DeathDaisy Posted January 12, 2020 Posted January 12, 2020 (edited) Ive been experimenting with my idea of replacing the face parts with full frame photos, and its not as straight-forward as I hoped. I figured I should share what I found tho in case someone else wanna take a look as Ive kinda hit a wall. The face parts are located in two places. as tidy .png files in /swf/il2/characterphotos/ separated in folders by faction and face part like /101/mouth/ etc. but those are mostly not used as far as I can tell. instead there is another set in /swf/cache/il2/characterphoto_#.dds where # is 1 to 5, where all the parts are randomly thrown together in five 1024x1024 dds images. each characterphoto_#.dds got a matching characterphoto_#.atlas, a plain text file with a list of which parts of the image contains which parts of the face. textures: characterphoto_1.png /102/background/2.png 351 0 350 350 0 0 350 350 /102/background/1.png 0 351 350 350 0 0 350 350 /201/background/7.png 351 0 350 350 0 0 350 350 /201/background/2.png 351 0 350 350 0 0 350 350 /201/background/3.png 351 351 350 350 0 0 350 350 /102/background/3.png 351 351 350 350 0 0 350 350 /103/background/3.png 351 351 350 350 0 0 350 350 /103/background/1.png 0 351 350 350 0 0 350 350 /103/background/2.png 351 0 350 350 0 0 350 350 /103/background/5.png 0 0 350 350 0 0 350 350 /201/background/1.png 0 351 350 350 0 0 350 350 /101/background/2.png 351 0 350 350 0 0 350 350 /101/background/1.png 0 351 350 350 0 0 350 350 /101/background/3.png 351 351 350 350 0 0 350 350 /103/head/4.png 702 0 319 350 31 0 350 350 /201/head/1.png 702 351 305 334 45 16 350 350 /103/head/2.png 729 686 294 329 56 21 350 350 /102/head/5.png 378 702 350 321 0 29 350 350 /102/head/3.png 27 702 350 321 0 29 350 350 /103/signs-flipped/4.png 0 702 26 22 184 276 350 350 /103/signs-flipped/2.png 1022 0 0 0 350 350 350 350 /103/signs-flipped/1.png 1022 0 0 0 350 350 350 350 Im not 100% sure what each number is, but it seems to be like this "image path" "vertical pixel where the image starts" "horizontal pixel ditto" "size of part" "this one Im not sure" "this neither" "the last two are always 350, havent tried messing with them yet" even if you delete the cache file, it doesnt generate a new one, seemingly because it also exists in the compressed swf.gtp. so Ive changed the portraits by just modifying the characterphoto_#.dds and .atlas files, changing the ones in /swf/il2/characterphoto/ doesnt seem to do anything. and so Ive successfully changed the .dds and .atlas files to replace the mouth parts with portraits and made the other parts transparent. but turns out the largest problem is that the game skews the portraits, surely because it theoretically gives more randomness to the original parts which it would if they didnt all look like terrifying ghosts anyway, so the portraits look very wonky. I have searched heaven and earth among the files to try and find where the game decides how to use the parts and hopefully how many parts there are so you can add more, but I havent found a thing. best clue I got is a value called "avatarPath" in /bin/game/careerProcessor.dll, but that might be a red herring. otherwise there is no relevant mentions of "mouth", "characterphoto", "avatar" or anything else Ive been able to think of in any data files. Ill probably experiment a bit more, but Im really at a loss so maybe someone else has some ideas Edited January 12, 2020 by DeathDaisy 3 1 2
Blitzen Posted January 13, 2020 Posted January 13, 2020 I wish you much success ...I just esp.hate the Luftwaffe pilots portraits sooooooo much! 1 1
Bestmann Posted January 16, 2020 Posted January 16, 2020 + 1 !!! The portraits really look weird & ugly. 2 1 5
sevenless Posted January 17, 2020 Posted January 17, 2020 (edited) Good initiative. Edited January 17, 2020 by sevenless 1
DaveLang2907 Posted November 23, 2020 Posted November 23, 2020 Any news on this? Just trolled the forum looking for exactly this topic. The new plane skins look so great and these portraits are right out of 1991. They look positively awful. Wish the developer would drop the randomization and let us put our own png files in. Would be such an easy fix.
BinakZaino Posted November 23, 2020 Posted November 23, 2020 I wonder if we can ask the devs to make this as easy as it it to add skins or change the cabin photos. It would be nice to add more stories or countries. 1
jollyjack Posted April 11, 2021 Posted April 11, 2021 (edited) On 1/12/2020 at 4:57 PM, DeathDaisy said: Ive been experimenting with my idea of replacing the face parts with full frame photos, and its not as straight-forward as I hoped. I figured I should share what I found tho in case someone else wanna take a look as Ive kinda hit a wall. The face parts are located in two places. as tidy .png files in /swf/il2/characterphotos/ separated in folders by faction and face part like /101/mouth/ etc. but those are mostly not used as far as I can tell. instead there is another set in /swf/cache/il2/characterphoto_#.dds where # is 1 to 5, where all the parts are randomly thrown together in five 1024x1024 dds images. each characterphoto_#.dds got a matching characterphoto_#.atlas, a plain text file with a list of which parts of the image contains which parts of the face. textures: characterphoto_1.png /102/background/2.png 351 0 350 350 0 0 350 350 /102/background/1.png 0 351 350 350 0 0 350 350 /201/background/7.png 351 0 350 350 0 0 350 350 /201/background/2.png 351 0 350 350 0 0 350 350 /201/background/3.png 351 351 350 350 0 0 350 350 /102/background/3.png 351 351 350 350 0 0 350 350 /103/background/3.png 351 351 350 350 0 0 350 350 /103/background/1.png 0 351 350 350 0 0 350 350 /103/background/2.png 351 0 350 350 0 0 350 350 /103/background/5.png 0 0 350 350 0 0 350 350 /201/background/1.png 0 351 350 350 0 0 350 350 /101/background/2.png 351 0 350 350 0 0 350 350 /101/background/1.png 0 351 350 350 0 0 350 350 /101/background/3.png 351 351 350 350 0 0 350 350 /103/head/4.png 702 0 319 350 31 0 350 350 /201/head/1.png 702 351 305 334 45 16 350 350 /103/head/2.png 729 686 294 329 56 21 350 350 /102/head/5.png 378 702 350 321 0 29 350 350 /102/head/3.png 27 702 350 321 0 29 350 350 /103/signs-flipped/4.png 0 702 26 22 184 276 350 350 /103/signs-flipped/2.png 1022 0 0 0 350 350 350 350 /103/signs-flipped/1.png 1022 0 0 0 350 350 350 350 Im not 100% sure what each number is, but it seems to be like this "image path" "vertical pixel where the image starts" "horizontal pixel ditto" "size of part" "this one Im not sure" "this neither" "the last two are always 350, havent tried messing with them yet" even if you delete the cache file, it doesnt generate a new one, seemingly because it also exists in the compressed swf.gtp. so Ive changed the portraits by just modifying the characterphoto_#.dds and .atlas files, changing the ones in /swf/il2/characterphoto/ doesnt seem to do anything. and so Ive successfully changed the .dds and .atlas files to replace the mouth parts with portraits and made the other parts transparent. but turns out the largest problem is that the game skews the portraits, surely because it theoretically gives more randomness to the original parts which it would if they didnt all look like terrifying ghosts anyway, so the portraits look very wonky. I have searched heaven and earth among the files to try and find where the game decides how to use the parts and hopefully how many parts there are so you can add more, but I havent found a thing. best clue I got is a value called "avatarPath" in /bin/game/careerProcessor.dll, but that might be a red herring. otherwise there is no relevant mentions of "mouth", "characterphoto", "avatar" or anything else Ive been able to think of in any data files. Ill probably experiment a bit more, but Im really at a loss so maybe someone else has some ideas Did you get any further with this? I'd like to figure out hoe to change a characters face (not in relation to career), i tried to get some high ranking nazi jerk in a FW190, or maybe a horch-automobile, just to get something worthwhile to shoot at in a mission It seems indeed a mixture of affairs where the game makes a decision what to combine for a character in the game according to it's role, guided by the .atlas file settings. F.i. you would need to know which items are selected for a nazi FW190d9 and which for a Bf109f4. I guess that with out a tool for combining the assets (JSGME output-able?) you won't get very far. PS there's also an empty characters folder here: ......... IL-2 Sturmovik Great Battles\data\graphics And something here: .... IL-2 Sturmovik Great Battles\data\graphics UnGTP123\textures\common (UN-GTP-ed all three graphics in one heap) Edited April 12, 2021 by jollyjack
Dutch2 Posted April 11, 2021 Posted April 11, 2021 (edited) Would be great to know how I can get rid of those Dr Frankenstein pilot creations and exchange them by something human looking. Edited April 11, 2021 by Dutch2
jollyjack Posted April 15, 2021 Posted April 15, 2021 i seriously tried, but it turned out worse: https://www.mediafire.com/view/p72y3ohfdigwv3x/Double_mouth_face.jpg/file
Marvel Posted April 15, 2021 Posted April 15, 2021 (edited) Me too would to replace Frankenstein face with mine. It would be enough devs should introduce the possibility to change stock characters with a jpeg or png pictures. M Edited April 15, 2021 by Marvel 1
jollyjack Posted May 2, 2021 Posted May 2, 2021 (edited) On 1/12/2020 at 4:57 PM, DeathDaisy said: .......... even if you delete the cache file, it doesnt generate a new one, seemingly because it also exists in the compressed swf.gtp. so Ive changed the portraits by just modifying the characterphoto_#.dds and .atlas files, changing the ones in /swf/il2/characterphoto/ doesnt seem to do anything. and so Ive successfully changed the .dds and .atlas files to replace the mouth parts with portraits and made the other parts transparent. but turns out the largest problem is that the game skews the portraits, surely because it theoretically gives more randomness to the original parts which it would if they didnt all look like terrifying ghosts anyway, so the portraits look very wonky. I have searched heaven and earth among the files to try and find where the game decides how to use the parts and hopefully how many parts there are so you can add more, but I havent found a thing. best clue I got is a value called "avatarPath" in /bin/game/careerProcessor.dll, but that might be a red herring. otherwise there is no relevant mentions of "mouth", "characterphoto", "avatar" or anything else Ive been able to think of in any data files. Quote Ill probably experiment a bit more, but Im really at a loss so maybe someone else has some ideas Stupid Q of course. Did you try to use the swf folder unGTP-ed? And also at the same time disable the swf.gtp folder (rename the extension). Guess you will have to exchange all the facial parts with your edits. Each eye and mouth, nose etc individually. Must be tough, with the new GAZ AA truck i saw a gunners face changing to a being bored expression when he sat down on his traveling seat. The only thing i can think of is that the game expects the exact & correct file size for the changed facial parts. It's the same with previews. But how these atlas files work beats me, i don't think they are addressed in the .mission file. Pilot faces probably comes linked with a loaded plane. But what eventual file addresses that ... ADDED: Jus' thinking out loud: the characterphoto_5.dds in photoshop measures 1024x1024 pixels. Maybe the characterphoto_5.atlas file directs the running game where to grab the parts like mouth, eyes, lips etc.from the similar named dds file? ... Opening the .atlas file in notepad; the line /103/nose/1.png 0 538 78 76 110 115 350 350 might address a place on that DDS picture file. In a graphics folder \graphics\textures\common there are general 2048x2048 pilot dds files ... but how are they linked with the stuff above ? furter reading on Photoshop pixel locations: https://superuser.com/questions/318061/how-to-get-the-coordinates-for-a-selection-in-photoshop Edited May 2, 2021 by jollyjack
Ram399 Posted May 10, 2021 Posted May 10, 2021 (edited) My cousin and I found the face-part files some months ago and ended up creating a nightmarish flesh creature which was somehow still less creepy looking than some of the autogenerated ones we have in game. I must say though that I am somewhat partial to the random face generation. Its a neat idea I think, and the addition of some more variety with a bit of refinement might make it somewhat more feasible outside the realm of the uncanny valley. Granted, having spent hundreds of hours in career mode I'm rather desensitized to all but the creepiest of the faces by now. If you guys really want to see something strange though, check out what happens when you run one of them through an AI image enhancer: Spoiler Stock: AI: Edited May 10, 2021 by Ram399
1CGS LukeFF Posted May 10, 2021 1CGS Posted May 10, 2021 (edited) 30 minutes ago, Ram399 said: I must say though that I am somewhat partial to the random face generation. Its a neat idea I think, and the addition of some more variety with a bit of refinement might make it somewhat more feasible outside the realm of the uncanny valley. Yeah, I think the idea behind them has improved since the originals - the ones for the RAF and USAAF are IMO an improvement especially over the German ones. Hopefully, one day the GUI can be improved so we can have ID cards that look like the originals - the current style just doesn't fit the era: Edited May 10, 2021 by LukeFF
ACG_Orb Posted October 9, 2021 Posted October 9, 2021 Hi all.. can anyone shed light where these images live within the game directory? I see /swf/il2/characterphoto/ listed above, but when i navigate there on my system all I see are 'strorage' and 'userdata' folders. Do i need to install something additional, e.g. a campaign?
zan64 Posted November 2, 2021 Posted November 2, 2021 yeah another bump, wish it were editable and normal pictures
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now