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Attempting to mod actual body meshes


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#1851
Getorex

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Tup3xi wrote...

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.


I'm at a standstill on that right now because of the possibility of the last part.  Actually, two people reported black textures.  I posted a tpf with the correct textures in them (and they work on my system fine) but one of the people had been having the same issue (haven't heard from the other or anyone else).  The last guy DID end up having some kind of problem with some of his textures, it seems, as a result of a texture mod he applied several days ago.  That may have screwed up other things so until he is back and testing it again, OR until someone else comes along with the same problem, I have no idea if there really is a problem anymore.

#1852
Getorex

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Ajax replacement, ME1 HVYa armor with Urban camo (thanks Tup3xi for aid):
Image IPB

Image IPB

Image IPB

It's ready...I may try and darken the pattern and do something about the helmet visor...it's dark behind the visor so I cannot see the face. Not even a hint of a face so I begin to wonder if it exists in there at all.

#1853
survivor_686

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@Tup3xi

Thanks again for the editing and fixing the textures.

I hope it wouldn't be too much to ask for the raw GIMP files for textures. I plan to edit the diff so that its a close match to the Hazard armour from ME1, and I don't want to keep annoying you for the textures.

Thanks

survivor_686

#1854
Tup3x

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survivor_686 wrote...

@Tup3xi

Thanks again for the editing and fixing the textures.

I hope it wouldn't be too much to ask for the raw GIMP files for textures. I plan to edit the diff so that its a close match to the Hazard armour from ME1, and I don't want to keep annoying you for the textures.

Thanks

survivor_686

I'll see what I can do. I have one that I've used as example file, for the diff only though. If that's fine, I'll upload it.

Getorex wrote...

Ajax replacement, ME1 HVYa armor with Urban camo (thanks Tup3xi for aid):
Image IPB

It's ready...I may try and darken the pattern and do something about the helmet visor...it's dark behind the visor so I cannot see the face. Not even a hint of a face so I begin to wonder if it exists in there at all.

Not bad at all!

Modifié par Tup3xi, 17 février 2014 - 08:48 .


#1855
Getorex

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I've posted the armor mod at Nexus and will soon right here.

Oh, and now that the spec seems to be out of the way, I may now go ahead and start working on/providing a few other diff texture options (Colossus, Jungle Camo, etc).

Modifié par Getorex, 17 février 2014 - 08:53 .


#1856
Getorex

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survivor_686 wrote...

@Tup3xi

Thanks again for the editing and fixing the textures.

I hope it wouldn't be too much to ask for the raw GIMP files for textures. I plan to edit the diff so that its a close match to the Hazard armour from ME1, and I don't want to keep annoying you for the textures.

Thanks

survivor_686


Survivor, your's looks pretty damn close to ready.  When it is ready, if you want I could post it at Nexus under my account but with your credit if you don't have (or setup) a Nexus account.

#1857
survivor_686

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@Getorx

Actually I encountered another issue. Notice in the screenshots she's got some weird "extra" mesh poking out from her breastplate.

I think it might be a bone weighing issue (extra mesh material?)

Right now I need to warp/modify the mesh so that it matches her dimensions from ME3 (slightly bigger thighs, larger bust etc...)

And I am gonna be a little bit more ambitious with my mods
- Am actually gonna edit the squad selection image to try and reflect the new armour.

Modifié par survivor_686, 17 février 2014 - 10:20 .


#1858
Getorex

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survivor_686 wrote...

@Getorx

Actually I encountered another issue. Notice in the screenshots she's got some weird "extra" mesh poking out from her breastplate.

I think it might be a bone weighing issue (extra mesh material?)

Right now I need to warp/modify the mesh so that it matches her dimensions from ME3 (slightly bigger thighs, larger bust etc...)


Are you using a cut-off breast head in the mod or her cleavage head?  Remember my issue with the Alliance uniform with her cleavage poking through.  If you want you can either pull out the head from the Alliance uniform mod (if you are using mine) and use that head.  The poke-through should go away.

Modifié par Getorex, 17 février 2014 - 10:14 .


#1859
Getorex

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Survivor, what armor are you replacing with the ME1 armor for Ashley? Someone at Nexus actually just asked me if I could do an armor for Ashley and so I mentioned your work and pointed him to your last Ashley armor pics...so close to usable.

#1860
survivor_686

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Getorex wrote...

Survivor, what armor are you replacing with the ME1 armor for Ashley? Someone at Nexus actually just asked me if I could do an armor for Ashley and so I mentioned your work and pointed him to your last Ashley armor pics...so close to usable.


Most of the credit belongs to Tup3xi. Without his/her help I would have called it quits a long time ago.

My plan:
1. Ashley Battlepack (ETA: 1-2 weeks)
- Replace the blue officer suit (only on combat missions) with the Blue Ajax Suit
- Replace the Pink suit from the CE with the Hazard suit
- Add the raw files (PSK, MAX, UDK and Textures for users to modify as they see fit)
- Edit the squad preview images (the one on the selection screen) to reflect the new choices
- And of course add a note fo thanks to everyone whom helped/fixed the mod problems and issues

2. Fear the Reapers mod (Experimental...ETA: Within month)
- With the new DLC weapons, the Reapers are severely underpowered (especially if you give Ash a Typhoon)
Attempt to either:
- Double the number of humonoid husks (Cannibals, Maruaders and human-esque husks).
- Enable Marauders to vomit out Seeker swarms (Import Collector captain PCC, edit the meshes to match maruauder's form and weapon)
- Give the marauders a unique gun (I actually was gonna ask you for some pointers on creating meshes from scratch). I always felt that the marauders using phaeston assault rifles was a bit of letdown.
- Edit marauder attributes so that their guns are more like machine guns! Might even give them a modified Revenant.

Thing is RL is getting pretty intense; so ETAs may slide a bit.

Modifié par survivor_686, 17 février 2014 - 10:53 .


#1861
Getorex

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Preview of Colossus (need to do the helmet again...but better):
Image IPB

Image IPB

#1862
Almostfaceman

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Me likey that Colossus!

#1863
ashley66444

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Getorex wrote...

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


Ok, so this is my first post here, so bear with me.

It looks like you guys are having some difficulties with the materials and speculars. I'm a video game programmer (by hobby.)  I just started modding mass effect 3 a few days ago and I've been having a blast and wanted to share my knowledge with you guys on materials so you don't have to "pick a less complicated armor" or make weird speculars to compensate for the material properties. This way you can mod any of the armors you like much easier.

So, someone mentioned before that the material's specular's were hardcoded. Good news: they aren't! There just isn't a nice built in tool in me3explorer to modify them. However, more good news: they are still easily editable! :)
It seems hard at first but it really isn't once you get the hang of it.

Here is how to fix/change the material specular settings for any material:
DISCLAIMER: this involves hex editing, so if you aren't familiar with it, you can stay away, but this is actually (i think) simple enough that anyone could do it.
DISCLAIMER #2: Backup your PCC files!! We will be most likely dealing with BIOG_HMM_ARM_SHP_R and BIOG_HMF_ARM_SHP_R

Figuring Out Which Material Your Mesh Uses:
1. Open up Mesh Explorer, open the .pcc file (ex. BIOG_HMM_ARM_SHP_R.pcc, BIOG_HMF_ARM_SHP_R.pcc) and select the mesh that you are having problems with/want to change.
2. Under the section called materials you should see 1-3 entries with a number next to them (the first one is almost always the main one you are looking for--the other two are usually the head gear and visor materials).
3. Once you select the material, in the upper right you should see the name for that material... these are almost always [HMF/HMM]_ARM_FBD[a-h]_MAT ... a few might have _1a on the end of them but they are easily identified by the "_MAT" portion at the end of the name.
4. Now you know what material you are using! Yay! WRITE IT DOWN. Btw... you can also change your mesh's material to use a different one in this menu using the "Set as material" button.

Finding the Material's Spec Color/Other Colors
1. Now that you know your material you can close down Meshsplorer and open up Pcc Editor 2.0. Open the same PCC file you just opened and search for your material. Make sure you get the one with _MAT in it.
2. You should now see the Hex of this Material to the right. Almost every material stores it's specular color at address c8 (ill get into that in a bit).
2b (Optional) If you want to verify (or see what else you can modify) you can hit the "Interpret" button at the top and then "Start Scan" to get an idea of whats going on in the hex. In the first tree (VectorParameterValues) you should see 3 or more trees under that. The second one (id: 1) is almost always "Phong_Spec_Color" (see ParameterName)... and under the LinearColor tree are the RGBA values for that specular color. You should notice the first ® value starts at c8. There are two other colors I haven't gotten to mess with yet but one is just labeled as "None" and the other is "cubemap_tint"... Feel free to play with these and let me know what you find.
3. Now that you know where your Specular color is (should start at c8) lets edit!

Changing Your Specular Color:
1. If you have the interpreter open, you can close it and just work with the hex itself. Each color is stored as RGBA (Red, Green, Blue, Alpha) and are stored as 4 bytes in a decimal percentage form. If that sounded like japanese to you thats ok... we have tools to do all this for us.
2. Figure out which color you want to change it to! Dont just set it as white (that's boring) but if you want to it's easiest. The colors are stored as a percentage... for instance if you wanted a pure blue color you would be using (0, 0, 1.0, 1.0) or a darker blue/green would be something along the lines of (0,0.4,0.6,1.0). if you know the # / 255 per color you can simply divide by 255 to get the decimal percentage for each value.
3. Lets get it in Hex form! http://gregstoll.dyn...oll/floattohex/ is a quick tool to get it into hex form... in the 2nd field put in one of your decimal (float) values and hit the button to the right (Convert to Hex). This will give you a hex value however ITS IN THE WRONG ORDER! OH NOES! (Big Endian)... so you can either enter the digits in 2 digits at a time backwards or use this http://www.darkfader...oolbox/convert/ and paste what you have in the field "Hexadecimal word (little-endian)" and what comes out of "Hexadecimal word (big-endian)" will be the order you want them in.
4. Entering them in: starting at c8 (or whichever address your spec starts at) enter your new hex number starting with r, then g, then b, and alpha should almost always be 00 00 80 3F which is 1.0. So if you just wanted to make your specular color all white starting at c8 (exactly halfway throught the line) enter 00 00 80 3F 00 00 80 3F 00 00 80 3F 00 00 80 3F
5. At the top, click Edit -> Save Hex Changes
6. Click File -> Save and overwrite your existing .pcc file.
7. Run TOCbinUpdater (it's ok if it doesnt find changes, but sometimes it does)

So I know that seems super complicated, but its really just entering in new RGBA values for your material. The Phong_Spec color is almost always at c8 and can be quickly modified on any MAT.

I hope this helps. I'm currently working on adding all new Materials/Meshes/Textures so we dont have to constantly overwrite/replace existing ones and can just ADD to the game. If anyone has any questions about this, I will try my best to help.

Also, I am testing the other colors here and will let you know what i find. Happy Modding!

**EDIT: So the cubemap_tint is also another good one to change (commonly at 150) as this affects the reflection color of REALLY shiny stuff.

Also... ME3 seems to read your spec textures in a different way than i've seen before. Basically it reads each individual color channel individually and uses those to apply the spec. As far as i can tell, Red is your texture mask (where your textures are) Green is your semi-shiny stuff.. i.e. the stuff affected by the Phong_Spec above...blue is lights only and Alpha seems to be your super shiny stuff (cubemap_tint)... If you are using Gimp the easiest way to generate a perfect spec is to Go to Colors -> Components -> Decompose and use RGBA values. This will give you the 4 layers i listed above. When you are done editing each just Go back to Colors -> Components -> Compose and make sure you are on RGBA again. Save as DXT5 and you are good to go! :)

Modifié par ashley66444, 18 février 2014 - 02:02 .


#1864
Getorex

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Thank you Ashley...I'll play around with it for future mods or to tweak what I've already done.

#1865
ashley66444

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I figured out what the "None" color is. It's the color of the lights on your armor!!!... i.e. your Blue component of your spec map.

Also the other values in the 2nd table "ScalarParameterValues" on the material controls how shiny stuff is, such as how bright the specular is or how bright your lights are. So far I've found i've confirmed that the "Emissive" value directly controls how bright the lights are. I tried changing "Phong_Spwr" to no effect, but "Spec_Add" and "Power" seemed to control the overall shininess. Not sure which ones controls which yet but I had a really dull armor that i bumped those up on and it really made the metal parts shine.

Those values are a bit harder to change as to figure out exactly which hex values to edit you need to go to the next entry in the list and the 4 bytes before that are the ones you need to change. For instance, if the last entry in the "Emissive" table is at address 328, you will be changing the hex values at 324-327.

I'll make a vid in a bit to show off some of the different armors I have in my game.

Vid:



:)

Modifié par ashley66444, 18 février 2014 - 03:13 .


#1866
Getorex

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Ladies and gents, I give you Colossus. Available on the OP and at Nexus.

Image IPB

Image IPB

Modifié par Getorex, 18 février 2014 - 03:41 .


#1867
survivor_686

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Tup3xi wrote...

survivor_686 wrote...

@Tup3xi

Thanks again for the editing and fixing the textures.

I hope it wouldn't be too much to ask for the raw GIMP files for textures. I plan to edit the diff so that its a close match to the Hazard armour from ME1, and I don't want to keep annoying you for the textures.

Thanks

survivor_686

I'll see what I can do. I have one that I've used as example file, for the diff only though. If that's fine, I'll upload it.


Sorry for not clarifying:
- I recall your mentioned separaing the cloth and armour plates into separate layers.
- If its of no problem for you, I would be grateful that file
- I want to colour the armour plates to a different shade, whilst still retaining the black colour of the cloth.

I do have a file similar to what I just described, but its just that yours is so much better!

Thanks

survivor_686

PS: Ever considered posting a tutorial of what you did wrt to the Spec and the ME1 textures? A resource like yours deserves to be shared.

#1868
survivor_686

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Getorex wrote...

Ladies and gents, I give you Colossus. Available on the OP and at Nexus.

Image IPB

Image IPB


Hot Damn! Thats a well put together mod right there.

Also: Ever considered changing to mod so that it effects:
- the armour pieces won from the competition?
- chanes the  cerberus assault armour (the one that orignated from ME2)?
- changes the collector suit? (I never touched that thing)

#1869
Getorex

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Survivor - totally forgot about the collector armor (never use it either...who would?). That is the perfect one to replace because I actually like the Ajax (just hate the Cerberus color scheme). I'll hunt the collector down and do a swap and offer that one instead. The me2 cerberus armor is also a good target for its suck factor. All Cerb armors in me2 sucked and I don't welcome them in me3.

Tup3xi - id love to know your method for separating the cloth from the plate in an armor texture. I've always tried using magic want to select contiguous regions but the wand is rarely any good. Surely you aren't doing a bunch of freehand draw selections?

#1870
Tup3x

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^^Two layers and eraser. I like this method more than magic wand for some reason. I guess I could use it too and then delete the selected area but I'd likely still need to do the edges with eraser.

Here's the gimp file:
http://www.mediafire...9m2w9s/file.zip

By the way, when it comes to these old ME1 armours, it could look nice if the spec map alpha channel would be completely black (except bling bling ight areas) considering how they looked in ME1.

Modifié par Tup3xi, 18 février 2014 - 12:28 .


#1871
Getorex

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Eraser...of course. I hadn't thought of that. Set the size big and wipe out huge areas quick and easy.

I'll try a black alpha but the thing with Colossus is it's hard to see in me1 because the lighting is always dark. Detail is lost in the dark. I increased brightness on it before releasing to make it more visible as it is.

#1872
Tup3x

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Eraser/anti-eraser is probably my favourite tool, lol.

At least on my screen I do not have that problem with Colossus. I've had TN monitors before that showed solid black for dark tones which made dark tones crush. Last TN screen that I owned was the opposite though, dark tones were way too bright and looked absolutely hideous (dithering and banding everywhere too). After that experience I'm not touching TN panels ever again. Bought decent IPS and I'm not looking back.

#1873
Dust Mephit

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Please excuse me for butting in folks, I'm not entirely sure I'm in the right place but you seem like knowledgeable folks and I'm hoping this is a simple question.

I'm working on a project for which it would be really cool if I could get a FRAPS'd recording of Tali and Garrus dancing, in this case the Femshep dance from the Citadel DLC. My question is: is it even remotely possible to replace Shepard with Tali for that brief scene? I've looked into a number of options (and tried some basic modding) but so far come up blank. If it is, even theoretically possible, I'd really appreciate it if you could point me towards a tutorial, or other resource I could use to make it happen.

Thanks in advance.

#1874
Getorex

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Dust Mephit - I believe it should be fairly easy to swap Shepard for Tali and, in fact, I suspect someone already did fairly early because I've seen an animated gif and vid at some point last year where it looked like that had to be done. Tali looked much much better doing the dance than Shepard did. As For Garrus, you could probably swap the npc body for Garrus too. It helps that Tali and Garrus have the same bones as Shepard. You'd have to re one Ashley, for instance, with Tali's bones or Femsheps because she has about a half dozen extra bones devoted to her hair. Me3explorer complains if you try to import a mesh with the wrong number of bones - if you did it it crashes the game.

Basically do a mesh swap and a texture swap and see if that's all it takes.

#1875
ashley66444

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Great, GREAT News! I figured out how to add completely new materials, textures, and meshes without overriding the old ones! We can now have all new meshes/textures and keep the old ones if you want! Great for just adding new stuff to the game without getting rid of the old (like new armors without overriding existing ones)!

Because it's all in hex and really complicated right now to do so, I am going to add a bunch of "blank" meshes and materials to the base Armor and Clothing .pcc's starting with Femshep and I'll release those. This way you can replace these new ones without overriding new stuff. :)

Also, as soon as I get the process down to a quick method, I'll write up a tutorial on how to add new stuff.

*EDIT: Two quick notes. When you add new textures you have to rebuild the database. :( I wont be able to release anything until at least tomorrow as I have some real work stuff that just came up. :(

Modifié par ashley66444, 18 février 2014 - 10:03 .