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Higher resolution textures for characters (PC Mod)


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#851
MrDbow

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JeanLuc761 wrote...

Alright folks, here's the revised version of Garrus.

Posted Image

Download here.


Great Work as always.

But your screenshot captured something that always bothered me about that particular mission.  Notice the top part of Shepard's head  and ear in the background... behind Shepard himself?  I get crazy ghosting or tearing or whatever during that sequence and that sequence only.  I assume that is a common issue then, since now I see it on someone's else play?

Anyway, JeanLucAwesome, keep up the fantastic work my friend.

Thanks!

#852
Spartanburger

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JeanLuc761 wrote...

Alright folks, here's the revised version of Garrus.

*garrussnip*

Download here.

Does that include the AA?

#853
JeanLuc761

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Spartanburger wrote...

JeanLuc761 wrote...

Alright folks, here's the revised version of Garrus.

*garrussnip*

Download here.

Does that include the AA?

It does not. Updated AA will be coming soon.

#854
jtav

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Are you still planning on doing Miranda's AA?

#855
JeanLuc761

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jtav wrote...

Are you still planning on doing Miranda's AA?

Yessir, I'd just prefer to finish the remaining squadmates before I move onto the "extra" stuff.

Garrus' AA was an exception because it was a simple color change.

#856
Seraphithan

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SimplyNeo wrote...
Great Work as always.

But your screenshot captured something that always bothered me about that particular mission.  Notice the top part of Shepard's head  and ear in the background... behind Shepard himself?  I get crazy ghosting or tearing or whatever during that sequence and that sequence only.  I assume that is a common issue then, since now I see it on someone's else play?


It's a graphic effect gone wrong. I think it is supposed to make the objects moving way in the background unfocused and blurry, but because Shep and Garrus are so close to the camera when they move through its area of effect crazy things happen.

Garrus new face is... brutal. I like it! :D
I never thought his wounds looked that bad when they reveald them on the Normandy, but this will change that for sure. Great work!

Modifié par Seraphithan, 27 mai 2011 - 10:47 .


#857
JKA_Nozyspy

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SimplyNeo wrote...

Great Work as always.

But your screenshot captured something that always bothered me about that particular mission.  Notice the top part of Shepard's head  and ear in the background... behind Shepard himself?  I get crazy ghosting or tearing or whatever during that sequence and that sequence only.  I assume that is a common issue then, since now I see it on someone's else play?


It happened on mine too, im presuming it is a bug with the level. If i am not mistaken that is the HOM, 'Hall of Mirrors' effect that can happen when there is a gap in the levels structure. I.E You are seeing through into the void beyond the level because of a missing wall that should have been there, it also happens if you use the fly/noclip command to go outside of normally enclosed areas, such as going outside the wondows in the Normies docking bay on the Citadel.

On the subject of the textures, excellent as usual Jean Luc, you should release a compliation containing all of the characters when you have finished, as the only downside is having to browse/find the texmod files every time you load texmod up! xD

#858
LuxDragon

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JeanLuc761 wrote...

jtav wrote...

Are you still planning on doing Miranda's AA?

Yessir, I'd just prefer to finish the remaining squadmates before I move onto the "extra" stuff.

Garrus' AA was an exception because it was a simple color change.


Glad to hear it! Can't wait for her AA.

So... who's next on the block? There's Grunt, Samara, Jack, Kasumi, Thane, and Zaeed left.

#859
JeanLuc761

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LuxDragon wrote...

JeanLuc761 wrote...

jtav wrote...

Are you still planning on doing Miranda's AA?

Yessir, I'd just prefer to finish the remaining squadmates before I move onto the "extra" stuff.

Garrus' AA was an exception because it was a simple color change.


Glad to hear it! Can't wait for her AA.

So... who's next on the block? There's Grunt, Samara, Jack, Kasumi, Thane, and Zaeed left.

Since Bioware was so very kind as to leave 2048x2048 body textures for Zaeed just lying around (yet, oddly, not used in the game), he'll be next for release.

After that...I'm thinkin' Thane.

#860
LuxDragon

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Those lazy jerks. Just use the hi-res versions! Or put up an option for hi-res in the options menu!

#861
True Zarken

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That's pretty lazy if they've just got it lying around. No offense Bioware! =)

I Support Hi-res Textures for ME3!

#862
CroGamer002

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Question about N7 armor mod.

Does that cover only parts that you start in New Game or covers every other N7 armor parts as well?

#863
Interactive Civilian

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JeanLuc761 can correct me if I'm wrong, but believe it only covers the default set. Unless my eyes were playing tricks on me, I saw a marked difference between the arms and the rest when I went to use the off-hand ammo pack.

#864
CroGamer002

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Also how you "install" ME1 mods?

#865
MACharlie1

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Mesina2 wrote...

Also how you "install" ME1 mods?

It works the same as ME2: run the executable using TexMod and select the appropriate pack. 

And Zaed and Thane, eh? Sweet. Too bad you can't fix their loyalty outfits bug where in most scenes of the Suicide Mission, they appear in default armor rather then loyalty ones. :(

And I'm tossing my hat in for Jack since the game does do closeups of her body. No pressure. Shame I can't see how these look on my system for another month. 

Modifié par MACharlie1, 29 mai 2011 - 09:14 .


#866
Shepard Lives

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MACharlie1 wrote...

And I'm tossing my hat in for Jack since the game does do closeups of her body.


This! 'Course, no pressure, but I'd love to have a hi-res texture for Jack.

#867
JeanLuc761

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Alright folks, here's the itinerary for the next few days (in no particular order).

I went back through my mods and while I'm generally quite satisfied with the majority of them, Jacob stood out to me as a particularly weak texturing job. Given how much I've learned while doing this project, I know I can do better. So, much like I did with Garrus, I will be releasing a heavily revised version of Jacob.

In addition to that, I'm also planning on releasing Zaeed's texmod, since his mostly requires only a few alterations from the high resolution textures I found in the game files. After that...well, Kasumi is more or less half-done so I'm tempted to just finish her before I move onto the four renaming squadmates.

#868
Caihn

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True Zarken wrote...

I Support Hi-res Textures for ME3!


This.
Or at least a HQ textures pack for the PC version.

#869
JeanLuc761

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Alright folks, here is the revised version of Jacob, as promised. Updated the link in the OP, and here are some screenshots of the (much improved) Mr. Taylor.

Posted Image
Posted Image
Posted Image

Download Here.

#870
LuxDragon

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Well done. Adding to the rest.

#871
Alistair 3-921

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JeanLuc761 wrote...
So far, the performance hit has been minimal, maybe a loss of 5fps at worst.  I'll keep everyone updated as I add more and more characters.  The game does take substantially longer to load (we're talking 4096x4096 textures here), but once it's loaded into RAM I don't notice any problems.

If I might make a suggestion:
4096x4096 is excessive when compared to the sacrifice you make in terms of overall performance, and I'm not talking about framerate. The larger your textures, the more hard drive and video meory thrashing will occur. With huge textures constantly swapping in and out of memory, and being read off the hard drive, you could potentially suffer from a lot of stuttering, long loading times, and generally poor performance.

I am a long-time Fallout 3 player with plenty of experience with texture mods. I have downloaded many 4096x4096 textures, and even some 8192x8192 ones, but have none of those anymore. Why? Because with huge textures, even my HD5850 would sit idle, waiting for the textures to load, resulting in low GPU usage and low framerate. The ones that were 4096x4096 or larger I either replaced or shrunk them myself, because Fallout 3 uses .dds files, which are very simple (for someone like me) to edit.

However, I have little experience with .tpf files and (correct me if I'm wrong) it is my understanding that once TexMod creates a .tpf file it can no longer be modified. This is why I am asking you to shrink the textures down to 1024x1024. Here is my reasoning. It's a rather long post, so I'll quote the most relevant paragraphs:

Fallout 3 was designed for 8000 series cards an above on max settings. So with all the added chaos from the hours of hard work we all spent building stuff. I can't say it ever ran as smooth as it should. So over the last year I kept looking for performance.

You can't resize a picture up an keep the detail, but you can shrink it an it looks even more sharp in most cases with pictures, the same is true for our fallout textures, more so for the large an very large textures. We kind of went the wrong way. Take the 1stperson10mmpistol.dds texture map. It's 1024X1024, and only looks about an order of magnatude better than teh 512X512 map, which I like to call the poop map. Normally what would happen is we would rename that 1024X1024 texture so that it's just 10mmpistol.dds or whatever, then change the mesh to use it from now on, an upload it.

We went the wrong way of thinking though, I can't say anything because I did it too for like 8 months. What we should have done though, is take the 1024X1024 high res 1stperson texture, then open it with Paintnet, just because it's fast an easy to use, an what I have. Then resize that 1024X1024 texture down in steps, Size it down in best quality supersampling, which will save around 95% to 99% of the detail. Then save that shrinked map, in DXT-1 (highest compression) Which to the video card it's the same exact image. DXT-1 ignores the alpha channel (transparent), but most of the fallout 3 textures don't have alpha anyway, the only places you see alpha is like the radio, or the hairs on the back of the cows, (I'll never really even notice it) So you could in fact DXT-1 those too, an then they wouldn't look so nice, which is the whole point of falout, it's wasteland anyway. 1024X1024, keep the  ratio, test it at half size an if it still looks okay you might could half it again if it's a small item or if the map is really huge.

But before you can shrink it, you still need the large texture, so it's not like a waste. Without the huge textures, I couldn't make the tiny ones, that look just as good, but run 10 times better.

"THE ONLY REASON THIS WORKS IS BECAUSE I SET MY PAINTNET PIXELS PER INCH TO 96, WHICH IS WHERE I TEXTURE AT ON .DDS"

So long as the other programs can set your actual res from the pixels per inch then it should work, 4096X4096 @ 96 pixels per inch looks just like 1024X1024 @ 96 pixels per inch, but that's what my monitor runs. Who  knows what yall use. I found 96 somewhere I think, an set it there. I don't even really know what it should be, that's just what I use.

Resizeing the 1024X1024, would keep all the detail, as far as looking at the texture in nifscope as a 3D preview, in the game you probably wouldn't be able to tell either, but the raw file size would be half, if it were 600Kb, then the resize would bring it down to around 150Kb, then the DXT-1 would probably half that as well. So now it's a tiny file. Now scale that up to the kind of maps that we make rather than bethesda. 2048X2048 maps, 4096X4096, I found one which was 16Mb in size, just for a rifle, which only ever takes up a few hundred pixels. Anything over 1024X1024 is a waste. Hats with 2048X2048 on the screen. textures, or ammo boxes with 2048X2048, these small items you can shrink the texture even further. 256X256 128X128, keep a back up an check them in 3D, if you can't tell then you did good.

You can shrink a 4096X4096 map down to 1024X1024 an you'll flip out at how much it looks like the 4096X4096, but the kicker is that it's now 1/8 the size thanks to DXT-1, yeah not 1/4 like you would think. They're tiny.

I will mention, since I don't know what you know of Fallout 3, that the game's Gamebryo engine is one of the more notorious ones out there. It's badly optimized, does not properly utilize multi-core CPUs, and prone to crashes and decreasing performance as the game progresses, whereas the Unreal engine is much better and may not suffer as much from such larger textures. Still, I hope you will take my suggestion into consideration. Alternatively, just tell me how to modify a .tpf file and I'll be happy to do it myself. :)

Modifié par Alistair 3-921, 30 mai 2011 - 11:35 .


#872
MACharlie1

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TPFs are just packages for TexMod - need an unpacker to get the actual files. Which I believe Jean uses DDS.

It might be a worthy venture to test out sizes and see where the differences lay. Like take one of the textures, and keep shrinking it and taking screenshots. Compare them to the full resolution and find the one with the lowest resolution that matches the highest resolution. I would do it myself since I do run at 1920x1200 but seeing as I'm indisposed in another country at the moment...

#873
Alistair 3-921

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Ok, thanks to your information, I've managed to find a .tpf extractor.
This, for example, is what Shepard's face texture looks like.
Now, there are too many hi-res textures to test them all, so I'll only be using a couple of them by first taking screenshots of the originals, then using the shrunk ones. I'll post the screenshots after I'm done.

By the way, what in the world is a Sheploo?

Modifié par Alistair 3-921, 30 mai 2011 - 12:12 .


#874
The Natoorat

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Hey guys, i'm no expert but i know that some engines/cards have problems with certain compression methods. I remember when after source engine update most of my HL2 textures (mostly normal maps) went FUBAR.
BTW2 I'm not 100% sure, but I think JeanLuc is also tweaking normals, and using them with the same size as the regular textures. Correct me if I'm wrong, but normals may be the major performance killer. Don't take me wrong, I love normals, once I wanted to name my dog 'normal map'.

#875
Alienmorph

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Alistair 3-921 wrote...
By the way, what in the world is a Sheploo?


Contraction of Vanderloo Shepard, AKA the default male Shepard, which is based on the face of Mark Vanderloo:

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Modifié par Alienmorph, 30 mai 2011 - 01:51 .