Aller au contenu

Photo

Attempting to mod actual body meshes


  • Veuillez vous connecter pour répondre
2048 réponses à ce sujet

#1301
Almostfaceman

Almostfaceman
  • Members
  • 5 463 messages

Getorex wrote...

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).


Okay I'll do that. If you're not already try the latest build if you want to, so far it's proving to be more stable than the last in my experience.

*sigh* the price we pay for modding on the bleeding edge, right? God bless those guys though, I never thought I'd see the day I'd be playing ME3 again.

#1302
survivor_686

survivor_686
  • Members
  • 1 543 messages
@Getorex:

The latest SVN is handling quite well at moment (knock on wood).

Whenever I run textplorer (I use an external HD), I do the following
1. Isolate my computer from the internet
2. Turn off my Antivirus suite
3. Turn off another programs, save 'Keep Alive' (its mean't to prevent my external HD from sleeping after the ops, which when textplorer throws up a prompt causes corruption).
4. Run textplorer, with the debug window open.

Good luck

#1303
Getorex

Getorex
  • Members
  • 4 882 messages
Thanks. I am 2/3s thru the main game scan now. I HOPE the number of EDI textures listed is a MUCH more manageable number than before so I can build a proper mod file that will COMPLETELY replace EDIa's textures, body and scalp.

#1304
survivor_686

survivor_686
  • Members
  • 1 543 messages
@Getorex

I must confess: I am curious as to how you managed the "EDI Trick" (ie: what you suggested in order to make squad helmets hide hair).

Nevertheless I will wait until your me3explorer is 100%.

#1305
Getorex

Getorex
  • Members
  • 4 882 messages
The EDI trick sucked. Or it sucked getting there but now I'm there I know how to do it and how YOU could do it with your mod.

If there's a better/easier way to do this then perhaps someone will jump in and speak before you go down this route...it is a bit of work.

Unintentionally, I changed the textures for EDIa (default EDI) in one DLC but not the rest of the game. I did this in testing the mod in a DLC and converting the rest of the game back to vanilla with pcc replacements with backups OR by doing repairs on the other DLCs. When you change a texture for some armor/body/head, etc, in Texplorer, it applies to ALL instances of that texture in all the pcc files that use the relevant mesh model. So...what you can do is do what I did but on purpose. Before you try to change the textures to go with the mesh, make a copy (if you don't have them already) of all the other pcc files that also use the mesh and textures you are going to replace (including DLC pccs...you will want to import the default/untouched copy back into the DLC sfar file). Apply your texture mods in Texplorer (NOT in modmaker mode), save the change, then replace all the pcc files OTHER than the one you want to mod with the backup, Rebuild the Texmod database. from zero, including the DLC. This will take half-a-dozen hours or so. I prefer to do it as I'm going to bed so the next day it is done.

When you fire up Texplorer again, if you do a search for the texture (for instance, look for ASHd or whatever character the texture name has in it) you should now have twin entries for that texture in the database. The one in the target pcc, for instance, where you changed the texture to a new one, and the normal one in ALL the other pcc files that use that texture.

In the near-ish future, KFreon may eliminate the need for this nonsense because I believe he is looking at storing the textures inside the individual pcc files themselves instead of in the database. This would permit very individualized texture changes (I think).

#1306
Getorex

Getorex
  • Members
  • 4 882 messages
I'm back in business. Finished the database rebuild and have only the desired number of instances of EDIa. I can remake the texture part of the EDI head/body mod and be (reasonably) certain that it will apply throughout the game.

#1307
Getorex

Getorex
  • Members
  • 4 882 messages
Just applied my complete EDI head/body mod on a clean ME3.  The textures look to have applied well across the game.

http://www.mediafire...-mod-Fullv2.zip

Getting the DLC_CON_APP01 part of the mod packaged to upload too.  Alters her armor to fit with the new head.

Image IPB

Modifié par Getorex, 19 janvier 2014 - 11:19 .


#1308
Getorex

Getorex
  • Members
  • 4 882 messages
Here's a companion DLC mod that alters EDI's armor to fit with her new head (if not applied it is likely she will look a bit goofy with all the head-gear that comes with DLC_CON_APP01): /DLC_CON_APP01-EDI.zip

Remember, you must install WarrantyVoider's two dll files in your game's win32 binary directory to mod DLCs: binkw32.rar

Modifié par Getorex, 19 janvier 2014 - 02:33 .


#1309
Getorex

Getorex
  • Members
  • 4 882 messages
Largon, the creator of the other EDI head mod at Nexus, has found some issues in my EDI mod. The first one I already caught and corrected but the other two I had no idea existed. He experienced similar with his and was good enough to point me at how he fixed them so I am starting on that. He tested my first release so the most recent version should not have the gap seen in the first image. The others...I'm working on them.

http://me3explorer.f...7074.html#p7074

#1310
Getorex

Getorex
  • Members
  • 4 882 messages
I've finished a first draft of reweighted LOD2 and LOD3 EDI heads, imported them into the main game and DLCs.  Uploading all now so they will be available now in OP.  Note: minor issue around the armor/neck - I'll fix this quickly and get it out but this mod is perfectly fine (I believe) otherwise.

DLC_CON_APP01 in action:
Image IPB

At great distance (LOD3) with no spike artifacts originally detected by Largon.  Thanks to Largon for the info on how to fix:
Image IPB

Modifié par Getorex, 19 janvier 2014 - 07:20 .


#1311
Almostfaceman

Almostfaceman
  • Members
  • 5 463 messages
Can I just install these over what I've already installed, or do I have to un-install the previous version? Thanks for the mod.

#1312
VonAnsorge

VonAnsorge
  • Members
  • 197 messages
Always nice to see modders helping each other. When I discovered those LOD bugs I was afraid that it would hold up other mesh mods. I am glad that I was wrong :)

#1313
Getorex

Getorex
  • Members
  • 4 882 messages

Almostfaceman wrote...

Can I just install these over what I've already installed, or do I have to un-install the previous version? Thanks for the mod.


You should be able to install over (but you don't want to do that too many times because the pcc files grow every time a mesh mod is applied).  

Note: I've found a glitch in the DLC mods for the Citadel and DLC_HEN_PR.  The DLC_CON_APP01 mod seems to be fine.  DAMN TEXTURES!  If you apply the Citadel or HEN_PR mod, you will get EDI's new head but the textures will be wrong on her scalp.  If you then apply the new textures again from the main game mod the DLC gets the right textures BUT HER HEAD GOES BACK TO ORIGINAL!  Bizarre.  I need to rebuild those mods AFTER i've appllied the main game texture mods, it appears, to correct that odd behavior.


I am reuploading the Citadel and HEN_PR DLC mods now after recreating AFTER applying the main game mod.  They should be in full sync now.  If you downloaded the latest Citadel and HEN_PR DLC mods, do so again as they should be fixed now.

Modifié par Getorex, 19 janvier 2014 - 09:04 .


#1314
Almostfaceman

Almostfaceman
  • Members
  • 5 463 messages
ME3 definitely has its peculiarities, I've seen more than one modder say so.

#1315
Getorex

Getorex
  • Members
  • 4 882 messages

M0rf3usTHEbEST wrote...

Always nice to see modders helping each other. When I discovered those LOD bugs I was afraid that it would hold up other mesh mods. I am glad that I was wrong :)


Yeah...when Largon explained his fix for the issue I thought it might take longer than it did.  I also got around some of the extra work by using LOD 0 (UDK) for LOD 1 AND LOD 2 in the pcc files and only using the cut-down-reweighted LOD2 (UDK) for LOD3.  Less work on my part, makes the pcc files slightly bigger than otherwise but the head is pretty small, all told, anyway so no biggy.

The EDI mod and DLC mods should NOW be in full sync so you may want to download them (again) now.  I replaced the DLCs as soon as I generated them again.  The DLC_CON_APP01 worked (finally) as intended on my system so I believe the others will too.:blink:

Now I have to wonder if that LOD issue pops up with my other head mods (Ashley's ME1 face, for instance).  I don't think I've ever checked it at greater distances to see how the LODs fare in the game...assuming if it worked for LOD1 it would work for all of them.  Gah!  And what about Tali's face mod?  

Modifié par Getorex, 19 janvier 2014 - 09:13 .


#1316
Almostfaceman

Almostfaceman
  • Members
  • 5 463 messages

Getorex wrote...

M0rf3usTHEbEST wrote...

Always nice to see modders helping each other. When I discovered those LOD bugs I was afraid that it would hold up other mesh mods. I am glad that I was wrong :)


Yeah...when Largon explained his fix for the issue I thought it might take longer than it did.  I also got around some of the extra work by using LOD 0 (UDK) for LOD 1 AND LOD 2 in the pcc files and only using the cut-down-reweighted LOD2 (UDK) for LOD3.  Less work on my part, makes the pcc files slightly bigger than otherwise but the head is pretty small, all told, anyway so no biggy.

The EDI mod and DLC mods should NOW be in full sync so you may want to download them (again) now.  I replaced the DLCs as soon as I generated them again.  The DLC_CON_APP01 worked (finally) as intended on my system so I believe the others will too.:blink:

Now I have to wonder if that LOD issue pops up with my other head mods (Ashley's ME1 face, for instance).  I don't think I've ever checked it at greater distances to see how the LODs fare in the game...assuming if it worked for LOD1 it would work for all of them.  Gah!  And what about Tali's face mod?  


Speaking for myself, the far-away LOD issue's are not much of an issue and something that can be fixed at your leisure.

#1317
Joken

Joken
  • Members
  • 68 messages
Any chance of Liara getting an actual helmet to go with her armour?

#1318
Getorex

Getorex
  • Members
  • 4 882 messages

Joken wrote...

Any chance of Liara getting an actual helmet to go with her armour?


That is still on my list.  I want to give her the clear face N7 helmet like everyone else.  I'm not sure how easy or difficult it will be to replace that silly face mask with an actual helmet.  The main issue is her tentacles - will they poke through the back of the helmet?  I think they will but will have to try.

#1319
Joken

Joken
  • Members
  • 68 messages

Getorex wrote...

Joken wrote...

Any chance of Liara getting an actual helmet to go with her armour?


That is still on my list.  I want to give her the clear face N7 helmet like everyone else.  I'm not sure how easy or difficult it will be to replace that silly face mask with an actual helmet.  The main issue is her tentacles - will they poke through the back of the helmet?  I think they will but will have to try.


In the original her helmet was elongated, so I expect that they would poke out :P
Image IPB

Modifié par Joken, 19 janvier 2014 - 11:35 .


#1320
Getorex

Getorex
  • Members
  • 4 882 messages

Joken wrote...

Getorex wrote...

Joken wrote...

Any chance of Liara getting an actual helmet to go with her armour?


That is still on my list.  I want to give her the clear face N7 helmet like everyone else.  I'm not sure how easy or difficult it will be to replace that silly face mask with an actual helmet.  The main issue is her tentacles - will they poke through the back of the helmet?  I think they will but will have to try.


In the original her helmet was elongated, so I expect that they would poke out :P
Image IPB


Is that from ME2?  I could try working with that helmet or alter the N7 along similar lines and see how that goes.

#1321
Almostfaceman

Almostfaceman
  • Members
  • 5 463 messages
Yeah that's from ME2 - I don't remember her helmet being elongated in ME1 - just Garrus's helmet.

#1322
Getorex

Getorex
  • Members
  • 4 882 messages

Almostfaceman wrote...

Yeah that's from ME2 - I don't remember her helmet being elongated in ME1 - just Garrus's helmet.


Her helmet in ME1 was standard like Ash and Shep and Kaiden.  

#1323
Getorex

Getorex
  • Members
  • 4 882 messages
The scene from ME2 with Liara's elongated helmet...that is a cutscene so there is no pcc file from which to pull the model. I'll have to mod the ME3 N7 helmet to fit her head.

Along that route, here is an N7 helmet (blue) nearly done being elongated and modified to fit Liara's head (gray). Have a little ways to go at the back because a couple tentacles are peeking through.  

Image IPB

Modifié par Getorex, 20 janvier 2014 - 02:46 .


#1324
Almostfaceman

Almostfaceman
  • Members
  • 5 463 messages

Getorex wrote...

The scene from ME2 with Liara's elongated helmet...that is a cutscene so there is no pcc file from which to pull the model. I'll have to mod the ME3 N7 helmet to fit her head.

Along that route, here is an N7 helmet (blue) nearly done being elongated and modified to fit Liara's head (gray). Have a little ways to go at the back because a couple tentacles are peeking through.  

*snip image to reduce response size*


Wow, that was quick.

Modifié par Almostfaceman, 20 janvier 2014 - 02:55 .


#1325
Getorex

Getorex
  • Members
  • 4 882 messages
It's done but for the weighting. The real work will be texture related. The breather mask is transparent. I'm not sure I can swap out its texture for the helmet texture so easily.