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Attempting to mod actual body meshes


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#1901
Getorex

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DeinonSlayer wrote...

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?


Not yet.  I'm just now looking for the coalesced.bin settings that I need to change to alter the stats AND I do want to change the text description but that isn't yet in the mod.  

#1902
ashley66444

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Getorex wrote...

DeinonSlayer wrote...

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?


Not yet.  I'm just now looking for the coalesced.bin settings that I need to change to alter the stats AND I do want to change the text description but that isn't yet in the mod.  



I changed the description on some of my armors earlier (not to anything new, but the basic "Armor Set") description. It's all in the coalesced file (biogame.ini).

Also, in regards to changing the powers... super awesome tip here: if you have the citadel DLC use these for the Citadel powers as they are more powerful (read: awesome):

GameEffects=("SFXGameContentDLC_EXP_Pack003.SFXGameEffect_UniqueArmor_Phantom"),
GameEffects=("SFXGameContentDLC_EXP_Pack003.SFXGameEffect_UniqueArmor_Phantom_Weapons"),
GameEffects=("SFXGameContentDLC_EXP_Pack003.SFXGameEffect_UniqueArmor_Phantom_Powers"),

Above are for Shade, Nightmare, and Spirit stats respectively.


As for progress on the adding new meshes... I'm essentially in uncharted waters here. I've looked all over the interwebz and basically no one has done this yet. Or even gotten remotely close to where I have.

Situation as of this morning:
.pcc file has 6 new additional armors for femshep, all added to coalesced.ini to be selectable, labeled n,o,p,q,r,s.
All 6 new armors currently use the collector armor as it has a pretty simple material and was easy to replicate as each one needs SOME data.

Test 1: Replaced new armor "n" with cat6 armor. Updated material to my custom material. Updated Textures to cat6 textures. New armor showed up perfectly with correct material, texture, norm, and spec. the other 5 showed correctly as collector armor.
Test 1b: Continuing from test 1, I replaced new armor "o" with Liara's outfit with collector's edition textures. Armor "n" showed up correctly as before. Armor "o" showed texture, and norm correctly, but (as far as i can tell) pulled the specular from armor "n". Really weird. Also, when in game, i got a few flickers here and there on the shoulders and near the legs. After frustratingly trying to figure out what was going on, I moved on to test 2.
Test 2: Reverted back to all 6 as collector armor. Replaced new armor "r" with cat6 armor to test one "in the middle". Tried running ME3 with collector textures still in place for the new armor. Armor mesh didnt show at all.  Basically new armor "r" isn't showing at all.

Currently I have it (i think) narrowed down to 2 possibilities.
*Hopefully* Possibility 1: Currently I am using the SkeletalMeshSockets from the collector armor. This "shouldn't make a difference because (as far as I can tell) all these do is determine where the head, hands, etc. sit on the mesh. I refrained from adding all new SkeletalMeshSockets as I would have to add 7 for each new armor (TEDIOUS).
Possibility 2: There is an integer stored in the first 4 bytes of each object in the PCC file. As far as I've researched online, no one knows what this is/does. Looking at the other objects it seems to increment by one for each object of similar type, but objects of different types have drastically different numbers. This may be an identifier of sorts for objects in .pcc files. Currently all of my new objects have the same number there as the Collector armor does and this may be causing the conflicts im experiencing. The problem with this, is that I have no idea what to set them to so that they DON'T conflict with anything else. :( Does anyone know for certain what those first 4 bytes do/are?
**EDIT**Possibility I-MIGHT-BE-INCREDIBLY-DUMB: So all this talk of coalesced might have just made me think that I didn't update the IDs properly for the new armors which would explain why armor "r" isnt showing up properly, which would just leave the weird flickering/spec as an issue. *will confirm when i get home from work*

Conclusion Until Further Testing: It is possible to add at least 1 new armor/material/texture without conflicts.

Modifié par ashley66444, 19 février 2014 - 05:52 .


#1903
Dust Mephit

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Getorex wrote...

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


BIOG_HMF_ARM_CTH_R.pcc I'm essentially trying to follow this tutorial, as close as possible: http://me3explorer.f...r-udk-t502.html

Going to get stuck back in shortly, looking into alphas and the like. While I'm here though, am I going to have to do anything special to ensure her mask displays properly? It might not be such a big deal if it doesn't, the lighting in that scene being what it is, but I figure best be prepared.

#1904
Getorex

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For those who do not want to edit their own coalesced.bin file, this one makes the Colossus armor mod available immediately and gives it the armor stats recommended by Ashley66444 above. Colossus was one of THE most powerful/protective armors in ME1 so it should be equally so in ME3.

This coalesced not only edits the armor stats but also includes FOV 85 degrees and includes Flycam, and related edits.

http://www.mediafire...rmor-Flycam.zip

#1905
Getorex

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Oops, the helmet on the Colossus in the main game, Collector Armor replacement is dorked up. Need to fix that.

#1906
WarrantyVoider

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ashley66444 wrote...

Possibility 2: There is an integer stored in the first 4 bytes of each object in the PCC file. As far as I've researched online, no one knows what this is/does. Looking at the other objects it seems to increment by one for each object of similar type, but objects of different types have drastically different numbers. This may be an identifier of sorts for objects in .pcc files. Currently all of my new objects have the same number there as the Collector armor does and this may be causing the conflicts im experiencing. The problem with this, is that I have no idea what to set them to so that they DON'T conflict with anything else. :( Does anyone know for certain what those first 4 bytes do/are?


its called "index" for objects that have no stack flag (see export table header/bottom line in pcced2), I guess it has to do with the internal "mounting" of objects into the global object table when loading. it is also usually incremental for objects in the same "folder" in the path within the pcc. these objects also have a 4byte int in export header called "NetIndex" which has a similar function, but I havent had time to look deeper into it. if you like, contact me in me3ex forum, so I can give you my skype account and we can investigate more, again only if you like to :ph34r:

greetz WV

Modifié par WarrantyVoider, 19 février 2014 - 06:37 .


#1907
ashley66444

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WarrantyVoider wrote...

ashley66444 wrote...

Possibility 2: There is an integer stored in the first 4 bytes of each object in the PCC file. As far as I've researched online, no one knows what this is/does. Looking at the other objects it seems to increment by one for each object of similar type, but objects of different types have drastically different numbers. This may be an identifier of sorts for objects in .pcc files. Currently all of my new objects have the same number there as the Collector armor does and this may be causing the conflicts im experiencing. The problem with this, is that I have no idea what to set them to so that they DON'T conflict with anything else. :( Does anyone know for certain what those first 4 bytes do/are?


its called "index" for objects that have no stack flag (see export table header/bottom line in pcced2), I guess it has to do with the internal "mounting" of objects into the global object table when loading. it is also usually incremental for objects in the same "folder" in the path within the pcc. these objects also have a 4byte int in export header called "NetIndex" which has a similar function, but I havent had time to look deeper into it. if you like, contact me in me3ex forum, so I can give you my skype account and we can investigate more, again only if you like to :ph34r:

greetz WV


Oooooohhh! Contacted by Waranty Voider himself! :D

Thanks for the reply! I figured it was something like that, but didn't find any documentation on it besides one section that was kind of vague on it.

I'm still at work, but I might have realized a few other (more propable) possibilities that I will test once I get home. Most of these involve me being dumb. haha.

Still, It leaves the question as to what I should set the indexes to. I actually put all the new textures and materials in the same folder in the .pcc file, but left the models in the folder where the existing armors are. So I might just try setting them to (hopefully) unassigned indexes and see if that fixes any lingering problems (after i test the above stuff).

Also, I just started modding ME3 a few days ago and haven't had a chance yet to join the me3explorer forums. I definitely will soon! :)

#1908
Dust Mephit

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Update: you were right again, it's probably the alphas that are screwing things up. Still working on a way to get rid of them and replace the other textures without errors.

#1909
survivor_686

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God damn blue tint shows up again. I tried editing the diff textures to this:

Tried to get some gray, urban camp going with a highlights from her Me2 Armour.
Image IPB

But then the bloody blue tint poked its head out again:
Image IPB
Image IPB
Image IPB

I tried using ashley444's guide, but the PCCs do not match what he's using (There is no C8, the parameters don't show diddly-squat).

Anyone have ideas as how to permanently get rid of the blue tint? Is it a spec or norm issue again?

PS: Sorry if I sound frustrated....been one of those days.

EDIT: Am trying to edit the Ashley_02 and Ashley_02Explore PCCs.

Modifié par survivor_686, 19 février 2014 - 08:29 .


#1910
ashley66444

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survivor_686 wrote...

God damn blue tint shows up again. I tried editing the diff textures to this:

Tried to get some gray, urban camp going with a highlights from her Me2 Armour.
Image IPB

But then the bloody blue tint poked its head out again:
Image IPB
Image IPB
Image IPB

I tried using ashley444's guide, but the PCCs do not match what he's using (There is no C8, the parameters don't show diddly-squat).

Anyone have ideas as how to permanently get rid of the blue tint? Is it a spec or norm issue again?

PS: Sorry if I sound frustrated....been one of those days.

EDIT: Am trying to edit the Ashley_02 and Ashley_02Explore PCCs.



The materials for Ashley might be a bit different than shep. Can you upload your .PCC file(s)? I can do a quick edit of them and fix the blue for you if you want and then explain what i did.

#1911
Getorex

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Survivor: Ashley's "color" is blue so I'm not surprised that any texture having to do with her may carry a coded blue tint. It is somewhere in the Material file, even if you cannot yet find it in hex. Can you not, at least for now, work with the blue tint instead of fighting against it?

#1912
Dust Mephit

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Success! Partly. I actually have no idea why it worked, I tried a thing and failed, did the same thing by accident, and succeeded. Will look into that later, right now am just glad it's working.

Image IPB

Remaining problems: she's very glossy. I assume that's to do with the _spec, will modify it next and see what happens. And of course there's Shepard's mangled face stabbing through where the mask should be, but isn't. Not sure where to go on that front, any suggestions?

Camera positioning still a thing, but I'm going to leave that be as it's not a problem and I don't want to attempt a fix that might break something else.

#1913
Getorex

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Dust Mephit wrote...

Success! Partly. I actually have no idea why it worked, I tried a thing and failed, did the same thing by accident, and succeeded. Will look into that later, right now am just glad it's working.

Image IPB

Remaining problems: she's very glossy. I assume that's to do with the _spec, will modify it next and see what happens. And of course there's Shepard's mangled face stabbing through where the mask should be, but isn't. Not sure where to go on that front, any suggestions?

Camera positioning still a thing, but I'm going to leave that be as it's not a problem and I don't want to attempt a fix that might break something else.


Her gloss is the spec.  You can probably tone it way down by either applying a very dark (grayscale) alpha layer to the spec and/or opening the spec and darkening the whole thing with the Bright/Contrast settings.  The material settings for Shepard in the pcc are different from Tali's normal materials so you need to compensate.  

I had the glossy problem (and very very bright) with my full face Tali mod.  I fixed it by darkening the spec a ways and applying a dark alpha to the spec.  

OR that could be her disco clothes.

I forgot I meant to give you a shepard head dummy replacement.  Give me a few minutes and I'll post a link to it so you can try it.

Modifié par Getorex, 19 février 2014 - 09:07 .


#1914
survivor_686

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@ashley66444

Thank you for the offer. Here is the file link.

https://mega.co.nz/#...XQivfo6HEiPGNnU

@Getorex

I really want to get Ashley at least some armour that attempts a form of camouflage. Even Vega has a semi-camo armour.

PS: Thanks for the mesh tutorial

#1915
Getorex

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Hey Dust, I wasn't sure it'd work, that export would complain about no mesh, no vertices but it didn't. Here is a dummy head (it's just bones, no mesh) that you can try to use in place of the Shepard's head in the pcc you're editing. If it works, it should eliminate the spikes from Shep's head blowing through Tali's visor. It even imported and saved from UDK without complaint.  If it doesn't work let me know and I'll do a quick edit of Tali in a way I think will work (transfer her face to the Shepard head bones, remove the face from the main mesh).

http://www.mediafire.../Dummy-Head.upk

Modifié par Getorex, 19 février 2014 - 09:27 .


#1916
ashley66444

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@Dust Mephit if the armor mesh already has the helm and facemask built in... then you simply need to hide the head i think. You can do that in the coalesced ini

bHideHead=True,bHideHair=true

You will want to add it to whichever armor you replaced on both the fullbodyappearances and fullbodyhelmetappearances (just to make sure).

I can't test it right now, but it SHOULD work.

@survivor_686

I downloaded your .pcc files and will update them as soon as my database gets done re-building. Waiting on that right now.

#1917
Dust Mephit

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Further success! Thanks so much guys, I know you're pretty much handholding me through it and I'm very grateful. Getorex, the model works perfectly, thanks a ton for it. Ashley, I'll try that next time. :)

The only thing left to figure out is the visor.
Image IPB

The facemask appears to be a separate texture (VSRa, BIOG_QRN_ARM_TLI_R) and I'll be honest, I'm kind of lost here too. How would I go about importing that to the new model when the one I'm replacing doesn't have anything like it to replace?

#1918
ashley66444

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@survivor_686

I forgot i had a 2nd version of me3explorer that I could use while it was rebuilding... so i went ahead and changed the material specs to white in the two files you sent me. (i didn't do the helmet yet as it looks like you hadn't gotten there and... well.. I'm eating and that takes priority haha)

So i haven't tested these yet but i made the material spec and cubemap_tint white and provided you with two versions. A Matte version and a Shiny version. Simply rename the file removing the -Shiny or -Matte depending on your preference and replace your old one. DONT FORGET TO BACK UP YOUR CURRENT ONES! :)

Run TOCbin and then go see how they look! Let me know if it works for you! :)

https://drive.google...dit?usp=sharing

#1919
ashley66444

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SUCCESS!!

We have now officially added new 6 new meshes, 6 new materials, and 18 new textures to the game!!!

Here is the zip file with instructions and the femshep .pcc file and coalesced:

drive.google.com/file/d/0B_jhVg__OIfSY3U0WHU0SlRPUms/edit

I went ahead and made the first two meshes the Cat-6 Armor with my modified green tinted material and the second mesh Liara's outfit with Collector's edition textures! Feel free to replace them or just use the extra ones. Don't forget to add the entries to your coalesced or modify them to have the power bonuses you want. If you want help with modifying power bonuses... see above or just ask! :)

Image IPB

INSTRUCTIONS FILE:
Notes:

This is the base BIOG_HMF_ARM_SHP_R.pcc file with:
    - 6 Additional Meshes (FBDn_MDL, FBDo_MDL, FBDp_MDL, FBDq_MDL, FBDr_MDL, FBDs_MDL)
    - 6 Additional Materials (FBDn_MAT, FBDo_MAT, ...)
        - With 3 Textures Each for Diffuse, Normal, and Specular (FBDn_Diff, FBDn_Norm, FBDn_Spec, FBDo_Diff, ...)

Feel free to use this for any future modding of armors!

Included in this mod are two armors already in place.
FBDn = CAT-6 Armor with custom material (green tinted) provided by anonymous (seriously, everywhere i found it, it was provided by "a friend")
FBDo = Liara's Default Outfit with Collector's Edition textures


Easy Instructions:

1. BACK. UP. YOUR. FILES!!!
2. Copy BIOG_HMF_ARM_SHP_R.pcc into your CookedPCConsole folder overwriting your old file.
3. Copy the included Coalesced.bin into your CookedPCConsole folder overwriting your old file
    3a. If you have already made changes to your coalesced.bin and dont want to loose them, the additions are small. See advanced below.
4. Run TOCbinUpdater
5. Enjoy Modding the new Armors!



Advanced Instructions:

1. BACK. UP. YOUR. FILES!!!
2. Copy BIOG_HMF_ARM_SHP_R.pcc into your CookedPCConsole folder overwriting your old file.
3. Using a Coalesced Editor add this to the file biogame.ini under fullbodyappearances
        {
          "Type": 2,
          "Value": "(Mesh=(Male=\\"BIOG_HMM_ARM_SHP_R.FBDn.HMM_ARM_FBDn_MDL\\",Female=\\"BIOG_HMF_ARM_SHP_R.FBDn.HMF_ARM_FBDn_MDL\\"),GameEffects=(\\"SFXGameContent.SFXGameEffect_UniqueArmor_BloodDragon\\"),Id=16,PlotFlag=-1,Type=CustomizableType_Torso)"
        },
        {
          "Type": 2,
          "Value": "(Mesh=(Male=\\"BIOG_HMM_ARM_SHP_R.FBDo.HMM_ARM_FBDo_MDL\\",Female=\\"BIOG_HMF_ARM_SHP_R.FBDo.HMF_ARM_FBDo_MDL\\"),GameEffects=(\\"SFXGameContent.SFXGameEffect_UniqueArmor_Reckoning\\"),Id=17,PlotFlag=-1,Type=CustomizableType_Torso)"
        },
        {
          "Type": 2,
          "Value": "(Mesh=(Male=\\"BIOG_HMM_ARM_SHP_R.FBDp.HMM_ARM_FBDp_MDL\\",Female=\\"BIOG_HMF_ARM_SHP_R.FBDp.HMF_ARM_FBDp_MDL\\"),GameEffects=(\\"SFXGameContent.SFXGameEffect_UniqueArmor_Terminus\\"),Id=18,PlotFlag=-1,Type=CustomizableType_Torso)"
        },
        {
          "Type": 2,
          "Value": "(Mesh=(Male=\\"BIOG_HMM_ARM_SHP_R.FBDq.HMM_ARM_FBDq_MDL\\",Female=\\"BIOG_HMF_ARM_SHP_R.FBDq.HMF_ARM_FBDq_MDL\\"),GameEffects=(\\"SFXGameContent.SFXGameEffect_UniqueArmor_Cerberus\\"),Id=19,PlotFlag=-1,Type=CustomizableType_Torso)"
        },
        {
          "Type": 2,
          "Value": "(Mesh=(Male=\\"BIOG_HMM_ARM_SHP_R.FBDr.HMM_ARM_FBDr_MDL\\",Female=\\"BIOG_HMF_ARM_SHP_R.FBDr.HMF_ARM_FBDr_MDL\\"),GameEffects=(\\"SFXGameContent.SFXGameEffect_UniqueArmor_BloodDragon\\"),Id=20,PlotFlag=-1,Type=CustomizableType_Torso)"
        },
        {
          "Type": 2,
          "Value": "(Mesh=(Male=\\"BIOG_HMM_ARM_SHP_R.FBDs.HMM_ARM_FBDs_MDL\\",Female=\\"BIOG_HMF_ARM_SHP_R.FBDs.HMF_ARM_FBDs_MDL\\"),GameEffects=(\\"SFXGameContent.SFXGameEffect_UniqueArmor_Inferno\\"),Id=21,PlotFlag=-1,Type=CustomizableType_Torso)"
        }

4. Run TOCbinUpdater
5. Enjoy Modding the new Armors!

#1920
Tup3x

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Awesome work!

#1921
MrFob

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That is fan-frigging-tastic! Can't wait to do a new playthrough with heaps of armors to choose from. Great work guys!

#1922
Dust Mephit

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I'm really pleased I came along at the right time to watch this. Very impressive! Sure I'll be referencing this later as well.

As for my own query, it's been suggested that the answer may lie in hex editing. Meshes and QRN_VSR_MASTER_MAT perhaps. I dunno, it's been a long day and my brain is fried, will get back to it tomorrow. Thanks again for all your help guys.

#1923
Getorex

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Dust Mephit wrote...

I'm really pleased I came along at the right time to watch this. Very impressive! Sure I'll be referencing this later as well.

As for my own query, it's been suggested that the answer may lie in hex editing. Meshes and QRN_VSR_MASTER_MAT perhaps. I dunno, it's been a long day and my brain is fried, will get back to it tomorrow. Thanks again for all your help guys.

Fast alternative would be to try replacing the hair texture (HIR) with a blue color diff, almost purple, and assign the visor in Meshplorer to the hair material.  The visor would then (hopefully) render as a blue/purple shield similar to her default visor.  Perhaps enough for your purposes.

Clearly using Ashley's technique you could edit the crap out of the pcc and add a material for a visor and use that but that is probably a bit more work than you want to try yet.

#1924
ashley66444

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Dust Mephit wrote...

Further success! Thanks so much guys, I know you're pretty much handholding me through it and I'm very grateful. Getorex, the model works perfectly, thanks a ton for it. Ashley, I'll try that next time. :)

The only thing left to figure out is the visor.
Image IPB

The facemask appears to be a separate texture (VSRa, BIOG_QRN_ARM_TLI_R) and I'll be honest, I'm kind of lost here too. How would I go about importing that to the new model when the one I'm replacing doesn't have anything like it to replace?


I think I see what's going wrong with your visor here. It's not using the vsr material and is instead using the same material of your tali mesh. In the Meshsplorer do you have two selections for material? If so, you will need to set the 2nd one to the VSR material of tali's helm. If there are three, it normally follows ARM, VSR, HGR (armor, visor, headgear)

Depending on which mesh you replaced you probably have an extra material lying around to work with (either headgear or visor or both). I'm still working on a write up of how exactly to add new stuff, but as it stands it's still incredibly complicated, specially the part for new materials as that involves hex editing.

#1925
Getorex

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Update to Colossus Armor mod replacing Collector Armor (texture tweak to improve appearance a bit).
http://www.mediafire...ollector1-1.zip

When the open slots for more armors become available for Male Shep as with Femshep I'll add other ME1 armors to those slots.