ZeodoHokill Posted December 30, 2008 Share Posted December 30, 2008 In the combat armor mesh directory i see 2 .egm file, what is that for? will that be the cause of helmet rotated 90 degree when modding? Thanks Link to comment Share on other sites More sharing options...
chucksteel Posted December 30, 2008 Share Posted December 30, 2008 In the combat armor mesh directory i see 2 .egm file, what is that for? will that be the cause of helmet rotated 90 degree when modding? Thanks good question! I have ben wondering the same thing. I have ben having the chinese hat rotate 90 degrees when i try to mod it too. I hope someone can explain this issue. Link to comment Share on other sites More sharing options...
SpeedyB64 Posted December 30, 2008 Share Posted December 30, 2008 Glasses also have an egm I have no idea what they are for. Link to comment Share on other sites More sharing options...
Skotte Posted December 31, 2008 Share Posted December 31, 2008 I could be wrong but I think .EGM files are for keeping models fitted correctly with the heads, Since heads can be of different sizes. One wouldn't want to see the glasses earpieces to be to wide to touch the head or to narrow & go into a character's skull. :blink: Some of the modded in hairs in Oblivion had them. Link to comment Share on other sites More sharing options...
ZeodoHokill Posted December 31, 2008 Author Share Posted December 31, 2008 Thanks Skotte, if what you say is correct then I have another concern, will we need to do extra step to take care of the character size variation, or is it necessary to due with the EGM file when we making clothes mod? Link to comment Share on other sites More sharing options...
Skotte Posted December 31, 2008 Share Posted December 31, 2008 Thanks Skotte, if what you say is correct then I have another concern, will we need to do extra step to take care of the character size variation, or is it necessary to due with the EGM file when we making clothes mod? i just extracted "Fallout - Meshes.bsa" and there didn't seem to be any EGMs for clothing/armor or helmets that completely conceal the head (like PA helmets or raider Wastehound helmet) So unless you wanted to do some headgear (hair/Wigs, glasses, facial hair, head wraps, hats & open- face helms) I don't think you should worry. I wonder if swapping child-head EGMs in the place of adult-head Egms would let the headgear fit the young'uns. granted I'd duplicate them first so the default gear would still fit the adults. Edit: I'm thinking of testing this-> http://www.psychodogstudios.com/forums/showthread.php?t=4943 to see if it works for FO3 as well. Link to comment Share on other sites More sharing options...
bilarion Posted September 27, 2009 Share Posted September 27, 2009 Yes Skotte you're right. I have found an interesting link about this topic. -----> http://www.squidoo.com/egmcreation Link to comment Share on other sites More sharing options...
ecksile Posted September 28, 2009 Share Posted September 28, 2009 if i member correctly .EGM was for the morphing of something. Or was that the .tri? Link to comment Share on other sites More sharing options...
Skree000 Posted September 28, 2009 Share Posted September 28, 2009 wow necropost. EGMs are data files associated with headgear that help deform the headgear to accomodate the Head-Deformation associated with the Character Creation menu. Without an EGM file, your character skull would stick through the hat, hair or helmet model if you made the skull really wide, tall or deep. EGMs are created through a program called the Conformulator. I just used it actually tonight to fix some helmets for the 2142 mod. The conformulator takes .TRI files which are basically models that have Morph Targets. Morph Targets are what you manipulate when you change sliders in your character creation screen. These are basically just moveable bones that are skinned to parts of the face. A TRI file is an archive of one model and its morph targets. The Conformulator also requires an OBJ or NIF format mesh to 'conform' to the .TRI file. Basically it skins the mesh to the .TRI file's Morph Target parameters, so that whenever you 'squash the forehead', the 'forehead region' of the headgear also gets squashed. Confomulator doesnt always do a perfect job, so it has a few options allowing modders to control how sensetive or accurate the conformulation is to the .Tri file. EGM's are REQUIRED for any headgear/hair. Without them, it will look awful if you have extremely deformed/altered character faces/heads. To make your own EGM, Grab Conformulator, Export an OBJ of your headgear/hair, and then open Conformulator. Input the .TRI file, which is located in the Fallout3.BSA. (unpack that with FOMM). The Tri files you need are in /meshes/character/_male/ and the one you want should be called Humanhead.tri or something like that. There are also femalehead.tri for female versions, if your mesh has problems with one gender over the other.I find for the most part, Humanhead.tri works just fine, since the only real major differences between male and female heads are slightly different facial morph targets, which arent really that important for hairdos or hats to fit on the skull. (since skull deforms are all basically akin to eachother) Once your TRI file is plugged in, plug in your OBJ of your mesh. Hit Conformulate Done. Your EGM is ready! GECK will auto-detect any EGMs that are present in the folder where the headgear is located, HOWEVER!!! The EGM name must MATCH the .nif file name of the headgear.Before you can test it out ingame however you need to open the GECK, and go to 'Character', then pick 'Update Facegen Model availability'.Then Save your plugin THEN test it out :) Example PacHelmet01.NIF (the helmet) and PacHelmet01.EGM Hope that helps :) Link to comment Share on other sites More sharing options...
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