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Attempting to mod actual body meshes


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#1876
Getorex

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ashley66444 wrote...

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. :(


Cool. That will make it much easier but won't having a bunch of blank mesh slots or dummy mesh slots do odd things in game?  Also, will they show up in the list of armors or clothes available to the character whether there's a "real" object filling that slot or not?

#1877
Silver

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ashley66444 wrote...

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. :(

This is actually really great news, if it works as you describe this could be really beneficial in getting some of the old armors back or create completely new ones instead.
You definetely have to bring this up with WarrantyVoider in the ME3Explorer Forums so he and the others can maybe implement this into ME3Explorer :o
me3explorer.freeforums.org/

#1878
Getorex

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Ashley66444 - once done for femshep wouldn't it be alost just a case of copy-paste the same hex code into male shep? As far as the characters go it appears their only functional difference is shape of body/face mesh and uniform. Id think everything else vis a vis the internal codes like you're talking about would be identical.

#1879
Dust Mephit

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Thanks for the reply, I've already made a little progress. Also pleased at Ashley's discovery! It's good news, even if its implications largely soar over my head. ;)

If you don't mind, I'd appreciate a hand with some of the texture swapping (feel free to point me towards a better place to ask this, I've been registered to the BSN for ages but I hardly ever come here and don't really know my way around).

My first attempt confirmed that the model is probably ok, though I need some way to remove or hide Shepard's head:
Image IPB

The second pass did better with the textures but it's still not right.
Image IPB

The camera is also much lower down than it should be, I don't know why but fortunately I don't need to fix it as I'm only recording cutscenes anyway.

Essentially Tali appears to be a great deal more complicated than, say, Liara, and I'm losing my way somewhere.

(Edit: huh, seems there was no need for me to ask on the me3explorer forums too, you're already here. Welp)

Modifié par Dust Mephit, 18 février 2014 - 10:55 .


#1880
ashley66444

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Getorex wrote...

Ashley66444 - once done for femshep wouldn't it be alost just a case of copy-paste the same hex code into male shep? As far as the characters go it appears their only functional difference is shape of body/face mesh and uniform. Id think everything else vis a vis the internal codes like you're talking about would be identical.


Actually, that's basically what im doing with the hex representation of the mesh... but that's not where i had a problem with adding new stuff. It's a matter of adding new "names" for these meshes and adding the header information for that item (i.e a section that identifies what it is, and where it is). In essence it's all just copy paste with modifying a few values here and there. When i was trying before, it seemed to add them, but then once i saved and re-loaded the .pcc file it didnt "stick" until i had an epiphony this morning that the headers weren't getting updated properly.

The real complexity in it, is just that it's incredibly tedious.

I tested one of the materials and meshes because i didnt have time to rebuild the database for textures (you only need to rebuild for textures) but I'm going to add the entire file structure for a mesh and it's materials and textures tonight/tomorrow sometime and then rebuild the database to ensure that everything is working properly. So far the mesh and material worked wonderfully.

#1881
Getorex

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Dust Mephit wrote...

Thanks for the reply, I've already made a little progress. Also pleased at Ashley's discovery! It's good news, even if its implications largely soar over my head. ;)

If you don't mind, I'd appreciate a hand with some of the texture swapping (feel free to point me towards a better place to ask this, I've been registered to the BSN for ages but I hardly ever come here and don't really know my way around).

My first attempt confirmed that the model is probably ok, though I need some way to remove or hide Shepard's head:
Image IPB

The second pass did better with the textures but it's still not right.
Image IPB

The camera is also much lower down than it should be, I don't know why but fortunately I don't need to fix it as I'm only recording cutscenes anyway.

Essentially Tali appears to be a great deal more complicated than, say, Liara, and I'm losing my way somewhere.


Ah! I forgot the head issue.  Tali's head is integral to her body mesh while all the other characters with a very few exceptions have separate heads.  I don't know what would happen if you replaced sheps head with a dummy head that is just bone, no skin/mesh but if that failed you could replace the head mesh for shep with a simple tiny ball weighted entirely to the head bone so there's at least a minimal mesh associated.  I could throw that together real quick (tomorrow) for you to try. It would be there but hidden inside Tali's head.  

As for the texture issue, I'll think on it but perhaps some else with the answer will jump in.

Camera should be unaffected.  Its odd if it really has shifted down. I've never run into anything similar.

Modifié par Getorex, 18 février 2014 - 11:04 .


#1882
Dust Mephit

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Thanks Getorex, I really appreciate it. Wish there was something I could do in exchange. >_>

I also posed the question over here, if it's easier: http://me3explorer.f...pard-t1080.html I didn't realise there was so much crossover between these two places...

Anyways, thanks again, I'm going to try WV's suggestion and hope to have some progress before tomorrow.

#1883
Getorex

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With some people here like Tup3xi, Ashley66444, survivor, and a few others now and then you can get some good info but its good to post at the me3explorer forums too as people there are doing lots of varied things.

#1884
Getorex

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Overall Tali should be less complicated than Liara in that she's a single piece (mesh). Liara is a body and separate head, like Shep, but it depends on what you're doing. The texture wierdness is...weird. Are you using normal Tali or my modded version? It shouldn't matter so long as the correct texture is used. Default body with TLIa texture, Alternate body with TLIb texture. They are mapped differently and it almost looks like the TLIb texture over the default body/uniform.

#1885
ashley66444

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Complete Success!!

Brand new Mesh, Material, Diff, Norm, and Spec added to Femshep Armor PCC file! :)

From the first screenshot you can see I'm using a new mesh called FBDz (wanted to stick with the Full BoDy naming style and started at the end of alphabet) and a new material (at top) called FBDz_MAT.

Image IPB

I simply threw the blood dragon textures into the diff, norm, and spec textures to test and works wonderfully. (ignore the hair poking through as i was lazy and just didnt take the time to hide it)

Image IPB


And now I have to go do real life work stuff. haha. Hopefully have something for you guys tomorrow. How many new meshes/materials do you think I should add? (like i said, quite tedious to add them)

Modifié par ashley66444, 18 février 2014 - 11:53 .


#1886
Getorex

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Ash...how about something fairly smallish: 3 slots for starters? Allow for several mods but don't go nuts. There won't be a lot of mods sitting in waiting yet because it hasn't been possible.

#1887
Dust Mephit

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You were right, I was using the wrong texture. I saw that the first one didn't work and assumed that I'd picked the wrong one. Turns out it was the right texture, but something else went wrong. I think there may be something wrong with the extraction, since the textures look very different when opened in paint.net (there's a few images on the ME3explorer forum).

Ashley, I know it probably doesn't mean much from a neonate like me, but I'm very impressed!

#1888
Getorex

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Dust, the first mesh image of Tali looked very dark, almost black to me. Is that the case? It may be a material issue that Ashley is working with and that Survivor and I were running into. Not insurmountable. Did you replace the whole set (diff, norm, spec)? If so then it's likely material settings.

#1889
Dust Mephit

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It is pretty much black, yes. I replaced the norm and spec without issues, the diff was problematic. Trying to make do with the "add biggest image" option, as 'replace' kept running into errors. I suspect the problem may lie in the extraction, since Tali's texture is all purple and nice, but by the time it gets to CTHk it's gone almost completely blank, and it's not like I'm editing it along the way.
Image IPB

#1890
Getorex

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Dust - you need to check the original shep texture you're replacing vs the tali version you are using (in gimp or paint.net, etc). The tali black effect looks like an alpha issue. Does the step texture have an alpha layer? You could remove the alpha from tali's and try it straight that way. Until Ashley66444 puts up his/her material editing tutorial you are best with duplicating the original textures as much as possible (diff and spec...norm is usually not a problem).

#1891
Getorex

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Dust...what pcc file are you editing to do the tali swap?

#1892
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Survivor - any idea what pcc file Collector Armor is housed in?

#1893
ashley66444

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Getorex wrote...

Survivor - any idea what pcc file Collector Armor is housed in?


For femshep: BIOG_HMF_ARM_SHP_R.pcc

For broshep: BIOG_HMM_ARM_SHP_R.pcc

Both should be the FBDd model/mat/textures

#1894
ashley66444

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Also, just a quick update: Not sure if minor or major setback yet, but I was working on things this morning before work and while the first new model/mesh/textures seemed to work great, the 2nd on seemed to pick up a weird specular (seemed to pickup the specular from previous model) and the 3rd+ just got progressively worse. I think I'm missing something and I have it narrowed down to a few possibilities, so I will test stuff later this afternoon and hopefully have a .pcc file for femshep armor tonight (if not tonight, then tomorrow) :)

#1895
Getorex

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I'm blind.  I kept looking in that file and missing it.  

Modifié par Getorex, 19 février 2014 - 03:36 .


#1896
Getorex

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ashley66444 wrote...

Also, just a quick update: Not sure if minor or major setback yet, but I was working on things this morning before work and while the first new model/mesh/textures seemed to work great, the 2nd on seemed to pick up a weird specular (seemed to pickup the specular from previous model) and the 3rd+ just got progressively worse. I think I'm missing something and I have it narrowed down to a few possibilities, so I will test stuff later this afternoon and hopefully have a .pcc file for femshep armor tonight (if not tonight, then tomorrow) :)


Worst outcome, as is, still sounds pretty good: add one flawless (apparently) extra armor/uniform slot to be filled by a mod.  

#1897
Getorex

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OK, new mod. Colossus Armor replacing the hideous Collector Armor instead of the DLC Ajax armor.

http://www.mediafire...r-Main-Game.zip

#1898
Getorex

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Ashley...any idea how one can edit the attributes of armor? The collector armor has some pretty sucky stats and with the Colossus replacement I'd like to make it more in line with that armor's strength in ME1 (very high).

Ah...nevermind, it's a coalesced edit..

Modifié par Getorex, 19 février 2014 - 04:48 .


#1899
DeinonSlayer

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Getorex wrote...

OK, new mod. Colossus Armor replacing the hideous Collector Armor instead of the DLC Ajax armor.

http://www.mediafire...r-Main-Game.zip

Nice work! Does this alter the armor's stats or change the associated text description?

#1900
Getorex

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Ah hell, in looking up coalesced edits for changing armor stats I found where the simple setting is for hiding hair when a helmet is put on. It's simply a setting in the coalesced.bin file. That means it is EASY to change a breather mask with a helmet - just flip the "hide hair" setting in coalesced bin to True.