Modding is possible (guide)
#2851
Posté 09 avril 2010 - 08:08
Anyone managed to extract the full texture (3 high-res maps) for any mesh?
Normal, Diffuse and Specular maps.
I can't seem to extract the normal map.
#2852
Posté 09 avril 2010 - 09:07
#2853
Posté 09 avril 2010 - 09:13
Ahalazar wrote...
Just a small question.
Anyone managed to extract the full texture (3 high-res maps) for any mesh?
Normal, Diffuse and Specular maps.
I can't seem to extract the normal map.
For the normal map, you have to screenshot it, and it may or may not work (doesn't for me). Turn off control info and translucent. When the normal map appears on the screen, do an Alt-Printscreen, and paste that into your image editor.
Texmod's log should have recorded the memory location, so just edit it to point at your saved map.
Unfortunately, for me, no matter what I do, texmod doesn't load the normals back into the game for me, although it does diffuse and specular just fine.
#2854
Posté 09 avril 2010 - 09:45
Azureum wrote...
Dominus5412 wrote...
Ok, what if I'm not using bindings, can I just edit the stats? Or no?
You can't directly edit the effect, only change its value with the command, hence binding required.
How do I set bindings then?
#2855
Posté 09 avril 2010 - 10:14
Residentz wrote...
Possible to get the new casual wears from the Kasumi DLC in normal gameplay?
I would also like to know if anyone knows the code for Kasumi's clothes.
#2856
Posté 09 avril 2010 - 10:44
Antinate wrote...
Residentz wrote...
Possible
to get the new casual wears from the Kasumi DLC in normal
gameplay?
I would also like to know if anyone knows the
code for Kasumi's clothes.
Open up the .pcc files with umodel and look for the mesh yourself. Then alter your stuff.
Get umodel here
RShara wrote...
For the normal map, you have to screenshot it, and it may or may not work (doesn't for me). Turn off control info and translucent. When the normal map appears on the screen, do an Alt-Printscreen, and paste that into your image editor.
Texmod's log should have recorded the memory location, so just edit it to point at your saved map.
Unfortunately, for me, no matter what I do, texmod doesn't load the normals back into the game for me, although it does diffuse and specular just fine.
Hey, thanks for the solution.
I don't need it for the game, I need it for modeling in 3DSmax
Modifié par Ahalazar, 09 avril 2010 - 10:46 .
#2857
Posté 10 avril 2010 - 12:18
#2858
Posté 10 avril 2010 - 12:48
and I was wondering if you could change the load out on the gibbed's save editor which would be easier for me.
If anyone could help, I would really appreciate it.
#2859
Posté 10 avril 2010 - 01:56
Residentz wrote...
Possible to get the new casual wears from the Kasumi DLC in normal gameplay?
Tux: BIOG_HMM_SHP_CTH_R.CTHa.HMM_ARM_CTHa_Tux_MAT_1a
Dress: BIOG_HMF_SHP_CTH_R.CTHa.HMF_ARM_CTHa_Tux_MDL
Kasumi armor: BIOG_HMF_ARM_KSM_R.LGTa.HMF_KSM_LGTa_MDL (with Binding Command="Onlyloadlevel BioH_Thief_01", defaults to loyal red. Haven't tried finding the other texture yet.)
Kasumi head: Idunnolol.jpg
PC heads will likely not look right with Kasumi's armor since the hood size is set for her head mesh, and unlike her head Shepard's won't have the proper forehead shading. Editing a helmet with bHideHair=True solves the hair clipping but it still looks weird. Here's a picture.
Modifié par minormiracle, 10 avril 2010 - 02:27 .
#2860
Posté 10 avril 2010 - 02:06
#2861
Posté 10 avril 2010 - 02:31
That's not actually very helpful since the viewer only gives you a portion of the mesh code. I had to sift through the textdump to find the armor code, and even that tends to omit parts of the code for things like heads and helmets.Ahalazar wrote...
Open up the .pcc files with umodel and look for the mesh yourself. Then alter your stuff.
Get umodel here
Modifié par minormiracle, 10 avril 2010 - 02:34 .
#2862
Posté 10 avril 2010 - 02:36
Ahalazar wrote...
Hey, thanks for the solution.
I don't need it for the game, I need it for modeling in 3DSmax
I was given this link a few days ago. I don't have 3DSMax installed yet (trying to find my disk!) but it sounds like it should work:
http://www.deep-shad.../3DRipperDX.htm
#2863
Posté 10 avril 2010 - 07:30
You can by changing the DefaultPostProcessSetting valuegolak wrote...
eny know if u can remove the blur in the start menu so u can see the normandy?
(bEnableDOF=TRUE,bEnableSceneEffect=TRUE,Bloom_Scale=0.2,DOF_BlurKernelSize=10.0,DOF_MaxNearBlurAmount=0.1,DOF_MaxFarBlurAmount=0.3,DOF_FocusInnerRadius=1000.0)
accordingly. Although be warned, the main menu screen is just the 2 computers as 3d models, the ship is actually a screenshot on a flat pane in the background.
The 1.01 patch only changes the Vehicle controls for the firewalker pack - originally E and V were used as the Hover and Mining keys - and notches the ini version up a bit. That's it, nothing else changes.barbati99 wrote...
I have the 1.01 patch. Is there any way I can still modify the coalesced file, or keep my cheats?
His undamaged armor is found, but it is only contained in the specific mission package and i can't get that one to load, even with all streaming tricks.Ray Joel Oh wrote...
For some reason it's the combination that breaks things. Did anybody ever find the ID for his undamaged armor? Or for his DLC armor? Maybe those would work?
Gonna have a look into the DLC armor now, i just purchased it. Let's hope the packages used aren't too exclusive.
I haven't managed to change storm speed, but you can easily alter the general walking speed. Looks a bit silly though because the animations don't match.Azureum wrote...
Yup, me
Have you had any success using the more basic extract.exe?minormiracle wrote...
That's not actually very helpful since the viewer only gives you a portion of the mesh code. I had to sift through the textdump to find the armor code, and even that tends to omit parts of the code for things like heads and helmets.
#2864
Posté 10 avril 2010 - 08:17
#2865
Posté 10 avril 2010 - 10:07
RoadCrewWorker wrote...
His undamaged armor is found, but it is only contained in the specific mission package and i can't get that one to load, even with all streaming tricks.
Gonna have a look into the DLC armor now, i just purchased it. Let's hope the packages used aren't too exclusive.
Thanks so much for looking into it. I like figuring this stuff out but I'm fumbling in the dark.
minormiracle wrote...
That's not actually very helpful since the viewer only gives you a portion of the mesh code. I had to sift through the textdump to find the armor code, and even that tends to omit parts of the code for things like heads and helmets.
I never understood how you folks have figured out these codes. What do you mean, sift through the textdump? How do you do that?
As an aside, I really appreciate all the work you folks have done; this thread has been a great resource of information. RoadCrewWorker, minormiracle, Azureum, many others: many thanks.
I've copy pasted a lot of the posts and information that I've found helpful here: http://me2mods.azure...hp?12-Tutorials
With credit for the original posters, of course. Hope nobody minds.
Modifié par Ray Joel Oh, 10 avril 2010 - 10:07 .
#2866
Posté 10 avril 2010 - 10:40
Antinate wrote...
I did check the .pccs myself when the
DLC released, though they did not work. I was mostly asking to see if
either a) I just got the code wrong, orit just doesn't work.
Kasumi's armor mesh: HMF_KSM_LGTa_MDL, found in BioH_END_Thief_00.pcc
Kasumi's head mesh: HMF_HED_PROKasumi_MDL found in the same package.
Yes you're right. My bad.minormiracle wrote...
That's not actually very helpful since the viewer only gives you a portion of the mesh code. I had to sift through the textdump to find the armor code, and even that tends to omit parts of the code for things like
heads and helmets.
The code I gave up there isn't enough.
Since the textures objects are: HMF_ARM_KSM_*** I assume you can just say it's HMF_ARM_KSM_R.HMF_KSM_LGTa_MDL
(Wonder why the R, it's in all of the meshes we used till now so that's why I say it)
as for the head.... material instance is: HMF_HED_PROKasumi_Face_MAT_1a
textures are HMF_HED_KSM_Norm and Diff, sooo what do you put before the mesh?
rolltide123 wrote...
Hey, I'm not good with this stuff and
can't figure out how to change the weapon loadout the OP's way in the
first post [smilie]../../../images/forum/emoticons/sad.png[/smilie]
and I
was wondering if you could change the load out on the gibbed's save
editor which would be easier for me.
If anyone could help, I would
really appreciate it.
You can do it in the save editor, just go to raw, player, weapons, click the ... and edit. (You need to know codenames for the weapons)
Modifié par Ahalazar, 10 avril 2010 - 11:09 .
#2867
Posté 10 avril 2010 - 11:15
Dominus5412 wrote...
Azureum wrote...
Dominus5412 wrote...
Ok, what if I'm not using bindings, can I just edit the stats? Or no?
You can't directly edit the effect, only change its value with the command, hence binding required.
How do I set bindings then?
Search the file with ctrl + f for the word "binding" maybe?
#2868
Posté 10 avril 2010 - 11:18
Ahalazar wrote...
Kasumi's armor
mesh: HMF_KSM_LGTa_MDL, found in BioH_END_Thief_00.pcc
Kasumi's
head mesh: HMF_HED_PROKasumi_MDL found in the same package.
Since
the textures objects are: HMF_ARM_KSM_***
I assume you can just say
it's HMF_ARM_KSM_R.HMF_KSM_LGTa_MDL
(Wonder why the R, it's in all of
the meshes we used till now so that's why I say it)
as for the
head.... material instance is: HMF_HED_PROKasumi_Face_MAT_1a
textures
are HMF_HED_KSM_Norm and Diff
sooo what do you put before the mesh?
Soo Mino, Az, everyone else? Any insight?
Actually, I think I found it.
If you use glidor's package extractor for the .pcc files. You will get a folder with everything that's contained in the .pcc in an unusable format. You now have to find the .Skeletalmesh file of the mesh you want to use. The folder name in which it is located is what you're searching for.
Example, Miranda's armor:
[folder name].[subfolder name].[mesh name]
the mesh is in: C:\\Games\\Mass Effect 2\\BioGame\\CookedPC\\BioH_END_Vixen_01\\BIOG_HMF_MIR_LGT_R\\LGTa\\HMF_MIR_LGTa_MDL.SkeletalMesh
so the code for her armor is: BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL
Note.
Extraction creates a lot of files. It may take a lot of time. Extracting large .pcc files wouldn't be recommended. Deleting them is horror (it can reach 20'000+ files, even if they are only ~3kb, deleting is going to take a lot of time)
And now, another question... Miranda's cleavage mesh is apparently in BioH_END_Vixen_01.pcc, the nametable.txt has it written, however... it's nowhere to be found....where the hell is it?
Modifié par Ahalazar, 10 avril 2010 - 11:59 .
#2869
Posté 10 avril 2010 - 02:54
#2870
Posté 10 avril 2010 - 03:50
#2871
Posté 10 avril 2010 - 05:50
Thanks!
EDIT: Since I've started asking - has anyone succeeded in enabling the old-style overheat system in Patch 1.01?
I tried setting "UseHeat="True" as in v1.0, but nothing changes. Help would be appreciated!
Modifié par Burdokva, 10 avril 2010 - 05:52 .
#2872
Posté 10 avril 2010 - 05:53
Ahalazar wrote...
If you use glidor's package extractor for the .pcc files. You will get a folder with everything that's contained in the .pcc in an unusable format. You now have to find the .Skeletalmesh file of the mesh you want to use. The folder name in which it is located is what you're searching for.
Example, Miranda's armor:
[folder name].[subfolder name].[mesh name]
[...]
And now, another question... Miranda's cleavage mesh is apparently in BioH_END_Vixen_01.pcc, the nametable.txt has it written, however... it's nowhere to be found....where the hell is it?
There should be a extract.txt or something similar, which contains a list of all extracted files.
Just search for the line with the model name you wanted and you got your path.
The Miranda Model (we are talking about the one with the bra?) is in "BioD_EndGm1_110ROMMirranda.pcc".
#2873
Posté 10 avril 2010 - 05:56
When you first load a PCC file with umodel you'll get a separate window like this.Ray Joel Oh wrote...
I never understood how you folks have figured out these codes. What do you mean, sift through the textdump? How do you do that?

Going by Ahalazar's syntax of [folder name].[subfolder name].[mesh name], hidden in that text dump is a reference to the folder name and mesh name. I guessed the subfolder name by reference to other armors. For armors and helmets it's usually repeated in the mesh name as three cap letters and a lower case letter (LTGa, SHPc, GLPa etc), but it's a real crapshoot since miranda's head code is BIOG_HMF_HED_PROMorph_R.PROMiranda.HMF_HED_PRO_Miranda_MDL and PROMiranda isn't referenced directly in either the directory name or mesh name.
Speaking of which, Ahalazar I'd really appreciate it if you can post a link to gildor's extractor, since I've never heard of it until now.
#2874
Posté 10 avril 2010 - 06:05
minormiracle wrote...
When you first load a PCC file with umodel you'll get a separate window like this.Ray Joel Oh wrote...
I never understood how you folks have figured out these codes. What do you mean, sift through the textdump? How do you do that?
Going by Ahalazar's syntax of [folder name].[subfolder name].[mesh name], hidden in that text dump is a reference to the folder name and mesh name. I guessed the subfolder name by reference to other armors. For armors and helmets it's usually repeated in the mesh name as three cap letters and a lower case letter (LTGa, SHPc, GLPa etc), but it's a real crapshoot since miranda's head code is BIOG_HMF_HED_PROMorph_R.PROMiranda.HMF_HED_PRO_Miranda_MDL and PROMiranda isn't referenced directly in either the directory name or mesh name.
Speaking of which, Ahalazar I'd really appreciate it if you can post a link to gildor's extractor, since I've never heard of it until now.
The extractor is available on the ME2 Mods forum:
Gildor's Unreal Package Decompressor and Extractor
Modifié par Azureum, 10 avril 2010 - 06:05 .
#2875
Posté 10 avril 2010 - 06:10
Also is it possible to give him an extra or different weapon type so he isn't so useless?




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