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What are the generic face portraits called?


UncleMo

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In the portrait.big file, what are the names of the generic faces. I imagine there are hundreds of faces and I'd like to know what the name of the genric faces for editing purposes. Thank you for any help. Mo.

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portraits, not faces in the models.big file, unless they are the same cybernetic...it may be a dumb question to everyone else but I'm at work where the game is installed at home. And I've never poked around into the portrait.big file. And I haven't touched MVP edit in a good few months.

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cAN SOMEONE OPEN UP MVP EDIT AND LOOK AT THE PORTRAIT NUMBERS ASSIGNED TO FACES 901-915. Sorry for all caps.

There is no such thing. Portrait numbers either have a specific number because that number is a portrait. Or they are number zero. (0) (which means they have no portrait & all you see is a blank picture with a headshape.)

The cyberfaces & the portraits have absolutely no connection to each other.

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The generic faces are what I'm getting at, not the blank pictures. For example, if I do a facial hair mod, I want to edit the generic portrait that is associated with that face and add hair to the portrait so that if I have a rookie that was draft, and he has the I'M GROWING IT OUT facial hair instead of the beard, I want to change that portrait so that it shows a gotee growing out instead of a beard.

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The generic faces are what I'm getting at, not the blank pictures. For example, if I do a facial hair mod, I want to edit the generic portrait that is associated with that face and add hair to the portrait so that if I have a rookie that was draft, and he has the I'M GROWING IT OUT facial hair instead of the beard, I want to change that portrait so that it shows a gotee growing out instead of a beard.

I understood what you were asking. That is why I concluded my last post by saying that there is no connection between portraits & cyberfaces.

What you are asking for simply does not exist. There are no generic portraits in the portrait.big file. There are only real portraits of real players. If a player has no real portrait then he is assigned number zero which means he has a blank portrait. (it has an outline of a head but no picture)

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Ok, I did not know you understood me. Then where are the portraits at for the generic players. They are somewhere, and so I assume they have to be in the portraits file.

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Ah... stupid me.... You're right, but they have a different setting. Not a number. I am looking at them right now. They start with aada.fsh & move on from there. aadb aadc aade etc... till aadh.fsh. Then they start on the next one. abda.fsh abdb.fsh etc... again till abdh.fsh. Then they move on to acda.fsh etc... & they go till ogdh.fsh

I guess the earliest ones (A) would correspond to 901 & the latest (O) to 915 with B being 902 C being 903 etc...

Sorry for my goofup in answering you improperly the first time (even though I understood what you were asking)

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The portrait.big file does include some generic faces, however, they are not "real" portraits, but more "graphical" (i.e. they look like faces in the game. I believe that they are only used for the MVP in-game editor (i.e. you can't assign them via MVPEdit).

I came across these portraits when I first stated adding classic portraits for TC Phase 2. If you open up the portrait.big file with eagraph and scroll down, you will come to a section of portraits that have IDs like aada, aadb, aadc, etc.

These portraits use the following number scheme:

aada - aadh (8 portraits)

abda - abdh (8 portraits)

acda - acdh

adda - addh

aeda - aedh

afda - afda

agda - agda

This gives you a total of 56 portraits for each group.

This numbering then continues as follows:

bada - badh

bbda - bbdh

.

.

.

bgda - bgdh

This gives you another 56 portraits.

This pattern continues up until the letter 'o':

oada - oadh

.

.

.

ogda - ogdh

All together you get 15 groups ('a' - 'o') with 56 portraits per group or 840 total portraits. Following these portraits, there are 64 more portraits labelled st00 - st63. Again, I believe that these are somehow used in the in-game editor when you create a player.

All together there are 904 (840 + 64) of these portraits. I removed these for Total Classics because the portrait.big file has a limit on the number of portraits you can add and I found this to be a waste of 904 valuable portrait slots.

This may be the information you are looking for, however, as I said, there is no way to select these faces in MVPEdit (I tried). MVPEdit expects a numeric value entered for the portrait ID, and does not accept alphabetical characters to be entered.

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I guess the earliest ones (A) would correspond to 901 & the latest (O) to 915 with B being 902 C being 903 etc...

Sorry for my goofup in answering you improperly the first time (even though I understood what you were asking)

I'm not sure if this is quite right, because as I said, I removed these portraits for Total Classics and those players that use the face numbers 901 - 915 still have faces in the game. If these portraits corresponded to the 901 - 915 face range, I would have expected the game to crash when I removed them.

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wow. I'm speechless with the total amount of info. I'll review tonight when I'm home, and sit on it and attempt to edit appropriately. I feel overwhelmed as if that is way too many for me to edit though. I realize why there are so many. There are different facial hairs, hair colors, and 15 different faces at that. That's a lot of variations. Aye de mi!

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Thank you both VERY MUCH. I bet you both saved me a lot of time. Neither one of you are dumb enough to tackle the mod with me in my sig are you? Lol.

Removing these faces from the portrait.big file is VERY easy. Just open the file using the bigGUI tool, highlight the portraits you want to get rid of and click the "Delete" button. The portraits are then removed from the portrait.big file. That's how I got rid of them for Total Classics.

As far as the rest of the stuff you want to do, you could do that with MVPEdit, as long as you assigned unused portrait IDs to your new portraits.

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I'm not sure if this is quite right, because as I said, I removed these portraits for Total Classics and those players that use the face numbers 901 - 915 still have faces in the game. If these portraits corresponded to the 901 - 915 face range, I would have expected the game to crash when I removed them.

But here is the thing. If you look at the actual portraits, you can see they start off with them being very light & get progressively darker till the O series which is the darkest. This is just like the 901 through 915. Also, if you count the letters from A till O it's exactly 15 letters (same as counting from 901 till 915)

You say you removed these faces. Do you still have the exact same faces as the default portraits that you did before removing them? I must admit that I am not sure why it will not crash the game though. This does bear further research LOL.

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I have come to the conclusion that there is a connection in a strange way from the cyberface to the generic portrait. Each portrait is assigned based on what number cyberface you assign in MVP edit.

Now within the particular cyberface number, what determines which sub-portrait of that particular portrait is assigned is determined by what type of facial hair you assign. (either ingame or in MVP edit)

I may be wrong in this, but I do not think so.

I also noticed that even though the second set is in fact connected to 902, the color of the face is not really darker. I think this has to do with things such as nose shape & as the numbers get higher, also eye color enters as a factor. (in addition to the face getting darker)

For instance with set number 3 (903 would be the corresponding cyberface number) you can see the eye color has changed to brown from a lighter color.

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thanks man. I would like to change some of the faces around to match the facial hair mods I've done in the past. Or, take my own print screens of faces I'm using, and create my portraits from there. Ugh.

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