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Mass Effect 1 Updated/Improved Textures Mod


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#226
O3Hundred

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CDAMJC wrote...

Thank you for the screen shots, everything except for the black squares is definitely what TexMod is known for. Weird glitches. The large one taking up the entire screen is actually a light map loaded where a glare should be. But the black squares worry me. Are you using the latest files I uploaded yesterday the 18th? I made the Normandy uniforms much more graphics card friendly 1024x1024 instead of 2048x2048. Anyway if you have some patience and time try my suggestion below and see if this helps.


I have found that when I am working on textures in the game I am in logging mode and all of the textures are in a folder in my Masseffect directory and my TexMod.log points to them, they are not in a .tpf so they are not compressed and I NEVER see glitches in this mode. If you want to try this and have the HDD space, Google for "opentpf".

Step 1) Download Opentpf and drag the full pack right into the opentpf executable. It will extract all of the textures into a zip file.

Step2) Then you need to create a folder you want to use and extract the zip into it. Now all of the Textures are uncompressed and in .bmp form and a Texmod.def (opened by notepad) file.

Step3) Now comes the tedious part, you need to create a TexMod.log file that tells TexMod where to find these files. Use the definition file (that was created with your opentpf extraction as a base). It contains all of the file names but is missing the directory of the textures.

For example:

TexMod.def says: "0xA412EC15|MASSEFFECT.EXE_0xA412EC15.bmp"

TexMod.log needs to say:" 0xA412EC15|C:Program Files (x86)Mass EffectBinariesME1 Tex repME 1 PackageMASSEFFECT.EXE_0xA412EC15.bmp"

The middle piece in the directory where you store the files. You need to add that piece for all 303 textures and then name the newly created file to TexMod.log.

Step 4) Finally in logging section where it asks to specify "Def File" point it to your newly created TexMod.log and run the game in logging mode.

The benefits are: zero glitches and much faster getting into the game because no decompression is required.

I hope this is helpful and wish you the best of luck, Also, I have posted this little tutorial in the mod description so it doesn't get lost in the forums.


Thank you very much. I will try to this later today or tomorrow and come back with the outcome. I don't know about which pack I have. I think I downloaded it yesterday or on Friday. Either way, I just want to thank you for making this mod again. I looked at Garrus, and Wrex today and couldn't stop. So much detail. Really grateful for this mod.

#227
Catechrism

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**

Modifié par CDAMJC, 23 avril 2013 - 11:47 .


#228
Catechrism

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O3Hundred wrote...

Thank you very much. I will try to this later today or tomorrow and come back with the outcome. I don't know about which pack I have. I think I downloaded it yesterday or on Friday. Either way, I just want to thank you for making this mod again. I looked at Garrus, and Wrex today and couldn't stop. So much detail. Really grateful for this mod.


Thank you. The new pack is optimized to get rid of those black squares, they should be gone, In my testing of the old pack I saw them, which is why I redid the pack and optimized it and tested heavily on my system, and there were no black squares with the new fullpack021812.tpf also it contains Captain Anderson's Re-texture so i reccomend trying that before extracting all the files etc...

Modifié par CDAMJC, 19 février 2012 - 07:08 .


#229
DCopeland

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Would that Bioengine edit work the ME2s .ini?

#230
Catechrism

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probably not because the engine in ME1 is Unreal 3.0 and ME2 is Unreal 3.5. One of the major differences in the engines is shadows, but it couldn't hurt to try just make a back up in case it looks horrible.

#231
tbpierrot

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An actual fix for the dynamic shadows? CDAMJC you may claim to be less talented than jeanluc... but as much as i adore his work, yours is just making mass effect so beautiful, and so much more needed than his. The original game will benefit so much from this project, it makes jeanlucs work look completely unnecessary. Still the best video game storyline of all time, and suffering under dated and sometimes outright poor graphics, yet this project is making it look better everyday. amazing work mate, its always great to come back to this thread and see what's new.
Shame about texmod, its a ****ty little program and lets these amazing mods down badly, its unprofessional and buggy (seen the error messages? "sh*t happens". Its not even funny, and so disappointing from a program with so much potential. Maybe one day we'll get a decent replacement... but not withing the modding lifetime of mass effect i expect.

#232
Catechrism

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9DarthMe9 wrote...

An actual fix for the dynamic shadows? CDAMJC you may claim to be less talented than jeanluc... but as much as i adore his work, yours is just making mass effect so beautiful, and so much more needed than his. The original game will benefit so much from this project, it makes jeanlucs work look completely unnecessary. Still the best video game storyline of all time, and suffering under dated and sometimes outright poor graphics, yet this project is making it look better everyday. amazing work mate, its always great to come back to this thread and see what's new.
Shame about texmod, its a ****ty little program and lets these amazing mods down badly, its unprofessional and buggy (seen the error messages? "sh*t happens". Its not even funny, and so disappointing from a program with so much potential. Maybe one day we'll get a decent replacement... but not withing the modding lifetime of mass effect i expect.


Wow, Thank you very much . *^_^

Jeanluc is amazing and has set the bar so high its almost impossible to acheive, but I like having something to strive for.  Also, if I never saw his work I would have never done this mod so I have to give him huge props. MassEffect 1 has so many opprtunities for improvement it's really fun to see what I can fix. I was lucky to just happen to come across a shadow texture (who knew there was a 32x32 tiny shadow texture resposible for smooth shadows?). So I played with it and it made it 256x256 and the results looked pretty good. TexMod is a blessing and a curse. Without it, these games would be unmoddable (legally anyway), but it causes many glitches and people often assume its something I did wrong, which is a bummer. Working on this project has simply been a pleasure and it's so nice to see people appreciating it, so thank you again. I will continue my work and I may not beat the ME3 deadline I set out for but then again this Mod had become a lot more than I set out to do.

Modifié par CDAMJC, 20 février 2012 - 03:08 .


#233
pxmm

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I've just tried decompressing the individual tpf packs with opentpf and am having a problem with some. Ash face, ashphoenixarmour, film grain, and womens shadow fix all crash opentpf.

In addition, garrusface, geth, film grain, kaidan face, keepers, mako give the opentpf error message: ZipArchive error: damaged or not a zip file.

Fullpack021812 gives same damaged or not a zip file error.

I've tried dragging and dropping plus running from cmd.

Am I doing something wrong? Anderson, Colonists, Dr Chakwas, Elcor, Garrusarmour, jokers face, liaraclothingandfacenormal, lightandshadowmaps, n7default, normandy, normandyuniforms, saren, scientist, tali, udina and the council, volus and wrex all extract the BMPs to a zip correctly.

#234
jmm42991

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Great work!

Can't find opentpf anywhere though :(

BTW PM sent

#235
Catechrism

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PM received and responded to, for everyone else I have linked on the first page of the forum.

#236
Catechrism

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pxmm wrote...

I've just tried decompressing the individual tpf packs with opentpf and am having a problem with some. Ash face, ashphoenixarmour, film grain, and womens shadow fix all crash opentpf.

In addition, garrusface, geth, film grain, kaidan face, keepers, mako give the opentpf error message: ZipArchive error: damaged or not a zip file.

Fullpack021812 gives same damaged or not a zip file error.

I've tried dragging and dropping plus running from cmd.

Am I doing something wrong? Anderson, Colonists, Dr Chakwas, Elcor, Garrusarmour, jokers face, liaraclothingandfacenormal, lightandshadowmaps, n7default, normandy, normandyuniforms, saren, scientist, tali, udina and the council, volus and wrex all extract the BMPs to a zip correctly.


I don't think you are doing anything wrong. I know opentpf can be picky about the file names and then just plain picky I'll look into it and see what I can do, I will post an answer as soon as I have one.

#237
jmm42991

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I had found where someone had made a modified version of opentpf called TPFextract to fix that exact problem, but sadly the links had expired

#238
Catechrism

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mmm I just saw that myself...

#239
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here is tpf extract: 
http://www.mediafire...q05lq35mt32yh4y 

tested and working with the full pack!! quick fix thank goodness

Modifié par CDAMJC, 20 février 2012 - 03:59 .


#240
Bullfrog524

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Im not very computer-literate so can I please have a very simple "what button to push" guide for opening the tpf files please?
PS love your mods, they make mass effect way more fun :)

Modifié par Bullfrog524, 20 février 2012 - 04:45 .


#241
Catechrism

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Bullfrog524 wrote...

Im not very computer-literate so can I please have a very simple "what button to push" guide for opening the tpf files please?
PS love your mods, they make mass effect way more fun :)


Thank you for the compliment. Unfortunately to run TexMod by decompressing the tpf is going to require some intermediate to advanced level of computer knowledge or at least the willingness to do something very tedious.

Extracting the tpf is very easy though:

Open Tpf Extract GUI click "browse" and find and select the full pack. Click "Extract" and choose the place you want to extract files to and continue. Now all of the Textures are uncompressed and in .bmp form and a Texmod.def (opened by notepad) file in your desired location. 

The hard/tedious part is turning the TexMod.def file into a usable Texmod.log file which mean you must insert the directory the files were extracted to in the definition file all 303 times. Once for each Texture. See the first post in the forum for more details. Unfortunatley there is no easier way to do this.

**EDIT You can use "ctrl H" find and replace function in note pad. Find "|MASSEFFECT.EXE" and replace with your directory for example "|C:\\Program Files (x86)\\Mass Effect\\Binaries\\ME1 Tex rep\\ME 1 Package\\MASSEFFECT.EXE"**

This quick solution was provided by Jmm42991 it saves so much time!

If you simply want to run the mod the normal way, open TexMod. Click  "Target Application" and select MassEffect.exe. Then click "Package Mode" then click the folder icon in the middle of the window browse for and select the full pack. "Click Run" and you're on your way to running the modded game.

At moddb I have detailed tutorials on how to use boith methods mentioned in this post, you can try reading them here: http://www.moddb.com...s-mod/tutorials

I hope this is helpful and I'm sorry I can't be more helpful with the "advanced method" of using TexMod in logging mode.

Modifié par CDAMJC, 20 février 2012 - 05:27 .


#242
jmm42991

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Awesome, I was having trouble finding it, maybe cause my attention was split between my search for it and my Windows Client Configuration class lol

#243
Catechrism

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Haha I'm glad I could help

#244
Bullfrog524

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Ok i can do every step in the tutorial up to step 3, then I just don't understand it, how do I make a Texmod.log file and what do I put in the "Def file"?

#245
Catechrism

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Bullfrog524 wrote...

Ok i can do every step in the tutorial up to step 3, then I just don't understand it, how do I make a Texmod.log file and what do I put in the "Def file"?


You can use "ctrl H" find and replace function in note pad to do this. Press "ctrl H" Find "|MASSEFFECT.EXE" and replace with your directory for example "|C:\\Program Files (x86)\\Mass Effect\\Binaries\\ME1 Tex rep\\ME 1 Package\\MASSEFFECT.EXE"
(your directory may be different so make sure it points to where you extracted the textures)

Once you have done this to the TexMod.def file. Just save it as TexMod.log.

1) Now open TexMod click on "Logging Mode"

2) Click the "folder icon" across from "DefFile"

3) Find and choose the newly created TexMod.log.

4) Click "run"

Modifié par CDAMJC, 20 février 2012 - 05:42 .


#246
jmm42991

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So does this mean we can use this same setup for ME2?

#247
jmm42991

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Hm... None of the texture work ingame... I noticed the Film grain IMMEDIATELY lol.
What setting do you use for texmod>

#248
jmm42991

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Oops, apparently I missed a bit when I did the replace command, Fixed it and it works flawlessly!

#249
Catechrism

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GREAT!!!

#250
Catechrism

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jmm42991 wrote...

So does this mean we can use this same setup for ME2?


It should work for any TexMod for any game. I'm pretty sure.  It takes a little more work and a lot more space, my pack went 340 megs to 830 megs extracted.  But there should be none of the weird purple errors etc..