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#1926
Getorex

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Screenshot of Colossus in place of Collector Armor and Tali Full Face mod, alternate uniform:
Posted Image

#1927
ashley66444

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Getorex wrote...

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.


Do you mind testing that for me (probably)  tomorrow? I just realized I don't have a male shep save and I would have to play through the beginning few missions to get to armor customization.

#1928
survivor_686

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@ashley66444

Thanks for the attempt. Unfortunately the white tint seems to have washed out the colours. Just to clarify here is the difff:
Posted Image

And the results:
Posted Image
Posted Image
Posted Image
Posted Image

The silver sheen and colour washout is limited to the armour plates,

I don't understand, people have created texture mods without referring to the materials at all. Is there some crucial step am missing?

Here is my current work process.

1. Edit the various layers (ie: The base colour and add another layer for the highlights)
2. Tell Gimp to merge down the layers from the top (excluding the layers that am not using)
3. Convert the file to a gif.
4. Convert the gif to a dds with mipmaps
5. Use me3explorer to import it in.
6. Update TOCs.

Is there some layer (ie: the 'alpha' am supposed to generate)? Is there some specific order of layers I should not mess around with?

A few pointers would be appreciated.

PS: I know I'm gunking up this thread at the moment. Sorry.

#1929
survivor_686

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@Getorex

May I ask as to how you detached the camera? It would really help with screenies for trouble shooting.

#1930
Getorex

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survivor_686 wrote...

@Getorex

May I ask as to how you detached the camera? It would really help with screenies for trouble shooting.

You mean my screenshot above?  That's just flycam (activated via coalesced.bin edit).  If you download my coalesced file I posted up stream just yesterday you will get flycam out of it automatically as well as other functions (FOV changing, freeze, slow mo...and the Colossus armor collector replacement getting phantom armor attributes as per Asley66444's posted suggestion).  Flycam is activated with my coalesced.bin via numpad button 2 WITH numlock activated.

#1931
Getorex

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Survivior, no worries about gunking up the thread as your issues are close to my issues and when you get help it helps me too. I'm still having a bit of an issue with colossus in the collector slot, for instance. Can't just use the same spec I use for the ajax replacement because the colors do things differently. I'm using the same basic pallet that the collector armor uses in its spec but it still isn't straight forward. That's why I await Ashley's mod to msheps pcc files so I can select a better material than what I get stuck with in default. Best option for both of us, I suspect given what we're doing is using the same material as one of shepards default armors. No funky tinting, no high gloss, neutral colors...

#1932
Getorex

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ashley66444 wrote...

Getorex wrote...

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.


Do you mind testing that for me (probably)  tomorrow? I just realized I don't have a male shep save and I would have to play through the beginning few missions to get to armor customization.

Id be more than happy to.  I had started last night trying to basically cut-paste your femshep binary changes to mshep's file but quickly saw it was much more complicated than that. Hoped to just stick it all into the hmm pcc and simply swap male armors for the female armors.

#1933
Getorex

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Oh, survivor, my last tweak to my spec for the collector replacement was desparate but worked. I had messed with different colors all day with sometimes unexpected results. I was just trying to reduce the gloss and what finally did it was adding a very dark alpha to the spec. Desaturate the spec (or even try the diff) and use bright-contrast to take it darker. Save it separately and then use it as an alpha over your spec.

#1934
ashley66444

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survivor_686 wrote...

@ashley66444

Thanks for the attempt. Unfortunately the white tint seems to have washed out the colours. Just to clarify here is the difff:
Posted Image

And the results:
Posted Image
Posted Image
Posted Image
Posted Image

The silver sheen and colour washout is limited to the armour plates,

I don't understand, people have created texture mods without referring to the materials at all. Is there some crucial step am missing?

Here is my current work process.

1. Edit the various layers (ie: The base colour and add another layer for the highlights)
2. Tell Gimp to merge down the layers from the top (excluding the layers that am not using)
3. Convert the file to a gif.
4. Convert the gif to a dds with mipmaps
5. Use me3explorer to import it in.
6. Update TOCs.

Is there some layer (ie: the 'alpha' am supposed to generate)? Is there some specific order of layers I should not mess around with?

A few pointers would be appreciated.

PS: I know I'm gunking up this thread at the moment. Sorry.



A few things I noticed:
Why are you converting to gif first and then dds? You are loosing quality that way (at the least with your alpha channel and possibly more). There is a nice dds plugin for GIMP to export directly as DDS which works for everything except normals.

Ok, so your Diffuse looks great. That's not the problem at all. It's definitely in your specular file texture.

So, ME3 seems to read your spec textures one color channel (Red, Green, Blue, Alpha) at a time and uses those to apply the specular (shinyness). As far as i can tell, Red
is your texture mask (where your textures are) Green is your semi-shiny
stuff, blue is
lights only and Alpha seems to be your super shiny stuff.

Since 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. Change each layer to give you the shinyness you need. When you
are done editing each just Go back to Colors -> Components ->
Compose and make sure you are on RGBA again. Export as DXT5 and you are
good to go! :)


You also asked how people managed to do texture mods before without dealing with the ever present "tint" found in some armors. The tint people are seeing is due to the material's specular color, so what people did in the past was alter the specular texture's colors (in the opposite direction) to offset those. That, or they did what Getorex did above which was make the alpha channel really dark (essentially removing most of the specular additions)

Hope this helps. I would try generating a specular image from the RGBA values and exporting as DXT5. If you just want to do a quick test try using all white for R, all black for G & B, and an ALMOST black alpha and see how that works for you.

#1935
Getorex

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Tweak to EDI's head mod spec: http://www.mediafire...-Spec-tweak.zip

#1936
Getorex

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Triple header mod shot. Colossus instead of Collector, EDI head mod, Alt Appearance Pack Armor, Tali Face Mod, alternate uniform:

Posted Image

Posted Image

Posted Image

Modifié par Getorex, 20 février 2014 - 04:42 .


#1937
Dust Mephit

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ashley66444 wrote...
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.

Yeah, it is a bit unfortunate that Tali has a miniature version of her clothing splayed across her face. There are two materials, but so far I've not found a way to edit them, at least not to point back towards anything of Tali's original model. Maybe because I'm editing a casual model? They don't tend to have visors (more's the pity).
To be honest, I'm not really sure where I should be looking. Is this a question of Materials, or LOD Material Indices?
This is what I'm looking at, the original Tali model and the human one I'm editing:
Posted Image
There's a material called QRN_ARM_TLIa_MAT_2a and there's also a QRN_ARM_TLIa_MAT_1a, at #2972 and #2971 respectively (#2973 doesn't appear to exist, which is odd as it's referenced in Materials 1). There's also one called QRN_VSR_MASTER_MAT but I'm not seeing that referenced anywhere.
I'm going to keep looking into alternatives, maybe find a way to test Getorex's idea as well.

#1938
Getorex

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Dust, you have to use materials that are in the file you are modding. What you want to do is use the material selection function in meshplorer. You can assign new materials (any from the current pcc) to parts of your imported mesh. The body is fine and that's because it points at the body material already in that pcc (and you replaced the original textures with Tali's). Unfortunately, that pcc ONLY has body materials for clothes. You could try this: replace the clothing texture for one of the other uniforms with a plain blue field of a purple field, change the specular to some solid color like red or yellow green (experiment) and the normal, replace it with the Visor normal for QRN_Tali_VSRa_Norm.

All you can get at this point is a solid blue or purple solid, reflective color on the visor as a stand-in for the proper visor.

#1939
ashley66444

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^^ What getorex said above is exactly what you need to do. In essence, select the 2nd material in your mesh and then from the drop down in the upper left pick an unused material for a different piece of clothing (you will be overriding this material's textures with the ones you want for your visor). Then find that material's textures in texplorer and replace them with the textures for your visor. It wont look "exactly" right, but once you get that far, I may be able to help you get the material properties set correctly.

Side Note: In reference to 2973 not existing. The meshsplorer has an OBO error (off-by-one error) where it displays the material used +1. If it says 2973 in the meshsplorer main window, then it is actually using 2972.

#1940
WarrantyVoider

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thats no error, thats unreal counting:
= 0 : null/no reference
> 0 : export object
< 0 : import object
and to have the zero as null, each index is shifted by one, so:
export index = index - 1
import index = -index -1

greetz WV

#1941
survivor_686

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@ashley66444

Um...Should I be getting this after decomping (the merged down xcf file), changing the alpha to black and then compositing?

Posted Image

This is what happened when I ran the decomp on the original file:

Layers:
Posted Image

and here are the channels:
Posted Image

I ran the decomp and it seemed to make everything into a gray scale.
- Do I have to change the colours on all the layers? I tried, but the colourize option just doesn't work on a grayscales image.
Seriously if this is the crap that texture artists have to go through, I take back thinking they had it easy.

Modifié par survivor_686, 20 février 2014 - 07:53 .


#1942
Ottemis

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survivor_686 wrote...
Seriously if this is the crap that texture artists have to go through, I take back thinking they had it easy.

It's a common misconception. Texture work is the hardest part.

#1943
ashley66444

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WarrantyVoider wrote...

thats no error, thats unreal counting:
= 0 : null/no reference
> 0 : export object
< 0 : import object
and to have the zero as null, each index is shifted by one, so:
export index = index - 1
import index = -index -1

greetz WV


Eww. Really? I guess its efficient, but gross from a programming standpoint. But that is probably just me analyzing things as a programmer. lol.

#1944
ashley66444

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survivor_686 wrote...

@ashley66444

Um...Should I be getting this after decomping (the merged down xcf file), changing the alpha to black and then compositing?

and here are the channels:
Posted Image

I ran the decomp and it seemed to make everything into a gray scale.
- Do I have to change the colours on all the layers? I tried, but the colourize option just doesn't work on a grayscales image.
Seriously if this is the crap that texture artists have to go through, I take back thinking they had it easy.


What Ottemis said is incredibly true. Texturing is the one thing that is so incredibly hard, but (in my opinion) makes the biggest impact. Hence why most mods are HD textures.

So, onto your issue... is this your specular file? Like i said, your diffuse texture looks fine, but its your specular that needs work (it's what is causing the issues).

When you decompose your image, you are breaking it apart into Red, Blue, Green, and Alpha channels. What you are seeing in grayscale for each layer, is the representation of how much Red, Blue, Green, or Alpha you have in your image. For instance, if you recomposed an image that had a completely black Red channel, a completely white green channel, a completely black Blue channel, and finally a completely white alpha channel you would end up with a solid green image.  In these channels the more "white" something is, the more value it has, as for the alpha layer, the more white it has the more opaque something is.

So here is where we get to the grit of how ME3 handles specular textures. Keep in mind this is all from personal testing, but it has given me great results so far. As far as I can tell: ME3 is reading each of these channels individually to determine what needs "shinyness".
1. The red channel represents your texture mask (i.e anywhere you have texture on your mesh). It's easiest to just paste your diffuse here.
2. The green channel seems to represent anything that semi-shiny (this will apply the values in the material's spec color and power). If you want a completely matte texture, use solid black here.
3. The blue channel is anywhere emissions should be (what looks like lights on the armor).
4. The alpha channel should be anything that is extra-shiny (these use the cubemap reflections on the armor - the strongest)

Keep in mind i have seen a few of the armors where the red and alpha channels are switched, but blue is always lights. If you want to try a simple test: decompose your current spec. Fill in solid black for your green, blue and alpha channels. Compose it back into a single image and save that as your specular in DXT5 format (dont forget to generate mip-maps). This SHOULD give you a matte specular with no lights. Let me know if that works for you or if you would like help.

EDIT: Still at work right now, but a quick matte spec for your texture should look something like this. On the left is the composed image and the right is the decomposed. Keep in mind, you will need to export it to dxt5 directly from gimp otherwise you might loose your channel values.

Posted Image

Modifié par ashley66444, 20 février 2014 - 08:51 .


#1945
Getorex

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Well id never say texturing is easy. It's hard and a large dose of art. I can now do the very most raw and basic texturing stuff to get something somewhat usable but all the detail and clean lines and smooth blending and effects...no way. Meshing is easier.

#1946
WarrantyVoider

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ashley66444 wrote...

WarrantyVoider wrote...

thats no error, thats unreal counting:
= 0 : null/no reference
> 0 : export object
< 0 : import object
and to have the zero as null, each index is shifted by one, so:
export index = index - 1
import index = -index -1

greetz WV


Eww. Really? I guess its efficient, but gross from a programming standpoint. But that is probably just me analyzing things as a programmer. lol.

you are programmer? interesting... well if you wanna know more about unreals internal coding, you got pm in my forum :P

greetz WV


PS: that concept is derived from dll PE layout, where you have import/export tables too, unreal can load real dlls too instead of packages like upk or pcc

Modifié par WarrantyVoider, 20 février 2014 - 09:14 .


#1947
droid105

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ashley66444 wrote...

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! :)

Posted Image

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!




Hi ashley:  I have a problem adding this mod to my game.  I did all the instructions, went ingame and all I get my endless load (new outfits didn't show), any suggestions?  I hope I can get this mod to work and thanks on making it :)

Modifié par droid105, 20 février 2014 - 09:17 .


#1948
ashley66444

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@droid which method did you do? the easy install or did you manually modify your coalesced?

#1949
survivor_686

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@ashley66444

I could kiss you right now:

Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image

Now to apply what I've read so far to the helmet.

@Getorex

Don't forget I couldn't have gotten the mesh working without your tutorials. thanks for fixing Ashley's head.

#1950
Dust Mephit

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I think... it may be done.
Posted Image
I followed advice and modified another clothing texture to replace the visor, it's a solid opaque lump but I think it looks pretty good! And unless anyone has any ideas for tweaking it to perfection, I think I might go with what I've got.

Thanks so much y'all. Getorex and Ashley, you've both been amazing. Hopefully next time I try this I'll be able to put some of the things I've learned here into practice.