rhino666 Posted April 10, 2011 Share Posted April 10, 2011 Good day all. I have been becoming fairly successful at getting my designed characters from the SI Facegen standalone app into the GECK into my npcs. I also discovered that if I take the hires skin texture and uvmap it to the standard headhuman mesh, it comes out even better. However this requires that I create a new race for the texture to be included which brings me to my point of confusion. The values present in the facegen standalone app give me the exact string of hex I need to paste into the editor. However, there are now two different areas that accept facial deformation. One is in the root of the race definition, and thee other is in the root of the npc definition, and for the life of me I can't tell which looks more correct. As I see it there are several options to make the face look like the facegen model: A)Zero out the three fields for the data in the race, and use the absolute values in the npc definitionB)The opposite, hardcode those values into the race definiton, and zero out the values for the npc definitionC)Put the same values in BOTH the npc and the race definition (I'm confused how this works... do they stack? Or merely override one another)D)Use some standard values generated by the race's default (e.g. caucasian) in the race's facial deformation, and then use the absolute value on top of this definitionE)Use the standard race's values, and somehow determine the remainder between those default values, and the desired values from facegen (which I would have NO idea how to do). Thanks in advance. I have been devoting almost every waking hour outside of my job to making this mod and I would certainly appreciate a nudge in the right direction :) Link to comment Share on other sites More sharing options...
rhino666 Posted April 10, 2011 Author Share Posted April 10, 2011 bump Link to comment Share on other sites More sharing options...
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