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Mass Effect 1 Updated/Improved Textures Mod


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#1076
Mr.House

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Will you be doing textures for this hair CDAMJC?
http://cloud.steampo...2ABE84B5D19E2B/

If so will it be separate from the skin since I use custom skin for my Shepard(hence the freckles) or would I still be able to use both files and the freckles would just override your skin file but keep the hair? Of course that is if you're doing hi res textures for that hair and not the default femshep hair.

#1077
Catechrism

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Mr.House wrote...

Will you be doing textures for this hair CDAMJC?
http://cloud.steampo...2ABE84B5D19E2B/

If so will it be separate from the skin since I use custom skin for my Shepard(hence the freckles) or would I still be able to use both files and the freckles would just override your skin file but keep the hair? Of course that is if you're doing hi res textures for that hair and not the default femshep hair.


That hair is next :) The hair textures and skin will be in 1 tpf, however just load yours first in the list in TexMod and it will override my skin texture.

#1078
ref

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These textures are so great, ugh, it's such a shame they can be so unstable with the game though, all the bugs and what not =(

#1079
MikeyTurvey

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So if I have the fullpack081812, how do I get these later textures? Do I just add them into texmod as well as fullpack081812?

Please forgive me if this is a stupid question, but I really don't have a clue what I'm doing!

Keep up the good work and Merry Christmas! :)

#1080
Catechrism

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MikeyTurvey wrote...

So if I have the fullpack081812, how do I get these later textures? Do I just add them into texmod as well as fullpack081812?

Please forgive me if this is a stupid question, but I really don't have a clue what I'm doing!

Keep up the good work and Merry Christmas! :)


Yep just load the newest textures  first in TexMod and they'll take priority :) Thank you and Merry Christmas! :)

#1081
MikeyTurvey

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Ahhhh thanks so much! I'm gonna spend my Christmas Day playing Mass Effect! :P

#1082
hopeee

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i dont have understand how to get the hd textures on me1 and also the links are dead ... can you pls help me ?

#1083
Catechrism

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Hi there, I would recommend reading the first post in this thread for step by step instructions on how to set up the mod. Which links are dead? Let me know and I'll see what I can do for you :)

#1084
DivinitY666

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CDAMJC wrote...

There should be a hot key to enable and disable FXAA once in game. But I'm not sure why it would stop working with FXAA uninstalled its not really part of the mod just an add-on. I don't think there was d3d9.dll originally.


Well, I dont know it either, strange, the game kinda got addicted to it! But since I managed to adjust mod's settings(reduced bloom and some other effects) its playable now:)

hopeee wrote...

i dont have understand how to get the hd textures on me1 and also the links are dead ... can you pls help me ?


links were ok yesterday, you'll just have to wait if server is overloaded

#1085
tes.blr

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hello. how i can download these mods one by one: armor, weapons, characters?

#1086
pigosso

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http://social.biowar...ect/5275/#files

Modifié par pigosso, 27 décembre 2012 - 10:27 .


#1087
tes.blr

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thanks

#1088
McGregor777

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CDAMJC, your textures makes the game even more amazing, the HD retexture you released are beautiful.

I'm doing a walkthrough of Mass Effect with your textures and some of others modders, and I wanted to thank you for your work. I'm impatient to see the next textures ! =D

#1089
N7 Lisbeth

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pigosso wrote...

http://social.biowar...ect/5275/#files


I'm convinced the (HQ) FullPack0812 has more textures than are displayed on that page, and that some of the individual links on that page are more recent updates or otherwise not included in the fullpack. (Obviously the new Liara, Saren, Wrex, etc, which came out after the date indicated -- but also things like the Reporter robot.)

I'm hoping to see a new, updated FullPack soon.

Modifié par N7 Lisbeth, 28 décembre 2012 - 04:47 .


#1090
Catechrism

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N7 Lisbeth wrote...

pigosso wrote...

http://social.biowar...ect/5275/#files


I'm convinced the (HQ) FullPack0812 has more textures than are displayed on that page, and that some of the individual links on that page are more recent updates or otherwise not included in the fullpack. (Obviously the new Liara, Saren, Wrex, etc, which came out after the date indicated -- but also things like the Reporter robot.)

I'm hoping to see a new, updated FullPack soon.


Me too I really want to finish custom shep beforwe I rebuild the full pack and I hope to get that done ASAP.  In the meantime I will reorganize the individual files section to include all files in the pck, but only the new version of the characters to eliminate any redundant textures. I can have that done this weekend ;)

#1091
Mr.House

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How many female hairs do you plan on doing? Just the default and long hair one?

#1092
Darziak

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Hey CDAMJC I finished my playthrough of Mass Effect using your texture's throughout most of it. :D

http://www.youtube.c...EFABB1B94D00E28

#1093
ElectronicPostingInterface

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 My config file reset on me for...apparently no discernable reason, so I need to do all the setting stuff again.

I've updated my config to reflect the texture and shadow changes listed, and I'm getting...weird shadows? I'm not sure if they're normal, but I've tried not using FXAA/reverting back changes, different texture size changes etc., and I'm still getting them. I'm running the game with the dynamic shadows fix texture (and tried it without) and still getting these weird like, pixel block shadow textures.

Here are some pictures to explain:

Posted Image

Posted Image

Posted Image

Anything obvious I might need to revert or screwed up? I read on the PC Tweaks section of the Mass Effect wiki the config file resets when you shut down your computer sometimes (wtf?) - not sure what setting to even touch/what could have changed, I think I went through them all that I saw in the OP. : /

...

Also, CDAMJC: would you mind sharing what FXAA tool setting and gamma you use? I tinker with it myself and don't really like the results. 

EDIT: I'm going to try uninstalling Mass Effect and deleting all the various .ini files and just doing the modding tweaks from scratch, given that there aren't many. Probably the easiest way to isolate the problem or prove it's some incredibly dumb user error I keep repeating.

Modifié par PKchu, 29 décembre 2012 - 07:02 .


#1094
Catechrism

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Mr.House wrote...

How many female hairs do you plan on doing? Just the default and long hair one?


I think all of them to some extent.

#1095
Catechrism

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PKchu wrote...

 My config file reset on me for...apparently no discernable reason, so I need to do all the setting stuff again.

I've updated my config to reflect the texture and shadow changes listed, and I'm getting...weird shadows? I'm not sure if they're normal, but I've tried not using FXAA/reverting back changes, different texture size changes etc., and I'm still getting them. I'm running the game with the dynamic shadows fix texture (and tried it without) and still getting these weird like, pixel block shadow textures.

Here are some pictures to explain:

Posted Image

Posted Image

Posted Image

Anything obvious I might need to revert or screwed up? I read on the PC Tweaks section of the Mass Effect wiki the config file resets when you shut down your computer sometimes (wtf?) - not sure what setting to even touch/what could have changed, I think I went through them all that I saw in the OP. : /

...

Also, CDAMJC: would you mind sharing what FXAA tool setting and gamma you use? I tinker with it myself and don't really like the results. 

EDIT: I'm going to try uninstalling Mass Effect and deleting all the various .ini files and just doing the modding tweaks from scratch, given that there aren't many. Probably the easiest way to isolate the problem or prove it's some incredibly dumb user error I keep repeating.


It looks like PCF branching shadows are set to false, that will give those sharp transitions you are seeing and will prevent the game from using my shadow texture fix, some people prefer shadows this way with a high depth bias to eliminate facial shadowing, but to get the shadows to look like they do in my screenshots you need to enable branching pcf shadows, set it to true, in both places in the Bioegine.ini and I think you should be all set.

#1096
ElectronicPostingInterface

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Yeah, I would have never figured that out in a million years. Thanks!

I'll test that out tomorrow morning because, er, I am dumb and uninstalled the game already. : V

#1097
Darziak

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Oh that reminds me, the metallic look you put on tali's mask and arm seem to effect her other armour's which makes them look odd.

#1098
ElectronicPostingInterface

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Reinstalled the game.

Somehow, my PCF branching shadows are set to true already. And I'm still getting those shadows.

...Could someone with working shadows upload the bioengine.ini for me? Would like to see if that fixes it for me.

Modifié par PKchu, 30 décembre 2012 - 02:17 .


#1099
Catechrism

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[WinDrv.WindowsClient]AudioDeviceclass=class'ISACTAudio.ISACTAudioDevice'StartupFullscreen=trueEditorPreviewFullscreen=FalseStartupResolutionX=1920StartupResolutionY=1080UseVSYNC=TrueMinAllowableResolutionX=0MinAllowableResolutionY=0MaxAllowableResolutionX=0MaxAllowableResolutionY=0MinAllowableRefreshRate=0MaxAllowableRefreshRate=0ParanoidDeviceLostChecking=1EnableDynamicShadows=trueTextureLODLevel=3FilterLevel=2bShowSubtitles=FalseUseHardwareCursor=TrueButtonRepeatDelay=0.100000InitialButtonRepeatDelay=0.200000MinDesiredFrameRate=35.000000DisplayGamma=1.600000
[Engine.Player]ConfiguredInternetSpeed=10000ConfiguredLanSpeed=20000PP_DesaturationMultiplier=0.0PP_HighlightsMultiplier=1.0PP_MidTonesMultiplier=1.0PP_ShadowsMultiplier=0.0
[ALAudio.ALAudioDevice]MaxChannels=32UseEffectsProcessing=TrueTimeBetweenHWUpdates=15MinOggVorbisDurationGame=20MinOggVorbisDurationEditor=4DeviceName=Generic Software
[ISACTAudio.ISACTAudioDevice]MaxChannels=64TimeBetweenHWUpdates=15MinOggVorbisDurationGame=20MinOggVorbisDurationEditor=4TotalAvailableChannels=62
[IpDrv.TcpNetDriver]AllowDownloads=TrueConnectionTimeout=30.0InitialConnectTimeout=200.0AckTimeout=1.0KeepAliveTime=0.2MaxClientRate=15000MaxInternetClientRate=10000RelevantTimeout=5.0SpawnPrioritySeconds=1.0ServerTravelPause=4.0NetServerMaxTickRate=30LanServerMaxTickRate=35DownloadManagers=IpDrv.HTTPDownloadDownloadManagers=Engine.ChannelDownloadNetConnectionclassName=IpDrv.TcpipConnection
[IpServer.UdpServerQuery]GameName=SFX
[IpDrv.UdpBeacon]DoBeacon=TrueBeaconTime=0.50BeaconTimeout=5.0BeaconProduct=utServerBeaconPort=8777BeaconPort=9777
[SystemSettings]StaticDecals=TRUEDynamicDecals=TRUEDynamicLights=TRUEDynamicShadows=TRUELightEnvironmentShadows=TRUECompositeDynamicLights=FALSEShadowFilterQualityBias=0DirectionalLightMaps=TRUEMotionBlur=TRUEDepthOfField=TRUEBloom=TRUEQualityBloom=TRUESpeedTreeLeaves=TRUESpeedTreeFronds=TRUEOnlyStreamInTextures=FALSELensFlares=TRUEFloatingPointRenderTargets=TRUETrilinear=TRUESkeletalMEshLODBias=0ParticleLODBias=0DetailMode=2ShadowFilterQualityBias=5MaxAnisotropy=4ScreenPercentage=100
[TextureStreaming]PoolSize=140HysteresisLimit=30DropMipLevelsLimit=24StopIncreasingLimit=18StopStreamingLimit=12FudgeFactorIncreaseRateOfChange=0.5FudgeFactorDecreaseRateOfChange=-0.4MinRequestedMipsToConsider=11MinTimeToGuaranteeMinMipCount=2MaxTimeToGuaranteeMinMipCount=12StaticTextureStreamingDistance=1
[TextureLODSettings]//TEXTUREGROUP_Character=(MinLODSize=256,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_CharacterNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_Effects=(MinLODSize=256,MaxLODSize=4096,LODBias=0)TEXTUREGROUP_LightAndShadowMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0)TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_Skybox=(MinLODSize=256,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_UI=(MinLODSize=256,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_Vehicle=(MinLODSize=256,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_VehicleNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_Weapon=(MinLODSize=256,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_WeaponNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0)TEXTUREGROUP_World=(MinLODSize=16,MaxLODSize=4096,LODBias=2)TEXTUREGROUP_WorldNormalMap=(MinLODSize=16,MaxLODSize=4096,LODBias=2)TEXTUREGROUP_AmbientLightMap=(MinLODSize=32,MaxLODSize=512,LODBias=0)TEXTUREGROUP_Character_Diff=(MinLODSize=512,MaxLODSize=512,LODBias=0)TEXTUREGROUP_Character_Norm=(MinLODSize=512,MaxLODSize=512,LODBias=0)TEXTUREGROUP_Character_Spec=(MinLODSize=256,MaxLODSize=256,LODBias=0)TEXTUREGROUP_Environment_512=(MinLODSize=32,MaxLODSize=512,LODBias=0)TEXTUREGROUP_Environment_256=(MinLODSize=32,MaxLODSize=256,LODBias=0)TEXTUREGROUP_Environment_128=(MinLODSize=32,MaxLODSize=128,LODBias=0)TEXTUREGROUP_Environment_64=(MinLODSize=32,MaxLODSize=64,LODBias=0)TEXTUREGROUP_VFX_512=(MinLODSize=8,MaxLODSize=512,LODBias=0)TEXTUREGROUP_VFX_256=(MinLODSize=8,MaxLODSize=256,LODBias=0)TEXTUREGROUP_VFX_128=(MinLODSize=8,MaxLODSize=128,LODBias=0)TEXTUREGROUP_VFX_64=(MinLODSize=8,MaxLODSize=64,LODBias=0)TEXTUREGROUP_GUI=(MinLODSize=8,MaxLODSize=1024,LODBias=0)TEXTUREGROUP_Environment_1024=(MinLODSize=32,MaxLODSize=1024,LODBias=0)TEXTUREGROUP_VFX_1024=(MinLODSize=8,MaxLODSize=1024,LODBias=0)TEXTUREGROUP_APL_128=(MinLODSize=32,MaxLODSize=128,LODBias=0)TEXTUREGROUP_APL_256=(MinLODSize=32,MaxLODSize=256,LODBias=0)TEXTUREGROUP_APL_512=(MinLODSize=32,MaxLODSize=512,LODBias=0)TEXTUREGROUP_APL_1024=(MinLODSize=32,MaxLODSize=1024,LODBias=0)TEXTUREGROUP_Character_1024=(MinLODSize=32,MaxLODSize=1024,LODBias=0)TEXTUREGROUP_Promotional=(MinLODSize=32,MaxLODSize=2048,LODBias=0)
[StreamByURL]PostLoadPause=6.0
[Editor.EditorEngine]LocalPlayerclassName=Editor.EditorPlayerbUseSound=TruebSubtitlesEnabled=TrueGridEnabled=TrueSnapScaleEnabled=TrueScaleGridSize=5SnapVertices=FalseSnapDistance=10.000000GridSize=(X=16.000000,Y=16.000000,Z=16.000000)RotGridEnabled=TrueRotGridSize=(Pitch=1024,Yaw=1024,Roll=1024)GameCommandLine=-logFOVAngle=90.000000GodMode=TrueAutoSaveDir=..\\BIOGame\\Content\\Maps\\AutosavesInvertWidgetZAxis=TrueUseAxisIndicator=TrueMatineeCurveDetail=0.1Client=WinDrv.WindowsClientCurrentGridSz=4bUseMayaCameraControls=TruebPrefabsLocked=TrueHeightMapExportclassName=TerrainHeightMapExporterTextT3DEditPackagesInPath=..\\Development\\SrcEditPackages=CoreEditPackages=EngineEditPackages=GameFrameworkEditPackages=EditorEditPackages=UnrealEdEditPackages=UnrealScriptTestEditPackages=IpDrvEditPackagesOutPath=..\\BIOGame\\ScriptEditPackages=PlotManagerMapEditPackages=BIOC_BaseEditPackages=BIOG_StrategicAIEditPackages=BIOG_QAEditPackages=BIOG_PowersEditPackages=BIOG_DesignEditPackages=OnlineSubsystemLiveEditPackages=BIOC_MaterialsEditPackages=BIOC_WorldResourcesEditPackages=BIOC_VehicleResourcesEditPackages=PlotManagerEditPackages=PlotManagerDLC_CalestonEditPackagesDLC=PlotManagerDLC_Caleston,DLC\\DLC_CalestonEditPackages=PlotManagerDLC_UNCEditPackagesDLC=PlotManagerDLC_UNC,DLC\\DLC_UNCEditPackages=BIOC_BaseDLC_UNCEditPackagesDLC=BIOC_BaseDLC_UNC,DLC\\DLC_UNCEditPackages=PlotManagerDLC_MarsEditPackagesDLC=PlotManagerDLC_Mars,DLC\\DLC_MarsEditPackagesContentOverridePath=..\\BIOGame\\OverrideFRScriptOutputPath=..\\BIOGame\\ScriptFinalRelease
[UnrealEd.UnrealEdEngine]AutoSave=TrueAutoSaveTimeMinutes=10AutoSaveIndex=0PackagesToBeFullyLoadedAtStartup=EditorMaterialsPackagesToBeFullyLoadedAtStartup=EditorMeshesPackagesToBeFullyLoadedAtStartup=EditorResourcesPackagesToBeFullyLoadedAtStartup=EngineMaterialsPackagesToBeFullyLoadedAtStartup=EngineFontsPackagesToBeFullyLoadedAtStartup=EngineScenesPackagesToBeFullyLoadedAtStartup=EngineResourcesPackagesToBeFullyLoadedAtStartup=DefaultUISkinPackagesToBeFullyLoadedAtStartup=EffectsMaterialsGridSizes[0]=1GridSizes[1]=2GridSizes[2]=4GridSizes[3]=8GridSizes[4]=16GridSizes[5]=32GridSizes[6]=64GridSizes[7]=128GridSizes[8]=256GridSizes[9]=512GridSizes[10]=1024bEnableBranchingPCFShadows=True
[Engine.DataStoreClient]GlobalDataStoreclasses=Engine.UIDataStore_StringsGlobalDataStoreclasses=Engine.UIDataStore_ImagesGlobalDataStoreclasses=Engine.UIDataStore_GameResourceGlobalDataStoreclasses=Engine.CurrentGameDataStoreGlobalDataStoreclasses=Engine.UIDataStore_SessionSettingsGlobalDataStoreclasses=Engine.UIDataStore_FontsGlobalDataStoreclasses=Engine.UIDataStore_ColorGlobalDataStoreclasses=Engine.UIDataStore_GammaGlobalDataStoreclasses=Engine.UIDataStore_RegistryPlayerDataStoreclassNames=Engine.PlayerOwnerDataStorePlayerDataStoreclassNames=Engine.UIDataStore_PlayerSettings
[Engine.UIDataStore_SessionSettings]SessionSettingsProviderclassNames=Engine.SessionSettingsProvider_GameInfo
[DevOptions.Shaders]AutoReloadChangedShaders=True
[StatNotifyProviders]XmlStatNotifyProvider=falseCsvStatNotifyProvider=falseStatsNotifyProvider_UDP=truePIXNamedCounterProvider=false
[StatNotifyProviders.StatNotifyProvider_UDP]ListenPort=13000
[RemoteControl]SuppressRemoteControlAtStartup=False
[LogFiles]PurgeLogsDays=30
[AnimationCompression]DefaultCompressionAlgorithm=AnimationCompressionAlgorithm_BitwiseCompressOnlyTranslationCompressionFormat=0RotationCompressionFormat=1
[IpDrv.OnlineSubsystemCommonImpl]MaxLocalTalkers=1MaxRemoteTalkers=16bIsUsingSpeechRecognition=false
[IpDrv.OnlineGameInterfaceImpl]LanAnnouncePort=14001LanQueryTimeout=5.0
[OnlineSubsystemPC.OnlineSubsystemPC]ProfileDataDirectory=..\\BIOGame\\SaveDataProfileDataExtension=.ue3profile
[OnlineSubsystemLive.OnlineSubsystemLive]LiveSystemLinkPort=14000LanAnnouncePort=14001
[Engine.StaticMeshCollectionActor]bCookOutStaticMeshActors=TRUEMaxStaticMeshComponents=1000
[Engine.StaticLightCollectionActor]bCookOutStaticLightActors=TRUEMaxLightComponents=1000
[LiveSock]bUseVDP=TruebUseSecureConnections=trueMaxDgramSockets=64MaxStreamSockets=16DefaultRecvBufsizeInK=256DefaultSendBufsizeInK=256
[CustomStats]LD=Streaming fudge factorLD=FrameTimeLD=Terrain Foliage TimeLD=Foliage Render TimeLD=Terrain Smooth TimeLD=Terrain Render TimeLD=Decal Render TimeLD=Terrain TrianglesLD=Foliage InstancesLD=Decal TrianglesLD=Decal Draw CallsLD=Static Mesh TrisLD=Skel Mesh TrisLD=Skel Verts CPU SkinLD=Skel Verts GPU SkinLD=30+ FPSLD=Audio Memory UsedLD=Total CPU rendering timeLD=Total GPU rendering timeLD=Occluded primitivesLD=Projected shadowsLD=Visible static mesh elementsLD=Visible dynamic primitivesLD=Texture Pool SizeLD=Physical Memory UsedLD=Virtual Memory UsedLD=Audio Memory UsedLD=Texture Memory UsedLD=Vertex Lighting MemoryLD=StaticMesh Vertex MemoryLD=StaticMesh Index MemoryLD=SkeletalMesh Vertex MemoryLD=SkeletalMesh Index Memory
[MemorySplitclassesToTrack]class=AnimSequenceclass=CylinderComponentclass=Fieldclass=Fontclass=Levelclass=Materialclass=MaterialInstanceConstantclass=MaterialInstanceTimeVaryingclass=Modelclass=ModelComponentclass=MorphTargetclass=ObjectReferencerclass=ParticleModuleclass=ParticleSystemComponentclass=PathNodeclass=RB_BodyInstanceclass=RB_BodySetupclass=ReachSpecclass=SkeletalMeshclass=SoundCueclass=StaticMeshclass=StaticMeshActorclass=StaticMeshComponentclass=Terrainclass=TerrainComponentclass=Texture2Dclass=UIRoot
[ConfigCoalesceFilter]FilterOut=BIOEngine.iniFilterOut=BIOEditor.iniFilterOut=BIOInput.iniFilterOut=BIOGame.iniFilterOut=BIOUI.iniFilterOut=UnrealEd.intFilterOut=Editor.intFilterOut=EditorTips.intFilterOut=UnrealScriptTest.intFilterOut=WinDrv.intFilterOut=XWindow.intFilterOut=BIOEngine.iniFilterOut=BIOEditor.iniFilterOut=BIOInput.iniFilterOut=BIOGame.iniFilterOut=UnrealEd.intFilterOut=Editor.intFilterOut=EditorTips.intFilterOut=UnrealScriptTest.intFilterOut=WinDrv.intFilterOut=XWindow.int
[Engine.GameViewportClient]BioScaleFormManagerclassName=BIOC_Base.MassEffectGuiManagerLoadScreenTexture=BioEngineResources.Loading
[Configuration]BasedOn=..\\Engine\\Config\\BaseEngine.ini
[Engine.BioInis]BioIni=GuiResourcesBioIni=CreditsBioIni=PartyBioIni=QA
[D3DDrv.D3DRenderDevice]MaxTranslucencyLayers=2MaxTextureSize=4096DisableHWShadowMaps=TrueBIOPixelShaderVersion=ps_3_0BIOVertexShaderVersion=vs_2_0
[DavidTestSection]DavidTestKey=DavidTestValue
[Stats.Art]Light passes=6Scene rendering=30 msRendered triangles=100000Visible Primitives=2000Material changes=50Shader changes=50Total Texture Memory=1024 MBFPS=
[Stats.Design]Streamed In Textures=10Pre AW Actors Ticked=200
[Stats.Perf]FrameTime=33 msTick Time=10 msTotal Time=23 msAudio Update Time=1 msUpdate Components Time=8 msPre AW Comp Tick=8 msSkelComp Tick Time=8 msAnim Tick Time=4 msSkel Skin Time=2 msScript Time=4 msKismet Time=4 msHUD Time=3 msPsys Comp Tick Time=2 msSprite Update Time=2 msSprite Spawn Time=2 msSprite Tick Time=2 msTotal Dynamics Time=4 msNZE Line Time=4 msZE Line Time=4 msAddPrimitive Time=2 msRemovePrimitive Time=2 msGame thread idle time=5 msRendering thread idle time=5 msFPS=
[Stats.Level]Static Mesh Size=10 MBLevel Texture Memory=20 MBLight Map Size=44 MBShadow Map Size=6 MBFrameTime=25 msVisible Primitives=600Visible Lights=2Frustum Check Time=3TotalMemory=80 MB
[Stats.Char]Skeletal Mesh Size=30 MBAnim Sequence Size=25 MBChar Texture Memory=50 MBFaceFX Cur Mem=1 MB
[Stats.Vfx]Vfx Texture Memory=25 MBPsys Comp Tick Time=2 msSprite Update Time=2 msSprite Spawn Time=2 msSprite Tick Time=2 msSprite Render Time=2 msSprite Particles=2000Sprite Ptcls Spawned=300Sprite Ptcls Updated=2000Sprite Ptcls Killed=300Mesh Particles=200
[Stats.QA_BenchChar]FrameTime=
[Stats.QA_IPS]FPS=LevelStats=GPU/CPU-Bound=FrameTime=Total GPUTime=Tick Time=Update Components Time=Pre AW Comp Tick=Skel Comp Tick Time=Anim Tick Time=Anim Time=Anim Blend Time=Skel Skin Time=Script Time=Kismet Time=Move Actor Time=Physics Time=Shadow Volume Render Time=HUD Time=Sprite Update Time=Sprite Spawn Time=Sprite Tick Time=Sprite Render Time=NZE Line Time=ZE Line Time=Add Prim Time=Remove Prim Time=Frustum Check Time=Scene Batch=Scene Setup=GPU sync time=Visible Primitives=Visible Lights=Total Memory Free=Audio Memory Used=Novodex Allocation Size=Level Texture Memory=Char Texture Memory=Vfx Texture Memory=GUI Texture Memory=Total Texture Memory=Skeletal Mesh Size=Static Mesh Size=Anim Sequence Size=Material Size=Terrain Size=Linker Load Size=FaceFX Peak Mem=FaceFX Cur Mem=Look at Targ=Stage=BioVisualEffect=Inventory=EPIC=PLYR Squad=Squad=Behaviour=PLY CTRL=AI  CTRL=Pawns=PSys Comp Tick Time=Sort Time=Sprite Particles=Mesh Particles=Audio Update Time=
[Stats.QA_AutoPerfPass]FrameTime=
[Stats.MapChunk]TotalMemory=97 MBTotal Memory Free=512 MBTotal Texture Memory=138 MBLevel Texture Memory=25 MBLight Map Size=56 MBShadow Map Size=6 MB
[Engine.RenderDevice]bUsePostProcessEffects=True
[Engine.HopperMovment]NavBase=Bioc_Base.BioWP_HopperNavWall=Bioc_Base.BioWP_HopperWallNavCeiling=Bioc_Base.BioWP_HopperCeiling
[DefaultResources]BioActorType.m_CharacterIcons=BIOG_2DA_Characters_X.CharacterIcons_IconsBioAppearanceItemWeapon.m_vfxDamageEnum=BIOG_2DA_VFX_X.VFX_DamageEnumBioAppearanceItemWeapon.m_vfxWeaponType=BIOG_2DA_VFX_X.VFX_WeaponTypeBioAttribuesPawn.m_PrimaryAttributeLookupTable=BIOG_2DA_Rules_X.Ability_Ability_BonusBioCameraShake.m_database=BIOG_2DA_Animation_X.CameraShake_Sheet1BioCharacterImporter.m_nmStockCharactersPackage=BIOG_2DA_Characters_XBioCharacterImporter.Character2DA=Characters_CharacterBioCharacterImporter.StartingEquipment2DA=Characters_StartingEquipmentBioCharacterImporter.m_nmStockclassesPackage=BIOG_2DA_Rules_XBioCharacterImporter.Baseclass2DA=classes_BaseclassBioCharacterImporter.classTalents2DA=classes_classTalentsBioCharacterImporter.classSpecializations2DA=classes_classSpecializationsBioGamePropertyImporter.m_nmGameProperty2DAPackage=BIOG_2DA_GameProperties_XBioGamePropertyImporter.GameProperties2DA=GameProperty_GamePropertiesBioGamePropertyImporter.Conditionals2DA=GameProperty_ConditionalsBioGamePropertyImporter.GameEffects2DA=GameProperty_GameEffectsBioGamePropertyImporter.GamePropertyConditionals2DA=GameProperty_GamePropertyConditionalsBioGamePropertyImporter.GamePropertyEventSets2DA=GameProperty_EventSetsBioInterface_Appearance_Pawn.m_oCreatureSpeedsTable=BIOG_2DA_Movement_X.MovementTables_CreatureSpeedsBioInventory.m_oTreasureLookupTable=BIOG_2DA_TreasureTables_X.Treasure_Tables_TreasureTablesBioInventory.m_oTreasureTable=BIOG_2DA_TreasureTables_X.Treasure_Tables_TreasureEntriesBioInventory.m_oTreasureDistribution=BIOG_2DA_TreasureTables_X.Treasure_Tables_TreasureDistBioInventory.m_oPlotItemTable=BIOG_2DA_TreasureTables_X.Treasure_Tables_PlotItemsBioInventory.m_xModType2DA=BIOG_2DA_Equipment_X.Types_XModTypeBioItemImporter.m_nmDefaultItem2DAPackage=BIOG_2DA_Equipment_XBioItemImporter.Item2DA=Items_ItemsBioItemImporter.ItemEffectLevels2DA=Items_ItemEffectLevelsBioPawnAttributes.m_oAbilityBonus2DA=BIOG_2DA_LevelUp_X.Ability_Ability_BonusBioPawnBehavior.m_oExperience2DA=BIOG_2DA_LevelUp_X.LevelUp_ExperienceBioPawnBehavior.m_pBleedOutSoundCue=snd_gui.c_gui_heartbeatBioPawnBehavior.m_pBleedOutVFXTemplate=BIOG_V_FB_PlayerDamage.GameOver_Screen_VFXBioPawnChallengeScaledType.m_tblChallenge=BIOG_2DA_LevelUp_X.LevelUp_ChallengeScalingVarsBioPower.m_oPowerList=BIOG_2DA_Talents_X.Powers_PowersBioReactiveUseArtPlaceable.m_oTechSkill2DA=BIOG_2DA_Talents_X.Talent_SkillCheckBioSeqAct_UsePowerOn.m_oPower2DA=BIOG_2DA_Talents_X.Powers_PowersBioTalentImporter.m_nmTalentPackageName=BIOG_2DA_Talents_XBioTalentImporter.TalentEffectLevels2DAName=Talent_TalentEffectLevelsBioTalentImporter.TalentGUI2DAName=Talent_TalentGUIBioTalentImporter.BonusTalents2DAName=Talent_BonusTalentsBioTalentImporter.TalentEffectLevels2DA=BIOG_2DA_Talents_X.Talent_TalentEffectLevelsBioTalentImporter.TalentGUI2DA=BIOG_2DA_Talents_X.Talent_TalentGUIBioTalentImporter.BonusTalents2DA=BIOG_2DA_Talents_X.Talent_BonusTalentsBioLevelUpSystem.m_nmLevelUpPackageName=BIOG_2DA_LevelUp_XBioLevelUpSystem.LevelUp2DAName=LevelUp_LevelUpBioLevelUpSystem.Rank2DAName=LevelUp_RankBioLevelUpSystem.ChallengeScaling2DAName=LevelUp_ChallengeScalingVarsBioLevelUpSystem.Experience2DAName=LevelUp_ExperienceBioLevelUpSystem.AutoLevelUpTemplateHeader2DAName=Template_TemplateBioLevelUpSystem.m_nmAutoLevelUpTemplatePrefix=Template_BioSkillGame.m_nmSkillGamePackageName=BIOG_2DA_Talents_XBioSkillGame.m_nmSkillGame2DAName=Skills_SkillCostBioItem.m_p2DA=BIOG_2DA_Equipment_X.Items_ItemsBioItem.m_pCategory2DA=BIOG_2DA_Equipment_X.Items_CategoryBioItem.m_pItemProperty2DA=BIOG_2DA_Equipment_X.Items_ItemPropertyBioItemSophisticated.m_pManufacturer2DA=BIOG_2DA_Equipment_X.Items_ManufacturerBioCameraBehaviorGalaxy.m_pClusterTable=BIOG_2DA_GalaxyMap_X.GalaxyMap_ClusterBioCameraBehaviorGalaxy.m_pSystemTable=BIOG_2DA_GalaxyMap_X.GalaxyMap_SystemBioCameraBehaviorGalaxy.m_pPlanetTable=BIOG_2DA_GalaxyMap_X.GalaxyMap_PlanetBioCameraBehaviorGalaxy.m_pRelayTable=BIOG_2DA_GalaxyMap_X.GalaxyMap_RelayBioCameraBehaviorGalaxy.m_pMapTable=BIOG_2DA_GalaxyMap_X.GalaxyMap_MapBioCameraBehaviorGalaxy.m_pPlotPlanetTable=BIOG_2DA_GalaxyMap_X.GalaxyMap_PlotPlanetBioGlobalVariableTable.NameLookupTable=BIOG_2DA_PlotManager_X.PlotManagerGameDataBioSFManager.m_pGuiSounds2DA=BIOG_2DA_UI_X.UISounds_GuiSoundsBioSFManager.m_pGuiMusic2DA=BIOG_2DA_UI_X.UISounds_GuiMusicBioWorldInfo.oTutorials2DA=BIOG_2DA_UI_X.Tutorials_TutorialsBioWorldInfo.m_pEndGameMusicSoundCue=music.mus_stingshort_gameoverBioMusicVolume.Music2DA=BIOG_2DA_Music_X.Music_MusicBioEventNotifier.oPlotIntTalent2DA=BIOG_2DA_PlotManager_X.TalentAwards_PlotIntBioSFHandler_AreaMap.m_pAreaMapTable=BIOG_2DA_AreaMap_X.AreaMap_AreaMapBioSFHandler_DataCodex.m_pCodexImages2DA=BIOG_2DA_UI_X.Images_CodexImagesBioSFHandler_GalaxyMap.m_pGalaxyMapImages2DA=BIOG_2DA_UI_X.Images_GalaxyMapImagesBioSFHandler_Shop.m_pShopImages2DA=BIOG_2DA_UI_X.Images_ShopImagesBioSFHandler_BrowserWheel.m_TipText2DA=BIOG_2DA_UI_X.TipText_RotatingTipsBioSaveGame.m_pSaveGameAreaInfo=BIOG_2DA_AreaMap_X.AreaMap_AreaMapGuiResources.TargetDetectedMaterialInstanceConstant=GUI_Target.Instance.Diamon_InsGuiResources.GameTinyFont=BIOG_GUI.AeroLightTinyGuiResources.GameSmallFont=BIOG_GUI.AeroLightSmallGuiResources.GameMediumFont=BIOG_GUI.AeroLightMediumGuiResources.GameLargeFont=BIOG_GUI.AeroLightLargeBioGestureAnimSetMgr.m_pRuntimeData=BIOG_GesturesConfig.RuntimeDataBioGestureAnimSetMgr.DataPackageName=BIOG_GesturesConfigBioSPGame.LogoMovieSound=LogoMovie.LogoMovieSoundEngine.EffectsMaterialPackageName=EffectsMaterialsBioItemGrenade.DefaultVisualImpactSet=BIOG_V_C_Grenades_Z.01_Generic.Generic_BioVisGrenadeBioItemGrenade.DefaultMesh=BioBaseResources.IW_Grenade.grenade1BioItemGrenade.DefaultPhysicsAsset=BioBaseResources.IW_Grenade.grenade1_PhysicsBioPlayerController.ForceFeedback=BIOG_ForceFeedback.PlayerBio_Appr_Character.DefaultGesturesPose=BIOG_HMM_DL_A.HMM_DL_StandingDefaultBioCameraBehaviorConversation.IdleAnimSet=BIOG_CAM_FX_A.CAM_FX_DialogBioVehicleBehaviorBase.m_pLowShieldSoundCue=snd_gui.c_Rover_alertBioVehicleBehaviorBase.m_pShieldView=BioBaseResources.Shield.ShieldView_Vehicle
[BioResetLoaders]Reset=PlotManagerReset=PlotManagerAutoReset=PlotManagerDLC_Caleston
[Engine.AudioDevice]ReserveChannels=2SoundGroups=(GroupName=Master,Properties=(Volume=1,Priority=1,nLimiterCount=-1),ChildGroupNames=
(SFXOptions,MusicOptions,VoiceOptions))SoundGroups=(GroupName=SFXOptions,Properties=(Volume=1,Priority=1,nLimiterCount=-1),ChildGroupNames=(SFX))SoundGroups=(GroupName=MusicOptions,Properties=(Volume=1,Priority=1,nLimiterCount=-1),ChildGroupNames=(Music))SoundGroups=(GroupName=VoiceOptions,Properties=(Volume=1,Priority=1,nLimiterCount=-1),ChildGroupNames=(Voice))SoundGroups=(GroupName=SFX,Properties=(Volume=1,Priority=1,nLimiterCount=-1),ChildGroupNames=
(GUI,VFX,GUNS,IMPACTS,FOOTSTEPS,CUTSCENE,AMBIENCE,CONVERSATION,MAKO))SoundGroups=(GroupName=Music,Properties=
(Volume=1,Priority=100,bIsMusic=TRUE,bNoReverb=TRUE,bConversationDuck=FALSE,nLimiterCount=2))SoundGroups=(GroupName=Voice,Properties=
(Volume=1,Priority=100,bIsMusic=FALSE,bNoReverb=FALSE,bConversationDuck=FALSE,nLimiterCount=-
1),ChildGroupNames=(DLG,SST))SoundGroups=(GroupName=DLG,Properties=
(Volume=1,Priority=100,bIsMusic=FALSE,bNoReverb=FALSE,bConversationDuck=FALSE,nLimiterCount=-1))SoundGroups=(GroupName=SST,Properties=
(Volume=1,Priority=50,bIsMusic=FALSE,bNoReverb=FALSE,bConversationDuck=TRUE,nLimiterCount=3))SoundGroups=(GroupName=GUI,Properties=
(Volume=1,Priority=100,bIsMusic=FALSE,bNoReverb=FALSE,bConversationDuck=TRUE,nLimiterCount=-1))SoundGroups=(GroupName=VFX,Properties=
(Volume=1,Priority=100,bIsMusic=FALSE,bNoReverb=FALSE,bConversationDuck=TRUE,nLimiterCount=-1))SoundGroups=(GroupName=GUNS,Properties=
(Volume=1,Priority=100,bIsMusic=FALSE,bNoReverb=FALSE,bConversationDuck=TRUE,nLimiterCount=30))SoundGroups=(GroupName=IMPACTS,Properties=
(Volume=1,Priority=50,bIsMusic=FALSE,bNoReverb=FALSE,bConversationDuck=TRUE,nLimiterCount=-1))SoundGroups=(GroupName=FOOTSTEPS,Properties=
(Volume=1,Priority=50,bIsMusic=FALSE,bNoReverb=FALSE,bConversationDuck=TRUE,nLimiterCount=-1))SoundGroups=(GroupName=AMBIENCE,Properties=
(Volume=0.75,Priority=50,bIsMusic=FALSE,bNoReverb=FALSE,bConversationDuck=TRUE,nLimiterCount=-1))SoundGroups=(GroupName=CUTSCENE,Properties=
(Volume=1,Priority=100,bIsMusic=FALSE,bNoReverb=FALSE,bConversationDuck=FALSE,nLimiterCount=-1))SoundGroups=(GroupName=CONVERSATION,Properties=
(Volume=1,Priority=100,bIsMusic=FALSE,bNoReverb=FALSE,bConversationDuck=FALSE,nLimiterCount=-1))SoundGroups=(GroupName=MAKO,Properties=
(Volume=1,Priority=100,bIsMusic=FALSE,bNoReverb=FALSE,bConversationDuck=TRUE,nLimiterCount=-1))SoundGroups=(GroupName=SAMPLES,Properties=
(Volume=1,Priority=100,bIsMusic=FALSE,bNoReverb=FALSE,bConversationDuck=TRUE,nLimiterCount=-1))
[Engine.PackagesToAlwaysCook]Package=BIOC_MaterialsPackage=BIOC_WorldResourcesPackage=BIOC_VehicleResourcesPackage=OnlineSubsystemLivePackage=EntryMenuPackage=BIOG_UIWorldPackage=GlobalTlkPackage=BIOG_GesturesConfigPackage=Codex
[NeverStripAssets]NeverStrip1=BIOG_V_FB_RenderStyle.FG_Flip_01NeverStrip2=EngineFonts.TinyFontNeverStrip3=EngineFonts.SmallFontNeverStrip4=EngineFonts.MediumFontNeverStrip5=EngineFonts.LargeFont
[Engine.DLCModules]BIOGame=0DLC_Caleston=1DLC_UNC=2DLC3=3
[Engine.BioCommunicator]ParanoidLogging=FALSE
[Windows.StandardUser]MyDocumentsSubDirName=Mass Effect
[HackAIMetering]TickPhysAlways=TrueFudgeTime=0.0FallOff=0.6
[IniVersion]0=1206552426.0000001=1250525366.000000

Modifié par CDAMJC, 30 décembre 2012 - 02:47 .


#1100
ElectronicPostingInterface

ElectronicPostingInterface
  • Members
  • 3 789 messages
Thanks for posting that CDAMJC - I can see it when I quote it.

It seems the forums though have a seizure and kill the formatting when you post it like that. I'll comparing line by line for differences now.