Mass Effect 1 Updated/Improved Textures Mod
#601
Posté 24 avril 2012 - 08:56
#602
Posté 24 avril 2012 - 09:32
Oh, and the ultra-low tex glitches on Garrus armors have gone away with this pack (tested with several armors).
Thank you so much for making my me1 experience so enjoyable.
#603
Posté 24 avril 2012 - 09:55
Using textmod with ME1 results in random texture artificates on the games menus and sometimes on the minimap and loading screens. Is this normal or is there a known fix for this?
Sometimes I'll notice that these 'artifacts' are acutally the unwraped raw face/suit textures (usually on the loading screen)
Modifié par blmlozz, 24 avril 2012 - 09:55 .
#604
Posté 24 avril 2012 - 10:56
#605
Posté 24 avril 2012 - 11:42


Made a chain to main body, the talkie hole is fixed from pixelation and I upped the normal map.
Tell me if you want this texture.
Update: Made a second version
Modifié par Darzkai, 25 avril 2012 - 06:25 .
#606
Posté 25 avril 2012 - 10:02
#608
Posté 26 avril 2012 - 04:35
It's an AA injector like the fxaa one, but without blurred texture
#609
Posté 27 avril 2012 - 07:41
Modifié par DCopeland, 27 avril 2012 - 07:41 .
#610
Posté 27 avril 2012 - 06:16
I just grabbed the performance pack first and it looks great already, is there really a huge difference between perf/full version to justify almost double the memory usage?
Modifié par Arcataye, 27 avril 2012 - 07:07 .
#611
Posté 28 avril 2012 - 05:51
Arcataye wrote...
Hey, great work on this. Happy to see that it's worked on even if it's an old game.
I just grabbed the performance pack first and it looks great already, is there really a huge difference between perf/full version to justify almost double the memory usage?
Thanks
If your system doesn't crash with the larger pack there is no performance loss just sharper textures so I would recommend the HQ pack if you can run both and had to choose. Tali, Garrus, Saren, the Normandy, and many armors look much better with it.
Modifié par CDAMJC, 28 avril 2012 - 06:32 .
#612
Posté 28 avril 2012 - 06:32
pigosso wrote...
have you ever tried SMAA injector ?
It's an AA injector like the fxaa one, but without blurred texture
I still have to give it a try, I know FXAA gives blurry textures when you want to force AA but keep AA to a minimum in the program and I use it more for color, contrast, and sharpness tweaks than AA. But I will try SMAA and report back. Thanks for the recommendation.
#613
Posté 28 avril 2012 - 10:34
Well SMAA gives better AA than FXAA but vs using the sharpness, colour I'll stick to using FXAA.pigosso wrote...
have you ever tried SMAA injector ?
It's an AA injector like the fxaa one, but without blurred texture
Screenshots I took.

I know I was trying to keep it simple without it sticking out too much which version 2 did, I have faith that CDMAJC will make a better version.DCopeland wrote...
Darzkai, there's beauty in subtlety. Try not to over do it.
Modifié par Darzkai, 28 avril 2012 - 10:35 .
#614
Posté 01 mai 2012 - 08:06
I tried it and it seems to work well, thanks!CDAMJC wrote...
Thanks![]()
If your system doesn't crash with the larger pack there is no performance loss just sharper textures so I would recommend the HQ pack if you can run both and had to choose. Tali, Garrus, Saren, the Normandy, and many armors look much better with it.
Now I have this texture pack, FXAA injector and various FOV/flycam binds.
Any other recommendations?
Modifié par Arcataye, 01 mai 2012 - 08:09 .
#615
Posté 04 mai 2012 - 03:16
My own texture improvements are for the female PC specifically, and I thought I'd share here, for others who might be interested. Since texmod loads in priority of order, I just put these above your tpf.
Mass Effect HD Face Texture
Mass Effect Natural looking Eyelashes
Mass Effect HD Eyes


Thanks again
edit - formatting ><
Modifié par ELE08, 04 mai 2012 - 03:19 .
#616
Posté 04 mai 2012 - 06:12
#617
Posté 04 mai 2012 - 07:10
Jeff Rousell wrote...
We have just deployed new BSN project changes to prepare for more project changes coming Friday May 4th. Today’s changes will allow you to set a "Status" on your projects and there are 4 possible statuses to choose from. These are Planning, Building, Testing and Released. As of now all projects have been have been defaulted to the "Planning" status. For now these statuses are only visible while editing or creating a project. Please update your project status to reflect the current state it’s in. On Friday May 4th we will make this field visible to everyone.
Changes coming out Friday May 4th:
- Status field will be shown on project pages and the browse projects page (http://social.biowar...bw_projects.php)
- Removing the "Popularity" field.
- Browsing projects will allow you to filter on the new "Status" field
- Browsing projects will now default to showing "Released" projects and order by "Downloads"
*** These changes are now live ***
#618
Posté 04 mai 2012 - 08:42
Modifié par CDAMJC, 24 avril 2013 - 12:00 .
#619
Posté 05 mai 2012 - 12:15
#620
Posté 05 mai 2012 - 12:19
Modifié par CDAMJC, 24 avril 2013 - 12:00 .
#621
Posté 05 mai 2012 - 12:46
Darzkai wrote...
Glad you got that polished metal effect, You expect a quarian to be clean afterall.
Yeah, it's still a little beat up to try to maintain the art direction, but it was just so ugly in the original that I couldn't fix it. So I overhauled it, borrowing a little guidance from the concept art you showed me:) I am also playing a lot with the tone and specular maps that go "under" the main texture they have a different metal texture applied so that in motion the metal gets a sheen/two-tone look.
Modifié par CDAMJC, 05 mai 2012 - 01:00 .
#622
Posté 05 mai 2012 - 10:13
Modifié par DCopeland, 05 mai 2012 - 10:15 .
#623
Posté 05 mai 2012 - 12:16
I'm running Win7 64bit with a Phenom II X4, Radeon HD 5870 and 12 GB of Ram. And I am using the laa patch. Any ideas?
#624
Posté 05 mai 2012 - 02:21
#625
Posté 05 mai 2012 - 02:24
Usually blues screens are hardware issues and not related to the mod in any way other than it pushes the system because TexMod is so darn demanding. Due to this added stress you could see blue screens if you are overclocking things like the processor, RAM, and GFX card. Also I have heard of crashes but I'm not sure if they were blue screens, when the bioengine.ini is over tweaked and also with corrupt file cache(s) in the steam version which you can use steam to verify and fix your files. So if the game only crashes to blue screen while running TexMod in combination with my mod, it's probably a hardware issue hopefully due to over clocking because it's easily fixed.
My Recommendations:
1: Try to run it with nothing overclocked
2: Delete the Bioware.ini and run the game (this creates a new one) and use only the tweaks I have listed in the mod description.
3: Verify the games files on steam or Origin if you own these versions.( this could be the case because you said it happens when saving and loading.
Modifié par CDAMJC, 05 mai 2012 - 02:31 .





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