For no glitches and no ridiculously long load times its more than worth it
Mass Effect 1 Updated/Improved Textures Mod
Débuté par
Catechrism
, oct. 23 2011 01:20
#251
Posté 20 février 2012 - 06:38
#252
Posté 20 février 2012 - 06:43
I think so
#253
Posté 20 février 2012 - 06:53
Well I was playing on X57 and I had a Crash "Rendering Thread Exception: General Protection Fault"
I've had one before and needed to reverify my steam cache and redownload a corrupted file. I hope thats all it is, but I'm at school right now and Steam is blocked so I can't check for a few hours.
Just in case it's something to do with this mod, Save often!
I've had one before and needed to reverify my steam cache and redownload a corrupted file. I hope thats all it is, but I'm at school right now and Steam is blocked so I can't check for a few hours.
Just in case it's something to do with this mod, Save often!
#254
Posté 20 février 2012 - 06:56
I've seen that error form users in the past and it turned out to be Steam cache related. So I hope it is but please let me know if it's not.
#255
Posté 20 février 2012 - 07:18
Done, works perfectly, thank you very much for your help. Question: can this be used for multipal texmod files or can i only run one at any one time using this method?
#256
Posté 20 février 2012 - 07:22
Multiple, as long as its for the same game you will see all of the files. I'm glad you got it working
#257
Posté 20 février 2012 - 07:31
Wouldnt you have to put all of the mods into the same log though?
So you would want to put ctrl+f to search for the one you are trying to add and if its already there replace it with the alternate texture?
So you would want to put ctrl+f to search for the one you are trying to add and if its already there replace it with the alternate texture?
#258
Posté 20 février 2012 - 07:59
Yes they would need to go in the same TexMod.log. But TexMod doesn't freak about duplicate entries and if you extract all of the textures in the same folder, whatever was extracted last should, there be duplicate textures, is what will be seen because the older textures will be overwritten.
#259
Posté 20 février 2012 - 08:09
OK, so it will just delete the Bitmap in the texture folder and replace it?
#260
Posté 20 février 2012 - 08:53
So, I went to add the few textures JeanLuc released for ME1 and they are in .dds format... not bmp?
#261
Posté 20 février 2012 - 09:02
Thats ok just keep their name the same they will load just fine, and in this case you are going to want to delete the .bmp entries that are the same name from the TexMod.log
#262
Posté 20 février 2012 - 10:07
Quick update, Moved from my laptop to my desktop. DDS files do NOT work, at least not with BMP. If you look at texmod it has a selection for output mode that is set to BMP. I would assume you have to change it to DDS to use those but that would kill all BMP textures... I got another rendering exception so I'll verify cache. Might just be this though...
#263
Posté 20 février 2012 - 10:25
Ah I see, so when in logging mode it will only show the textures in the format that is selected as an output mode. I guess some file conversion will be in order if you want to use both.
#264
Posté 20 février 2012 - 10:42
No matter what I do I keep getting Rendering Thread Exceptions. I'm gonna go back to package mode and see if it still does it.
#265
Posté 20 février 2012 - 10:58
Also try it with out any TexMod just in case it's something else
#266
Posté 21 février 2012 - 02:49
I ran It for about 2 hours with it in package mode and it ran fine...
SO, Now we are onto seeing if its one of these:
1) A problem with my machines specifically
2) An issue with the Steam version
3) A setting that needs to be set on Texmod or added to the log
4) It just doesnt work
SO, Now we are onto seeing if its one of these:
1) A problem with my machines specifically
2) An issue with the Steam version
3) A setting that needs to be set on Texmod or added to the log
4) It just doesnt work
#267
Posté 21 février 2012 - 02:57
Thanks for troubleshooting it really helps because I only have my current machine to test it on. One more thing to check also, make sure the logging keys are not also used in your control scheme for the game. I have had crashes when I log many, many textures, and browsing through many, many textures, but I haven't had crashes when playing. Though during this project I'm not sure I've actually played the game for more than 1-1.5 hours, usually just to get to an area that needs to be worked on.
#268
Posté 21 février 2012 - 03:02
I've not made it past maybe 45 minutes without a crash.
What are the logging keys? I'll check that.
What are the logging keys? I'll check that.
#269
Posté 21 février 2012 - 03:40
* - + and enter
* tells it to load current textures on the screen first in memory
- cycles textures one way
+ cycles the other way
enter logs them
you can change the log key from enter to any of the F# keys
* tells it to load current textures on the screen first in memory
- cycles textures one way
+ cycles the other way
enter logs them
you can change the log key from enter to any of the F# keys
#270
Posté 21 février 2012 - 10:28
I used TPFGUI extract on jean-luc's new textures, and put them all in to the same texmod.log file, the game ran perfectly but none of the new textures loaded. what have i done wrong?
#271
Posté 21 février 2012 - 11:37
You have to convert his files to .bmp. It appears that in logging mode TexMod will only load one type of image file. You can open them in Gimp or Photo shop, click save as and select .bmp as the type, then go into the TexMod.log file and rename his textures from .dds to .bmp
#272
Posté 21 février 2012 - 12:03
I tried again last night, it started getting all choppy (first time) and then crashed cause I ran out of Virtual Memory. It's just not my day lol.
#273
Posté 21 février 2012 - 12:23
Maybe in that mode there is memory leak. I gave 8 gigs which is over kill so maybe that's why I don't see crashing?
#274
Posté 21 février 2012 - 01:07
I only have 4 on my machines, when I build my new one I'm going for at least 16
#275
Posté 21 février 2012 - 02:46
Looks like it could be a memory leak issue...i'll monitor memory usage in logging mode when I get out of work tonight and post what I see.





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