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Attempting to mod actual body meshes


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#1826
Getorex

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iakus wrote...

Probably a dumb question, but I gotta ask:

I'm a little unclear on these DLC packages. Does this mean that if I want Ash to wear the Alliance uniform and have the ponytail in From Ashes or Citadel, I need those extra files as well?


Yes.  If you leave things as they are then she will be wearing her normal long hair and either the catsuit (default uniform) in the DLC (Citadel) or her shade armor and long hair (From Ashes).  You need to replace the DLC pcc files with those provided to make the changes to the DLC.  

Don't fear doing it as it is pretty easy and the instructions are provided.  Keep either a backup copy of the entire DLC Default.sfar file (can be pretty big) or original copies of the pcc files you are replacing with the modded ones so you can easily go back to normal if you want.  You can always run "repair" on the DLC but you will lose any and all other mods made to it if you do.

#1827
Getorex

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This one is driving me bonkers. Here's the diff:

Image IPB

Here's the spec (as of this moment). I made the original black-and-white and then applied a yellow layer of partial opacity, merged the layers into one, and this is the result.  I've tried various alpha layers with no real effect on game appearance.  I've tried a more sepia look (very close to your spec coloration above) with no joy there either.
Image IPB

There is NO red at all in the spec and the diff is pretty much a grayscale image - urban camo. THIS is how it renders in-game...WHERE'S THE RED COMING FROM? And the damn shine/reflectivity? Nothing I've done to the spec has altered the shine so I have to suspect it is inherent in the material itself and that I'll have to replace the entire pcc with another one from the game that has a more reasonable material and rename it to work in the DLC.  The Ajax armor ISN'T RED.  At all.  No red tint so where is it coming from?
Image IPB

Modifié par Getorex, 16 février 2014 - 07:18 .


#1828
Tup3x

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^^Try making it a lot darker.

survivor_686 wrote...

Just to be clear we're on the same page (and I really appreciate your helping me).
Here's the Diff I've been running with, so far:

Here's the spec I generated for it (I first desaturated the image and then applied differing shades of yellow for the armour plates and the cloth)

And here's the result:

- Her hardsuit became pinkish and the blue cloth still has a blue sheen to it.

I then applied your spec texture (I converted it to a DXT5 textures via GIMP)

And got this:
Image IPB

That looks really weird. I don't know how it end up looking like that. What happens if you use these?
http://www.mediafire...hl/textures.zip
(Diff is DXT1, spec DXT5 and norm V8U8). The spec is really poor but anyway, testing purposes only.

Modifié par Tup3xi, 16 février 2014 - 07:16 .


#1829
VinBron

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Seems to be a color constant in the material. I had the same "problem" when I tried to create a new texture for the female version of the armor. The female version uses the textures just as mask to know where the different colors should go. Could be the same here.

#1830
Getorex

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Tup3xi wrote...

^^Try making it a lot darker.

survivor_686 wrote...

Just to be clear we're on the same page (and I really appreciate your helping me).
Here's the Diff I've been running with, so far:

Here's the spec I generated for it (I first desaturated the image and then applied differing shades of yellow for the armour plates and the cloth)

And here's the result:

- Her hardsuit became pinkish and the blue cloth still has a blue sheen to it.

I then applied your spec texture (I converted it to a DXT5 textures via GIMP)

And got this:
Image IPB

That looks really weird. I don't know how it end up looking like that. What happens if you use these?
http://www.mediafire...hl/textures.zip
(Diff is DXT1, spec DXT5 and norm V8U8). The spec is really poor but anyway, testing purposes only.


It's a very...girly girl look.  Pale, pastel pink.  Nauseating.  Perhaps Ashley has become a Mary Kay seller (cosmetics...they drive pink cars, etc).

#1831
Getorex

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Latest tweak of spec to be solidly sepia and darker.
Image IPB

And appearance in-game:
Image IPB

The standard Ajax from the DLC has "standard" Cerberus colors (white, gold, etc). No red, no tint of red. But VinBron I do have to suspect a hard-coded setting in the material. Either I have to find it and edit it out of existence via HxD or find another pcc to replace it with that doesn't have the retarded material setting.

#1832
Getorex

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VinBron wrote...

Seems to be a color constant in the material. I had the same "problem" when I tried to create a new texture for the female version of the armor. The female version uses the textures just as mask to know where the different colors should go. Could be the same here.


Did you fix it somehow?  Work around it?

#1833
ForgottenWarrior

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I think you must choose arnor with very simple material (without those custom lightning). Maybe not even armor at all but some other stuff. And use this mesh as armor by editing Coalesced. It could work. I'll try to dig in that direction.

Of, wait i forgot about skeleton restriction. Forget about "other stuff". Just simple armor then.

Modifié par ForgottenWarrior, 16 février 2014 - 08:51 .


#1834
survivor_686

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@Tupi3xi

I don't know what you did, but by the seven colonies its looks great!

You got rid of that annoying blue tint to everything:
Image IPB
Image IPB
Image IPB
Image IPB
Image IPB

#1835
survivor_686

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@Tup3xi

I got to ask:
- How did you manage it? How did you get rid of the blue tint? Was the spec map the culprit?
- If I edited the diff texture to match the hazard armour or the Shadow works armour, would I need to adjust the spec and norm textures as well?

Modifié par survivor_686, 16 février 2014 - 09:58 .


#1836
Tup3x

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This is the spec and alpha layer of the spec (black and white). Mixture of orange and green.
Image IPBImage IPB
Make everything non-metallic black or almost black. You can try using completely black alpha channel to see what it does.


Also this is the reason why I wouldn't use DXT for speculars:
Image IPB

You don't necessarily have to edit the spec. Technically you can do some neat stuff with it but it's more like if there was some kind of logo that would be in the spec, you would need to remove it or you could see it kinda like watermark. You don't have to do anything to normal map.

Modifié par Tup3xi, 16 février 2014 - 10:26 .


#1837
Getorex

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Tup3xi: you HAVE to use DXT for speculars or the game wont accept them. Usually DXT5.

Doing what you did (green and orange) I went ahead and tried that on my HVYa male shep armor, urban camo.  The result:

Image IPB

The armor is still extremely shiny/reflective.  The arms particularly so.  It also appears that SOME parts of the armor where the urban camo is white (or nearly so) take on a pinkish tint...but this doesn't apply to the chest or shoulder armor.  Truly strange material in this pcc.  I may have to abandon it.  

Modifié par Getorex, 16 février 2014 - 10:51 .


#1838
Getorex

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I need someone to help out with debugging a mod. Apparently the Traynor mod is rendering black texture instead of the correct textures. I also have received a report that the Tali face mod is also throwing black textures. I cannot debug these myself because they work fine on my system. I have no idea where the problem lay. If someone can try the Traynor and/or Tali mods I'd appreciate a report if 1) they get black renders and 2) for Tali if it is universal, both her default and alternate uniform or just one or the other...and where it happens: on missions or on the Normandy?

#1839
Tup3x

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Getorex wrote...

Tup3xi: you HAVE to use DXT for speculars or the game wont accept them. Usually DXT5.

I have had no issue with using A8R8G8B8 (if alpha channel is needed) or R8G8B8 and texmod myself. Normal maps must be V8U8 though.

How does this look in game:
http://www.mediafire...s9wlgi/ursa.zip
Urban camo (Ursa).

Modifié par Tup3xi, 17 février 2014 - 12:24 .


#1840
VinBron

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Getorex wrote...

VinBron wrote...

Seems to be a color constant in the material. I had the same "problem" when I tried to create a new texture for the female version of the armor. The female version uses the textures just as mask to know where the different colors should go. Could be the same here.


Did you fix it somehow?  Work around it?


No, sorry. I couldn't find a solution at that time. However I am still very interested in this! There was one guy in the ME3Explorer-forum, who tried to create a material interpreter, but I don't now, how that went. Maybe he has a idea, how to solve this. My suggestion would be to try exactly what you want to do: Find a material, which doesn't use constraints, and try to install it for this armor.

#1841
Getorex

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VinBron wrote...

Getorex wrote...

VinBron wrote...

Seems to be a color constant in the material. I had the same "problem" when I tried to create a new texture for the female version of the armor. The female version uses the textures just as mask to know where the different colors should go. Could be the same here.


Did you fix it somehow?  Work around it?


No, sorry. I couldn't find a solution at that time. However I am still very interested in this! There was one guy in the ME3Explorer-forum, who tried to create a material interpreter, but I don't now, how that went. Maybe he has a idea, how to solve this. My suggestion would be to try exactly what you want to do: Find a material, which doesn't use constraints, and try to install it for this armor.



The material interpreter has gone nowhere.  It's been almost a year since anything was posted/updated on it.  

#1842
Getorex

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Tup3xi: your textures look infinitely better (though the shine is clearly encoded in the material itself). The shine/reflectivity is lower and the colors are better, though somewhat washed out. It is certainly usable. I have to know, how did you determine how to change the camo diff colors and the spec to get the effects right? Trial and error or are you following some rule of thumb?  I'll have to edit the helmet textures to color/pattern match but that will not be too hard (for me).

Also, did you create the norm fresh or use an existing one?  I don't have DirectX SDK and haven't found a similar tool I can use (without paying an arm and leg for) that can do normals.  

Thank you...

Image IPB

Image IPB

Modifié par Getorex, 17 février 2014 - 02:24 .


#1843
Tup3x

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Everything is shiny because, well, the spec is crap. It should be adjusted quite a bit. Alpha channel should be a lot darker, only the metal parts should be lighter/grey. Rest should be really dark gray if not completely black. Something like this: http://www.mediafire...cf37n/spec2.zip could work a bit better (probably still way too shiny).

That normalmap is ME1 normal maps. You can't just make normal maps. You'd need to bake them from the original high poly model. You can then add some texture detail in it from the texture but you have to be really careful or it ends up looking really bad and cheap and it only works for something like scratches (or other "flat" 2d detail).

In terms of diff colours it appears to be quiet right, too much shininess. Male variant has grey shoulders.
Image IPB
^^In ME1.

Since I can't test these in game myself, I'm making educated guess what would work. Ajax spec without alpha looks like this (in terms of colouring):
Image IPB
In alpha channel fabric areas are almost completely black if not black. Metallic areas are grey.

Also, without knowing for sure what texture you are trying yourself, it's kinda hard to say what you are doing differently. I'd say that the best way is to take a look at the Ajax spec (in this case since you are replacing Ajax) and see what does what.

Modifié par Tup3xi, 17 février 2014 - 01:12 .


#1844
Getorex

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Tup3xi: thanks for the info. I have been using the norm(s) from ME1...in the HVYa texture folder there are only a few normal maps, each only slightly different from the other due to a different appearance they were going for with the armor. It seems there's just a few there to handle different "classes" of armor appearance so that a bunch of textures share the same normal map.

With the Colossus, I tried duplicating the colors of the Ajax spec but had limited effectiveness, probably because of the crude way I'm applying them. I play a bit more. The pic you show of Ash and femshep is exactly along the lines I'm aiming for. The pattern needs to be clearly visible for it to be of any value as a camo...

#1845
Tup3x

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I think in this case the armour should not reflect much. It doesn't in ME1 and the shininess is probably the reason why the camo doesn't look that clear in ME3.

#1846
Getorex

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Survivor: I just came across a way to "remove" alpha layer in GIMP so you can properly edit the underlying (main) image.

Layer -> Transparency -> Threshold Alpha. Move the slider to zero. Your underlying image is there without colors washed out (what happens when you remove the alpha layer).  Problem, you cannot reverse this.  Moving the slider back up from zero doesn't get you what you had before.  You have to add a completely new alpha layer.

The BETTER way:
1. Layer -> Mask -> Add Layer Mask
2. Transfer alpha to new layer.
3. Layer -> Mask -> Disable Layer Mask

Your alpha disappears and the underlying image is there for editing in full color.  Can then de-select "Disable Layer Mask" and the alpha is returned.

Modifié par Getorex, 17 février 2014 - 03:20 .


#1847
Getorex

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Survivor: nice thing you get out of Blender for use in GIMP.

I saved the UV map for my armor as a png in Blender (simple). It defaults to 1024x1024. Open the png file and add it as a new layer to your diff or spec map you want to work on, make it semi-transparent.

In gimp, select the next layer so you can paint/manipulate the layer underneath the UV map.

Image IPB

#1848
Getorex

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Tup3xi: I'm having an awful time debugging a mod and I hope you know something that may help. Apparently my Traynor-Femshep nude mod (for the bathtub and shower scenes) renders flat black in the game for users. I cannot find anything wrong on my system with this mod installed to explain the problem. Do you have any idea why a character might render black rather than have the correct texture apply?

The material is assigned properly and as far as I can determine the textures install(ed) properly, yet the bodies of both Traynor and Femshep (the HMF_ARM_NKD body) renders black. Any ideas?

#1849
Getorex

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So Tup3xi, with the spec edited as seen in progress above (red, dark red), dark grayscale alpha, this is the current result:
Image IPB

It IS less shiny, though not significantly so. Thanks for your help and info. I'll add the camo pattern to the chest plates and, perhaps a bit more to the back, and call the armor good. Then need to deal with the helmet.

#1850
Tup3x

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Getorex wrote...

Tup3xi: I'm having an awful time debugging a mod and I hope you know something that may help. Apparently my Traynor-Femshep nude mod (for the bathtub and shower scenes) renders flat black in the game for users. I cannot find anything wrong on my system with this mod installed to explain the problem. Do you have any idea why a character might render black rather than have the correct texture apply?

The material is assigned properly and as far as I can determine the textures install(ed) properly, yet the bodies of both Traynor and Femshep (the HMF_ARM_NKD body) renders black. Any ideas?

Have you seen screenshot how it looks like? If the textures are fine then I'd guess that the mesh replacement could be glitching and messing up something. Or maybe things got corrupted for that user.

Modifié par Tup3xi, 17 février 2014 - 07:18 .