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Mass Effect 1 Updated/Improved Textures Mod


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#1001
Catechrism

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Burdokva wrote...

Ah, seeing these makes so nostalgic... can't wait for you to finish these. Too bad nobody managed to figure out how to import textures directly into ME1 (maybe using the UE3 SDK), that would have allowed for a true overhaul, including environmental textures, effect, etc. Still, what you've done is simply amazing.

Garrus is perfect on the last screenshot. Much better than the original and definitely the best re-imagined version.

I know that may be over your head but have you managed to get ME1 running in 5.1 surround without a Soundblaster audio card? I've tried both my onboard RealTek and ASUS DX audio cards, but doesn't work. Only stereo...


Also, when running the entire package with new HD textures, how much RAM does TexMod use? I have a 512mb video (albait DDR5) and only 4gb of DDR2 RAM...



N7 Lisbeth wrote...

Going to apologise right here for going off-topic. :)

I was hoping for something more Mass Effect-specific out of that tangent (as I've never played it with my STX card and was curious why the alternative driver suggestion was brought up). As for me, I'll pass. Again, there is no latency (the notion that there is defies the basis of hardware-based soundcards), and I've seen no issues with the default drivers (caveat: so far -- always good to keep an open mind) to make me think upgrading is a good idea given the extremely poor track record of alternative drivers (past and present). And no, Asus does not support the alternative drivers. Not even a little bit.

Nonetheless, I want to thank Pigosso for replying. I was just hoping for something more technical/quantifiable I guess. :)


I found this:


"Thanks to RiotLaFontaine of the forums for this fix.

Getting Surround Sound and Hardware Effects to Work.

This should work for Audigy/Xi-Fi sound cards.  It may work for others, but your milage may vary...

1. Install ME and run the config utility, and run ME at least one time.

2. Go to your current User directory C:\\User\\Username\\MyDocuments\\Bioware\\MassEffect\\Config and open up the Bioengine.ini file using notepad

3.  Either scroll down, or use the [CTRL]+[F] search function and find ISACTAudio.ISACTAudioDevice

4.  Find MaxChannels and set it to = 128 (it may change it down a bit, but this should work) or whatever the max channels your sound card supports

5.  Find "DeviceName=" and delete everthing after the equal sign so it looks like this "DeviceName="

6.  Add the following line under DeviceName "UseEffectsProcessing=True"

7.  Save changes to the file, and run ME and enjoy surround sound with hardware effects!

8.  Unless your actualy using it, disable the "SPDIF" sound driver in your audio settings in windows.  Most users do not use it anyway.  You may also need to disable your video cards audio driver, again if your not using it, and/or your monitors audio driver if applicable.  The game will autodetect the SPDIF device, glitch, and defualt to generic software drivers if you don't.

Note:  If you ever change anything in game or with the config utility as far as sound goes-i.e. changing the volume controls, it will overwrite the changes and you will have to go back and redelete everthing behind the DeviceName entry again to get all your sound channels and hardware working correctly again.  If not it will default to software mode.  Also I found that my effects settings were to high, and the echo in the council chambers and other areas was overkill.  To fix this I just reduced the efffects level using the sound cards console controls from the desktop. "
 
I'm not sure if it will work for you but it's worth a shot. It tells MassEffect how to use your drivers, rather than getting new ones.

Modifié par CDAMJC, 14 décembre 2012 - 05:21 .


#1002
Catechrism

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N7 Lisbeth wrote...

Back on-topic, I see Garrus was released. Is there a non-light stripe (earlier WIP?) version available yet?

Also, I'm really looking forward to the Liara work. I am curious though, is it just me, or are her lips a brighter shade of pink now? I know they did that under certain lighting, but perhaps I've just gotten used to them being darker blue from later games?


Non-stripe version coming this weekend for sure, maybe tonight if I have time, I'm sorry I forgot. Also I never did a non-strip version before, I omited the light behind his head because it wasn't working, but it's easy to do no lights anywhere on the armor, so I'll have that done ASAP.

The pink on Liara's lips, well I tried to stay true to the vailla with regards to the lips and the strips on her "mandables?" on her head while adding in the details I liked from LOTSB with out making her look goth/emo (just my opinion) I know many people love the look of LOTSB and I agree its a nice texture, just for me it didn't fit her personality in ME1.  So when I recently touched up my original retexture, I didn't touch the lips, but I may have added details that contrast greater with the lips making them appear more pink.  I'll do some screenshots later to confirm.

Liara is released BTW, so in the meantime feel free to try it out and see if you like it.

Modifié par CDAMJC, 14 décembre 2012 - 05:08 .


#1003
VonAnsorge

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I never thought that I would have to upgrade my PC because of ME1, but thanks to your amazing work CDAMJC I may have to B). Thank you for your hard work

#1004
Mr.House

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How is progress coming on Joker and Wrex CDAMJC? I'm holding off my pt till those are released :)

#1005
Catechrism

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Mr.House wrote...

How is progress coming on Joker and Wrex CDAMJC? I'm holding off my pt till those are released :)


Unfortunately I have to work this weekend both days, but that said I am still going to try and release them by sunday's end but its no guarantee.

Modifié par CDAMJC, 16 décembre 2012 - 06:24 .


#1006
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double post XP

Modifié par CDAMJC, 16 décembre 2012 - 05:58 .


#1007
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Garrus no lights: link

#1008
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More work to the beard, opinions? Beards are really hard...:P

#1009
CaptainCookie

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Well it's really good like that. But should try to work with the seams at the left of the beard. :)

#1010
Catechrism

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CaptainCookie wrote...

Well it's really good like that. But should try to work with the seams at the left of the beard. :)



Haha I was hoping you wouldn't notice ;) Just kidding, yeah the seems with human faces in ME1 are so annoying, this is my one true complaint to Bioware, the UV mapping could have been done alot better on all human textures in ME1, they learned their lesson by ME2 with Miranda, Jack, Jacob etc... and in ME3 with the new characters but they kept the same format for all pre-existing characters. This is the reason I'm taking so long with Anderson, Udina, Male custom Sheps, and Joker. The seams >:/

Modifié par CDAMJC, 16 décembre 2012 - 02:35 .


#1011
PR_

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I don't understand, the HDGarrus file on your projects did not work for me, i followed the instructions but he is still with that horrible face in low res. is there a order to load the mods, the .tpf files?

#1012
Catechrism

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PR_ wrote...

I don't understand, the HDGarrus file on your projects did not work for me, i followed the instructions but he is still with that horrible face in low res. is there a order to load the mods, the .tpf files?


Ok glad to help, a couple of things, the game must be set to the highest detail mode in game meaning the texture settings must be set to Ultra-high in the graphics menu to ensure the proper textures are loaded.  Also the following bioengine.ini tweaks must be applied: 


Important: bioengine.ini tweak to fix many normal maps in the game without requiring TexMod. This file is located:
x:\\Users\\xxx\\Documents\\BioWare\\Mass Effect\\Config

Find the following 3 entries: 

TEXTUREGROUP_Character_Diff=(MinLODSize=32,MaxLODSize=512,LODBias=0)TEXTUREGROUP_Character_Norm=(MinLODSize=32,MaxLODSize=512,LODBias=0)TEXTUREGROUP_Character_Spec=(MinLODSize=32,MaxLODSize=256,LODBias=0)

And change them to:

TEXTUREGROUP_Character_Diff=(MinLODSize=512,MaxLODSize=4096,LODBias=0)TEXTUREGROUP_Character_Norm=(MinLODSize=512,MaxLODSize=4096,LODBias=0)TEXTUREGROUP_Character_Spec=(MinLODSize=256,MaxLODSize=4096,LODBias=0)

This will allow you the highest detailed textures and normal maps the game can render without needing TexMod which allows me not to have to modify many many normal maps and ensures the coorect versions of textures are loaded for some re-textures to be visible.

Also about load order, if you use the full pack or any other mods that contain Garrus textures load the HD Garrus tpf first in the load order, that will override all other Garrus textures.

Let me know if you still have trouble and I'll see what I can do for you

Modifié par CDAMJC, 16 décembre 2012 - 03:33 .


#1013
ElectronicPostingInterface

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Very pretty stuff! Love all these new updates of Wrex, Garrus, Liara etc.

Thanks for working on this as long as you have.

Modifié par PKchu, 16 décembre 2012 - 06:00 .


#1014
Catechrism

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Started some re-texturing on the ME3 based Wrex

#1015
Mr.House

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Wrex looks great, can't wait to see him released.

#1016
ElectronicPostingInterface

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Whoa, that is legit.

#1017
Catechrism

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Just about done, unless there are suggestions/criticisms?

#1018
Monticello19

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Wow! That looks great. I like the slightly less sharpened look. Just curious, I'm using your current Wrex and Krogans mods and all of their teeth are grey, Is that intentional or is something wrong on my end? I also noticed some glitches on the guy in the bar you have to convince to release the wife's body. Thanks for your awesome mods, really enjoying playing through ME again.

Oh, and Garrus looks phenomenal :)

Modifié par Monticello19, 17 décembre 2012 - 06:51 .


#1019
Darziak

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That second screenshot of Wrex looks really good!
Really show's the details.

#1020
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download

Modifié par CDAMJC, 18 décembre 2012 - 05:18 .


#1021
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Monticello19 wrote...

Wow! That looks great. I like the slightly less sharpened look. Just curious, I'm using your current Wrex and Krogans mods and all of their teeth are grey, Is that intentional or is something wrong on my end? I also noticed some glitches on the guy in the bar you have to convince to release the wife's body. Thanks for your awesome mods, really enjoying playing through ME again.

Oh, and Garrus looks phenomenal :)


Yeah I know the Krogan teeth are oddly dark, I have never touched them in my re-texturing, but the teeth in the textures are teeth color, yet show up dark grey/black I have no idea how to change it, I've tried lightening the teeth but it didn't do anything.  Maybe its coded into the model? I checked with vanilla textures and I got the same result so I'm not sure what to do about it.  

Glitches in the human faces will be fixed somewhat soon I hope.


Thanks for your support :)

Modifié par CDAMJC, 18 décembre 2012 - 05:23 .


#1022
Endgame22

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Looks really awesome! I am going to check it out!

#1023
DCopeland

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Just food for thought, seeing that in ME3, wrexs Merc armor is some what shiney, is there any way to audjust Wrex ME1 spec map to show this same effect?

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Modifié par DCopeland, 18 décembre 2012 - 10:14 .


#1024
Ghostwise

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Also, I'm really looking forward to the Liara work. I am curious though, is it just me, or are her lips a brighter shade of pink now? I know they did that under certain lighting, but perhaps I've just gotten used to them being darker blue from later games?


In ME1 she was much pinker :

Posted Image

This is a shot taken in the Virmire lighting, so a relatively neutral lighting - click on the image for more shots and a larger version.

Young Maidens are apparently pinker - we can also see that in ME2 when Shepard briefly sees Matriarch Aethyta as a Maiden when drinking the special cocktail.

Modifié par Ghostwise, 18 décembre 2012 - 10:11 .


#1025
Nearlander

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Normal mapping/bump mapping affects... well, bumpiness, not shiny... ness. Shine is usually applied by a specular (spec) map - i.e. a texture - or by in-engine shaders, as far as I understand. We should be able to modify spec maps; I don't think we can do anything about shaders.

But don't take my word for it, I can barely draw a stick figure.

And also, awesome stuff, CDAMJC! Keep up the good work!