facegen generates faces
facegen generates faces
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About this mod Machine translation
facegen generates faces
FACEGEN ------------------------------------------------- --------------------
Facecode Generator for M&B Warband
Overview--------------------------------------------------------------------------
This program allows users to generate Warband-compatible face codes to help create NPC faces, faction-specific faces within given constraints, random master faces, etc. I primarily developed this tool to keep nemchenk's "Ethnic Troops" mini-mod intact while adding/changing the face textures in the mod.
Features - - - - - - - - - - - - - - - - - - - - - - - - - - - -----------------
- Generates a single face code, a single random face code, multiple face codes with a faction prefix (i.e. .swadian_face_younger_0) and multiple random face codes
- GUI interface (nice I'm usually a *nix command line guy ^^)
- Formatted output to text file for easy copy-pasting or parsing for further automation
download---------------- -------------------------------------------------- ---
Download here ->
Install------------------------------------------ -----------------------
- Download the .zip file, unzip it somewhere (doesn't matter)
2).zip content:
/ TCL
/ TK
_bz2.pyd
_ctypes.pyd
_hashlib.pyd
_tkinter.pyd
facegen.exe -> main executable
python34.dll
tcl86t.dll
tk86t.dll
unicodedata.pyd
The other files are required because this .exe is built from a python script using cx_Freeze. Most Warband modders probably have python 2.7x installed, while this script requires python 3.4x, so an .exe is probably the easiest way to distribute it. The python script source can be found on github (see bottom of this article).
Value/Range Explanation-------------------------------------------------------
To use facegen you need to know what assets are in the module (face/hair/beard/etc). These instructions serve as a quick guide to finding these values and how to use them in facegen (note: you must have the module system for this module! I won't answer any questions about how to find it in the .txt file, but it should work)
In addition to "custom code list",
All fields are required (this will be fixed in a future version, no time now) which means you should always put something in each field, even if the value may not be used depending on the chosen schema.
name
Replica ID
These are just identifiers, how these fields are used depends on the selected mode:
Single code: the output is shown as -> name = 0x [facecode]
Single code random: the output is shown as -> name = 0x [facecode]
Multicode: The output appears as -> name + default_string + replica_id = 0x [facecode]
Multi-code random: the output is shown as -> code_list_string = 0x [facecode]
facial morph code
This is just a face code that you get in the game (start the game in edit mode, go to the character face, press Ctrl+E, click on the face code at the top, then copy and past to enter this field).
This face code is only used for face setting data, ie. Eye width, temple width, etc. This generator doesn't randomize the values, too many monsters.
The intention here is that you can sculpt a base face using the game editor and then use that facemorph data as a base to generate different variations with different skin/hair/beards/etc. This must be a hexadecimal value (0xnnnnnnnn...)
hair color
I did some testing in the game and it looks like the value is always between 0x00 and 0x3f, so set the upper/lower limits somewhere in this range. I recommend using hexadecimal values.
face code
- Go to your module Module System folder and open module_skins.py, find the face texture section which should look like this: 2)
[# man face textures
("cep_mface_a_00",0xffad7d63, ["cep_hair_blonde"], [0xff171313, 0xff007080c]),
("cep_mface_a_00_scar", 0xffad7d63, ["cep_hair_blonde"], [0xff171313, 0xff007080c]),
("cep_mface_a_01",0xff8e5d3c, ["cep_hair_blonde"], [0xff171313, 0xff007080c]),
("cep_mface_a_01_scar", 0xff8e5d3c, ["cep_hair_blonde"], [0xff171313, 0xff007080c]),
("cep_mface_a_03" …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.