Mass Effect 1 Updated/Improved Textures Mod
#351
Posté 24 février 2012 - 01:03
#352
Posté 24 février 2012 - 01:41
Sadly can't use yours to supplement since logging wont allow bmp and dds
#353
Posté 24 février 2012 - 01:52
#354
Posté 24 février 2012 - 04:47
#355
Posté 24 février 2012 - 05:05
#356
Posté 24 février 2012 - 06:05
I have 4GB of ram and the game runs just fine until the crash. For texmod, when I first launched it in logging mode it had texture info on the screen so I quit and unchecked all the boxes in texmod on the logging mode tab. Are any of those supposed to be checked?
#357
Posté 24 février 2012 - 06:23
#358
Posté 24 février 2012 - 12:12
Edit: I have a question, not regarding this mod. Is there a mod that allows for unlimited sprint like in the Mass Effect 3 Demo? Because I am tired of going in and out of the console to input codes all the time.
Modifié par O3Hundred, 24 février 2012 - 12:38 .
#359
Posté 24 février 2012 - 12:36
#360
Posté 25 février 2012 - 02:35
osterac wrote...
So I really like this texture pack but I have a problem. I ran it from the tpk file at first and I had glitches so I decided to extract it. No I have no glitches, but after a while the game will crash. It gives me either an out of virtual memory error or a runtime error. I tried increasing my virtual memory, and the game seemed to run longer, but still eventually crashed.
I have 4GB of ram and the game runs just fine until the crash. For texmod, when I first launched it in logging mode it had texture info on the screen so I quit and unchecked all the boxes in texmod on the logging mode tab. Are any of those supposed to be checked?
So far due to the memory the best solution is: Run in package mode and when you see the glitches alt enter out of and then back into full screen, they should go away. Repeat as necessary :/ (It's not ideal but it works)
#361
Posté 25 février 2012 - 03:10
#362
Posté 25 février 2012 - 03:17
#363
Posté 25 février 2012 - 05:57
#364
Posté 25 février 2012 - 06:31
#365
Posté 25 février 2012 - 09:28
#366
Posté 25 février 2012 - 09:50
#367
Posté 25 février 2012 - 11:49
#368
Posté 25 février 2012 - 02:10
CWolfs wrote...
CDAMJC, have you ever thought about making tutorials on how to sort out the textures like you're doing? You may be able to get a few people to help out and speed up the process of going through the textures? =).
Actually, I have 2 turorials up at Moddb about TexMOd, one basic usage and the other how toextract them form the tpf files. Do these suffice? I'm not sure what else you're looking for.
Modifié par CDAMJC, 25 février 2012 - 02:11 .
#369
Posté 25 février 2012 - 02:27
CDAMJC wrote...
CWolfs wrote...
CDAMJC, have you ever thought about making tutorials on how to sort out the textures like you're doing? You may be able to get a few people to help out and speed up the process of going through the textures? =).
Actually, I have 2 turorials up at Moddb about TexMOd, one basic usage and the other how toextract them form the tpf files. Do these suffice? I'm not sure what else you're looking for.
I meant maybe the process you go through from end to end when improving textures from finding the texture within Mass Effect, to sharpening/expanding the texture, to packaging it back up =). You're doing a great job and information like this would be invaluable to others. Of course it takes time to do such tutorials etc.
Anyway, it was just food for thought. I saw your other tutorials and they look good!
Modifié par CWolfs, 25 février 2012 - 02:28 .
#370
Posté 25 février 2012 - 04:55
CWolfs wrote...
I meant maybe the process you go through from end to end when improving textures from finding the texture within Mass Effect, to sharpening/expanding the texture, to packaging it back up =). You're doing a great job and information like this would be invaluable to others. Of course it takes time to do such tutorials etc.
Anyway, it was just food for thought. I saw your other tutorials and they look good!
How is it done? Basically, run the game in logging mode. Use the + and - keys to cycle through and find the texture you are looking for. Hit enter on a texture you want to change, this saves the texture to the hard drive. Then open it with your favorite photo editing software, I use gimp and make the changes you want. To upscale is never enough, you'll just see the same texture slightly smoother if you use a scaling algorithm (built into the upscale function). You need to go in and fix what you don't like: re-draw straight lines, use clone tool to eliminate bleeding, use smudge tool to smooth areas, and re-draw/paint details that can't be salvaged etc...
Once I have it cleaned up I like to add bump maps to areas that have unique textures. There is a plugin built into gimp for this and you can create and/or choose patterns and textures as the bump map. Tweak the settings to your liking. So if you look at Wrex's armor I added a Kevlar type bump map to the non-plated parts of the armor, a rough metallic bump to the plated areas, and a diamond pattern bump to the dark parts. It takes experimentation with the patterns and the bump map tool to get the desired look.
Then once the colored texture is to my liking, I like to generate a new normal map which will Incorporated all of the textures and tweaks I just created. There is an add-on for this in GIMP. Again it takes experimentation with the plug-in to find a desired look. Once I have generated a new normal map I like, I blend it (using layers and "grain merge" mode) with the original normal map. I use the original because it maintains all of the 3D data ( the depth and light angle that the developers captured from the 3D model), if I only used the one generated from my re-texture the result is very flat and characters don't "pop" (This is because it's generated from a 2D Texture and is missing the 3D data from the model). It took me months think of and get this technique down, but I like the results.
So in short you need to have or develop some photo editing skills, an eye for what you want, and the tools mentioned above to do it. Also, you need time, time, time
The sorting of textures is a pain. You need to make sure you copy all of the names of the textures you want in a pack into a TexMod.log file. Set up the directory just like I state in my tutorial on Moddb. The difference here is you go to "Package Build" in TexMod and select the log file and click "build", then name the .tpf appropriately. Voila you should be able to load the textures into the game and see how they look.
Be prepared to re-do everything again and again, as sometimes what looks great in 2D looks awful in game
Modifié par CDAMJC, 25 février 2012 - 05:22 .
#371
Posté 25 février 2012 - 06:04
Modifié par CDAMJC, 23 avril 2013 - 11:53 .
#372
Posté 25 février 2012 - 06:56
CDAMJC wrote...
CWolfs wrote...
I meant maybe the process you go through from end to end when improving textures from finding the texture within Mass Effect, to sharpening/expanding the texture, to packaging it back up =). You're doing a great job and information like this would be invaluable to others. Of course it takes time to do such tutorials etc.
Anyway, it was just food for thought. I saw your other tutorials and they look good!
How is it done? Basically, run the game in logging mode. Use the + and - keys to cycle through and find the texture you are looking for. Hit enter on a texture you want to change, this saves the texture to the hard drive. Then open it with your favorite photo editing software, I use gimp and make the changes you want. To upscale is never enough, you'll just see the same texture slightly smoother if you use a scaling algorithm (built into the upscale function). You need to go in and fix what you don't like: re-draw straight lines, use clone tool to eliminate bleeding, use smudge tool to smooth areas, and re-draw/paint details that can't be salvaged etc...
Once I have it cleaned up I like to add bump maps to areas that have unique textures. There is a plugin built into gimp for this and you can create and/or choose patterns and textures as the bump map. Tweak the settings to your liking. So if you look at Wrex's armor I added a Kevlar type bump map to the non-plated parts of the armor, a rough metallic bump to the plated areas, and a diamond pattern bump to the dark parts. It takes experimentation with the patterns and the bump map tool to get the desired look.
Then once the colored texture is to my liking, I like to generate a new normal map which will Incorporated all of the textures and tweaks I just created. There is an add-on for this in GIMP. Again it takes experimentation with the plug-in to find a desired look. Once I have generated a new normal map I like, I blend it (using layers and "grain merge" mode) with the original normal map. I use the original because it maintains all of the 3D data ( the depth and light angle that the developers captured from the 3D model), if I only used the one generated from my re-texture the result is very flat and characters don't "pop" (This is because it's generated from a 2D Texture and is missing the 3D data from the model). It took me months think of and get this technique down, but I like the results.
So in short you need to have or develop some photo editing skills, an eye for what you want, and the tools mentioned above to do it. Also, you need time, time, time. The great thing about Gimp and TexMod is that they are free.
The sorting of textures is a pain. You need to make sure you copy all of the names of the textures you want in a pack into a TexMod.log file. Set up the directory just like I state in my tutorial on Moddb. The difference here is you go to "Package Build" in TexMod and select the log file and click "build", then name the .tpf appropriately. Voila you should be able to load the textures into the game and see how they look.
Be prepared to re-do everything again and again, as sometimes what looks great in 2D looks awful in game
That is exactly the information I was thinking of. Thank you very much. I know GIMP reasonably well so I'll just try and find those plugins you mentioned and play around. I admire this project very much. Keep with it and good luck =).
#373
Posté 25 février 2012 - 06:58
#374
Posté 25 février 2012 - 07:22
Modifié par CDAMJC, 25 février 2012 - 07:27 .
#375
Posté 25 février 2012 - 07:38





Retour en haut






