the suggestion, but unfortunately the PCC still tries to reference the "Blue armour" textures. I have yet to figure out how to edit the PCC so that it uses other textures instead.

Romance mod works fine however.

Good luck


It's convoluted but there is a way you can do it but I need to be at my computer to write out the explanation.  It's a variation of what I'm doing for the EDI head/body mod.

#1297
survivor_686

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@Getorex

Thank you. Take your time. Let me3explorer sort itself out

BTW: Some of the things I found that can cause me3explorer to corrupt files
- Antivirus packages. textplorer and modmaker are especially vulnerable to this. The new svn supposeldy fixes this, but whenever I load up me3explorer, I always isolate my PC and then shut off the Antivirus suite.

#1298
Almostfaceman

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Okay, finally, after working through some me3explorer problems, I was able to install the EDI head/body mod and I can report it works in the Normandy after the Ash romance scene (those ash mods still work) and during the Cerberus base mission. No crashes or lockups. She (EDI) looks just like you've got pictured in the OP - looks great.

#1299
Almostfaceman

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Are any other mods ready to be tested or are they still based on older builds? I was going to test Liara mods next but I want to double-check before I did that.

#1300
Getorex

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You could try the Liara DLC mods in the OP. Those are new. I'm in yet another rebuild of my database after taking everything back to vanilla (Texplorer crashed on me at the worst time and so I have to start over again).