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Modding is possible (guide)


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#2851
Ahalazar

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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.

#2852
Residentz

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Possible to get the new casual wears from the Kasumi DLC in normal gameplay?

#2853
RShara

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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
Dominus5412

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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
LegionLG

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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
Ahalazar

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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
LegionLG

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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, or B) it just doesn't work.

#2858
rolltide123

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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 :(
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
minormiracle

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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.jpgImage IPB

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.

Image IPB

Modifié par minormiracle, 10 avril 2010 - 02:27 .


#2860
minormiracle

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Also if you edited your torso for the casual wear, during kasumi's mission when you're arming yourself from the smuggled stash, that dress (sans head but with bare limbs and all) will come sliding out the statue stand. Freaked me out the first time I saw it.

#2861
minormiracle

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Ahalazar wrote...

Open up the .pcc files with umodel and look for the mesh yourself. Then alter your stuff.
Get umodel here

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.

Modifié par minormiracle, 10 avril 2010 - 02:34 .


#2862
RShara

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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
RoadCrewWorker

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golak wrote...

eny know if u can remove the blur in the start menu so u can see the normandy?

You can by changing the DefaultPostProcessSetting value 
(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. 

barbati99 wrote...
I have the 1.01 patch. Is there any way I can still modify the coalesced file, or keep my cheats?

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.

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?

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.

Azureum wrote...

Yup, me :P

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.

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.

Have you had any success using the more basic extract.exe? 

#2864
sherban1988

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Hey guys, can anyone tell me how I can change the stats for DLC weapons and/or armor?

#2865
Ray Joel Oh

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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
Ahalazar

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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, or B) it 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.

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.

Yes you're right. My bad.
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
Azureum

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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
Ahalazar

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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
_silencer0

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Just to let you all known, I am still working on the C++ SDK. Wasted allot of time, because I lost a big part of the code. Shift + delete is pure evil (stupid me deleted wrong directory) :P Luckly some parts could be recoverd... at this point I have rewriten most stuff and the engine to C++ header generator is starting to get better :) Still have some problems with sorting class dependencies, but it's something that I should be able to get fixed. Perhaps it's better to just put the code online on sourceforge or google code?

#2870
Azureum

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Open Sourcing it is a good idea, considering the help you'd get...

#2871
Burdokva

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I'd appreciate if someone can tell me what is the command line in the coalesced.ini to enable crouching and/or separate crouch/sprint/cover buttons? I know there are already modded .inis ready for download, but I've already tweaked mine a lot (for graphics) and I don't want to loose the settings.

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
Toloc

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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
minormiracle

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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?

When you first load a PCC file with umodel you'll get a separate window like this.
Image IPB
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
Azureum

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minormiracle wrote...

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?

When you first load a PCC file with umodel you'll get a separate window like this.

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
ManBearPig91

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Is it possible with a save or ini editor to change squadmate powers? I would like to replace Jacob's incinerate ammo with cryo ammo.

Also is it possible to give him an extra or different weapon type so he isn't so useless?