Mass Effect 1 Updated/Improved Textures Mod
#726
Posté 22 juillet 2012 - 08:13
#727
Posté 23 juillet 2012 - 11:32
All your other mods are working perfectly, but i seem to be having a problem with this one. Any suggestions?
#728
Posté 23 juillet 2012 - 03:39
Modifié par CDAMJC, 23 juillet 2012 - 09:24 .
#729
Posté 24 juillet 2012 - 04:40
EDIT: Don't worry about it. After screwing around with the settings for a while i got a really good image. Love the bloom and the prominence on metallic blue. Thanks for this man, great work.
Modifié par Gibb_Shepard, 24 juillet 2012 - 05:44 .
#730
Posté 24 juillet 2012 - 03:58
Gibb_Shepard wrote...
It's not on the first page, from what i can tell. You sure you haven't moved it?
EDIT: Don't worry about it. After screwing around with the settings for a while i got a really good image. Love the bloom and the prominence on metallic blue. Thanks for this man, great work.
Yeah I meant to say the first page in the comments section on the project page. But I'm glad you got it going, and thanks for your appreciation
Modifié par CDAMJC, 24 juillet 2012 - 03:58 .
#731
Posté 27 juillet 2012 - 11:29
Udina, some added fabric texture to his suit, sniper Geth, and the Geth ships will be re-textured. They are hideous up close and I'm trying to fix that but its a long road...
#732
Posté 28 juillet 2012 - 02:36
But my lappy's been having a huge issue with Texmod and the full pack's ram usage. Without the LAA the game won't even run, but with it on I can only get about 20 minutes of playing in before I run out of virtual memory. I've been running Cleanmem to monitor my ram usage; I'm using every bit of my 4 gb and the commit total rises non-stop until my page file fills up and the game crashes. Increasing the page file to 10 gb gives me 45 minutes of play time. Anything I can do about this?
Modifié par zorofoe, 28 juillet 2012 - 02:38 .
#733
Posté 28 juillet 2012 - 04:52
zorofoe wrote...
Thanks for the mod, it really makes the game look...not for the xbox 4 years ago =)
But my lappy's been having a huge issue with Texmod and the full pack's ram usage. Without the LAA the game won't even run, but with it on I can only get about 20 minutes of playing in before I run out of virtual memory. I've been running Cleanmem to monitor my ram usage; I'm using every bit of my 4 gb and the commit total rises non-stop until my page file fills up and the game crashes. Increasing the page file to 10 gb gives me 45 minutes of play time. Anything I can do about this?
Are you running in package mode? This sounds like a memory leak in TexMod, in package mode my RAM usage caps at about 3.5 gigs but if you run in logging mode a memory leak like that happens. 20 minutes and then crash, sometimes less. If you are already in package mode maybe try reinstalling TexMod and if that doesn't help try the low resource edition? It's not the best solution because you will lose some quality, but it still looks better than the original game IMO. Until something better than TexMod comes along (hopefully a fully functional and fast Umod) we have to deal with TexMod being a resource hog. Please let me know how you make out and I'll try to help further.
#734
Posté 28 juillet 2012 - 11:21
Thanks!
#735
Posté 03 août 2012 - 03:44
#736
Posté 05 août 2012 - 06:08
Modifié par CDAMJC, 24 avril 2013 - 12:03 .
#737
Posté 06 août 2012 - 03:02
Modifié par CDAMJC, 24 avril 2013 - 12:03 .
#738
Posté 07 août 2012 - 02:10
Thanks for making Mass Effect an even better experience! Sorry for my poor english.
#739
Posté 07 août 2012 - 11:37
http://me3explorer.w...textures in ME3
So far no luck, but I have a lot more textures I want to do and I am determined to find a way to get them to work without them crashing.
Modifié par CDAMJC, 07 août 2012 - 11:38 .
#740
Posté 09 août 2012 - 01:06
This time around I did some research by reading through smartek's forum on ME3 textures and looked into what he did to optimize his textures. From what I gathered there, mip-maps are key to good performance and to only use DXT1 for non-alpha channel textures and DXT5 for alpha channeled textures. I did leave the light maps in .png format however, because they looked horrid with DXT compression, they are just too small to be compressed. Now RAM usage is 1.6 gigs from 3.7 gigs!!
Much better, so a huge thanks out to the texturing community over at smartek's forum and to smartek for putting so much useful information out there to be shared with people like myself and doing the great work they have done!
Now I am going through each texture to check the quality loss from DXT compression and optimizing each one. I originally used the dds plugin for gimp which seemed great but I noticed artifacting in really annoying places, so I tried the .dds plugin for photo shop and got no such artifacting. Now I'm just in the process of tweaking the textures for release, RAM usage may go up but it will only be very slight with the new format.
This means I don't need the low resource pack because this uses the same RAM so now everyone will have access to the HQ version!!! I guess I'm very excited...more to come soon.
Modifié par CDAMJC, 09 août 2012 - 01:06 .
#741
Posté 09 août 2012 - 07:28
#742
Posté 09 août 2012 - 10:18
#743
Posté 10 août 2012 - 03:11
#744
Posté 11 août 2012 - 05:17
I have now converted everything to .dds format, increased the quality of some textures and fixed artifacting in many others. When I tested in the earlier post I had some typos in the TexMod.log and not all the textures were loaded (about 20 missing
I also tested VRAM usage with GPU-Z and then MSI Afterburner. Results were as follows:
@1080p with TexMod and no AA injectors (FXAA or SMAA) and no Ambient Occlusion the mod averaged at ~450 megs of VRAM usage but had a small moment with a maximum peak at ~630 megs of usage.
@1080p with TexMod SMAA and Ambient Occlusion set to high quality forced through Nvidia Inspector VRAM usage averaged ~575 megs and peaked at ~800 megs of RAM
Conclusion:
I think you can run the mod with graphics cards that have 512 megs with no enhancements and a lower resolution (720p but maybe even 1080p?). To run the mod with 1080p and enhancements I would recommend a 1 gig graphics card but at a lower res you could possibly get by with a 750 meg card.
Of course I encourage people to try with all different set-ups, these were just my results based on an hour of playing per test.
Testing rig:
Win7 Ultimate on 120 gig SSD ~550 megs read and write
Mass Effect on 2TB western Digital 7200rpm HDD
Intel i7 3370k@ 3.6GHz
8gigs RAM
GeForce GTX 560 Ti 2gigs VRAM.
Once I upload I look forward to hearing back if it performs as I am predicting, hopefully better?
I will release the files in 36-48 hours as I have some real life matters to tend to first. I think/hope this is great news for many who couldn't run the full pack due to my inexperience, the file format, and poor resource management with the earlier packs.
I will also be updating all the individual files here at SBN so that those with less than 2 gigs of RAM should still be able to use the majority of the textures now thanks to the .dds formating
Modifié par CDAMJC, 12 août 2012 - 05:29 .
#745
Posté 11 août 2012 - 11:56
Modifié par Endgame22, 11 août 2012 - 11:56 .
#746
Posté 13 août 2012 - 04:32
#747
Posté 13 août 2012 - 05:47
I'll probably play ME1 a lot again in the future,, and I'll always be using your mod. Thanks again for making it and the recent updates as well - the performance help isn't needed for my PC, but I did get the rare occasional crash from hitting 3.6+
#748
Posté 13 août 2012 - 01:57
#749
Posté 13 août 2012 - 04:08
PKchu wrote...
Just beat an insanity completion run with this mod. Was a great experience, 45 hours and 39 minutes of a beautiful and revamped ME1. Got every side quest, mineral and codex entry in the game. This really added a new spark of life to it.
I'll probably play ME1 a lot again in the future,, and I'll always be using your mod. Thanks again for making it and the recent updates as well - the performance help isn't needed for my PC, but I did get the rare occasional crash from hitting 3.6+
I am glad to hear this! Thanks for you appreciation. And with the new pack that occasional crash should be gone
#750
Posté 14 août 2012 - 02:15





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