Edit elf ears using toolset?
#1
Posté 25 janvier 2010 - 05:25
#2
Posté 25 janvier 2010 - 06:49
If making heads from scratch in the toolset is a little more than you wanted to do, I did a version of all the preset elf heads with more prominent ears here, after a couple requests.
#3
Posté 25 janvier 2010 - 10:37
Avaraen wrote...
The default morph starts with slightly prominent ears; you can further adjust them on the Ears tab. Elf ear shape will affect the length and outward angle of the ears. Ears debug for hair crashing (elf) will flatten the ears toward the skull. Beyond that, play around with the sliders until you find a result you like.
If making heads from scratch in the toolset is a little more than you wanted to do, I did a version of all the preset elf heads with more prominent ears here, after a couple requests.
Thank you! They look really great!
#4
Posté 28 novembre 2013 - 05:09
@Avaraen: I'm fairly new to the toolset, but I was wondering how you managed to edit the vanilla preset .mop files? I suppose that you didn't use the visual interface from the toolset but manually edited data with labels that had "EAR" in them?
... Thanks for the answer if any
#5
Posté 28 novembre 2013 - 11:47
it is less complicated than you think.
The default setting for the export (>>Tools >>Export >> Post to local) is .mor as export format.
The export setting can be changed in tab Nr. 14 of the object inspector. Just set export .mop file to true if you want to create a new preset.
Edit: To assume really nothing...the object inspector will become available in the morph editor after the selection of a head base model (EM_UHM_BASE or EF_UHM_BASE).
Or you can start by modifying an imported .mrh file. Head morph source files for core and single player modules are available for download here.
Modifié par Yara Cousland, 28 novembre 2013 - 11:59 .
#6
Posté 29 novembre 2013 - 09:40
Yara Cousland wrote...
To reduce your waiting for a response from Avaraen (not very likely to be around here) -
it is less complicated than you think.
The default setting for the export (>>Tools >>Export >> Post to local) is .mor as export format.
The export setting can be changed in tab Nr. 14 of the object inspector. Just set export .mop file to true if you want to create a new preset.
Edit: To assume really nothing...the object inspector will become available in the morph editor after the selection of a head base model (EM_UHM_BASE or EF_UHM_BASE).
Or you can start by modifying an imported .mrh file. Head morph source files for core and single player modules are available for download here.
Thank you very much for your answer!
Yes, in the meantime, I discovered that fantastic project here that has all the original .mrh files, including the preset ones.
That was the piece of the puzzle that was really missing here
EDIT> as far as I understand, projects will be phased out soon? Is there a precious modding vault somewhere where everything is being stored? I've started to save a lot of resources from blogs here myself...
Modifié par Mimitochan, 29 novembre 2013 - 09:41 .
#7
Posté 29 novembre 2013 - 02:38
have a look at this post/ thread http://social.biowar...621/24#17574199
and this thread http://social.biowar.../index/17562780
#8
Posté 29 novembre 2013 - 04:02
Yara Cousland wrote...
Relating to the status quo -
have a look at this post/ thread http://social.biowar...621/24#17574199
and this thread http://social.biowar.../index/17562780
Thanks for the heads up, that's really a relief!
Very happy to hear the Toolset Wiki isn't going anywhere.
Unrelated but, do you know by chance if similar files have been released for DA2/DAA?
I'm guessing the morphead system is the same in DA2, but I haven't looked into that at all yet.
Successfully edited those ears on the presets btw, but alas, I don't think there's a way to update your current character's appearance other than rebuilding her face and then editing a save file - still very good news.
I've had weird phenomenons though because I have obscure differences between the standalone Character creator and the one that comes with the game. I think that if you modify presets, then the standalone CC will update existing stored characters (!), but not the CC from the main game...
Modifié par Mimitochan, 29 novembre 2013 - 04:03 .
#9
Posté 29 novembre 2013 - 05:44
Mimitochan wrote...
Unrelated but, do you know by chance if similar files have been released for DA2/DAA?
I'm guessing the morphead system is the same in DA2, but I haven't looked into that at all yet.
No more modder support after the release of DAO. No more resource files, encrypted DLCs...no toolset for DA2.
Though they are still moddable with different approaches and tools.
-> Thread DA2 modding tools in the DA2 forum (BTW DA2 morphs have a different structure)
DAA morphs can be overridden with .mor files created with the toolset. But the naming convention is different.
E.g. hm_gxa000fl_anders, ef_gxa000fl_velanna. *.mor files can be extracted from the face.erf.
(packages >> core_ep1 >> data >> face.erf ) More about DAA resources on the Nexus forum.
Successfully edited those ears on the presets btw, but alas, I don't think there's a way to update your current character's appearance other than rebuilding her face and then editing a save file - still very good news.
You have not to rebuild the face necessarily. For minor changes you can open the .mor file in the toolset and change some parameters. Modifications are restricted but doable.
DarthParametric´s morph structure guide will be quite useful for you.
(He has posted it somewhere in this subforum but I couldn´t find the link. Luckily Risibi on Nexus uses it to describe how to use the mod.)
The Face Replacer of NewByPower is a convenient tool if you want to change your character´s appearance in a save file. It helps to extract a .mor file from a save and swap faces. You can change some parameters of the appearance (hair, eye color etc.) as well but the scope of modifications is more limited.
Modifié par Yara Cousland, 29 novembre 2013 - 06:06 .
#10
Posté 29 novembre 2013 - 07:08
#11
Posté 29 novembre 2013 - 11:05
The tattoo thread...
True...After even Google failed to retrieve a certain wiki page which I know for sure exists I was probably a bit search tired. Thanks for adding the correct link, Darth.
Modifié par Yara Cousland, 29 novembre 2013 - 11:07 .
#12
Posté 03 décembre 2013 - 09:18
Yara Cousland wrote...
No more modder support after the release of DAO. No more resource files, encrypted DLCs...no toolset for DA2.
Though they are still moddable with different approaches and tools.
-> Thread DA2 modding tools in the DA2 forum (BTW DA2 morphs have a different structure)
DAA morphs can be overridden with .mor files created with the toolset. But the naming convention is different.
E.g. hm_gxa000fl_anders, ef_gxa000fl_velanna. *.mor files can be extracted from the face.erf.
(packages >> core_ep1 >> data >> face.erf ) More about DAA resources on the Nexus forum.
Oh I see... I've tried the import/export DAO plug-in for 3ds with DA2 models, but it doesn't seem to work unfortunately.
I don't suppose DAO .mor files could be used as it is in DA2 and vice versa, that would have been cool.
Thanks for the help, but I mainly need to edit vertex coordinates, and as far as I know, there's no way to go backwards from .mor files - I did found a field where vertex data is stored as a string but that's it, it won't help me get my character back in the toolset.
I mean I'd love to be able to create new "unique shapes" in the morph generator from the toolset.
#13
Posté 03 décembre 2013 - 11:05
As to creating new morph targets, yes, that is possible, although you can only do it in a roundabout way, by replacing one of the existing targets. It only has to be a temporary override though, as the resultant vertex data is stored in the output MOR (as you are aware of from your post).
#14
Posté 03 décembre 2013 - 11:09
DarthParametric wrote...
As to creating new morph targets, yes, that is possible, although you can only do it in a roundabout way, by replacing one of the existing targets. It only has to be a temporary override though, as the resultant vertex data is stored in the output MOR (as you are aware of from your post).
Oh I was going to try that! Thanks for confirming - I'll take a look.
#15
Posté 03 décembre 2013 - 11:27
Modifié par DarthParametric, 03 décembre 2013 - 11:27 .
#16
Posté 03 décembre 2013 - 11:39
So that won't help me either actually
All I have for my PC is an extracted .mor file.
I really wanted to "import" my CC generated character into the toolset, but I don't think there's a way.
I've tried reconstructing her from the toolset, I think I've guessed right most of the "translation", but it's not 100% accurate. Ehhh, nevermind.
#17
Posté 03 décembre 2013 - 11:53
What I was referring to modifying were the base meshes the morph system is based on. For instance the base male human head mesh is hm_uhm_basa_0 (LOD0). You can modify these, override the originals temporarily, then export morphs based on them. For example, I created gnome and halfling morphs that utilised scaled versions of the human head meshes, as seen in the BG2R party picker demo vid. That was purely a case of scaling, not topology modification, but the principle is exactly the same.
#18
Posté 03 décembre 2013 - 12:10
What's that vid? (Forgive me, I don't think I played Baldur's Gate.) - it looks fantastic! Party picker is one of my favorite things in DAO, too bad they didn't keep the same kind of spirit for DA2.
Modifié par Mimitochan, 03 décembre 2013 - 12:11 .
#19
Posté 03 décembre 2013 - 12:52
The taller elves thing is not the best way to address the particular problem I wrote those posts for. But at the time I hadn't yet hit on utilising the technique I suggested above. That method would only work for NPCs anyway, as from memory I don't think you can specify head meshes for PCs, only morphs.
#20
Posté 03 décembre 2013 - 10:43
#21
Posté 04 décembre 2013 - 12:05
AmstradHero wrote...
(and also whether anyone still has/knows those steps for adding custom music) ?
I can only speak for cutscenes
Modifié par DahliaLynn, 04 décembre 2013 - 12:08 .
#22
Posté 04 décembre 2013 - 02:26
Edit: Hrm, still some screwiness going on somewhere, but it should have basic functionality for now. Still missing virtually everything and images are currently not available (not sure if we salvaged them off the old server), but try this AmstradHero - https://wiki.bg2redu...usic_and_Sounds
Modifié par DarthParametric, 04 décembre 2013 - 07:40 .
#23
Posté 04 décembre 2013 - 10:08
Modifié par AmstradHero, 04 décembre 2013 - 10:09 .





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