Mass Effect 1 Updated/Improved Textures Mod
#76
Posté 31 décembre 2011 - 12:27
However, with 7 textures - the main pack, Scientists+Geth+Colonists+Saren and JeanLuc's Dr.Chackwas, Texmod load really slow.
Would it be possible to add the 4 seperate textures and any upcoming ones in a, say, Pack #2? So that would still leave two packs for Texmod to load?
#77
Posté 31 décembre 2011 - 04:59
Yes, I will create a second pack in the the near future. Thank you for your compliment. I am excited about this FXAA injector. I have only used it with Skyrim, with great results. I had no idea it could be used in Mass Effect. Which version are you using? Are you using for anti-aliasing purposes only or for color/bloom effects as well? I think I will have to try this.
Modifié par CDAMJC, 15 janvier 2012 - 05:07 .
#78
Posté 15 janvier 2012 - 05:01
Modifié par CDAMJC, 23 avril 2013 - 11:37 .
#79
Posté 15 janvier 2012 - 07:36
I have created a new file system on the project page. There is Pack 1 which includes environmental textures: light maps, shadow maps, and film grain. There is also Pack 2 which contains all of the character textures I have done up to this point. Packs 1 and 2 together make up all of my textures. I am also keeping the individual textures for those who like them. Finally, I am also creating a Mediafire link to the full pack, so if you like all of the textures I've done you can simply load the pack of all 250+ textures. I think this format will work well going forward.
Modifié par CDAMJC, 18 janvier 2012 - 03:53 .
#80
Posté 16 janvier 2012 - 01:00
#81
Posté 16 janvier 2012 - 01:34
Modifié par CDAMJC, 16 janvier 2012 - 01:37 .
#82
Posté 17 janvier 2012 - 04:43
#83
Posté 17 janvier 2012 - 07:51
#84
Posté 18 janvier 2012 - 01:08
DCopeland wrote...
Just for future reference, in comparason screen shots, turn off the film grain as it makes it rather frustrating so see any difference between either shot.
Good point and will do from now on, I have replaced the screen shots above with screens minus the film grain. Most of the changes in these latest textures are subtle as I like to keep to the game's original art work and also to keep the texture size small enough for people to be able to enjoy the mod on the widest range of hardware possible. Hopefully though the changes are noticable?
Modifié par CDAMJC, 18 janvier 2012 - 01:14 .
#85
Posté 18 janvier 2012 - 04:08
#86
Posté 18 janvier 2012 - 06:30
#87
Posté 18 janvier 2012 - 07:38
To see if its working, load the characters pack (Pack 2) from my project page and just look at the elcor or volus in game since they are probably the most drastically changed with my mod. If they look very pixelated/unchanged its not working. Good luck and let me know if you run into any problems...and thank you for the endorsment!
Modifié par CDAMJC, 27 janvier 2012 - 12:12 .
#88
Posté 20 janvier 2012 - 04:15
#89
Posté 20 janvier 2012 - 09:24
CDAMJC wrote...
There should be no issues with steam once you get Texmod working with steam. There are a few tutorials out there on these bioware forums a good one ison the first page of the following forum link (plus the mods on this page are fanastic):http://social.biowar...index/5314761/1 .
To see if its working, load the characters pack (Pack 2) from my project page and just look at the elcor or volus in game since they are probably the most drastically changed with my mod. If they look very pixelated/unchanged its not working. Good luck and let me know if you run into any problems...and thank you for the endorsment!
i figured, thanks for the link on getting it to work on steam. such a good mod.
#90
Posté 21 janvier 2012 - 03:05
Update:
OK I've finished the Mako, and am still working on the Normandy, a few more tweaks to go...I should have an upload sometime tomorrow, it's taking a little longer than I planned but hopefully it will be worth it.
Modifié par CDAMJC, 21 janvier 2012 - 04:35 .
#91
Posté 22 janvier 2012 - 05:23
#92
Posté 22 janvier 2012 - 09:00
#93
Posté 22 janvier 2012 - 05:12
DCopeland wrote...
Fantastic job, your work is very much appreciated.
Thanks!
#94
Posté 23 janvier 2012 - 02:25
Modifié par CDAMJC, 23 avril 2013 - 11:38 .
#95
Posté 23 janvier 2012 - 02:54
1.Added Normandy, Mako, and Keeper Re-Textures.
2.Fixed Liara's Normal map to show up on unmodified bioengine.ini and modified bioengine.ini. by saving it twice as medium and high detail file names for the normal map.
3.Merged Garrus and the Turian Colossus armor into one download (they are still individual files).
I did this because of the 15 file cap of the site and I thought the files went well together.
Pack 1 contains environmental effects: (light maps, shadow maps, film grain, Normandy, Mako, and keepers).
Pack 2 contains all character textures: (Tali, Wrex, Garrus, Liara, Volus, Elcor, Geth, Colonists, Scientists, Saren, Udina, woman's shadow fix and the Council.
Or use the updated Mediafire link to get all the textures in one pack.
Modifié par CDAMJC, 23 janvier 2012 - 09:50 .
#96
Posté 23 janvier 2012 - 03:00
Modifié par DCopeland, 23 janvier 2012 - 03:01 .
#97
Posté 23 janvier 2012 - 03:32
DCopeland wrote...
I'm not quite sure I see the difference between texmod and the fxaa injector.
It's both TexMod and FXAA injector running on top of it as a DX9 injector. Basically it adds FX anti-aliasing (lessens jaggies) and allows for custom tone maps and sharpening. Also you can add (which I did not) bloom, HDR, and sepia effects. It helps to click on the image and see the full size. I kept the changes modest because I don't want too much over saturation. But when I look at the contrast and color I like it better with the settings I chose in the FXAA injector than with vanilla ME1. Also the sharpening allows us to see more detail in the textures, look at the skin on the neck of the female colonist, faces of the scientists/colonists, and also Liara's face, those details are much more prominent now. The AA can be seen nicely on the keeper and the Geth. It just adds a new level of quality/polish in my opinion. I like the crispness it provides with the AA and sharpening combined. I'll post some befores to go with the afters.
Modifié par CDAMJC, 23 janvier 2012 - 09:46 .
#98
Posté 26 janvier 2012 - 11:48
This looks like a great mod, but I can't seem to get it to work. I have TexMod running with MassEffect.exe as the Target Application and your files in the packages, yet I still haven't seen any alterations and I know that my TexMod is still working because my other mods are fine, so I'm really confused as to what I'm doing wrong. I just downloaded your Mediafire complete package, but it didn't work either.
Although I'm currently unable to use your mod, I'm certain you can fix my problem and I can marvel at all of the great re-textures. After that, however, I'll probably want to try that FXAA Injector since it looks phenomenal in that Geth picture!
EDIT: It's fixed thanks to your advice. I was clogging TexMod with a couple of other mods that might have conflicted with yours, but now it's working and I can see the difference (especially with the Volus).
Modifié par DiosMios, 27 janvier 2012 - 01:28 .
#99
Posté 27 janvier 2012 - 12:11
DiosMios wrote...
(I posted this on your Mod page before I realized you had a topic on it, so I'm just repeating this here for convenience)
This looks like a great mod, but I can't seem to get it to work. I have TexMod running with MassEffect.exe as the Target Application and your files in the packages, yet I still haven't seen any alterations and I know that my TexMod is still working because my other mods are fine, so I'm really confused as to what I'm doing wrong. I just downloaded your Mediafire complete package, but it didn't work either.
Although I'm currently unable to use your mod, I'm certain you can fix my problem and I can marvel at all of the shiny re-textures. After that, however, I'll probably want to try that FXAA Injector since it looks phenomenal in that Geth picture!
I have sent you a PM so we can troubleshoot, it seems like you have it set up correctly and since you can see other TexMods I have no idea what the problem is, but I'm sure we can figure it out.
Update:
Thats good news! Problem solved:D
Modifié par CDAMJC, 28 janvier 2012 - 05:18 .
#100
Posté 28 janvier 2012 - 04:21
Thank you very very much, very much appreciated!





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