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Mass Effect 1 Updated/Improved Textures Mod


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#351
Catechrism

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I'm glad :)

#352
jmm42991

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Alright just finished downloading and setting up a bunch of Jeanluc's textures and fixing to test.
Sadly can't use yours to supplement since logging wont allow bmp and dds :(

#353
jmm42991

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Lol, I'm on my older model gaming laptop right now, Can run ME2 maxed at like 45 fps but even with Jeanlucs optimized its like 15-20 lol. Gonna have to wait till I can use my desktop with Nvidia's amazing GTX560ti.

#354
Catechrism

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I want that GFX card ;) but my 460 is hanging in there. Good luck with ME2 I'll be back tomorrow. Lights out -_-.

#355
jmm42991

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I just bought it, MSI with TwinFrozr II and it overclocks like crazy. Amazing performance for a fairly low price.

#356
osterac

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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?

#357
OpDDay2001

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It's a glitch with TexMod and Mass Effect. Mass Effect has a small but manageable memory leak, TexMod makes it worse by constantly reload all the textures that are on the screen (and probably never properly unloading them when they are off screen).

#358
O3Hundred

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So I am back to the Package Mode. And I have not experienced any major glitches, like in the pictures I posted a while back. Seems to work flawlessly so far.

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
Catechrism

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I noticed if I freshly load TexMod I see less glitches in package mode than if I leave it open for days. I was testing the new packages to be uploaded this weekend for about 30 minutes and I had no glitches, could be dumb luck though

#360
Catechrism

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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
jmm42991

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How much RAM does ME2 take up normally? I had the game lock up while using logging mode, but I think it was just my computer acting screwy. It was at 2.8 gigs when I killed it, didnt play too long though.

#362
Catechrism

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Usually under 2 gigs in package mode. I haven't tested logging mode yet. I'll get on that tomorrow, right now I'm finishing up the custom shepard textures for release, hopefully tomorrow.

#363
Catechrism

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New Updates uploading. New Textures include: All default N7 armors medium and light for both FemShep and MaleShep. All custom Shep face re-textures (with some hair re-textures), Sheploo Re-texture, Benezia, Saren, Nhilus, Anderson uniform touch-up, Kaidan Face touch-up, and Dynamic Shadow Fix!

#364
Catechrism

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Image IPB

#365
CWolfs

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I'm using these textures and you've done a great job. I hope you keep up the amazing work! I'll grab the new update later today and try it out!

#366
CWolfs

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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? =).

#367
Shaggie

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Sick mod makes it even more enjoyable to play ME once again be4 ME3 =)

#368
Catechrism

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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.:huh:

Modifié par CDAMJC, 25 février 2012 - 02:11 .


#369
CWolfs

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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.:huh:

 

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
Catechrism

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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 ;)

Modifié par CDAMJC, 25 février 2012 - 05:22 .


#371
Catechrism

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**

Modifié par CDAMJC, 23 avril 2013 - 11:53 .


#372
CWolfs

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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
RR1107

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The "Characters" pack on the project page has a problem: The "womens shadow fix" file won't extract.

#374
Catechrism

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Fixing and re-uploading now

Modifié par CDAMJC, 25 février 2012 - 07:27 .


#375
Catechrism

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Tested and Fixed. Thanks for the heads up :)