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Open Letter to all Cyber face modders.


UncleMo

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Okay. But can you d/l an existing face and import using EA Graph? Almost all Readmes say not to use this program. I think that is what both Mo and I are trying to do.

as he said , export with EAGraph, edit fsh and import with EAGraph, kind of points to the use of EAGraph, plus as I said I followed what emeyekayiee did, it follows that I used EAGraph too!

I think you'd better wait for the tutorial, though it is only going to say what he already told you but in more words!

And Mo why are you trying to overwrite a white face with a dark one? Why not overwrite one of the dark skinned ones?

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Hey jim, that was just a test. if we can get this mod going it will be tit for tat so to speak. It'll be white over white, etc. etc. Trust me, I'm no racist. I'm far from it. I'm a good old American Melting Pot (Mutt).

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but you are making it more complicated messing with the ethnicity settings etc. It is easier to test by matching similar colours etc

and the downloaded faces don't work as generic becuse the g001.fsh is in a different format to the c###.fsh. You could have seen this by looking at them in fshed. I just did. The way to import non-generic faces is to ....

Export the g###. fsh you want to overwrite (use bigui or eagraph), open the downloaded face you wish to use with fshed, extracxt the bmp to somewhere you can find it. Open the g###.fsh in fshed and import the extracted bmp. open models.big with bigui or eagraph and reimport the g###.fsh. There might be problems with the orl and

ord not matching.

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but you are making it more complicated messing with the ethnicity settings etc. It is easier to test by matching similar colours etc

and the downloaded faces don't work as generic becuse the g001.fsh is in a different format to the c###.fsh. You could have seen this by looking at them in fshed. I just did. The way to import non-generic faces is to ....

Export the g###. fsh you want to overwrite (use bigui or eagraph), open the downloaded face you wish to use with fshed, extracxt the bmp to somewhere you can find it. Open the g###.fsh in fshed and import the extracted bmp. open models.big with bigui or eagraph and reimport the g###.fsh. There might be problems with the orl and

ord not matching.

Maybe u should wait for the tutorial also. IT DOESNT WORK. Have you even tried downloading a cyberface and importing it to a gxxx.fsh file? Can we be serious for a moment? You made a good point about the formats being different. I changed the format of the cxxx.fsh file to 24 bpp to match all the other gxxx.fsh files. No crash. Only get a slightly distorted face of what would be generic face #1. Now, is there anything we can do about the orl and ord files? I tried adding them and there was no difference. Remember, I AM a newb so you dont have to rip me. Just tryin to figure this out like everyone else.

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the generic faces are 128 x 128, not 128 x 256 like the regular ones, maybe this is what is causing crashing. anyway, i have never tried doing what u guys are doing, but i think thats the issue.

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the generic faces are 128 x 128, not 128 x 256 like the regular ones, maybe this is what is causing crashing. anyway, i have never tried doing what u guys are doing, but i think thats the issue.

Is there any way to change that? I went into FSHed to try and it wouldnt let me.

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moto, i'm at work and i thank you for trying to keep pushing this along. jim in UK is good at answering questions. he did come off like i'm an idiot but then again, who am i to be gettting mad since #1. i'm an idiot only sometimes 2. he knows about messing with pictures since he worked on a crowd mod 3. i know i was annoying him because he's never talked to me like that in the past-so i had to be annoying him since i am such a freaking newb goofball.

jogar, thank you for your comments. you are welcome to join in on this CAP face options challenge. Same to you to Biker Jim. I don't want this to be about look what I did or look at what awesome modd I did for everyone, I want this to be about realistic faces in the CAP portion and about have 15 realistic faces, and if we want, packs of faces 15 here, and when we get tired of those 15, import 15 different ones. this adds life to the game when draft time comes. i am just grateful to all of you who have been posting your messages, even if my newb self makes either of you guys annoyed.

emeyekayee, we await your assistance. patiently too since this is a big modd (to me).

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1. use EAGraph to open up models.big

2. click once on your desired gXXX.fsh file, example g007.fsh

3. click extract, save to someplace. it will ask you if you want to decompress. i usually dont, but if you do, make the QFS change. i will explain in step 6.

4. open g007.fsh with nfshtool. it will create a folder named g0007 with a 0000.bmp and an index.fsh file inside.

5. edit or replace the 0000.bmp. if you have another face, change it's name to 0000.bmp and replace the existing one in the folder. be sure to make it 128 x128.

the generic faces are 128 x 128, not 128 x 256 like the regular ones

6. open the index.fsh file with notepad and make sure the 3rd line is QFS. if you decompressed in step 3, it will say FSH on line 3. change it to QFS, save and close the file.

7. open the index.fsh file with nfshtool. if it worked you will see: "Converstion performed successfully." press enter to exit.

8. open models.big with EAGraph.

click Import Wizard. select "Add files to an existing TAR archive." next.

click add. select your g007.fsh file. next.

when its done, click finish.

done

for all the hair and beard stuff, make sure your new face is hairless.

that should do it

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Is there any way to change that? I went into FSHed to try and it wouldnt let me.

you can change the index.fsh file to import a 128x256 file in, but what happens is that the hair/beard files dont line up. the hair/beard are 128x128 so you get this:

cap2.jpg

tweezers anyone?

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2 question for emeyekayiee: Have you figure out which gXXX file in model.big is which in create-a-player screen. And I didn't change the index file of my CTS screen file to QFS after I decompressed it, so the QFS thing only affect model.big?

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2 question for emeyekayiee: Have you figure out which gXXX file in model.big is which in create-a-player screen.

there are 45 total gxxx files, and there are only 15 in the game. i know 1-15 change the ones in the game. 16-30, 31-45 seem to be duplicates of 1-15, but i have no idea what they are for. at first i thought they were for 3 different body sizes: skinny, athletic, heavy. but the g007 i changed showed up for all 3 body sizes.

And I didn't change the index file of my CTS screen file to QFS after I decompressed it, so the QFS thing only affect model.big?

as far as i understand it, the QFS and FSH compression only effects the size of the output file. i think there are some cases where it is required, like uniform importing. i dont think it is necessary for all applications.

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Unclemo was thinking that 16-45 affect the frequency of draft picks look because he said that some appear more often than other.

as far as the QFS thing I did compress the file again using BigGUI when I import into the bkgrnd.big file.

BTW: I remember hearing not to import some kind of file using either EAGE or BigGUI because it cause problem, but forgot which one :oops:

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Unclemo was thinking that 16-45 affect the frequency of draft picks look because he said that some appear more often than other.

i believe the rookie.big controls the frequency

as far as the QFS thing I did compress the file again using BigGUI when I import into the bkgrnd.big file.

BTW: I remember hearing not to import some kind of file using either EAGE or BigGUI because it cause problem, but forgot which one :oops:

all i know is that EAGE doesnt compress and BigGUI doesnt allow you to choose the compression type. ive been using nfshtool and EAGE for a while for different things and i havent had a problem yet.

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I think since I'm a light weight I should allow you guys to trouble shoot instead of playing catch up with you guys. I'd be a hinderance. However, if ANYTHING needs testing or help figuring out let me know. I think you are right about the rookie.big file being the determining factor in regards to the percentage of faces used because I vividly remember removing the flat faced guy down to 1% probability that he'd show up in my game. I came up with my theory while I was getting extremely tired of laboring over the question "Why are there 45 total generic faces but the total number of faces are not distributed evenly?" Like one face was there 4 times but maybe another face only had one other duplicate. I was fishing for an answer is all and I convinced myself that they HAD to be there for a reason and the only other thing I can think of is that maybe there is a set there for say, dynasty, another set there for say owner mode, and another set there for something that I can't think about, but I re convinced myself that they had to be there based on probabilities of them showing up. Since you brought up the rookie.big file, I know I am wrong now.

BTW, on a side note, my nickname mode makes the flatfaced guy only show up 1% of the time.

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ill run some tests to see why there are 45

possibly they were going to use 45 faces but couldn't be bothered, if you look in lots of games they have files that were never used. I think there is a a whole area on KOTR2 that is in the data but not used in game and PES3WE7 had the network files included though the network was never implimented. Hope I'm wrong though and weyou can get these into the game so we can have more generics.

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if worst comes to worse, we can change the probabilities of the facial hairs that appear so that no one gets created with beards, mustaches, etc. but that would be a subpar mod.

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I'd like to ask how this is going.

Also I was thinking that we can simply test just the first 15 if it takes too long. If we resize a cyberface (from what I read I believe that is what needs to be done) and then test it out in Create A Player, and everything goes well, and then test it out by simming a season and taking a look at the rookies created then we can hopefully assume that we only need to change the first 15, and that faces 16-45 are only there because EA chose to do nothing with those...-Mo

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i ran some tests. there are 45 faces, 3 sets of the 15 faces. so face g001 is the same as g016, is the same as g031.

what i did was places a big number 1 on the cheek of the g001 face, a number 16 on g016, 31 on g031. i did the same for the 6, 21, 36 set.

went the CAP and cycled through all the varibles to see if the number on the face would change. like i posted before, i first thought they were for the 3 different body sizes, but this experiment confirmed for a second time that i was wrong.

i then went through all the created players from the original rosters. all of them had the numbers 1-15.

i went back my MVP 2003, the first of the MVP series. the models.big for 2003 only has 15 faces, not 45.

all of this leads me to believe, assume, that EA has recognized that the MOD community likes to create cyberfaces, so they created 30 extra CAP fsh files for us to import cyberfaces for the CAP engine.

i assume they did this w/o knowing that MVPEdit was out there, because it takes the more advance modder to create a completely new player outside of CAP w/o MVPEdit. but with EAGraph having been available for a while for other games, they know that cyberfacing is very common.

so, to accomodate the cyberface modders, they created those 30 slots for us to create players through the CAP

then again... i could be completely wrong. but i know for sure, they other 30 are not used.

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ingenious idea re: putting numbers on their face. VERY good idea. on a side note, there really are a couple of faces that are there 2 times, whereas there are a few that are there 4 times.

Ex: 11 26 30 and 41 are all the same.

However, we can go off of your test anyway since you had an Einstein moment and figured to put numbers on their faces to see what would show up. Good thinking. :mrgreen: :!: :wink:

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"for all the hair and beard stuff, make sure your new face is hairless. "

does that mean pick faces that have not hair only. like say, a cyber face that comes with no hair?

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