.tri and .egm files for head mesh ATTN: throttlekitty :)

Post » Fri Aug 20, 2010 8:19 am

I've created high-res versions of all of the head meshes in the game - however, I've tried to use the conformulator from oblivion to create the .tri and .egm files but it doesn't do it correctly (the .egm file is probably okay but the .tri, which is responsible for morphs, is messed up - the first thing I noticed is that when the character talks with the conformulator-made .tri file being used, the mouth doesn't even open (the lips move, but the innermost part of the lips remain static - it's quite strange).

So how is the creation of these files done? How did people like throttlekitty, idkrrrr and Ren code them/create them?

Is throttlekitty still around? I know she made head06 for oblivion so she'd probably know this like the back of her hand.

Oh yeah, and what of the .egt file? Can I use the .egt from the vanilla mesh even though they have different poly counts?
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Claire Jackson
 
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Post » Fri Aug 20, 2010 11:18 am

Is throttlekitty still around? I know she made head06 for oblivion so she'd probably know this like the back of her hand.


He. ;)
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Heather Stewart
 
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Post » Fri Aug 20, 2010 2:30 pm

http://www.tesnexus.com/downloads/file.php?id=18566 is just about all I know about egm/tri/egt files, and some tools to work with them aside from the Conformulator.

For the problem with the mouth not moving, there's a couple of solutions; first the problem! The Conformulator compares your mesh to the original nif/tri/egm files and creates morphs based on those offsets. So if the mouth isn't %101 perfect, you'll get a 'bad' morph. With my Head06, the goal was to create a high-res version of the original, and stay true to the form. Even with small differences between the mouths, I ended up with a 'sticky mouth' look when talking. (so maybe the first solution isn't much of one)

You'll need to use one of the other tools (I used the 010 scripts) to take the offending morphs in and out of the .tri file for fixing. You get an .obj as an output, which can be mangled about, then injected back in.

The .egt file is a package of 50 textures. The only way you'll be able to reuse the existing ones is if your model has an identical UV layout- or close at least. If not, a bit of jiggery pokery of models and UVs should yield a good result for baking the textures from one UV set to another. (short of buying the facegen software to do it the right way)
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AnDres MeZa
 
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Post » Fri Aug 20, 2010 1:11 pm

http://www.tesnexus.com/downloads/file.php?id=18566 is just about all I know about egm/tri/egt files, and some tools to work with them aside from the Conformulator.

For the problem with the mouth not moving, there's a couple of solutions; first the problem! The Conformulator compares your mesh to the original nif/tri/egm files and creates morphs based on those offsets. So if the mouth isn't %101 perfect, you'll get a 'bad' morph. With my Head06, the goal was to create a high-res version of the original, and stay true to the form. Even with small differences between the mouths, I ended up with a 'sticky mouth' look when talking. (so maybe the first solution isn't much of one)

You'll need to use one of the other tools (I used the 010 scripts) to take the offending morphs in and out of the .tri file for fixing. You get an .obj as an output, which can be mangled about, then injected back in.

The .egt file is a package of 50 textures. The only way you'll be able to reuse the existing ones is if your model has an identical UV layout- or close at least. If not, a bit of jiggery pokery of models and UVs should yield a good result for baking the textures from one UV set to another. (short of buying the facegen software to do it the right way)


Thanks for the reply. :) Is there a tutorial out there for using facegen for some of this stuff? My friend has the software so if something is far easier on that front, I'll just use that. Thanks for the guide by the way, hopefully I can figure out how to do this - I'm actually subsurfacing every single mesh in Fallout to improve on the graphics (there's already plenty of work done on the textures so I'm leaving those alone) - obviously, the head is one of the most important if not the most important. If I can figure out how to do this mesh it'll all be downhill from here.
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Dustin Brown
 
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Post » Fri Aug 20, 2010 11:06 am

- the first thing I noticed is that when the character talks with the conformulator-made .tri file being used, the mouth doesn't even open (the lips move, but the innermost part of the lips remain static - it's quite strange).

I got around this by slightly openning the mouth a very little bit, a tip I got from Scanti. the verts are too close together and the tolerance of the conformulator was as such that it didn't know which way to move those areas. Took a couple tries, but I succesfully managed to copy the morphs from the stock head to my custom one.
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Steve Bates
 
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Post » Fri Aug 20, 2010 8:11 pm

Thanks for the reply. :) Is there a tutorial out there for using facegen for some of this stuff? My friend has the software so if something is far easier on that front, I'll just use that. Thanks for the guide by the way, hopefully I can figure out how to do this - I'm actually subsurfacing every single mesh in Fallout to improve on the graphics (there's already plenty of work done on the textures so I'm leaving those alone) - obviously, the head is one of the most important if not the most important. If I can figure out how to do this mesh it'll all be downhill from here.

I lol'd


I got around this by slightly openning the mouth a very little bit, a tip I got from Scanti. the verts are too close together and the tolerance of the conformulator was as such that it didn't know which way to move those areas. Took a couple tries, but I succesfully managed to copy the morphs from the stock head to my custom one.

Oh, I suppose that would work, nice tip!
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Brian LeHury
 
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Post » Fri Aug 20, 2010 10:44 am

I lol'd


No really, I'm subsurfing every single mesh in the game (with the exception of things that are supposed to be blocky like walls). I'm already done with every piece of armor/clothing and it actually does make a difference. Especially when you're like me and you have this uncanny ability to eagle-eye out all the blocky graphics (for instance when I started a new game I couldn't stand the fact that I could see the edges on that red ball in your playpen.)

@Ghogiel I think that might actually work for me - if it does then that'll be great. Thanks for the suggestion
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Marquis T
 
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