Thank you. Sorry for 'moaning' ![]()
Mesh Modding with textures on the side.
#501
Posté 19 juin 2014 - 07:33
#502
Posté 19 juin 2014 - 09:37
Getorex i am a little confused as to which files to download for the Liara full helmet mod+dlc. The first post is a little confusing right now with links to it in multiple places.
Thanks in advance
I could also say that it doesn't matter what links you use because they all point to the same files. I just need to try and keep up and keep editing the "new" updates and determine when a new announcement becomes old and delete it from top.
#503
Posté 23 juin 2014 - 08:39
#504
Posté 27 juin 2014 - 07:28
First of all I want to say "Bravo" to all the modders Getorex included. Fantastic work.
Here's my problem. I'm french (first problem) but I can understand what you said. But I have learn to use only Textmod for Mass Effect 3's mods.
Is it possible to have the "Full Liara's helmet" for textmod (as a TPF's file) ? The file seems to be a movie clip and I don't understand how to use it.
Thanks for the answer. And I just ask, if the anwser is no it's okay.
#505
Posté 27 juin 2014 - 08:21
.mod's are files built to be used with ME3Explorer. They are not movieclips.
Mesh mods, what most of Geto's mods are essentially, cannot be run with texmod and while TPF's can be created for mods that solely cover textures or for mods where the textures can viably be run without the mesh modifications this is useless if the mesh modifications are vital to the mod. That's what general info I can give you as Geto is away for the week. I expect he can elaborate more specifically when he's back.
- WebMasterFlex aime ceci
#506
Posté 27 juin 2014 - 08:28
Thank you Ottemis, you and smarteck are some kind of "Legend Of Mods", so that's very nice to answer so fast to my question.
- Ottemis aime ceci
#507
Posté 28 juin 2014 - 04:36
Thanks Almostfaceman. Between yours and mine I think the face looks pretty good. I'll setup the texture for full release. I'm also almost done (I think) with revamping EDI's head/body mod. Trying to get her scalp and face to blend together virtually seamlessly is turning out to be almost impossible. There was a point where I remapped the UVs so they ALL used the scalp texture and that texture included the face, hair, eyelashes in one and THAT assures that the face and scalp blend well into each other. I've also been checking mouth weights to make sure she fully opens her mouth when speaking (so her teeth and tongue will appear as appropriate). It is almost ready.
Hey man, that looks really good, thanks for testing this Almostfaceman! Ive been on vacation, so i didnt get to test it myself. Thanks for this! ![]()
Btw, i have to do a new tree struct, and im not willing to go there just now. Is it possible to get the glowing eyes as a .mod? ![]()
- Getorex et Almostfaceman aiment ceci
#508
Posté 29 juin 2014 - 12:10
Also, thx Ottemis for answering the mod question b4.
The EDI mod works rather well but I need to assemble all the parts into a mod file so it will take a couple days after I get back (aiming for Tuesday this next week).
#509
Posté 29 juin 2014 - 04:44
As a mod instead of as a tpf? The glow eye mod (tpf) is available here, at nexus, and at moddb. Just install with TPF Tools (in tools menu, me3explorer). I am not back yet (on road) but do intend to make the glow eye texture default as part of base mod).
Also, thx Ottemis for answering the mod question b4.
The EDI mod works rather well but I need to assemble all the parts into a mod file so it will take a couple days after I get back (aiming for Tuesday this next week).
Thanks! I managed to convert the tpf into a .mod myself, and got it installed.
Enjoy vacation! ![]()
#510
Posté 30 juin 2014 - 11:43
For info: the mods are broken into parts (usually main game and separate DLC) because I usually finish the main game portion first and want to get it out for the eager to start testing PLUS if there's a problem it is sometimes easier for me to quickly identify it if I can specifically localize it to the DLC or main game directly. Also, some of the mods can be applied to main game but do not HAVE to be applied to the DLC (if uniforms or bodies altered are totally different, for intance). Another reason is it is easier for people to install, or not, certain mods then to explain to them what job lines in a big combo mod to deselect in Mod Maker so it won't apply those parts.
One other thing, if a mod has a problem in the DLC portion but not main game, then I can easily take down just the defective mod so no one else will download it and report the problem without taking down the ENTIRE mod, so people can still play the game with the mod partially applied while I correct only the defective mod.
That is why a number of my mods are broken into portions.
- Almostfaceman et Chroptus aiment ceci
#511
Posté 30 juin 2014 - 03:45
I discussed it with Largon (the EDI-to-Eva mod) and the process is quite complicated. I will get around to it but it requires me to get the textures correct first, then try to mess with the materials.
Furthermore: more discussion with Largon indicates it may not be worth the effort. There are limits to the way the materials can be changed at this point.
Have never been able to use Largon's edi. As I get an error data.pcc for object #6889 size 1393533 is unsupported. Would've liked to try it. ![]()
#512
Posté 30 juin 2014 - 04:15
RMAM: THAT error is why I cannot pull his hex edits out of his mod, as he suggested, and just use them directly. His mod is too old to be able to update to the most recent versions of ME3Explorer. I have no idea what that data.pcc thing is. I have some messages from him during the period he and I were fairly early along in working up our respective EDI mods originally and somewhere in them may be a message where he explained his hex edits, hopefully with enough information to duplicate without too much pain and suffering.
I'd really hate to try and figure that all out from zero after he spent so much time and effort mostly figuring it out.
#513
Posté 30 juin 2014 - 04:28
So when do you plan, if it hasn't already, to have your final edi released. Would love to try her.
#514
Posté 30 juin 2014 - 07:32
RMAM: I was putting the mod together for the main game portion this morning but when I tested it I found some glitches that I need to fix (a bit of texture and a tiny mesh glitch). It is taking more time than I thought because the issue seems sporadic (mottling of the face) and a weight issue in the neck causing a visible gap in the neck between face and neck.
- RMAM aime ceci
#515
Posté 30 juin 2014 - 09:21
RMAM: I was putting the mod together for the main game portion this morning but when I tested it I found some glitches that I need to fix (a bit of texture and a tiny mesh glitch). It is taking more time than I thought because the issue seems sporadic (mottling of the face) and a weight issue in the neck causing a visible gap in the neck between face and neck.
Well if anyone can do it. It's you.
- Getorex aime ceci
#516
Posté 01 juillet 2014 - 02:25
Here's a test mod, main game, for EDI. I get somewhat mixed results and don't know if it is just my system and the particular part of the game or an issue in the mod. Please try it out and post some screenshots:
http://www.mediafire...Game-63014a.zip
#517
Posté 01 juillet 2014 - 05:41
Here's a test mod, main game, for EDI. I get somewhat mixed results and don't know if it is just my system and the particular part of the game or an issue in the mod. Please try it out and post some screenshots:
Ok I tried it out and this is what I got.



#518
Posté 01 juillet 2014 - 05:50
OK, not horrible. I cannot figure out why the line at her forehead though where her face meets the upper scalp. Same texture, same spec, same material and I cannot quite get it to fade away. The rest seems OK though I cannot blow up the images to look closer.
From your own eye in the game how did she look for you? Also...the head mod I made still has the visor but it is not visible in your shots. Did you use a different texture for the visor to make it go away? I like the look without the visor but just didn't include it in my own mod (yet) except where it is absolutely necessary to remove the visor - the Alt Appearance Pack 1 DLC because that armor comes with a visor attached to it.
You are using Ottemis' eyes and uniform textures, correct? Any face texture will be ignored because this mod no longer uses the EDI face textures at all.
#519
Posté 01 juillet 2014 - 05:59
Is it the lighting in the scenes or is she appearing a bit dark skinned? I have several variations on her diff and spec with different alpha layers each (or no alpha layer for the diff) and they all have different effects. The diff in this mod has my newest alpha layer version in it.
#520
Posté 01 juillet 2014 - 11:24
#521
Posté 02 juillet 2014 - 01:22
OK, I'll test drive a couple other textures...a diff and a different spec.
#522
Posté 02 juillet 2014 - 04:27
Have never been able to use Largon's edi. As I get an error data.pcc for object #6889 size 1393533 is unsupported. Would've liked to try it.
You'd have to use a revision of ME3Explorer from Subversion, below revision 623 if I recall correctly, in order to install Largon's EDI for DLC.
That's why it's usually the first mesh mod I install. Most of the others are kept up to date.
#523
Posté 02 juillet 2014 - 11:38
You'd have to use a revision of ME3Explorer from Subversion, below revision 623 if I recall correctly, in order to install Largon's EDI for DLC.
That's why it's usually the first mesh mod I install. Most of the others are kept up to date.
For crying out loud, I'm gonna go revert to 622 and create a new .mod for this one with the latest SVN. You have no idea how many issues this mod is causing lol. Wraaargh. This should not be the message, 'if I just wait long enough, Otte will get annoyed and fix my Jazz'.
I don't think people realize that when they don't keep their mods updated and they are popular enough, the troubleshooting falls on others. So them saving their own time drains everyone else's.
#524
Posté 02 juillet 2014 - 01:12
For crying out loud, I'm gonna go revert to 622 and create a new .mod for this one with the latest SVN. You have no idea how many issues this mod is causing lol. Wraaargh. This should not be the message, 'if I just wait long enough, Otte will get annoyed and fix my Jazz'.
I don't think people realize that when they don't keep their mods updated and they are popular enough, the troubleshooting falls on others. So them saving their own time drains everyone else's.
Largon quit the modding and updating it for the same reason I originally did and at almost the same time I did - he was tired of constantly updating his mods with each ME3explorer revision, etc. He hasn't come back as far as I know...having moved on to other games.
@Blad3Zero: if you already have that mod installed (how did you manage to mod your game and THEN run the latest ME3explorer, do the system scan in Texplorer, without it crashing out because of modified files?) then you can help me out here. You can export binaries of the face and scalp material from any of the modified pcc files for EDI and provide them for me so I can use them in my EDI mod (Largon gave me blanket perm to use his binaries because it would be ridiculous to have to do the painful work he already did).
Go into Meshplorer and load a modded EDI pcc (virtually any of them will do: BioH_EDI_00.pcc for instance). Select the head mesh and then go to the center window and scroll down to the section that lists Materials. I believe material 0 and 1 will be the two for face and scalp. Click on each of the materials and note the number in the little text window at top left above the list of pcc contents. You will see something like #3051 or other hash and number as well as the long name for the Material with either Face or Scalp in it as well. Note this number for both face and scalp. Next, open the same pcc in PCC Editor 2 (Developer tools as well at the very top of the list). Enter the first number in the text field next to the "Goto" entry above the Hex Editor window/tab and click "Goto". The material with that address will be highlighted in the far left window and its hex content will be in the hex editor window at fight. Go to the "Debug" menu item at top right and select "Get Complete Dump" and save the file as appropriate, something like "Face-Mat.BIN" or "Scalp-Mat.BIN". Then make these binaries available to me via Mediafire or other similar. Please! This would provide what I need to continue modding/improving my own EDI mod much more easily.
Oh, could you also provide a copy of the diff and spec for face and scalp too? He told me roughly how he had to go about getting the skin tone to work but it would be very helpful for me to SEE the results (he mentioned having to super saturate colors, etc, because there's some things that simply cannot be changed in the material). I will continue using the original EDI face for mine (Tricia Helfer's features are perfection) but want to try other colors for skin.
#525
Posté 02 juillet 2014 - 01:18
Or you wait until I've rebuilt it so you can just apply it with latest REV and have a look yourself. Saves Blade the effort. You can also remove the DLC mesh jobs from the mesh .mod and autofix it, seeing autofix can fix basegame mesh .mod scripts created between REV591 and REV622 fine, just not for DLC.





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