[MOD] Yisha's Alternative Body + (a small face texture overwork mod)
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[MOD] Yisha's Alternative Body + (a small face texture overwork mod)
This mod replaces Yisha's current Body(mesh, texture)(on the right)
with her alternative Body(mesh,texture))(on the left)
[ external image ]
[ external image ]
Both bodies inclusive texture and all required settings are already in the game and this mod just switches from the current one to the other one.
The mod has the save="false" flag set so it is not listed in your save game and you can switch it on or off anytime.
Download here: (file: YishasAlternativeBody.zip )
https://www.dropbox.com/sh/ecblwt3rla5oydu/ecIhOZM_gY
Installation:
Extract the content of YishasAlternativeBody.zip into your xrebirth extensions folder: \Steam\steamapps\common\X Rebirth\extensions. If you still have no extension folder create it.
It should look like this when done:
\Steam\steamapps\common\X Rebirth\extensions\YishasAlternativeBody\assets
\Steam\steamapps\common\X Rebirth\extensions\YishasAlternativeBody\content.xml
The mod is automatical read and active when you start up the game again.
have fun
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Also you can find:
[MOD] YishaFaceV1_2
https://www.dropbox.com/sh/ecblwt3rla5oydu/ecIhOZM_gY
Which is the alternative body + a slightly recolored Face.
(if you don't want the alternative body simple delete character_macros.xml in YishaFace\assets\characters)
with her alternative Body(mesh,texture))(on the left)
[ external image ]
[ external image ]
Both bodies inclusive texture and all required settings are already in the game and this mod just switches from the current one to the other one.
The mod has the save="false" flag set so it is not listed in your save game and you can switch it on or off anytime.
Download here: (file: YishasAlternativeBody.zip )
https://www.dropbox.com/sh/ecblwt3rla5oydu/ecIhOZM_gY
Installation:
Extract the content of YishasAlternativeBody.zip into your xrebirth extensions folder: \Steam\steamapps\common\X Rebirth\extensions. If you still have no extension folder create it.
It should look like this when done:
\Steam\steamapps\common\X Rebirth\extensions\YishasAlternativeBody\assets
\Steam\steamapps\common\X Rebirth\extensions\YishasAlternativeBody\content.xml
The mod is automatical read and active when you start up the game again.
have fun
------
Also you can find:
[MOD] YishaFaceV1_2
https://www.dropbox.com/sh/ecblwt3rla5oydu/ecIhOZM_gY
Which is the alternative body + a slightly recolored Face.
(if you don't want the alternative body simple delete character_macros.xml in YishaFace\assets\characters)
Last edited by TargetLost on Mon, 16. Dec 13, 21:43, edited 2 times in total.
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The stronger body makes her face look slightly different but its the very same original face.
I am actually trying to recolor her face textures breaking the color saturation and specular and occlusion overshooting:
[ external image ]
I just uploaded that to my dropbox.
[MOD] (experimental) YishaFace
file: YishaFace.zip
https://www.dropbox.com/sh/ecblwt3rla5oydu/ecIhOZM_gY
It's inclusive her alternative body so you don't need YishasAlternativeBody mod if you install this one.
Note that this one is very new and experimental..
I self have no clue how it looks in the various light conditions of the game.
You may tell me!
I am actually trying to recolor her face textures breaking the color saturation and specular and occlusion overshooting:
[ external image ]
I just uploaded that to my dropbox.
[MOD] (experimental) YishaFace
file: YishaFace.zip
https://www.dropbox.com/sh/ecblwt3rla5oydu/ecIhOZM_gY
It's inclusive her alternative body so you don't need YishasAlternativeBody mod if you install this one.
Note that this one is very new and experimental..
I self have no clue how it looks in the various light conditions of the game.
You may tell me!

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Don't suppose you'd feel like doing some reduction surgery on her? Like bring her down from the FF cup to a more realistic B or C? 

I am a rock in the wind, watch how I plummet!
Gamer Girl since 1981 Mistress of Heavy Landings since 1984 (BBC-B Elite)
Corei7 7700, 32GB Ram, MSI RX6700XT, Sidewinder FFB2, Big Linux
Gamer Girl since 1981 Mistress of Heavy Landings since 1984 (BBC-B Elite)
Corei7 7700, 32GB Ram, MSI RX6700XT, Sidewinder FFB2, Big Linux
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Actually if it were possible, having a sliding scale for peoples preferences would be ideal in this situation.Luke Skyscraper wrote:Don't suppose you'd feel like doing some reduction surgery on her? Like bring her down from the FF cup to a more realistic B or C?
Means if people like having a mutant pair of chest hangars to eyeball they can... would also mean that if they like having her appear far more male (than she already does) they can have plank-chested Yisha.
I never knew that Kha'ak tasted like fried chicken!
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Hey, that's not very nice!thedesertwolf wrote:Actually if it were possible, having a sliding scale for peoples preferences would be ideal in this situation.Luke Skyscraper wrote:Don't suppose you'd feel like doing some reduction surgery on her? Like bring her down from the FF cup to a more realistic B or C?
Means if people like having a mutant pair of chest hangars to eyeball they can... would also mean that if they like having her appear far more male (than she already does) they can have plank-chested Yisha.

But I agree on one point...maybe she could use a different hairstyle or something when someone has time to design one...
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Different Hairstyle?
[ external image ]
and in FullHD: http://abload.de/img/yishafarawayfxjq5.jpg
I am bad in such but yes some nice hairs is very missing.
But next to that it requires a skilled artist to generate game hairs in general it is also a very technical problem since we can not edit the .xac.
(We could try hack-merge it in thought the only chance I see.)
Changing Breast Size would be feasable since you just have to move the existing vertices means the coordinates of them and repaint the texture a bit. However that's not in my focus.
I am still trying to improve her face a bit (YishaFacev1.1) but anyway what I try to do the game destroys the look. Even more frustrating in Blender it always looks nice enough.
[ external image ]
and in FullHD: http://abload.de/img/yishafarawayfxjq5.jpg
I am bad in such but yes some nice hairs is very missing.
But next to that it requires a skilled artist to generate game hairs in general it is also a very technical problem since we can not edit the .xac.
(We could try hack-merge it in thought the only chance I see.)
Changing Breast Size would be feasable since you just have to move the existing vertices means the coordinates of them and repaint the texture a bit. However that's not in my focus.
I am still trying to improve her face a bit (YishaFacev1.1) but anyway what I try to do the game destroys the look. Even more frustrating in Blender it always looks nice enough.
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I reversed the XAC format, here's the specification: https://dl.dropboxusercontent.com/u/60681258/xac.txt
Now go finish your converter so we can have all the NPC's replaced
Now go finish your converter so we can have all the NPC's replaced

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arc_ wrote:I reversed the XAC format, here's the specification: https://dl.dropboxusercontent.com/u/60681258/xac.txt
Now go finish your converter so we can have all the NPC's replaced

I was about to drop that project completly but guess since you showed commitment it wouldn't be fair to drop it now. I will see how much I still can do.
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Adding XUMF (.xmf) format which is used for all non-NPC meshes: https://dl.dropboxusercontent.com/u/60681258/xmf.txt
Hope you know your DirectX data structures
Hope you know your DirectX data structures

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That was a blender hair render demonstration. That's not something you can do in a game. There you have to do approximations.
Thank yout but that are not really good hairs measured by today render art standards to be honest. It was rather quickly done by me and I missed the hair I original wanted to create and changed it into something a bit funny.
If you dig in some blender render artworks you will be surprised to see how realistic hairs you can generate with todays renderer like blender has it.
The face texture on the other hand is indeed the one I have in the YishasFacev1.1 mod and is just a bit reworked colors of the original textures. But it looks a lot different in the game.
@arc_ :
Thanks alot. Didn't know they use again a different format for the non NPC meshes. Don't like that at all.
There is also another ridden. It looks to me that the bones are entierly missing in the xrebirth xac packages. They dont use the bone chunk(1)
and I dont see that the bones itself are contained in the other chunks but i hadn't so much time today to look at it any closer. could tehre be an additional skeleton file maybe?
Thank yout but that are not really good hairs measured by today render art standards to be honest. It was rather quickly done by me and I missed the hair I original wanted to create and changed it into something a bit funny.
If you dig in some blender render artworks you will be surprised to see how realistic hairs you can generate with todays renderer like blender has it.
The face texture on the other hand is indeed the one I have in the YishasFacev1.1 mod and is just a bit reworked colors of the original textures. But it looks a lot different in the game.
@arc_ :
Thanks alot. Didn't know they use again a different format for the non NPC meshes. Don't like that at all.
There is also another ridden. It looks to me that the bones are entierly missing in the xrebirth xac packages. They dont use the bone chunk(1)
and I dont see that the bones itself are contained in the other chunks but i hadn't so much time today to look at it any closer. could tehre be an additional skeleton file maybe?
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i'am not an expert in this but it seems like the bones are Specified in the Animation Files.
in my unpacked game folder i found a [devfiles] folder wich contains the
Copy of argon_male01_skeletal_idle_001.xsm file.
i open on of the other Animations in my hex editor and find some Clues on bone data.
might worth a look, i think.
in my unpacked game folder i found a [devfiles] folder wich contains the
Copy of argon_male01_skeletal_idle_001.xsm file.
i open on of the other Animations in my hex editor and find some Clues on bone data.
might worth a look, i think.
Ein grosser Mensch ist, wer sein kinderherz nicht verliert. (Mencius)
Ihr Fragt ob ich Verrückt bin? Hab ich denn je das gegenteil behauptet?!
Ihr Fragt ob ich Verrückt bin? Hab ich denn je das gegenteil behauptet?!
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Yep - .xac (actors) and .xsm/.xpm (animations) are from Emotion FX, while .xmf and .ani are most likely invented by Egosoft themselves. The formats are completely different as you can see from the specs.
Concerning bones: the original bone positions are indeed completely lost in the .xac file. There is no external skeleton definition. What is stored is the influence of the bones on each vertex, i.e. which bones each vertex is affected by and how strongly. Each frame of an animation specifies a transform matrix for each bone id, and that transformation is applied to the vertices directly.
Example: a vertex has the number 5 as its "influence range index" attribute. So we find the correct skinning chunk (type 2) based on nodeId/bIsForCollisionMesh and take InfluenceRange[5], which tells us a firstInfluenceIndex of 6 and a numInfluences of 2. This means that the vertex is influenced by two bones, and information about this can be found in InfluenceData[6] and InfluenceData[7].
Now say that InfluenceData[6] gives a weight of 0.8 for boneId 1, and InfluenceData[7] gives a weight of 0.2 for boneId 2. A frame in the animation file then tells us that bone 1 has moved 4 units to the left, while bone 2 has moved 2 units to the right. The result is that our vertex is moved by an offset of -4*0.8 + 2*0.2 = -3.2 + 0.4 = -2.8.
I hope that clears things up. Obviously this makes it very difficult, if not impossible, to recover the original bone positions and weights as they were in the .max file: you'll have to visualise the vertex influences for each bone id and create new bones yourself. However, going from .max/.3ds/.dae/... to .xac should be straightforward.
Concerning bones: the original bone positions are indeed completely lost in the .xac file. There is no external skeleton definition. What is stored is the influence of the bones on each vertex, i.e. which bones each vertex is affected by and how strongly. Each frame of an animation specifies a transform matrix for each bone id, and that transformation is applied to the vertices directly.
Example: a vertex has the number 5 as its "influence range index" attribute. So we find the correct skinning chunk (type 2) based on nodeId/bIsForCollisionMesh and take InfluenceRange[5], which tells us a firstInfluenceIndex of 6 and a numInfluences of 2. This means that the vertex is influenced by two bones, and information about this can be found in InfluenceData[6] and InfluenceData[7].
Now say that InfluenceData[6] gives a weight of 0.8 for boneId 1, and InfluenceData[7] gives a weight of 0.2 for boneId 2. A frame in the animation file then tells us that bone 1 has moved 4 units to the left, while bone 2 has moved 2 units to the right. The result is that our vertex is moved by an offset of -4*0.8 + 2*0.2 = -3.2 + 0.4 = -2.8.
I hope that clears things up. Obviously this makes it very difficult, if not impossible, to recover the original bone positions and weights as they were in the .max file: you'll have to visualise the vertex influences for each bone id and create new bones yourself. However, going from .max/.3ds/.dae/... to .xac should be straightforward.