Mass Effect 1 Updated/Improved Textures Mod
#326
Posté 22 février 2012 - 08:58
#327
Posté 22 février 2012 - 09:09
#328
Posté 22 février 2012 - 10:01
#329
Posté 22 février 2012 - 10:10
Maybe we can get a few people who might have more ideas how to fix it that way?
#330
Posté 22 février 2012 - 10:14
#331
Posté 22 février 2012 - 10:36
#332
Posté 23 février 2012 - 04:04
Modifié par CDAMJC, 23 avril 2013 - 11:51 .
#333
Posté 23 février 2012 - 07:49


The first screen shot being the pre-optimized, the second being the latter.
When you re-did Wrex, is it just me or is he... less detailed?
I know these are your optimized versions but I find the lack of the 'ultras' a bit of a peeve for those who are able to run them, also I tried to Edit the Bioengine.ini of ME2 with the Min/Max Shadow resultion and yielded no results, just thought you would like to know & as a personal favor to me & i'm sure many others who enjoy your ME2 mods, could you transfer anything that hasn't been done so already like
-Film Grain
-Udina & the Council
-The keeprs
-Jokers face
-Ash/Kaidans face
-Anderson
And any others in the future.
Thanks again. <3
Edit: Also, i'm having my hand at the FXAA injector with both ME1 & 2 but i'm not to sure where to put the files.
Modifié par DCopeland, 23 février 2012 - 11:33 .
#334
Posté 23 février 2012 - 09:39
CDAMJC wrote...
I'm tempted to learn programming so I can fix TexMod...
They're working on a replacement. Unfortunately, it's also still buggy as hell, and currently doesn't work with ME2.
Nonetheless, here's the link:
http://code.google.com/p/texmod/
#335
Posté 23 février 2012 - 11:57
Edit: Also, i'm having my hand at the FXAA injector with both ME1 & 2 but i'm not to sure where to put the files.
You have to put these in the same folder as where the main .exe is located (*:\\Mass Effect\\Binaries)
#336
Posté 23 février 2012 - 12:21
Modifié par CDAMJC, 23 avril 2013 - 11:52 .
#337
Posté 23 février 2012 - 12:32
Good work CDAMJC.
The vanilla Film Grain (on ME1) was really crap, no wonder that I never used it.
Modifié par Garrus30, 23 février 2012 - 03:34 .
#338
Posté 23 février 2012 - 03:23
#339
Posté 23 février 2012 - 05:31
Galatean wrote...
CDAMJC wrote...
I'm tempted to learn programming so I can fix TexMod...
They're working on a replacement. Unfortunately, it's also still buggy as hell, and currently doesn't work with ME2.
Nonetheless, here's the link:
http://code.google.com/p/texmod/
The annoying thing about that solution is that it green screens loading screens and is a bit confusing on how it wants things.. Otherwise, it works just as well as, perhaps better than, TexMod. I only tried it briefly (have to leave for work soon) but I didn't notice any text issues and the game seemed to run alright.
#340
Posté 23 février 2012 - 05:44
#341
Posté 23 février 2012 - 06:00
#342
Posté 23 février 2012 - 06:45
Modifié par O3Hundred, 23 février 2012 - 06:46 .
#343
Posté 23 février 2012 - 07:19
#344
Posté 23 février 2012 - 07:27
#345
Posté 23 février 2012 - 07:50
#346
Posté 23 février 2012 - 08:11
CDAMJC wrote...
Yes package Gawd I shouldn't post from work
Haha, thanks. I will proceed to Package Mode then.
#347
Posté 23 février 2012 - 11:21
Edit: I just got in game loading the full pack without the error message, but the only change I could see was film grain, so not everything is loaded.
Modifié par CDAMJC, 23 février 2012 - 11:28 .
#348
Posté 23 février 2012 - 11:34
#349
Posté 23 février 2012 - 11:37
#350
Posté 24 février 2012 - 12:37





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