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Attempting to mod actual body meshes


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#1751
Getorex

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EDI Head and Body mod, Main Game, pcc bundle: http://www.mediafire...I-Main-Game.zip

#1752
Getorex

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Liara body and helmet mod, main game pcc bundle: http://www.mediafire...a-Main-Game.zip

#1753
Getorex

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Tali full face and body mod, main game pcc bundle: http://www.mediafire...d-Main-Game.zip

#1754
Errationatus

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Getorex - 

First off - mucho kudos for your dedication and perfectionism, even if it does give you a few migraines.  Sorry about those.

Second - again I have to wonder if I don't have some kind of mutant version of ME3.  Aside from your Tali mod - (which works perfectly now for me) I have rarely had problems with your other mods.  Your ponytail mod works like a charm, even in the Citadel DLC (although not in Leviathan, but then I rarely take Ash on that mission anyway and thus don't care.)  Your clear helmet mod worked perfectly from the get-go.  The romance stuff too.  The bink replacement dll's did the trick for all the rest.

Just for the hell of it, I've tried the new PCC replacement method and followed your instructions to the letter.  I couldn't load a single level - endless loading screen.  Over vanilla PCC's too.  Head scratching over that, but the most technical I ever get is making a sandwich.

Granted, I'm still using an older version of ME3Explorer (0106w, dunno the revision number) for your older mods. The new one mangled my game, so I went back to that one.  For mods, it never gave me a hassle.

I just don't get it.  

Also, I'm gonna re-ask a question I asked earlier - what are the possibilities of modding the vanilla Sheps?  Like giving them back their scars or a different beard or ManShep a ponytail, etc?  Or is that just too large a pain in the keister?

#1755
Getorex

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JakeMacDon wrote...

Getorex - 

First off - mucho kudos for your dedication and perfectionism, even if it does give you a few migraines.  Sorry about those.

Second - again I have to wonder if I don't have some kind of mutant version of ME3.  Aside from your Tali mod - (which works perfectly now for me) I have rarely had problems with your other mods.  Your ponytail mod works like a charm, even in the Citadel DLC (although not in Leviathan, but then I rarely take Ash on that mission anyway and thus don't care.)  Your clear helmet mod worked perfectly from the get-go.  The romance stuff too.  The bink replacement dll's did the trick for all the rest.

Just for the hell of it, I've tried the new PCC replacement method and followed your instructions to the letter.  I couldn't load a single level - endless loading screen.  Over vanilla PCC's too.  Head scratching over that, but the most technical I ever get is making a sandwich.

Granted, I'm still using an older version of ME3Explorer (0106w, dunno the revision number) for your older mods. The new one mangled my game, so I went back to that one.  For mods, it never gave me a hassle.

I just don't get it.  

Also, I'm gonna re-ask a question I asked earlier - what are the possibilities of modding the vanilla Sheps?  Like giving them back their scars or a different beard or ManShep a ponytail, etc?  Or is that just too large a pain in the keister?


Sorry about the problem.  Please try running Auto TOC from the ME3explorer Tools menu.  You must have a recent version of ME3explorer (ANY version that has Auto TOC in the main Tools menu AND the TOC -> DLC TOCbin Updater in the Developer Tools menu will do).  Go to "file" and select "Create TOC for basefolder" and navigate to your Biogame folder and double-click on the existing PCConsoleTOC.bin file.  Say OK and let her rip.  That should do it as an endless load screen (vs an outright crash) usually means a TOC problem.

UPDATE: Just so you know, I made these mods and then "applied' them to my own system (copying over the originals) and then started the game to test a bit.  I got an infinite load too until I realized I forgot the Auto TOC part.  I did that and now it works fine (all the mods I've posted so far seem to work - no crashes, no infinite loads).  I just finished testing Tali's face mod...

Modifié par Getorex, 12 février 2014 - 07:54 .


#1756
Getorex

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I'm about to release a mod to the DLC_CON_APP01 (alternate appearance pack 1) that changes Male Shep's armor into Colossus armor from ME1. The helmet is replaced by the full-face helmet and the texture is a provisional Colossus helmet (beat to hell in appearance) that will be improved upon over time.

I'm also going to be releasing (SOON) the DLC components of each of the above mods.  It will be easier/faster to do than the old way.

Modifié par Getorex, 12 février 2014 - 07:51 .


#1757
Almostfaceman

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Woot!

#1758
Errationatus

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Getorex wrote...

Sorry about the problem.  Please try running Auto TOC from the ME3explorer Tools menu.  You must have a recent version of ME3explorer (ANY version that has Auto TOC in the main Tools menu AND the TOC -> DLC TOCbin Updater in the Developer Tools menu will do).  Go to "file" and select "Create TOC for basefolder" and navigate to your Biogame folder and double-click on the existing PCConsoleTOC.bin file.  Say OK and let her rip.  That should do it as an endless load screen (vs an outright crash) usually means a TOC problem.


As I said, I must have a mutant version.  Doing it like you said (trying just before Chronos) removed all the textures and vocals from Admiral Hackett and Shepard and then froze my game.   Using your old mods the old way works perfectly for me.  

Weirdness.

UPDATE: Just so you know, I made these mods and then "applied' them to my own system (copying over the originals) and then started the game to test a bit.  I got an infinite load too until I realized I forgot the Auto TOC part.  I did that and now it works fine (all the mods I've posted so far seem to work - no crashes, no infinite loads).  I just finished testing Tali's face mod...


I did that - AutoTOC as you directed - and the game is now unplayable until I put the vanilla PCC's back.  A mutant is a mutant is a mutant, I guess.  In my case - and this may be unique - there was nothing broke you did that needed to be fixed - at least for my particular version of the game.  

I continue to be boggled.  Fortunately, I saved your mods just before you axed them, so I can at least put my game back the way I had it.  They were pretty bleedin' good.

#1759
survivor_686

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@JakeMacDon

I too have encountered the same bug as you have. Unfortunately that is a side effect of using "DLC Editor".

On the bright side, the fix is easy: Use "DLC Editor 2". It may look intimidating, but its easy to use and a little bit more stable.

Step1: Open up "DLC Editor 2" from me3explorer (its on the latest SVN)

Step 2: Navigate to File -> Open SFAR ->. Select the .sfar file of the DLC you want to edit (the file should be named "Default")

Step 3: The left column will be populated by two sub menus. Click on the 'plus sign' next to the sub-menu named "FileEntries"

Step 4: A list, in the left column, will be generated. Don't be afraid, the name of the PCC will pop up if you hover the mouse over a file (see image)
Image IPB

Step 5: Click the file/PCC you want to replace and then nevigate to File -> Replace Selected. (The name of the modifed PCC, must be the same as the original). Click it

Step 6: Repeat Step 4 and Step 5 for how many PCCs you want to replace

Step 7: Navigate to "File -> Rebuild SFAR" Click it
Image IPB

Step 8: Your SFAR is now rebuilt with modded PCCs. You still need to run "DLC TOCbin Updated", but your SFAR should be stable and ready to roll after.

Have fun!

Modifié par survivor_686, 12 février 2014 - 08:39 .


#1760
Getorex

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JakeMacDon wrote...

Getorex wrote...

Sorry about the problem.  Please try running Auto TOC from the ME3explorer Tools menu.  You must have a recent version of ME3explorer (ANY version that has Auto TOC in the main Tools menu AND the TOC -> DLC TOCbin Updater in the Developer Tools menu will do).  Go to "file" and select "Create TOC for basefolder" and navigate to your Biogame folder and double-click on the existing PCConsoleTOC.bin file.  Say OK and let her rip.  That should do it as an endless load screen (vs an outright crash) usually means a TOC problem.


As I said, I must have a mutant version.  Doing it like you said (trying just before Chronos) removed all the textures and vocals from Admiral Hackett and Shepard and then froze my game.   Using your old mods the old way works perfectly for me.  

Weirdness.

UPDATE: Just so you know, I made these mods and then "applied' them to my own system (copying over the originals) and then started the game to test a bit.  I got an infinite load too until I realized I forgot the Auto TOC part.  I did that and now it works fine (all the mods I've posted so far seem to work - no crashes, no infinite loads).  I just finished testing Tali's face mod...


I did that - AutoTOC as you directed - and the game is now unplayable until I put the vanilla PCC's back.  A mutant is a mutant is a mutant, I guess.  In my case - and this may be unique - there was nothing broke you did that needed to be fixed - at least for my particular version of the game.  

I continue to be boggled.  Fortunately, I saved your mods just before you axed them, so I can at least put my game back the way I had it.  They were pretty bleedin' good.


You say it was just before Chronos...was this an Ashley romance run so you were expecting Ashley to show up?  It may help me if I know precisely what part of the packages are causing you problems.  This method of mod should be universal.

#1761
Getorex

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Colossus works in the game fine but the texture needs some work yet. The helmet is fine but the armor itself is oddly shiny/reflective in spots.
Image IPB

Image IPB

#1762
Errationatus

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survivor_686 wrote...

@JakeMacDon

Just to confirm: you used DLC Editor 2, right? The other version screws up the sfar.


I did, using the method you recently outlined.  Made no difference.  My game refuses to work properly under this new form of application. I'm not overly concerned.  As I said, the old mods work perfectly - for me, at any rate.

Modifié par JakeMacDon, 12 février 2014 - 08:53 .


#1763
Getorex

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I got the pre-chronos to work - Ashley shows up but there is a problem with her hair - I ran into something similar with EDI's face. The texture replacement in Asset Explorer seems to go wonky sometimes. I'll re-do that part and it should fix it (worked for EDI's face at any rate).  I'm uploading the texture fix now.  Not sure why this occurs...really odd looking.

Modifié par Getorex, 12 février 2014 - 08:52 .


#1764
Errationatus

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Getorex wrote...

You say it was just before Chronos...was this an Ashley romance run so you were expecting Ashley to show up?  It may help me if I know precisely what part of the packages are causing you problems.  This method of mod should be universal.


This was an Ash romance, yes.  I never actually got to it using the new method because, as I said, it made Hackett textureless and both he and Shepard silent and then just froze the game at the black wipe screen.  All other attempts at loading through different saves gave me the endless loading loop.  Replacing that with your hair mod and Full Romance older mod works perfectly.  Ash's hair is down in the romance scene and a few other places, but I believe that was by design and if not, it doesn't bother me because it's up everywhere else.

Honestly, it's starting to look to me like someone (I have no idea who) tried to fix something that wasn't broken.  I tend to use yours and Ottemis' mods almost exclusively and except for minor issues you fixed before this new method, they all worked flawlessly - for me, at any rate.  

I dunno what to tell ya.  They were seriously good before.

Modifié par JakeMacDon, 12 février 2014 - 08:47 .


#1765
survivor_686

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@Getorex

I think am in the same boat as you. For the hazard armour (its call MedC for some reason), you have composite at least one diff (which is semi transparent), two strip and one tint texture. At least I though it was.

The first three images are diff texture and its resulting Spec and Norm texture.
Image IPB
Image IPB

Then to see what happened I switched the Spec and Diff textures
Image IPB
Image IPB
Image IPB
Image IPB

Basically the texture system used in ME1 is very different from the one used in ME3.

I guess I should resign myself to manually editing the texture myself, but to tell the truth, the prospect of that frightens me.....

Modifié par survivor_686, 12 février 2014 - 08:53 .


#1766
survivor_686

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survivor_686 wrote...

@JakeMacDon

I too have encountered the same bug as you have. Unfortunately that is a side effect of using "DLC Editor".

On the bright side, the fix is easy: Use "DLC Editor 2". It may look intimidating, but its easy to use and a little bit more stable.

Step1: Open up "DLC Editor 2" from me3explorer (its on the latest SVN)

Step 2: Navigate to File -> Open SFAR ->. Select the .sfar file of the DLC you want to edit (the file should be named "Default")

Step 3: The left column will be populated by two sub menus. Click on the 'plus sign' next to the sub-menu named "FileEntries"

Step 4: A list, in the left column, will be generated. Don't be afraid, the name of the PCC will pop up if you hover the mouse over a file (see image)
Image IPB

Step 5: Click the file/PCC you want to replace and then nevigate to File -> Replace Selected. (The name of the modifed PCC, must be the same as the original). Click it

Step 6: Repeat Step 4 and Step 5 for how many PCCs you want to replace

Step 7: Navigate to "File -> Rebuild SFAR" Click it
Image IPB

Step 8: Your SFAR is now rebuilt with modded PCCs. You still need to run "DLC TOCbin Updated", but your SFAR should be stable and ready to roll after.

Have fun!





#1767
Getorex

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Yeah, I'll have to update the Instructions to say use DLC editor 2. I'd hoped to avoid it as it is a REAL pain in the butt to find anything. It's much MUCH easier to find the pcc(s) you want in DLC Editor, original.

#1768
Getorex

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Updated hair texture for Ashley big mod: http://www.mediafire...y-Modv2-fix.zip
New instructions too indicating DLC Editor 2.

This did fix the hair texture issue though her long hair doesn't quite work right with the Alliance uniform (only seen in romance scene).  I'll try and tweak the hair a bit more but otherwise I think it's OK.  Let me know if other issues pop up.

Modifié par Getorex, 12 février 2014 - 09:23 .


#1769
Getorex

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Survivor: I've run into this texture issue twice now with Asset Explorer after using "Add Biggest Image". With EDI's face when you were close to her having a conversation, her texture became a lot of triangles with some being the correct color and others being dark and almost appearing like an "under texture". At slightly greater distances (not LOD2 yet...too close for that) it all looked normal. Same happened with Ashley's hair texture just before I fixed it. Up real close most of her hair was invisible and filled with textured triangles but at slightly greater distance, it all looked normal. Odd.

To fix it I HAD to create a tpf and run it against my own system. I hate to do that but in the future I may have to apply textures to my system that way (endangering my system as before) and then copy the pcc files into a zip file for distribution.

I hope I don't get stuck having to go vanilla again...using Texplorer or tpfs makes me nervous about that.

It's truly insane.  If Texplorer or Asset Explorer worked properly, it would be a very quick and efficient 1-2 step process (replace texture and save...done).  Using TPFTools requires:
1. Open up Notepad or equivalent
2. Open up Texplorer and search for the texture you want.
3. Right-click on image you wish to replace and select "Properties".
4. Copy and past the hex address into Notepad and type a vertical bar.
5.. Open up Windows explorer and navigate to where your replacement image is.
6. Select the name and highlight it, copy and paste the name into notepad after the bar.
7. Save the file with a "def" suffix in the same location as the replacement image.
8. Open Texmod and place it in package mode.
9. Select "Open file" and navigate to the location of the def file (and image(s)).
10. Select "Build" and then enter the name of the tpf file you want.
11.  Open up TPFTools and select "Load TPF" and navigate to where the new tpf is.
12. Preferably hit "Analyze with Texplorer" to make sure it's cool.
13. Select "Install Valid Mods".
14. You are finally done.

It's friggin' nuts to prefer the second process to the first but that is what's being pushed. :pinched:

Modifié par Getorex, 12 février 2014 - 10:26 .


#1770
survivor_686

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@Getorex:

I've run up against that bug before as well. I found that vanillaing the PCC and starting over did the trick.

One potential reason is that Asset Explorer cache is quite small and easily corrupted. You have to save the pcc after every single PCC texture. And the moment you catch so much as an error message, you have to start over.

Tips for Asset Explorer:
- Always keep a backup of the last stable PCC in reserve. I cannot stress this enough.
- Dimensions have to be 1:1 ratio.
- Never downgrade resolution. If the texture before has a 2048 resolution, you cannot go back to a 1024 resolution.
- Be very careful when replacing Normal Texture maps. For some odd reason Asset Explorer will sometimes randomly snap when doing these replacements. If something seems off (ie: odd preview, Index error comes up, Antivirus starts running, etc...), revert back to last stable PCC.

As much as I love me3explorer, there are times when using it, I think it has a mind of its own.

I wish I could be of more help, but to be frank I'm merely an amateur.

Happy modding!

#1771
survivor_686

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I should probably add:

"Didn't found Entry" is normal for Asset Explorer when working with PCCs not in base tree. Its cool.

I dont think I'd have the patience for the TPF method.

Modifié par survivor_686, 12 février 2014 - 10:41 .


#1772
Getorex

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survivor_686 wrote...

@Getorex:

I've run up against that bug before as well. I found that vanillaing the PCC and starting over did the trick.

One potential reason is that Asset Explorer cache is quite small and easily corrupted. You have to save the pcc after every single PCC texture. And the moment you catch so much as an error message, you have to start over.

Tips for Asset Explorer:
- Always keep a backup of the last stable PCC in reserve. I cannot stress this enough.
- Dimensions have to be 1:1 ratio.
- Never downgrade resolution. If the texture before has a 2048 resolution, you cannot go back to a 1024 resolution.
- Be very careful when replacing Normal Texture maps. For some odd reason Asset Explorer will sometimes randomly snap when doing these replacements. If something seems off (ie: odd preview, Index error comes up, Antivirus starts running, etc...), revert back to last stable PCC.

As much as I love me3explorer, there are times when using it, I think it has a mind of its own.

I wish I could be of more help, but to be frank I'm merely an amateur.

Happy modding!


Well, my days of modding ME3 appear numbered.  WV is stating that Asset Explorer will be removed from future releases.  That will ONLY leave the horribly inefficient TPF route to do anything with textures.  That only makes sense for modders who focus on texture modding rather than someone who focuses on mesh modding and only uses texture mods when required.  Unless Texplorer is properly repaired then when Asset Explorer is gone then so is my modding.

#1773
survivor_686

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WV said that a long time ago. It hasn't happened.

EDIT: Can you attach the link to where he said it. At the very least I can protest it.

Modifié par survivor_686, 12 février 2014 - 10:42 .


#1774
Getorex

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I'm involved in a silly argument over it right now at ME3explorer forums. Insult is read where none was actually made or intended.

In any case, I'm about done with what I wanted to do with the game anyway.

Although for your information, you can mod the game without asset explorer of making mods.  With meshplorer you can do all you need with meshes and if you have to you can use TPF stuff to do the texture part, then copy/zip up pcc files.  No more broken mods, no more crashes just when you try to save a mod, no more pcc editor and hunting for lines and all that, just the danger of borked texture database and game (a Texplorer/texture fail can make it impossible to apply any other texture mods...it's happened to me over the last week-and-a-half...and some wonder why I am so resistant to being forced to use clumsy and buggy tools).

Modifié par Getorex, 12 février 2014 - 11:57 .


#1775
Almostfaceman

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I don't want to step into the middle of any arguments, I just want to say I appreciate the work of those working on mods and those working on the modding tools and I'll do my best to give constructive feedback and bug reports to all involved.