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[Tutorial] Changing names on the Memorial Wall

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[Tutorial] Changing names on the Memorial Wall

Postby The Fob » 05 Dec 2012, 13:38

Hi there,

Since I have been asked a lot, here is a manual on how to change the names on the memorial wall (e.g. during the memorial scene) by hand.
This is only for fairly advanced users, I guess.
Note: Maybe the easiest way to do this by now is to just export the mesh with the Meshplorer tool in the ME3Explorer and change the uv coordinates with a modeling program like 3DsMax but if you don't have one or don't know how to do that, this tutorial might help.
If you want to change names during the memorial scene, extract one of the memorial pcc files, e.g. BioD_End002_730MemorialGreen.pcc and load it with the PCC Editor 2.0
If you want to change the names on the normal in game memorial wall, I guess you'll find them in one of the Normandy BioA or BioD pcc files.
In the pcc file, search for bios_normandy_int.Tag objects. In BioD_End002_730MemorialGreen.pcc they are objects 6918 to 6959. You can see the names of the people to whom the tag belongs in the object name, e.g. Grunt's tag is called bios_normandy_int.Tag_Grunt. In the memorial files, underneath the tags, you can find a few more objects called BioT_Extended_InGame.XYZ (with XYZ being the name of the character again). They are also tags, including Shepards.
Open a Hex editor, load the file and go to the offset of the object you want to modify. Now search for the following bytes
00 80 80 7F 80 01 80 FF
You will see that there is a whole section if this byte combination. You will see the above bytes, then 12 bytes in between and then the above bytes again.
The 12 bytes in between represent the uv coordinates that determine the text. Each letter consists of four uv coordinates. You can replace them to change the text. I am copying the "alphabet" of uv coordinates below.
You will also see that each letter has a certain width. This is where it gets a bit complicated. Open your file in the meshplorer and go to you tag object of interest. Expand the section "Vertices" and ion there the section "data". You will see rows of numbers. Every group of 4 rows there represents one letter. You only need to worry about the first number in each row. In each group the first 2 rows represent "right" side or "front" of the letter while rows 3 and 4 represent the "left" side or the rear of the letter. So, the first letter consists of rows 0-3. rows 2 nd 3 are the rear side of the letter and are 0 (because it is the first letter). Rows 0 and 1 represent the front side and thus determine the width of the letter. Rows 6 and 7 represent the rear of the second letter and have the same coordinate as the rear of the first letter (i.e. rows 6 and 7 are identical to the rows 2 and 3). Rows 4 and 5 represent the front of the second letter and thus their values are the ones of rows 6 and 7 + the width of the second letter. (Also, you'll see that the numbers are actually negatives so it's actually minus not plus but anyway, I hope you get the point). If you want to make your own words with your own letters, you'll need to get a calculator (or make an excel table or something) and figure out he right coordinates for the vertices, letter by letter.
The meshplorer shows you the offset of the vertices section from the beginning of the bynary data in the lines that says "vertices" (the one you expanded earlier. Find the right section in the HEX editor (it's easy to spot, due to the regularity of byte repetitions) and replace the vertices information with the one you just calculated (converted into little endian floating point numbers).
And that's it, put your modified pcc file back into the game (DLC if necessary) and load your game. If you did everything right, you should see your new name on the plaque.

EDIT: Oh, I forgot: Anderson's plaque can be found in the file BioA_End002_Memorial.pcc (in the EC DLC of course). It is object 1186 "BioT_Extended_InGame.DAVID_ANDERSON. For his plaque, the bytes in between the uv coordinates are slightly different, they are:
00 80 80 7F 80 01 8E FF
Everything else works just the same as described above.

Good luck and here is the alphabet:
Code: Select all
Plaque Alphabet:

A = EF 33 27 31 CE 3B 20 38 00 3C 00 00 ;;; EF 33 00 00 CE 3B 20 38 00 3C 00 00 ;;; 00 00 00 00 CE 3B 20 38 00 3C 00 00 ;;; 00 00 27 31 CE 3B 20 38 00 3C 00 00
Width: 4.162
B = C4 37 27 31 CE 3B 20 38 00 3C 00 00 ;;; C4 37 00 00 CE 3B 20 38 00 3C 00 00 ;;; EF 33 00 00 CE 3B 20 38 00 3C 00 00 ;;; EF 33 27 31 CE 3B 20 38 00 3C 00 00
Width: 3.9817
C = B6 39 27 31 CE 3B 20 38 00 3C 00 00 ;;; B6 39 00 00 CE 3B 20 38 00 3C 00 00 ;;; CB 37 00 00 CE 3B 20 38 00 3C 00 00 ;;; CB 37 27 31 CE 3B 20 38 00 3C 00 00
Width: 3.8015
D = A7 3B 27 31 CE 3B 20 38 00 3C 00 00 ;;; A7 3B 00 00 CE 3B 20 38 00 3C 00 00 ;;; B9 39 00 00 CE 3B 20 38 00 3C 00 00 ;;; B9 39 27 31 CE 3B 20 38 00 3C 00 00
Width: 4.0473
E = 00 33 E3 3B CE 3B 20 38 00 3C 00 00 ;;; 00 33 9A 3A CE 3B 20 38 00 3C 00 00 ;;; 00 00 9A 3A CE 3B 20 38 00 3C 00 00 ;;; 00 00 E3 3B CE 3B 20 38 00 3C 00 00
Width: 3.6704
F = F8 32 38 35 CE 3B 20 38 00 3C 00 00 ;;; F8 32 47 31 CE 3B 20 38 00 3C 00 00 ;;; 00 00 47 31 CE 3B 20 38 00 3C 00 00 ;;; 00 00 38 35 CE 3B 20 38 00 3C 00 00
Width: 3.6541
G = 34 37 38 35 CE 3B 20 38 00 3C 00 00 ;;; 34 37 47 31 CE 3B 20 38 00 3C 00 00 ;;; 07 33 47 31 CE 3B 20 38 00 3C 00 00 ;;; 07 33 38 35 CE 3B 20 38 00 3C 00 00
Width: 3.987
H = 70 39 38 35 CE 3B 20 38 00 3C 00 00 ;;; 70 39 47 31 CE 3B 20 38 00 3C 00 00 ;;; 38 37 47 31 CE 3B 20 38 00 3C 00 00 ;;; 38 37 38 35 CE 3B 20 38 00 3C 00 00
Width: 3.8343
I = E0 39 38 35 CE 3B 20 38 00 3C 00 00 ;;; E0 39 47 31 CE 3B 20 38 00 3C 00 00 ;;; 75 39 47 31 CE 3B 20 38 00 3C 00 00 ;;; 75 39 38 35 CE 3B 20 38 00 3C 00 00
Width: 0.8684
J = 1C 3B E3 3B CE 3B 20 38 00 3C 00 00 ;;; 1C 3B 9A 3A CE 3B 20 38 00 3C 00 00 ;;; 5E 39 9A 3A CE 3B 20 38 00 3C 00 00 ;;; 5E 39 E3 3B CE 3B 20 38 00 3C 00 00
Width: 3.654
K = 28 37 E3 3B CE 3B 20 38 00 3C 00 00 ;;; 28 37 9A 3A CE 3B 20 38 00 3C 00 00 ;;; 18 33 9A 3A CE 3B 20 38 00 3C 00 00 ;;; 18 33 E3 3B CE 3B 20 38 00 3C 00 00
Width: 3.7898
L = F8 32 DB 37 CE 3B 20 38 00 3C 00 00 ;;; F8 32 48 35 CE 3B 20 38 00 3C 00 00 ;;; 00 00 48 35 CE 3B 20 38 00 3C 00 00 ;;; 00 00 DB 37 CE 3B 20 38 00 3C 00 00
Width: 3.654
M = EB 37 DB 37 CE 3B 20 38 00 3C 00 00 ;;; EB 37 48 35 CE 3B 20 38 00 3C 00 00 ;;; 07 33 48 35 CE 3B 20 38 00 3C 00 00 ;;; 07 33 DB 37 CE 3B 20 38 00 3C 00 00
Width: 4.6208
N = C3 39 DB 37 CE 3B 20 38 00 3C 00 00 ;;; C3 39 48 35 CE 3B 20 38 00 3C 00 00 ;;; F4 37 48 35 CE 3B 20 38 00 3C 00 00 ;;; F4 37 DB 37 CE 3B 20 38 00 3C 00 00
Width: 3.7523
O = 18 35 20 33 CE 3B DF 38 00 3C 00 00 ;;; 18 35 00 00 CE 3B DF 38 00 3C 00 00 ;;; 00 00 00 00 CE 3B DF 38 00 3C 00 00 ;;; 00 00 20 33 CE 3B DF 38 00 3C 00 00
Width: 3.8657
P = 00 3C 92 3A CE 3B 20 38 00 3C 00 00 ;;; 00 3C 48 39 CE 3B 20 38 00 3C 00 00 ;;; 4E 3A 48 39 CE 3B 20 38 00 3C 00 00 ;;; 4E 3A 92 3A CE 3B 20 38 00 3C 00 00
Width: 3.5557
Q = 18 34 3F 39 CE 3B 20 38 00 3C 00 00 ;;; 18 34 EB 37 CE 3B 20 38 00 3C 00 00 ;;; 00 00 EB 37 CE 3B 20 38 00 3C 00 00 ;;; 00 00 3F 39 CE 3B 20 38 00 3C 00 00
Width: 4.293
R = F4 37 3F 39 CE 3B 20 38 00 3C 00 00 ;;; F4 37 EB 37 CE 3B 20 38 00 3C 00 00 ;;; 1F 34 EB 37 CE 3B 20 38 00 3C 00 00 ;;; 1F 34 3F 39 CE 3B 20 38 00 3C 00 00
Width: 4.0145
S = C9 39 3F 39 CE 3B 20 38 00 3C 00 00 ;;; C9 39 EB 37 CE 3B 20 38 00 3C 00 00 ;;; 00 38 EB 37 CE 3B 20 38 00 3C 00 00 ;;; 00 38 3F 39 CE 3B 20 38 00 3C 00 00
Width: 3.7523
T = 8C 3B 3F 39 CE 3B 20 38 00 3C 00 00 ;;; 8C 3B EB 37 CE 3B 20 38 00 3C 00 00 ;;; C9 39 EB 37 CE 3B 20 38 00 3C 00 00 ;;; C9 39 3F 39 CE 3B 20 38 00 3C 00 00
Width: 3.6868
U = BC 3B 38 35 CE 3B 20 38 00 3C 00 00 ;;; BC 3B 47 31 CE 3B 20 38 00 3C 00 00 ;;; E2 39 47 31 CE 3B 20 38 00 3C 00 00 ;;; E2 39 38 35 CE 3B 20 38 00 3C 00 00
Width: 3.8834
V = 80 33 92 3A CE 3B 20 38 00 3C 00 00 ;;; 80 33 48 39 CE 3B 20 38 00 3C 00 00 ;;; 00 00 48 39 CE 3B 20 38 00 3C 00 00 ;;; 00 00 92 3A CE 3B 20 38 00 3C 00 00
Width: 3.9326
W = 50 38 92 3A CE 3B 20 38 00 3C 00 00 ;;; 50 38 48 39 CE 3B 20 38 00 3C 00 00 ;;; 88 33 48 39 CE 3B 20 38 00 3C 00 00 ;;; 88 33 92 3A CE 3B 20 38 00 3C 00 00
Width: 5.096
X = NOT PRESENT IN GAME (It is present in the reference texture though. So maybe someone can come up with the right coordinates at some point, I didn't have time to check them out yet)
Width:
Y = 8D 3B DB 37 CE 3B 20 38 00 3C 00 00 ;;; 8D 3B 48 35 CE 3B 20 38 00 3C 00 00 ;;; E5 39 48 35 CE 3B 20 38 00 3C 00 00 ;;; E5 39 DB 37 CE 3B 20 38 00 3C 00 00
Width: 3.4738
Z = 5B 39 E3 3B CE 3B 20 38 00 3C 00 00 ;;; 5B 39 9A 3A CE 3B 20 38 00 3C 00 00 ;;; 2B 37 9A 3A CE 3B 20 38 00 3C 00 00 ;;; 2B 37 E3 3B CE 3B 20 38 00 3C 00 00
Width: 3.7196

Space width: 2.0134

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