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CR: ME1 Save game format

Technical research related to the structure of Mass Effect game files.

Re: CR: ME1 Save game format

Postby Paigan » 20 Oct 2013, 19:35

Oh, very interesting.

I thought about researching ME1 savegames myself to see if it would be possible to approximate the FemShep face mesh similar to ME2 (see externally-modifying-me2-face-mesh-t757.html).

I'm very interested in this, or probably even help after my work for ME2 is done.


PS: OMG Mass Effect auf deutsch, das tut ja beim lesen weh :PP. Das muss Englisch sein, Originalsprecher usw.

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Re: CR: ME1 Save game format

Postby Ottemis » 20 Oct 2013, 23:06

That would be extremely usefull!
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Re: CR: ME1 Save game format

Postby Moff » 03 Nov 2013, 06:58

Paigan wrote:Oh, very interesting.

I thought about researching ME1 savegames myself to see if it would be possible to approximate the FemShep face mesh similar to ME2 (see externally-modifying-me2-face-mesh-t757.html).


I don't think it would be possible to do that in ME1. I might be wrong about that since i don't really know anything about file structure and such, but i have successfully changed my Shepard's face by editing player.sav, and it appears that unlike ME2 and ME3, ME1 does not load mesh data from a save file, but rather rebuilds head morph based on "morph features" (that's what they're called in gibbed tools). I'm not completely sure about that, but initially i have tried to just copy over part of the file that contains vertex coordinates and such from one save file to another, and it didn't have any effect in-game. Changing morph features values, however, worked, unlike ME2 or ME3 where it's exactly the opposite.
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Re: CR: ME1 Save game format

Postby WarrantyVoider » 03 Nov 2013, 08:54

Moff wrote:Changing morph features values, however, worked, unlike ME2 or ME3 where it's exactly the opposite.


thats good to know, maybe if we find out how its used, I can make an editor for it

greetz WV
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Re: CR: ME1 Save game format

Postby Moff » 04 Nov 2013, 01:59

WarrantyVoider wrote:
Moff wrote:Changing morph features values, however, worked, unlike ME2 or ME3 where it's exactly the opposite.


thats good to know, maybe if we find out how its used, I can make an editor for it

greetz WV


That'd be cool. And i believe it shouldn't be too hard to implement, since morph features pretty much correspond to slider positions on character creation screen, except that there are more of them. For instance, in-game you could only choose a preset for a nose shape, but by changing morph features you could separately adjust nostrils width, curve of the bridge and so on. And there is quite a lot of those hidden variables out there.
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Re: CR: ME1 Save game format

Postby WarrantyVoider » 04 Nov 2013, 16:30

well if you can pin point me the properties/positions where I can find these values, I can make an editor. therefore I added Interpreter to PackageEditor in ME1 Explorer

update-version0104-rev-536-me1-packageeditor-t796.html

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Re: CR: ME1 Save game format

Postby Moff » 04 Nov 2013, 23:00

Well, as i said, i don't really have any knowledge on how this kind of editing is supposed to be performed, so i'm really not the best person to ask such questions. The way i searched for them was by comparing player.sav against ME2 headmorph file extracted with gibbed (both containing the same face).
I tried one of my saves and the part that contains these values starts at 12E30, but i'm pretty sure it depends on a save file. Don't know if it helps, but this is what it looks like:

Image

Highlighted parts are the values. What i don't know is how does one supposed to tell which values belong to which features, as there is no obvious indication (for me at least) in player.sav itself. Lucky for me, they were listed in exactly the same order as they were in ME2 headmorph, where they are marked.

And in case if it can help, here's the save i checked.
http://www.mediafire.com/?5expr8gcoe5k55h
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Re: CR: ME1 Save game format

Postby WarrantyVoider » 04 Nov 2013, 23:47

you do it wrong.
1) open your savegame with "savegame editor", select your player.sav and press "transfer/extract as me1 package"
2) open this package then with the package editor
3) refind your data by comparing if its in the range of offset + size
Image
4) tell me what object it is :D

greetz WV

PS:ofc, you should compare in hxd with the extracted package, not the raw sav^^
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Re: CR: ME1 Save game format

Postby Moff » 05 Nov 2013, 01:17

ok, i barely understand what it all means, but i tried to follow the steps, and the data appears to be under Base Package.BioMorphFaceSaveObject.

Spoiler:
Image


But i'm not quite sure what you mean by comparing if it is in the range of an offset
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Re: CR: ME1 Save game format

Postby WarrantyVoider » 05 Nov 2013, 11:47

ok, you did it right. First I noticed not all savegames have this object, only savegames with individual face! then here an overview of its content, seems you really have alot sliders and values... an editor for that could take a while, as it contains 3D data too

Spoiler:
0000 : BioMorphFaceSaveObject
0004 : Name: "m_oBaseHead" Type: "ObjectProperty" Size: 4 Value: -40HMM_HED_PROCustom_MDL
0020 : Name: "m_oHairMesh" Type: "ObjectProperty" Size: 4 Value: -41HMM_HIR_Rsk_MDL
003C : Name: "m_aMorphFeatures" Type: "ArrayProperty" Size: 6396 Value: 94(count)
0
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0078 : Name: "Offset" Type: "FloatProperty" Size: 4 Value: 0f
0094 : Name: "None" Type: "None" Size: 0 Value:
1
009C : Name: "sFeatureName" Type: "NameProperty" Size: 8 Value: "race_oldBlk"
00BC : Name: "Offset" Type: "FloatProperty" Size: 4 Value: 0,5f
00D8 : Name: "None" Type: "None" Size: 0 Value:
2
00E0 : Name: "sFeatureName" Type: "NameProperty" Size: 8 Value: "race_yngAsn"
0100 : Name: "Offset" Type: "FloatProperty" Size: 4 Value: 0f
011C : Name: "None" Type: "None" Size: 0 Value:
3
0124 : Name: "sFeatureName" Type: "NameProperty" Size: 8 Value: "race_oldAsn"
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greetz WV
always backup your files!
mess with the best or die like the rest!
"I tried everything!" - "mkay, please list that..." ; please dont pm me for help, we have a help section
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