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FG file to Save? Or....


Guest endgameaddiction

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Guest endgameaddiction

Alright, since tweaking faces is my specialty I have been manually doing it for around 4 years in GECK. I have seen some modders put up some resources on created preset faces imported over from FaceGen Modeller into a save or plugin. I don't remember.

 

Lets face it, face rendering in game for Fallout is very limited and GECK's implemented FaceGen Modeller requires a load of patience and time to get the face you want as you have to deal with every single portion of the face getting rendered if you mess with one part of it. It's rather annoying. I'm not sure why this was ever implemented by FG to begin with. I hope that in the future they remove this.

 

I've always been curious on how to import a .fg format into a save. There is pretty much no resource that I know of behind this. I've only seen famous face presets done from FG and implemented into save file, however, there is no guide to import it over. If anyone knows any guide to achieve this, that would be great. Or even better, if there is a different program out there to be able to take a rendered face from FG and achieve by giving you the hex values like you can find in FO3Edit that would actually save the time of having to create a way to get it to import as some sort of format, like maybe upload a save to program and render the face and have the program save that rendered face saved into a specific save file. The problem with that is the save file could get corrupted during the process. In my case, that wouldn't matter as I would have a back up. And I could use Facegen Exchange for FO3Edit to extract the hex values to paste them over onto a new preset as I normally do from a save to FO3Edit.

 

I'm just looking for an easier way to edit faces so that I can bypass using the GECK FG to achieve a face with going through all the hassles of rendering the nose causing the lips to blow up or the eyes to alter.

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  • 4 months later...
Guest carywinton

I hope no one gets upset at bumping this topic/thread. The way I see it, if information is still relevant and useful, why start it all over again. it just adds more load to the database when you do. I would be very happy to hear how this is done. I have *.fg files I would be very grateful to know how they can be used, imported, extrapolated, etc. into the GECK for NPC creation or as a PC Preset.

TIA and Kind Regards to anyone for assisting in explaining how this is done :exclamation:

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Guest carywinton

Thanks for the reply A.J. that is one of the programs for doing the transfer, but there is no clear method for doing it. This one works by importing the facegen into a saved game character, which I guess would be fine and I suppose will have to be the way to do it. I was hoping to find a way to merely import the *.fg file from SI FaceGen into the GECK., so I could then make the character an NPC, etc.

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well... I guess there should be a way to read the facegen inside the savegame. I mean, if Scanti copies it inside the savegame, it means its location is known. Having the hex string would allow to apply it directly in a base object through FNVEdit. So the real question would be... how/where to read the facegen in the savegame?

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Guest carywinton

Yes that is a good question. I suppose I will just create a new game with a PC that is close to what the created *.fg file is and try the whole input/output thing and see what the results are. Getting it from the save game and into the GECk may be interesting, I suppose I could use FO3Edit/FNVEdit and transfer the Hex values from the saved game character to an *.esp file character, no idea really, just speculating the possible process, obviously Bethesda Software had a method for doing it, since this is what they used. There are many "tools" they have and had for doing allot of the frustrating grunt work we find ourselves stuck with, like the project you and Odessa are working with, the Language barrier FormID issue, I know for a fact they have "lists" for this that merely plug-in and translate it all for them, but gaining access to this has proven nearly impossible, but I refuse to give up, I will keep knocking oin doors until I get an answer or kicked out on my ass. :dodgy:

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I just asked for that in 101 thread, because I took a look to a dumped savegame but I can't find the facegen infos. Jaam answered me but I'm not very technical in these things (comparing two dumps... brrrrr *scared* ), so maybe if you want we can take a look together

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Search the output for FaceGenData, you should see something like that:

 

 

                Face
                  Data
                    Unknown: 0
                    FaceGenData: F9 5F C1 3F 7C 5A CC C8 BF 7C 89 F8 3C 40 7C 86 DE 90 3E 7C 96 DA DD 3F 7C C2 03 19 3F 7C 2A 6E 8A 40 7C C4 8E C4 3E 7C BE 91 5F 3F 7C 12 47 84 BF 7C C5 75 E8 BF 7C 88 A8 E8 3E 7C CE A8 8C 40 7C 84 22 9C BF 7C F0 35 28 40 7C 38 64 EC BF 7C A4 08 09 41 7C CB 66 46 40 7C 40 E9 45 3F 7C 0C 1D 5B BF 7C DD 80 AA 3F 7C 53 C1 45 40 7C C0 FD 5B BF 7C 6C 03 49 40 7C 5B 0F 8D C0 7C 3A 3D C6 BF 7C A5 D9 9B C0 7C 1C 99 23 C0 7C BC 77 4E 3F 7C 62 A4 16 40 7C CD 24 62 40 7C 0C ED ED 40 7C 28 72 C3 BF 7C BC 57 13 C0 7C 7A ED E9 BF 7C 10 7A C1 BE 7C 28 54 2C 40 7C 5D EE BA 40 7C 2B 1F B8 C0 7C AD F4 5B 40 7C 83 C6 87 C0 7C 9D FC 2E 40 7C E4 D6 83 40 7C 8B 57 CC 40 7C 80 65 30 3D 7C CE AB 78 40 7C C9 29 D8 C0 7C A1 65 15 C0 7C 89 DB 4C C0 7C B5 3E 31 41 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 00 00 00 00 7C 22 C2 7E BE 7C 38 C0 EF 3D 7C 54 37 67 3F 7C 50 C6 B5 BE 7C 13 1B 63 3F 7C 4A 8E D8 3E 7C E0 7A D6 BF 7C 0D 20 05 BF 7C 52 E4 5A 3F 7C 98 DF D0 BD 7C 2C D2 1D BF 7C F7 3F 96 BF 7C 60 C5 45 BE 7C EF 87 B3 3F 7C 4E 8C 04 40 7C 06 8C BB BF 7C 40 E6 B2 BD 7C 9C 95 D0 3E 7C 51 1D 19 40 7C 6C 78 71 BF 7C 70 53 09 3F 7C D8 3F 1B 40 7C EB A6 D3 BE 7C 05 9A C5 3F 7C E7 71 3B BF 7C 1C 9B BC BE 7C 7A 76 EE BE 7C 0D 1B 18 40 7C EC CA A5 3F 7C 8A 01 14 3F 7C F8 CC 41 3D 7C 61 12 91 BF 7C 64 C2 1C 40 7C 4C 63 60 40 7C 11 87 E4 40 7C 3B 6C 7F C0 7C E8 CC 3F BE 7C 12 2D 96 3E 7C 9E 1E BF 3F 7C 20 8D 08 40 7C 67 93 90 BF 7C 7A A1 F3 3F 7C 17 71 19 C0 7C EC 2E 08 40 7C B0 EE A2 BE 7C EE C5 C4 BE 7C 4F 76 D0 BF 7C 63 2B D2 3F 7C B2 C0 EA BF 7C 50 CE 6A BE 7C

 

 

 

Good luck :)

 

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Guest carywinton

Yep know about the three lines of Hex data for the FaceGen, it's the process of getting the FaceGen data from an *.fg file (SI FaceGen format) into the GECK for use on an NPC or CG Preset, this is where things get very  "grey" and no information or tutorials for it can be found.

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Guest endgameaddiction

I don't recall ever being able to import the hex values into GECK. As far as I know to my knowledge of doing it many times, it's always been done through FO3/FNVEdit. Still it would be interesting to see what the outcome of this would be if it's looked further into.

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Guest carywinton

Well so far even taking the hex values from an *.fg file, and importing them into an esp has not had very good results. I have tried this with two separate races, Caucasian and Hispanic, neither one worked. So I am still on the hunt for the best possible process to get SI FaceGen files into Gamebryo based games.

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Guest endgameaddiction

How exactly are you obtaining the hex values from the .fg file? In other words, are you getting them from SI FG Modellor or some other type of program? And if it provides all 3 lines, are you sure you are not putting the value in the wrong lines?

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Endgameaddiction I update you copy pasting our conversation, let's see if it helps.

 

My solution:

"...

So essentially:

- Use this to import the FG file inside your savegame. This should allow to morph your character inside the savegame as you did in FaceGen software. Try in game that savegame to see if it worked, if your character is like in the FaceGen software.

- Use this to dump the savegame. I did it in dos, if I remember correctly I simply wrote FNVDumpSaves <name of the savegame> <name of the txt file>. FNVDumpSaves needed to be renamed because there was a space I couldn't write down in dos. No that you need me to write that, but I'm redundant, you know

- Open the result txt file (mine was 55 Mb, it takes a while to make it) and filter for "FaceGen". You should find a string which contains the hex datas of the player's facegen.

- Make a esp with your custom race/npc/whatever, even with no modifies to the values, just to write the record in the esp.

- Manual copy the facegen values from the txt file to the custom npc's esp using FO3Edit.

..."

 

Cary's solution:

"...

First Link goes to a program that takes the input file, either *.fg (SI FaceGen) or a saved game, etc. and decodes the  3 lines of face generated hex values.

FaceGen Exchange for FO3Edit

 http://www.nexusmods.com/fallout3/mods/9064

 

Then if you have SI FaceGen Modeler you can use this to get the proper faces into it.

Fallout 3 FaceGen parts

 

http://www.nexusmods...out3/mods/12757

..."

 

I guess Cary used his method, I still have to try mine, but I think I'll do it in the next few days

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Guest carywinton

:s My Method failed, and yes I was pasting into the correct fields. I am still working with several different ways and none of had what I would consider acceptable results.

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It wouldn't be bad to compare the hex FG datas inside the savegame (with my method) to your hex datas. Because, well, being outside of it (not having tried anything) I really feel weird that your datas don't give the expected results, unless one of the two programs don't misplace the datas themselves

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Guest endgameaddiction

Checking out the second link. I'm familiar with the exchanger program by scanti.

 

Edit: some how being around Nexus for so long I never seen that last link. This is interesting...

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My method too gives unexpected results. My guess is the hex datas are "wrong" because the head mesh is not aligned as the original head and the datas take weird values. After putting them in FNVEdit and opening the GECK, they all are setted at +-10, and even clamping them I can't set back to 0 for example. I think they are out of range.

 

But still, I don't know anything about this subject, I just did an experiment

 

EDIT: I can somewhat confirm the extracted values are wrong (for alignment or whatever reason) because I didn't touch Asymmetry, but instead of being 0 it has a lot of high values

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Guest carywinton

It would seem the extracted values do not match with the proper range when injected (copied) into the records fields. This leads me to believe there is a difference in the record fields ranges for the associated programs. SI FaceGen verses FNVEdit/FO3Edit/TES5Edit, etc. So what is needed is a program that can properly match the records ranges. I will look into that and see what I can find, I felt like there was some important step or program missing.

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Guest carywinton

Yep you are definitely on the right track, I have read so much information on this from people who were able to do it for Oblivion to literally hundreds looking for help to do it in Fallout 3 to Skyrim. What I have discovered is the process is quite involved, it requires exporting the textures from SI FaceGen and reworking them in either Paint.net or Photoshop, then converting this into a DDS format. There were two distinct tutorials I found one for Oblivion and one that touched on GECK, both were very complicated to say the least. I am currently trying to "streamline" what I have found into something more useable, clearer to understand and make certain it works. If I am able to even perform the steps and do it at all. :s

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But... keeping in mind I have bad eye for aesthetic, forgive my being naive... I pretty much noticed the GECK facegen is almost the same than modeler facegen. I experimented a little and I found myself doing the same exact steps I usually do in GECK. The only real difference I found is on the expression morphs and in the feminine / caricature sliders, all the rest seems the same. So why you want to work on it? Do I miss something?

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Guest carywinton

I wanted to use a photo that was input into the SI FaceGen and be able to transfer these results to the GameBryo engine, for use in character creation.

 

For example, a great many people would like to be able to input a famous persons face and create an NPC or PC with it. Obviously Bethesda Software had a method for doing this or a majority of the characters used would have to be done by hand.

 

I used a "test"  *.fg file made with SI FaceGen  from Riven's Famous people. So I would not ruin any of the other files I have made just incase. So far my results have not gone well, this is when I discovered the process will not be as simple as the three lines of hex code being transferred, but a texture and such will have to be exported and worked with as well.

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