ME for XPS: 4. Notepad - basis

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Deviation Actions

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When you have your model exported from Blender to "generic_item.mesh.ascii" file it is time to edit that file in notepad and make it ready for opening in XNALara.

First open file in notepad, or other text editor.
Search file for "texture". One model can have many meshes in it so after the completion of one you will have to research fro next.

When you find "texture" text in it, it should be looking like this:

"
53.36053467 49.13814545 11.16253853
LeftHip-Swivel
0 # parent index
53.30055618 49.06779480 -11.17721844
Camera
0 # parent index
0.00000132 87.99998474 0.00000447
RHIK
0 # parent index
12.56253910 108.82629395 49.33006668
LFIK
0 # parent index
-8.07532692 11.09527874 -11.31933022
RFIK
0 # parent index
-7.94380951 11.07419968 11.23688316
9 # meshes
BIOG_HMF_ARM_CTH_R
1 # uv layers
3 # textures
C:\Program Files (x86)\Origin Games\Mass Effect 3\BIOGame\CookedPCConsole\HMF_HED_PROBase_Face_Diff.tga
0 # uv layer index
C:\Program Files (x86)\Origin Games\Mass Effect 3\BIOGame\CookedPCConsole\HMF_HED_PROBase_Face_Norm.tga
0 # uv layer index
C:\Program Files (x86)\Origin Games\Mass Effect 3\BIOGame\CookedPCConsole\HMF_HED_PROBase_Face_Spec.tga
0 # uv layer index
932 # vertices
7.90778923035 162.235717773 -2.29229688644
-0.556962788105 -0.417920470238 0.71770375967
255 255 255 255
0.6884765625 0.6533203125
70 77 81 82
0.0784313753247 0.0941176488996 0.149019613862 0.678431391716
8.0120716095 162.159667969 -2.29205322266
-0.275399029255 -0.410290837288 0.869350254536
255 255 255 255
0.69287109375 0.65966796875
70 77 81 82
0.0784313753247 0.0941176488996 0.149019613862 0.678431391716
8.23253440857 162.203491211 -2.08272767067
-0.355632185936 -0.792260527611 0.49577319622
255 255 255 255896
4 # faces
0 2 1
3 5 4
5 3 6
7 9 8
7 10 9
11 9 10
9 11 12
12 13 9
14 9 13
13 6 14
"

First part before "9 # meshes" is the list of model's bones. Don't edit it now.
Then there is "9 # meshes", it is number of meshes in this model.
Next line is name of mesh, after exporting it would look like "BIOG_HMF_ARM_CTH_R" or something similar.
For now change that for "5_MyFirstXNALaraModel_1_0_0".
Next line ("1 # uv layers") is number of uv layers in the mesh. Don't edit it now.
After that is "3 # textures" it is number of textures assigned to the mesh.
For now change that to "1 # textures"

Next you can see list of texture assigned to mesh. one texture looks like that:
"
C:\Program Files (x86)\Origin Games\Mass Effect 3\BIOGame\CookedPCConsole\HMF_HED_PROBase_Face_Diff.tga
0 # uv layer index
"
First thing you want to do is delete path for texture and leave only it's name:
C:\Program Files (x86)\Origin Games\Mass Effect 3\BIOGame\CookedPCConsole\HMF_HED_PROBase_Face_Diff.tga
                             ||
                             \/
HMF_HED_PROBase_Face_Diff.tga

After that delete all textures, but one with diff in it's name (if there is no such a texture it there, delete all textures and input diff one manually).

Immediately after all textures there is "932 # vertices". It is number of vertices in mesh. Don't edit it now.
After that there will be a whole bunch of lines with numbers. Those are vertices of the mesh. Don't edit it now.
Next you have "4 # faces". it is a number of faces of the mesh. Don't edit it now.
And again after that there will be a whole bunch of lines with numbers. Those are faces of the mesh. Don't edit it now

Next thing will be next mesh (starting form it's name), or end of the model (file).

When you edit this way all meshes in model save file and you are done.
Your first XNALara model is ready.


Part 1 - Software: fav.me/d7mr1xc
Part 2 - Extracting: fav.me/d7mv1vc
Part 3 - Blander basis: fav.me/d7mwszw

Extended
Part 5 - Notepad extended: fav.me/d7n0kip
Part 6 - Textures basis: fav.me/d7n5stf
Part 7 - Paint.NET basis: fav.me/d7n8244
Part 8 - Custom Shepard 1 Info & extracting: fav.me/d7naqhr
Part 9 - Custom Shepard 2 Paint.NET extended: fav.me/d7nh9z3
Part 10 - Custom Shepard 3 Blender 2.68a basis: fav.me/d7nm7ay
Part 11 - Custom Shepard 4 Editing Head: fav.me/d7o25jn
Part 12 - Custom Shepard 5 Finishing Shepard: fav.me/d7ofozv
Part 13 - Extract ME3 DLC's and HR textures: fav.me/d7ofr46


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GothicGamerXIV's avatar
I was creating formal wear model from ME2. When i'm opening generic_item.mesh.ascii in notepad, there's only bone names and numbers
(for example 110 # bones
                    God
                    -1 # parent index
                    -0.00000000 88.00000000 -0.00000000
                    root
                    0 # parent index
                    -0.87005615 101.19599915 0.00000004)