Author Topic: Costume viewer / editor utility.  (Read 33451 times)

The Fifth Horseman

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Re: Costume viewer / editor utility.
« Reply #80 on: December 04, 2012, 07:12:08 AM »
But how to get the new parts into the costume editor?
As far as we could determine, it's not compatible with them.
So, I'm thinking if I convert .costume into something that the demo file can read, then I can effectively place any one of my characters into a demo file.
Does this make sense?
Perfect sense, in fact. :)
We were heroes. We were villains. At the end of the world we all fought as one. It's what we did that defines us.
The end occurred pretty much as we predicted: all servers redlining until midnight... and then no servers to go around.

Somewhere beyond time and space, if you look hard you might find a flash of silver trailing crimson: a lone lost Spartan on his way home.

Xieveral

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Re: Costume viewer / editor utility.
« Reply #81 on: December 04, 2012, 07:54:45 AM »
Bumping with all the thread's info put together in a neat little how-to

Find the program here:

http://www.nullfile.com/cohfrontline.com/tools.html

Installation is in Korean but it should be pretty easy to guess what buttons need clicking to install.

---Changing language to English---

Open the Registry Editor -- (start>run>regedit or type "regedit" in the search bar)

Go to HKEY_CURRENT_USER> Software> Cryptic> KRCOH

In the right-hand pane, double-click and change the Locale value to 0

In the left-hand pane, right-click on KRCOH and select Permissions

Click Advanced, then Add

Type 'Everyone' (no quotes) and hit OK

Tick Set Value for "Full Access" - Deny

Click OK, Yes, OK, and close the editor.


---Additional Costume Parts*---

Download: http://www.mediafire.com/?11bkjzpg91j6mwm

Assuming you also installed this to the C drive, extract the downloaded file into the following location:

C:> Program files (x86)> NCSOFT > COH Character Creator

Copy the following .pigg files from the original game into the demo's .pigg folder

texPlayersUI.pigg
texVEnemies.pigg
texEnemies.pigg
texEnemies2.pigg
texEnemies3.pigg
texEnemies4.pigg
texEnemies5.pigg

*crafted, ITF and post Going Rogue costume parts not available. Some NPC pieces are the mesh only with no texture

Known issues:

"Can't find KRCOH folder" - run the program once in Korean and it should appear in regedit
"Can't scroll down"- you'll have to click the left-right buttons in the menu to scroll down
?RSN = CKN(CRS.ROD)

RSN = GLR(EMP.MCL)

redgiant

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Re: Costume viewer / editor utility.
« Reply #82 on: December 04, 2012, 10:02:16 AM »
Just an idea but if ALMOST all of the files are available then would it not be possible to open a mini Server with a program that could open up as far as your characters?

Like an Isolated closed Server that kind of acts like a containment box sort of speak and opens the files and the game contained so that it mimics as though you were opening the freedom or whatever servers and allows you access to your characters and the costumes?

The client has some provisions built-in that may simplify its server connecting:

regedit: HKCU\Software\Cryptic\CoH\DBserver = <ip address or DNS name> (default if this value is missing is "Unnamed" localhost)
cityofheroes.exe -project "coh" (bypasses login validation, goes to server screen with the above server in it)
** need UDP 7000 server handshake response and give list of characters (don't know this yet, but I bet someone does)

A minimal server on localhost would have to respond to the UDP request being sent by the client, and handshake properly to give back the list of characters on it which the client would then display, which also opens up the Create Character option.

The simplest way to store character data in this "servlet" is as Sentinel+ XML, and just import .costume and .cohdemo formats into it as a convenience. So it would list existing Sentinel+ characters it has, and when asked to persist a new Created character it would save it in Sentinel+ format too. Regular .xml files, one per character, would suffice as storage (you can bother with database storage later if it becomes more of a real non-local server).

No mapserve or gameplay, just minimally using the client to list and create characters.

(note: This will not edit existing characters since the client doesn't edit existing ones outside of the game world. But it would be a step in the ... ahem ... right direction.)

The Fifth Horseman

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Re: Costume viewer / editor utility.
« Reply #83 on: December 04, 2012, 10:35:57 AM »
There are two other command line options that may be relevant:
-launcher is that being used to communicate to the game that it's being started by NCSoft Launcher? If yes, one of laziest "security" solutions EVER
-auth <ip address> auth... authentication... login server?
We were heroes. We were villains. At the end of the world we all fought as one. It's what we did that defines us.
The end occurred pretty much as we predicted: all servers redlining until midnight... and then no servers to go around.

Somewhere beyond time and space, if you look hard you might find a flash of silver trailing crimson: a lone lost Spartan on his way home.

ThorsAssassin

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Re: Costume viewer / editor utility.
« Reply #84 on: December 04, 2012, 11:47:17 AM »
Woot!

I was hoping this was still around somewhere! Thank you so much for this. My youngest was just today all bummed because she came up with a cool story but no longer had the Coh creator to hash out her characters look. his is going to make her a very happy camper when I tell her.
So I have it all set up and everything but I keep having a problem with the resolution no matter what I set it to. Any advice there?


The Fifth Horseman

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Re: Costume viewer / editor utility.
« Reply #85 on: December 04, 2012, 12:16:36 PM »
The resolution can be set in the same registry keys. The app does have issues with using ones other than default, though.
We were heroes. We were villains. At the end of the world we all fought as one. It's what we did that defines us.
The end occurred pretty much as we predicted: all servers redlining until midnight... and then no servers to go around.

Somewhere beyond time and space, if you look hard you might find a flash of silver trailing crimson: a lone lost Spartan on his way home.

Leandro

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Re: Costume viewer / editor utility.
« Reply #86 on: December 04, 2012, 12:42:43 PM »
-launcher is that being used to communicate to the game that it's being started by NCSoft Launcher? If yes, one of laziest "security" solutions EVER

This parameter exists because when COH was added to the NCsoft Launcher, they ran a promotion that people would get a free aura for starting the game from the launcher. Running the client with the -launcher parameter caused that costume piece to be unlocked. That's it.

-auth <ip address> auth... authentication... login server?

Yes. You don't need to mess with the registry to make the game use a different auth server.

redgiant

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Re: Costume viewer / editor utility.
« Reply #87 on: December 04, 2012, 01:44:58 PM »
I thought -project "coh" is necessary if you want to bypass an updater check.

Supplying any -args then requires specifying the server (-auth, or regkey-wise) otherwise it defaults to "Unnamed" and tries to connect to a server on the same machine. Sounds like -project makes it easier for testing.

Btw, what is the difference between the Auth and DbServer values under HKCU\Software\Cryptic\CoH in this scenario? When I supply both with different IPs, the DbServer is the one initially pinged over UDP.

ThorsAssassin

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Re: Costume viewer / editor utility.
« Reply #88 on: December 04, 2012, 02:08:58 PM »
The resolution can be set in the same registry keys. The app does have issues with using ones other than default, though.

Yeah I tried to edit the screenX and screenY settings and it wouldn't let me, not from the the registry edit anyways, thanks anyways though! I am still able to get into it but it starts out with an error message then goes to a very pixelated block, once I click and get in there I have to use a square black box instead of a pointer. I just figured that had to do with the resolution as well...

Arachnion

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Re: Costume viewer / editor utility.
« Reply #89 on: December 04, 2012, 06:55:36 PM »
Yeah I tried to edit the screenX and screenY settings and it wouldn't let me, not from the the registry edit anyways, thanks anyways though! I am still able to get into it but it starts out with an error message then goes to a very pixelated block, once I click and get in there I have to use a square black box instead of a pointer. I just figured that had to do with the resolution as well...

The korean creator program is *very outdated*

You must remember that it is from around 2006, which was six years ago.
I'm all dressed up with nowhere to go
Walkin' with a dead man over my shoulder

Waiting for an invitation to arrive
Goin' to a party where no one's still alive

Illusionss

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Re: Costume viewer / editor utility.
« Reply #90 on: December 04, 2012, 07:16:17 PM »
Yes, so I see... since it has what, five pieces in each category? At least it seems like only five.

But still, a very nice little memento. I wish someone would make us a new one, with every costume option in the game in there. How awesome would that be?!

The Fifth Horseman

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Re: Costume viewer / editor utility.
« Reply #91 on: December 04, 2012, 07:28:48 PM »
Very.
We were heroes. We were villains. At the end of the world we all fought as one. It's what we did that defines us.
The end occurred pretty much as we predicted: all servers redlining until midnight... and then no servers to go around.

Somewhere beyond time and space, if you look hard you might find a flash of silver trailing crimson: a lone lost Spartan on his way home.

Arachnion

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Re: Costume viewer / editor utility.
« Reply #92 on: December 04, 2012, 08:27:10 PM »
Demo costumes from 2006 up till now don't seem to have changed overly much.

Below is a transcript of a post made by Djeannie 07/16/06 on the old CoH forums, here for easy reference:
Code: [Select]
DEMO: Character Bodyparts:

Costume consists of 31 sections just for the basic body form. This covers the body sliders. The range is usually -1 to 1 except for height which can go from something crazy like -99 to 99. 5 is about 6' tall.

Example:
777 444 COSTUME 1 84adef 4.671756 -0.703297 0.000000 -0.175824 1.000000 -0.896154 -0.351648 0.020000 0.356700 -0.398900 -0.233300 0.357900 -0.330300 -0.724800 0.376500 0.281800 0.179100 -1.000000 -1.000000 0.005990 0.730800 0.014670 -0.280900 -0.716700 -1.000000 -1.000000 -0.342600 -0.043430 -0.682800

777 = Time index
444 = Character ID number
COSTUME = Character costume information
# 1, 2, 3 = Female, Male, Huge
84adef = Skin Color in HTML color code.

Now the rest of the lines are as follows and correspond to the same named slider

Sliders:
Height
Physique
??? (I can not get a number to show up here at all and changing it seems to do nothing :/ )
Shoulders
Chest/Breast Size
Waist Size
Legs
Hips
Head: Left
Head: Center
Head: Right
Brow: Left
Brow: Center
Brow: Right
Cheek: Left
Cheek: Center
Cheek: Right
Chin: Left
Chin: Center
Chin: Right
Cranium: Left
Cranium: Center
Cranium: Right
Jaw: Left
Jaw: Center
Jaw: Right
Nose: Left
Nose: Center
Nose: Right

Now we come to the costume parts themselves:

Example:
777 444 PARTSNAME Tight tights none 00000000 00000000

777 = Time index
444 = Character ID number
PARTSNAME = denotes that this is a costume part

The following sections change depending on the bodypart, usually it is the selected section, the costume part, a pattern, and the primary and secondary colors. Here is a list of what part affects what.

Partsname List:
Lower Body:Bottoms/Bottoms w-Skin/Monstrous Hips/Tucked In/Pants
Upper Body:Tights/Tops w-Skin/Armored/Baggy
Head/Face/Helmets/Full Mask [mask pattern etc..]/Full Helm/Monstrous Heads
Gloves
Boots/Monstrous Feet/Tight Pants:Boots/
Belt
Hair/Hats/Hoods/Half Helms/Helms/Full Helm [Detail 1] (side of head stuff, com units etc..)/Monstrous Ears
?
Head Detail 1 (eyes / horns, etc..) ***
Chest Emblem
Shoulder
Full Mask [Detail 1] (top of head stuff, crests etc..)
?
Head Detail 2 (mouth stuff / beards etc..)
Robot Arm(s)
Cape Mantle
Cape Brooch
Cape Size/Cut/Pattern
Aura
Skirts & Shorts
Robes/Jackets/Shirts
Robes/Jackets:Sleeves
Helm Crest/Ears **
Ears/Helm Ears **

** During one of my costume test runs I found that the Demon Ears on the full mask segment where listed here instead of the normal ear category. No idea why.
*** Detail 2 in Full Masks & Full Helms is the same as Detail 1 for all others.

There are still 2 areas I have not been able to figure out what costume part they refer to. It is possible one is for the holiday event items like the valentines robe, which I can not check due to not having it. Or perhaps it is something unique to Huge or Male that I just missed.


Compared to a demo costume from 2012:
Code: [Select]
0   1759 COSTUME 0 7289d4 10.315901 -0.588102 0.000000 -0.203075 -0.579521 -0.725710 -0.384814 0.001612 0.000000 -0.420000 0.720000 0.000000 -0.470000 0.040000 -0.620000 -0.440000 -0.370000 0.440000 -1.000000 0.560000 -1.000000 -0.290000 0.700000 0.020000 -1.000000 -1.000000 -1.000000 -1.000000 0.080000 0.060000
0   1759 PARTSNAME Hips 00ababab 00737373
0   1759 PARTSNAME Chest 00c7c7c7 00737373
0   1759 PARTSNAME Head/Head Shape?/Asymetry? Texture01 Texture0200c7c7c7 008f8f8
0   1759 PARTSNAME Gloves 00c7c7c7 00737373
0   1759 PARTSNAME Boots 00c7c7c7 00737373
0   1759 PARTSNAME Texture01 Texture02 Texture03 008f8f8f 00c7c7c7
0   1759 PARTSNAME Hair 00ababab 00000055
0   1759 PARTSNAME none none none 00000000 00000000
0   1759 PARTSNAME Eyes/Eyes Shape? Texture01 none 00c7c7c7 009aff00
0   1759 PARTSNAME none none none 00c7c7c7 008f8f8f
0   1759 PARTSNAME Chest Detail? Texture01 Texture02 00c7c7c7 003b3b3b
0   1759 PARTSNAME none none none 00000000 00000000
0   1759 PARTSNAME none none none 00000000 00000000
0   1759 PARTSNAME Neck/Neck Shape? Texture01 none 00c7c7c7 00575757
0   1759 PARTSNAME none none none 00000000 00000000
0   1759 PARTSNAME none none none 00000000 00000000
0   1759 PARTSNAME none none none 00000000 00000000
0   1759 PARTSNAME none none none 00000000 00000000
0   1759 PARTSNAME none none none 00000000 00000000
0   1759 PARTSNAME none none none 00000000 00000000
0   1759 PARTSNAME none none none 00000000 00000000
0   1759 PARTSNAME none none none 00000000 00000000
0   1759 PARTSNAME none none none 00000000 00006600
0   1759 PARTSNAME none none none 00000000 00000000
0   1759 PARTSNAME none none none 00000000 00000000
0   1759 PARTSNAME none none none 00000000 00000000
0   1759 PARTSNAME none none none 00000000 00000000
0   1759 PARTSNAME none none none 00000000 00006600

Hmm.... so do we have demo costumes "figured out", then?
I'm all dressed up with nowhere to go
Walkin' with a dead man over my shoulder

Waiting for an invitation to arrive
Goin' to a party where no one's still alive

The Fifth Horseman

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Re: Costume viewer / editor utility.
« Reply #93 on: December 04, 2012, 09:45:35 PM »
Yup, and that means there's no problem coding a generator later down the line.
We were heroes. We were villains. At the end of the world we all fought as one. It's what we did that defines us.
The end occurred pretty much as we predicted: all servers redlining until midnight... and then no servers to go around.

Somewhere beyond time and space, if you look hard you might find a flash of silver trailing crimson: a lone lost Spartan on his way home.

wei yau

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Re: Costume viewer / editor utility.
« Reply #94 on: December 04, 2012, 09:52:41 PM »
So....anyway.

I've come to the crushing realization that I should have been making demo files a long time ago.  Or at least in the last week, when I was taking screenies of eery single alt and costume change.  If I had done that, I would have a demo record of each alt and each costume change.  Instead, I have .costume files,which are incompatible with .cohdemo files.

But...and this is a big "but....

I've not lost hope.  From what I can tell through looking at the files, seeing what some have done on the Titan Network and finding a script from Leandro which takes costumes in the .cohdemo file and makes them .costume files...I think I can do something.

I plan on figuring out how to translate my .costume files into something that can be used in a demoedit of the .cohdemo file.  If I can master this, then I can place any of my guys into a demo file and watch them again or take screenies of them ... since they come out so much better than the in-costume-creator screenies I have.

I've no programming experience and I'm sure this is a much bigger task than I anticipate.  But, it's only one of a bunch of things I'm planning on doing:

- Learn 3D Modeling with DAZ s/w
- Making custom action figures
- Just plain writing more

I'm doing these things, so I can find another way to express the creativity that City of Heroes had inspired in me.

damienray

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Re: Costume viewer / editor utility.
« Reply #95 on: December 04, 2012, 10:19:39 PM »
For those using the CoHCC program, the same rules apply to silencing certain sounds via ogg files in the data directory. (Sorry if someone already noted this). That non-stop Atlas theme was making me crazy.

Codewalker

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Re: Costume viewer / editor utility.
« Reply #96 on: December 04, 2012, 10:37:26 PM »
I've come to the crushing realization that I should have been making demo files a long time ago.  Or at least in the last week, when I was taking screenies of eery single alt and costume change.  If I had done that, I would have a demo record of each alt and each costume change.  Instead, I have .costume files,which are incompatible with .cohdemo files.

They're mostly compatible. It's actually really easy to go from .costume -> .cohdemo, but significantly harder to go the other way.

A costume in City of Heroes/Villains consists of a body type, a skin color, a set of scales for the sliders, and a list of costume parts. The order of the list is important, as it defines which piece attaches where on the player skeleton.

Both .cohdemo files and Sentinel+ exports include for each costume part: Geo (i.e. model), Texture1, Texture2, Color1, Color2, FX, FXColor1, FXColor2. Those two formats are trivial to convert to each other.

.costume files include all of the above, but also include the region and the boneset (i.e. category) of each part. That information is not necessary to display the costume, which is why demorecords don't include it, but is necessary to edit the costume using the tailor. Otherwise it doesn't know what category the part came from as they often show up in multiple places.

I'm working on some heuristics in order to convert Sentinel+ files to .costume files. The same thing should work to get .costume files from demorecords. However the algorithm for this requires a full set of piggs because it needs to read costumes.bin in order to get the list of costume parts. As a bonus, it should in theory also be able to fix old costumes that uses things like the head pieces that were moved from one category to another, but without resetting them like the tailor does.

Little David

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Re: Costume viewer / editor utility.
« Reply #97 on: December 04, 2012, 11:37:10 PM »
- Learn 3D Modeling with DAZ s/w
- Making custom action figures

...

I just realized, with 3D printing becoming more and more viable and with online 3D printing services out there ...

... Oh man. Oh man.

HugoLuman

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Re: Costume viewer / editor utility.
« Reply #98 on: December 05, 2012, 12:13:20 AM »
So, basically, with some port forwarding and simple changing of keys, we can just use the game client "Create New Character" editor?

Also, with incredible trial and error, theoretically one could code their own cutscene by demoediting? Years of Dwarf Fortress and lua have taught me the kind of stuff you can get away with when code is openable in notepad.

The Fifth Horseman

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Re: Costume viewer / editor utility.
« Reply #99 on: December 05, 2012, 12:37:54 AM »
Quote
So, basically, with some port forwarding and simple changing of keys, we can just use the game client "Create New Character" editor?
Not quite. The game needs a valid login response from the remote server, and a character list (or # of available slots) from the server as well. Other things such as costume unlocks would also have to be covered.

Quote
Also, with incredible trial and error, theoretically one could code their own cutscene by demoediting?
Very much so.
We were heroes. We were villains. At the end of the world we all fought as one. It's what we did that defines us.
The end occurred pretty much as we predicted: all servers redlining until midnight... and then no servers to go around.

Somewhere beyond time and space, if you look hard you might find a flash of silver trailing crimson: a lone lost Spartan on his way home.