Before commenting keep in mind: * This is a FREE mod, done by one person in his free time. * If you have any problems, make sure you have read the mod description, requirements, installation instructions and FAQ. * Antagonistic comments and/or shitposting will be removed and/or reported (unless they amuse me).
these look awesome, for some reason using XAI all the character portraits are black squares; I'm really hoping I can use these instead of the uncanny valley vanilla ones.
Opinions are like assholes, everybody has one. Feel free to elaborate on your opinion, I'm sure I would enjoy reading your in-depth analysis of my mod.
Not sure I understand this. If it replaces portraits, shouldnt the the install be as simple as copy/paste/overwrite? What is this weird install instruction...
Mod Requirements: This mod requires one or more additional files in order to work properly.Please ensure you have these files installed properly before attempting to use this file.
"Requirements: Commander Portrait Loader is a 'soft' requirement. You can still use this without installing that mod but the portraits for Glitch, Behemoth and Dekker during the starting (tutorial) mission will not be updated, and only during that mission. Afterwards you'll see their portraits updated. That particular m[/font]ission uses a different set of portraits that can only be changed with the aforementioned mod. If you want to use Commander Portrait Loader but for any reason the version hosted on Nexus is giving you problems, install this one instead: Link"
I noticed you have several portraits from my pack, which the author used for his XAI Battletech 3025.In general, they look good compared to vanilla.Keep up the good work.
To be accurate I used 3 or 4 of the portraits included in your pack as a reference. To be technically accurate I used Google reverse image search to track down the original art and used that as input for the AI to do its thing, after that I edited the images in GIMP. Used other tools too. Not exactly the same images.
Great Job Morinn what a huge difference they make, I almost thought you had gotten access to the original work that was later marred by a crappy graphics editor. I am using some of your assets in XAI now...Keep up the great work! Are Story portraits protected?
Thanks! Also feel free to use the portraits from my other mod if you wish. At some point I will finish this and release a 1.0 version. What do you mean by story portraits being protected?
By the way, I love your mod. After trying all the big overhauls, yours is the one I use.
Well, I have tried multiple times to change story characters and it seems like the game is getting those items directly from the asset cabs. Now I have heard that the new modtek 2.0 should allow us to change them. Thanks, Morinn glad you are enjoying it!
The story portraits I changed were replaced in my game (Kamea, Mastiff, Espinosa, Centrella, the miner of the intro mission, etc). Unless there is something different with the rest as far as I know you just have to replace some of the json files of every character to point to the path and filename of the new file. That's why some of my portraits are named (_imp or _improved). Those replaced files are installed as a regular mod and the game reads them. This is (mostly) the reason why this mod is an asset and not a full fledged replacer (for now). I'll have to dwell with those files eventually.
EDIT: For example: "StreamingAssets\data\cast\castDef_EspinosaPrologue.json "portraitAssetPath" : "sprites/Portraits/guiTxrPort_Espinosa_default_imp.png"
I will have to have that a shot again I tried it that way once before. I even checked the modtek logs for the changes and they were there but the portraits were not changed. Any way we can chat more about this on my discord channel if you want to stop by!
Thanks a lot, I thought that you must have done some manual editing too. Its amazing to see what used to be cartoony portraits as real looking people. I want to do something similar for MW5 and also involving metahuman or thispersondoesnotexist dot com, if I find out that Im allowed to do that. All these new toys are amazing for this kind of thing.
The possibilities for small little things like game portraits is really exciting, PGI should use this stuff. I was looking at this too yesterday https://github.com/tg-bomze/Face-Image-Motion-Model They could concept really fast painterly portraits, do what you did to make them look real, and then have someone make videos of the games lines, add a lot of static and stuff and hey presto you have animated portraits. I wonder if soon game devs will be able to hook these neural network directly into the game - just put a little portrait picture, put the speech files and bam, animated avatars.
Hey, I would love to see a mod with MW5 portraits. Actually I was thinking about making one, though to be honest I'm kind of burned and have more that I can chew at the moment. Also, in my humble opinion, there is so much wasted potential with that game and is kind of repetitive for an action game. Used to play it a lot. But let me know if I can be of assistance if you intend in making such mod. Also thanks for the links. I'll look into that.
If you want to use this as it is, this is the best installation instruction I can provide at the moment:
Rename the files that have "_imp" in their name to "_utr" and copy them into "\BATTLETECH\Mods\CommanderPortraitLoader\Portraits".
Backup the folder "\Battletech\BattleTech_Data\StreamingAssets\sprites\Portraits.
Copy the renamed files also in "\Battletech\BattleTech_Data\StreamingAssets\sprites\Portraits".
Most of the portraits (if not all) will show ingame or will replace the originals but cannot guaranteed this will work for all the replaced portraits, you might have to do some digging for that.
In the future I'll upload a 1.0 version that will replace the portraits without this hassle.
The mod has been updated and is now standalone and fully functional!
28 comments
* This is a FREE mod, done by one person in his free time.
* If you have any problems, make sure you have read the mod description, requirements, installation instructions and FAQ.
* Antagonistic comments and/or shitposting will be removed and/or reported (unless they amuse me).
I always appreciate a good laugh.
"Installation instructions:
Just unpack the folders provided into your '\BATTLETECH\Mods' folder. Overwrite if asked."
Nexus requirements:
Commander Portrait Loader Required for all versions of the mod.
And this -
Mod Requirements: This mod requires one or more additional files in order to work properly.Please ensure you have these files installed properly before attempting to use this file.
So... is it not required then? Because seeing that is confusing....
"Requirements:
Commander Portrait Loader is a 'soft' requirement.
You can still use this without installing that mod but the portraits for
Glitch, Behemoth and Dekker during the starting (tutorial) mission will
not be updated, and only during that mission. Afterwards you'll see
their portraits updated. That particular m[/font]ission uses a different set of
portraits that can only be changed with the aforementioned mod.
If you want to use Commander Portrait Loader but for any reason the version hosted on Nexus is giving you problems, install this one instead: Link"
You... should... always... read... the... description...
And no, you don't need to install BTA 3062 in order for this mod to work.
To be accurate I used 3 or 4 of the portraits included in your pack as a reference. To be technically accurate I used Google reverse image search to track down the original art and used that as input for the AI to do its thing, after that I edited the images in GIMP. Used other tools too. Not exactly the same images.
Thank you for your feedback!
What do you mean by story portraits being protected?
By the way, I love your mod. After trying all the big overhauls, yours is the one I use.
Those replaced files are installed as a regular mod and the game reads them. This is (mostly) the reason why this mod is an asset and not a full fledged replacer (for now). I'll have to dwell with those files eventually.
EDIT: For example:
"StreamingAssets\data\cast\castDef_EspinosaPrologue.json
"portraitAssetPath" : "sprites/Portraits/guiTxrPort_Espinosa_default_imp.png"
The possibilities for small little things like game portraits is really exciting, PGI should use this stuff. I was looking at this too yesterday https://github.com/tg-bomze/Face-Image-Motion-Model
They could concept really fast painterly portraits, do what you did to make them look real, and then have someone make videos of the games lines, add a lot of static and stuff and hey presto you have animated portraits.
I wonder if soon game devs will be able to hook these neural network directly into the game - just put a little portrait picture, put the speech files and bam, animated avatars.
But let me know if I can be of assistance if you intend in making such mod. Also thanks for the links. I'll look into that.
This no longer applies.Those filenames are arbitrary.
If you want to use this as it is, this is the best installation instruction I can provide at the moment:
Rename the files that have "_imp" in their name to "_utr" and copy them into "\BATTLETECH\Mods\CommanderPortraitLoader\Portraits".Backup the folder "\Battletech\BattleTech_Data\StreamingAssets\sprites\Portraits.Copy the renamed files also in "\Battletech\BattleTech_Data\StreamingAssets\sprites\Portraits".Most of the portraits (if not all) will show ingame or will replace the originals but cannot guaranteed this will work for all the replaced portraits, you might have to do some digging for that.
In the future I'll upload a 1.0 version that will replace the portraits without this hassle.
The mod has been updated and is now standalone and fully functional!