Post by chashan on May 20, 2018 12:32:29 GMT
Hallo everyone,
So, setting myself the task of trying to add new helmet-meshes for Shepard in the form of the various helmets that are sported by Derperus,
I so far managed to cut down to the parts I need from the base-mesh of the Phantom - the head and neck, that is - in 3dsmax, export it from there as .psk after finally finding the option for
that in 3dsmax and then import to UDK3 and finally save it there as a .udk for further use. I largely followed GPG's instructions found here:
www.girlplaysgame.com/mass-effect/mass-effect-how-to-mod-to-your-hearts-content/mass-effect-modding-tutorial-hair-modding/
(steps regarding UDK gave me the hint how to proceed from 3dsmax, aside from me figuring out on my own where to find the export to .psk-function outside RUNMaxscript)
and here:
www.girlplaysgame.com/mass-effect/mass-effect-how-to-mod-to-your-hearts-content/mass-effect-modding-tutorial-creating-custom-meshes-and-textures/
Currently, I am somewhat stuck on her step 2) regarding creating a custom texture and how to eventually apply it to the mesh. I do know that her guide does not fully apply insofar
that I am only "cannibalizing" one single base-game mesh. I am still correct in assuming that I would need to cut the appropriate sections of the Phantom-texture, namely those that
cover the helmet and proceed as she describes, right? Not having much of any experience using image-editing programs - just a few quick edits via GIMP, usually - my tentative guess
as to areas I'd need to cut from the base-texture* are marked in red circles here:
abload.de/img/phantom-helmettexturechqlx.jpg
Would the outline of the texture-parts I need to cut have to correspond 100% with the UVW I saved to .tga as part of GPG's step 8) in part II of her instructions?
If so, not having a steady hand myself and looking at the fairly jumbled texture, I can guess as to why the mod-idea I had wasn't attempted before...
Further, once all that is done: I take it that adding the helmet-mesh to the game would be simplest if I replaced another mesh? As an option for this, I had Alliance Armor Pack DLC*
in mind:
www.nexusmods.com/masseffect3/mods/415/?
Primarily since the Nightmare-armor that's distributed with it would be more distinct that way from the EGM-armors that use the N7 Shadow/Slayer-mesh. I'd then have to adjust
the texture so it fits the Alliance-colour scheme, of course. One further task to do.
*PS: Before you ask: Yes, the texture I wanted to use as a base is one with up-scaled resolution done by KJaro, and before I'd proceed to release any mod for further distribution,
I'd contact him and others if they are okay with their work being used as a basis and credit them properly.
So, setting myself the task of trying to add new helmet-meshes for Shepard in the form of the various helmets that are sported by Derperus,
I so far managed to cut down to the parts I need from the base-mesh of the Phantom - the head and neck, that is - in 3dsmax, export it from there as .psk after finally finding the option for
that in 3dsmax and then import to UDK3 and finally save it there as a .udk for further use. I largely followed GPG's instructions found here:
www.girlplaysgame.com/mass-effect/mass-effect-how-to-mod-to-your-hearts-content/mass-effect-modding-tutorial-hair-modding/
(steps regarding UDK gave me the hint how to proceed from 3dsmax, aside from me figuring out on my own where to find the export to .psk-function outside RUNMaxscript)
and here:
www.girlplaysgame.com/mass-effect/mass-effect-how-to-mod-to-your-hearts-content/mass-effect-modding-tutorial-creating-custom-meshes-and-textures/
Currently, I am somewhat stuck on her step 2) regarding creating a custom texture and how to eventually apply it to the mesh. I do know that her guide does not fully apply insofar
that I am only "cannibalizing" one single base-game mesh. I am still correct in assuming that I would need to cut the appropriate sections of the Phantom-texture, namely those that
cover the helmet and proceed as she describes, right? Not having much of any experience using image-editing programs - just a few quick edits via GIMP, usually - my tentative guess
as to areas I'd need to cut from the base-texture* are marked in red circles here:
abload.de/img/phantom-helmettexturechqlx.jpg
Would the outline of the texture-parts I need to cut have to correspond 100% with the UVW I saved to .tga as part of GPG's step 8) in part II of her instructions?
If so, not having a steady hand myself and looking at the fairly jumbled texture, I can guess as to why the mod-idea I had wasn't attempted before...
Further, once all that is done: I take it that adding the helmet-mesh to the game would be simplest if I replaced another mesh? As an option for this, I had Alliance Armor Pack DLC*
in mind:
www.nexusmods.com/masseffect3/mods/415/?
Primarily since the Nightmare-armor that's distributed with it would be more distinct that way from the EGM-armors that use the N7 Shadow/Slayer-mesh. I'd then have to adjust
the texture so it fits the Alliance-colour scheme, of course. One further task to do.
*PS: Before you ask: Yes, the texture I wanted to use as a base is one with up-scaled resolution done by KJaro, and before I'd proceed to release any mod for further distribution,
I'd contact him and others if they are okay with their work being used as a basis and credit them properly.