Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Modding, Customising, Editing » Usermade Faces Data Bank
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Re: Usermade Faces Data Bank[message #282486]
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Mon, 06 June 2011 16:40
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Who are you going to replace?
or
You want a completely new character either:
A)Already in Arulco
B)Hire-able from A.I.M. or M.E.R.C. or I.M.P.
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Re: Usermade Faces Data Bank[message #282503]
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Mon, 06 June 2011 18:28
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fumina |
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Messages:27
Registered:January 2010 Location: Italy |
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KazuyaFuminanow, How I can set up correctly all coordinates?
Your frame preview is pretty much useless, because a) it's jpeg. b) you got sloppy when doing the cutouts and c) You broke something when you sclaed the picture (It could be caused by the jpeg algorithm as well). The edges of your cutouts have a grayish tone, which will make the animation look horrible.
The coordinates of eyes and mouth are the coordinates of the top left pixel of your cutouts, when they are put on the face.
In order to make a new merc appear in the AIM roster, you have to edit Mercprofiles.xml and AIMavailability.xml
http://www.mediafire.com/?dccdunyickm6gz7
Hi Kazuya,
thank's for your portrait!
off sure! my preview was only a preview for you to see my work, not for use ! (if u want I can send all files separated; It would be nice to see my machete animated )
I've merged all animations in one jpg as a preview
by the way, your Trejo looks good, but I can't understand how calculate coordinates; How I can chek if coordinates are correct? only in game? ( I put yours files on game, but animations still works wrong...)
I think it's very difficult add new characters in AIM roster....
[Updated on: Mon, 06 June 2011 18:45] by Moderator Report message to a moderator
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Private 1st Class
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Re: Usermade Faces Data Bank[message #282506]
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Mon, 06 June 2011 19:14
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Kazuya |
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Messages:208
Registered:January 2009 |
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Fuminaby the way, your Trejo looks good, but I can't understand how calculate coordinates; How I can chek if coordinates are correct? only in game? ( I put yours files on game, but animations still works wrong...}
My coordinates are correct. Make sure, that the game reads the coordinates from the correct file. That is, if you read them from xml, don't change them with proedit and so on. The 90x100 file is of no use, when you want to create an aim merc. So there is no need to put it in the faces folder and also make sure, that you enter the correct coordinates. That means, when you use the 48x43 picture, use the coordinates from 48x43. Another way to check, if the coordinates are correct, is to use "Face Viewer.exe"
When you want to determine, what the coordinates of a face are, load the facepicture in a graphics program. Crop the background to the size of the image, if necessary. Paint the top left pixel of the animation frames red. Now paste the animation frame over your face image and move it to the correct position. The coordinates of the red pixel are the coordinates you are looking for.
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Sergeant 1st Class
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Re: Usermade Faces Data Bank[message #282509]
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Mon, 06 June 2011 19:38
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fumina |
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Messages:27
Registered:January 2010 Location: Italy |
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KazuyaFuminaby the way, your Trejo looks good, but I can't understand how calculate coordinates; How I can chek if coordinates are correct? only in game? ( I put yours files on game, but animations still works wrong...}
My coordinates are correct. Make sure, that the game reads the coordinates from the correct file. That is, if you read them from xml, don't change them with proedit and so on. The 90x100 file is of no use, when you want to create an aim merc. So there is no need to put it in the faces folder and also make sure, that you enter the correct coordinates. That means, when you use the 48x43 picture, use the coordinates from 48x43. Another way to check, if the coordinates are correct, is to use "Face Viewer.exe"
When you want to determine, what the coordinates of a face are, load the facepicture in a graphics program. Crop the background to the size of the image, if necessary. Paint the top left pixel of the animation frames red. Now paste the animation frame over your face image and move it to the correct position. The coordinates of the red pixel are the coordinates you are looking for.
How I can know where game read coordinates? whith Face viewer I try your 48x43.sti, and animation work good. but, where I must put right coordinates? in wich file?
PS. I've tried also my Machete with Face viewer, and it's really nice ! u've to see it!
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Private 1st Class
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Re: Usermade Faces Data Bank[message #292351]
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Tue, 18 October 2011 15:06
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Scheinworld |
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Messages:961
Registered:December 2007 Location: Baltic Sea, Germany |
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Hello,
HachiryokuI do not want to take credit. I did not make this face. In fact I've had it so long I can't remember who made it. If someone knows who it was, then they deserve to be mentioned because this is an awesome replacement for Ira.
This face was originally created by Extropianer and shows lovely actress Sophie Marceau. Later an improved version of this face was released by Wulfy301.
< Source German forum >
You can find both versions in the archive /Faces/ section as well:
- Marceau_for_Ira_original_by_Extropianer
- Marceau_for_Ira_new_by_Wulfy301
HachiryokuIn fact, I think that this should just go in the next 1.13 product as we are all probably sick of Ira's stock face.
No, I don't think so. Don't get me wrong, Extropianer did a great job creating this face and I like it very much, but I'm totally against the idea to include any Hollywood stars into the original v1.13 which should be a modding base! So it should be and keep the users and the modmakers decision to use any alternative faces or face packs like Buggler did that with his BPP Mod. Every one of us has his own taste (see the 'Who is you favourite merc?' discussion) and that's okay. Personally I have nothing against Ira's original face. I think it fits her character and (German) voice quite well, but for all of you who don't agree with that such alternative faces were created. It shouldn't be the concept of v1.13 to include any mods or modded files like new faces (apart from essential bug fixing of course) and force their players to use them without the opportunity to keep the "original flavour", my opinion.
Best regards; Schein
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Re: Usermade Faces Data Bank[message #292381]
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Wed, 19 October 2011 03:07
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Scheinworld |
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Messages:961
Registered:December 2007 Location: Baltic Sea, Germany |
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Hi guys,
KindlyOneIf you hadn't pointed it out to me that it was actually Sophie Marceau, I wouldn't have known it.
@ KindlyOne: I have to admit, that if I hadn't seen the original posting by Extropianer in the German board I wouldn't know that as well. Btw nice to read you again
Well, I hope I didn't destroy any nice illusions some of you guys had for (or with?!) the mysterious girl with that. :lostwings:
SandroI never heard that name, nor seen that face before... so for me it's no Hollywood star.
@ Sandro: Then you shouldn't have the problem I mentioned above^^
I think Sophie Marceau isn't the "typical" Hollywood star, but I'm not sure what does that even mean exactly, because I've never met one of them on a personal level so far.
(unfortunately
[Updated on: Wed, 19 October 2011 04:46] by Moderator Report message to a moderator
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Re: Usermade Faces Data Bank[message #296163]
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Tue, 03 January 2012 10:15
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Kazuya |
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Messages:208
Registered:January 2009 |
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Dieter is right, she seems to be a bit blue around the nose
A few examples for caucasian skincolour ranges are from:
(24,16, to (148,101,74) (Malice)
(57,24, to (231,178,140)(Red)
( 24,8,0) to (206,166,140)(Scope)
On another note: There is really no point in creating just the 48x43 pictures. It's a lot better to create a 90x100 picture, animate it and rescale this picture to create the 48x43 and the others. This way, you can create an NPC as well at virtually no extra costs.
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Sergeant 1st Class
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