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Mass Effect 1 Updated/Improved Textures Mod


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#26
Dogmeat86

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This is a great project. Thanks for these. Any chance to get Liaras face from Shadow Broker DLC to ME1?
I also like the new film grain... now it's actually worth using.

#27
Catechrism

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Sure, that has been done a while ago here is the link: the creator is kriselia from the ME2 Texture Modders Group

http://social.bioware.com/project/4096

The first file will make Liara in ME1 look like LOTSB Liara, the second file is for ME2 and will make Liara pre-LOTSB look like LOTSB Liara

Thanks for liking my mod :)

Modifié par CDAMJC, 11 novembre 2011 - 03:25 .


#28
Catechrism

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Current work in process (advice and constructive criticism appreciated :)) :

vanilla:
Posted Image
retexture:
Posted Image

Modifié par CDAMJC, 20 novembre 2011 - 03:01 .


#29
Burdokva

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I like the depth of the texture, but maybe try to lighten the white parts, less they become gray from a distance. Also the "tissue" under the armor has become a bit too dark. In short, try to preserve the colorfulness and brightness of the Geth while adding more depth with the normals.

Still a great improvement, though. Thumbs up!

#30
Catechrism

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Thank you, your advice was right. I think I got it. Let me know what you think, I posted a lighter version above, which I think manages to mach the vanilla values and still capture the depth and detail of my first try.

#31
Burdokva

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Spot on - the armor parts look rugged and metallic, but the synthetic "body"of the Geth is smooth. And it's still bright and colorful. Thanks!

#32
Catechrism

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Modifié par CDAMJC, 23 avril 2013 - 11:22 .


#33
Catechrism

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Modifié par CDAMJC, 23 avril 2013 - 11:22 .


#34
DragonIroh001

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Much better, that neck looked awful, glad to see that's fixed.

There are a couple I'd like see done, The Keepers and the shadow squares for the Asari consort + staff.

img40.imageshack.us/img40/9981/439712151499bfa12380o.jpg

The grain hides it in this picture but it's there.

Modifié par DragonIroh001, 17 novembre 2011 - 03:30 .


#35
capn233

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Nice work.

#36
Captain_Obvious_au

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Out of curiosity, how is this even possible? Is it possible to modify the textures rather thna just enhancing them?

#37
Catechrism

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DragonIroh001 wrote...

Much better, that neck looked awful, glad to see that's fixed.

There are a couple I'd like see done, The Keepers and the shadow squares for the Asari consort + staff.

img40.imageshack.us/img40/9981/439712151499bfa12380o.jpg

The grain hides it in this picture but it's there.


I shall work on the keepers in the  near future, the consort and staff blocky shadows were fixed in the woman's shadow fix, so you can test the individual file, or download the full pack to see the changes, I'll post a screen shot later when I have a chance and am home.  I will also upload the geth and colonist texture updates very soon.  Thank you all for your comments and interest.

Modifié par CDAMJC, 18 novembre 2011 - 03:12 .


#38
Catechrism

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Captain_Obvious_au wrote...

Out of curiosity, how is this even possible? Is it possible to modify the textures rather than just enhancing them?


Yes, you can do whatever you want to the textures once they are extracted with TexMod.   I try to only enhance them to maintain the art of the game, but on some I took small artistic liberty because it was the only way I could see fixing a few of the uglies.  

I'll post a screen shot later showing an actual texture vanilla and re-texture comparison outside of the game.

#39
Captain_Obvious_au

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Oh wait, so you have to run the game with TexMod in order to get the textures in-game? I've always passed on that due ot it being a resource hog.

#40
Catechrism

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Captain_Obvious_au wrote...

Oh wait, so you have to run the game with TexMod in order to get the textures in-game? I've always passed on that due ot it being a resource hog.


Yes it is a TexMod, but you may want to try it because on the citadel and normandy I actuallty noticed a performance inscrease with my mod because when I redid the light an shodow maps I actually had to make them smaller so the game wouldn't crash, but I noticed after I did that (and maintained the quality which was a bit of a nightmare) now it was using less texture memory up and the game actually seemed to run smoother.  That may just be my set up...here are my specs: windows 7 64 bit, q6600 @3.0 ghz, 1 nvidia gtx460 1gig, and 8 gigs of ram (which the game doesn't use)...So its a medium/high-end setup and I notice no difference in performance overall except that the citadel and normandy actually stutter less with my mod on (for me)....I would need others to confirm this before I make it known as a fact.

I understand passing on TexMod though, because when I use it for ME2 I see the performance dip, it's slight but noticable (maybe because I use Jeanluc's huge textures because they are oh so nice), but I find in my opinion its worth it.  But ME1 is old and I notice no slowdown with my mods...but to each their own.  Thank you for taking interest anyway:)

Modifié par CDAMJC, 27 janvier 2012 - 12:32 .


#41
RR1107

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TexMod and associated performance is very dependent on your video card manufacturer. Even top end ATI cards seem to have frame rate issues with TexMod useage, while even middle of the road nVidia cards often see little to no performance decrease. As an example, my system running an ATI HD5970 experiences frame rate drops in Mass Effect 2 while using TexMod, especially in scenes where there are a lot of "holograms" such as the Normandy's CIC (where the galaxy map is) as well as scenes involving the Illusive Man; however I know of players using the same replacement textures for Mass Effect 2 as I am but use an nVidia card and have almost no change in frame rates. In the original Mass Effect I have noticed a small frame rate reduction in general with TexMod useage but the change is small enough as not to be noticeable.

#42
Catechrism

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Well there you have it.  Great response, that explains why I see the performance I see being an Nvidia owner. Thank you for that.

Modifié par CDAMJC, 17 novembre 2011 - 10:57 .


#43
Captain_Obvious_au

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Hmm, might give it a go when I'm not up to my neck in exam marking :D

What I'd like to do as a project is edit all armours so that, like in ME2, whatever armour Shepard is wearing still shows the N7 symbol. Do-able?

#44
Catechrism

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I dont see why not, I'm sure it could be done you could rip the logo from ME2 and then edit it into all of the human armor of ME1. That sounds like a great project, you should go for it.

#45
Captain_Obvious_au

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How do I extract all of the armours I'd need? I've never bothered using TexMod, so I really have no idea what I'm doing. Regardless it's going to have to wait a while, I have about 120 exams to mark...

#46
Catechrism

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Captain_Obvious_au wrote...

How do I extract all of the armours I'd need? I've never bothered using TexMod, so I really have no idea what I'm doing. Regardless it's going to have to wait a while, I have about 120 exams to mark...


Good luck with your grading. Texmod has a logging mode so while that's running you can use the + and - keys to cycle through the textures currently rendered, when you reach the texture you want it will show up in the upper left corner of the screen and the character that the texture is on will change color, usually green.  Just hit enter and it with be logged, there are a ton of tutorials out there, and you can pm me if you run into trouble.  I have a feeling that will be a very popular mod when you complete it.

Also, there are console commands that can give you all armor and that should speed up finding the armor, you can find these on the mass effect wiki.

Modifié par CDAMJC, 18 novembre 2011 - 11:52 .


#47
Catechrism

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Geth and Colonists Re-Textures now available in the files section!! I did not update the Pack because it will cause it to be over the file size limit :( I am working on a workaround hopefully I can maintain the pack option in the future.

#48
Catechrism

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Update:

Also I found that depending on your Bioengine.ini settings Tali may or may not show up modded, so I replaced both her low and high detail normal maps so no matter the setting she should show up modded now. A new Tali file is now available in the files section of the project.

This was because an unmodified Bioengine.ini would cause the game to load Tali's 256x256 normal map, while one with the modifications listed in my first post forces the game to load the 512x512 full size. The texture files themselves have separate names/definitions and that explains why some people were seeing the changes and some weren't. So everything should be fixed now with my modified normal map.

Also The ME2 Garrus link was to an empty zip file, that is now fixed, sorry I don't know what happened there Posted Image

Modifié par CDAMJC, 27 janvier 2012 - 12:37 .


#49
Catechrism

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Current WIP:

Modifié par CDAMJC, 23 avril 2013 - 11:22 .


#50
MACharlie1

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CDAMJC wrote...

Current WIP:

Posted Image
Posted Image

*want*

This texture was my biggest gripe. Any chance to make it for ME2 also? :whistle: