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Can You Import Face Geometries...


Raziiell

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Anyone? :( Is it possible through some crazy voodoo magic in-game which I transform into a computer IRL and spew it onto the screen?

 

I dunno if I am asking the right thing, so I'll try and tell you what I am doing.

 

The GECK Face Editing, is owning me, I can't even come close to recreating the face I did through the in-game editor. However~ I need the GECK's advanced features to make the tweaks to perfect it. I know you can make custom presets for faces, is there a way to export a face geometries at all from your actual character?

 

Thanks in advance guys! :)

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no idea, but i would have assumed so. I have seen a lot of experimentation and research into facegen with oblivion. < it maybe wise to look at the face tutorials on the CSWiki and various other Ob related resources. or just ask round in those forums. I do know of all kinds of stuff, importing custom faces through facegen modeller, there's WryeMorph, and probably other tutorials and modding ninja face crazy 36 fist styles.
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I've been searching and searching forums and can't seem to find the answer I want. I guess I'll pose a new question then.... is there a way to look at the save-game file and see what the actual values in numerical value of the face geometries are? I thought I remembered in the past a program that did that, but I think it may have been for Oblivion. I know the file structure of the save games for FO3 are nearly identical. :-/
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These are the utilities:

 

Save-game to save-game http://www.fallout3nexus.com/downloads/file.php?id=4094

 

Save-game to hex - http://www.fallout3nexus.com/downloads/file.php?id=9064 - then use FO3edit to plug these values into an NPC in an esp file, and set it as a facegen preset. Make sure the NPC is the same race as the character you are copying if you want it to look the same.

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Urp :O FO3Edit is limiting the amount of characters I can put in those fields, its practically cutting the geometry in half. Anyway around that?

 

*EDIT* I am retarded. Ignore this.

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