Mass Effect 1 Updated/Improved Textures Mod
#26
Geschrieben 08 November 2011 - 08:02
I also like the new film grain... now it's actually worth using.
#27
Geschrieben 08 November 2011 - 08:26
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
Bearbeitet von CDAMJC, 11 November 2011 - 03:25 .
#28
Geschrieben 11 November 2011 - 03:56
#29
Geschrieben 12 November 2011 - 10:55
Still a great improvement, though. Thumbs up!
#30
Geschrieben 12 November 2011 - 09:03
#31
Geschrieben 13 November 2011 - 09:41
#32
Geschrieben 13 November 2011 - 08:53
Bearbeitet von CDAMJC, 23 April 2013 - 11:22 .
#33
Geschrieben 15 November 2011 - 03:01
Bearbeitet von CDAMJC, 23 April 2013 - 11:22 .
#34
Geschrieben 17 November 2011 - 03:15
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.
Bearbeitet von DragonIroh001, 17 November 2011 - 03:30 .
#35
Geschrieben 17 November 2011 - 05:14
#36
Geschrieben 17 November 2011 - 06:39
#37
Geschrieben 17 November 2011 - 11:53
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.
Bearbeitet von CDAMJC, 18 November 2011 - 03:12 .
#38
Geschrieben 17 November 2011 - 11:57
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
Geschrieben 17 November 2011 - 01:49
#40
Geschrieben 17 November 2011 - 03:59
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:)
Bearbeitet von CDAMJC, 27 Januar 2012 - 12:32 .
#41
Geschrieben 17 November 2011 - 10:39
#42
Geschrieben 17 November 2011 - 10:52
Bearbeitet von CDAMJC, 17 November 2011 - 10:57 .
#43
Geschrieben 18 November 2011 - 01:31
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
Geschrieben 18 November 2011 - 02:26
#45
Geschrieben 18 November 2011 - 03:39
#46
Geschrieben 18 November 2011 - 05:01
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.
Bearbeitet von CDAMJC, 18 November 2011 - 11:52 .
#47
Geschrieben 19 November 2011 - 12:36
#48
Geschrieben 19 November 2011 - 02:01
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
Bearbeitet von CDAMJC, 27 Januar 2012 - 12:37 .
#49
Geschrieben 25 November 2011 - 05:06
Bearbeitet von CDAMJC, 23 April 2013 - 11:22 .
#50
Geschrieben 25 November 2011 - 06:22





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