Mass Effect 1 Updated/Improved Textures Mod
#1201
Posté 11 mars 2013 - 02:11
So, it's enough to place texmod in the, let's say, ME2 folder and change the directory inside the text file, right?
#1202
Posté 11 mars 2013 - 11:44
This is the .bat I used when I played with Texmod in Mass Effect 1:
https://docs.google....dit?usp=sharing
I changed to extension to .bat.txt, so you can read it without downloading (plus is not advisable to download .bat files from strangers without first looking at what is inside).
Modifié par Fog.Gene, 11 mars 2013 - 11:46 .
#1203
Posté 12 mars 2013 - 01:54
Or well, now it started, but it took normal time to load up the game, so i am guessing it didn't load the high res mods...
Modifié par Vertrix, 12 mars 2013 - 02:03 .
#1204
Posté 12 mars 2013 - 04:02
To clarify: run the bat (renames executables)>launch game through origin (Texmod opens)>Press spacebar twice in the console window (restores executable names)>now you can operate the Texmod window (selected MassEffect.exe, load TPFs, etc...). [Edit: This is of the top of my head, verify the instructions with the links I posted before, those are good.]
Load times depend on how many TPFs you're loading, AFAIK. Hope this helps.
Modifié par Fog.Gene, 12 mars 2013 - 04:03 .
#1205
Posté 12 mars 2013 - 02:58
#1206
Posté 12 mars 2013 - 03:49
Vertrix wrote...
Well, i did it, and it still didn't work. Is MassEffect2.exe or ME2Game.exe the one i have to use in the process?
MassEffect2.exe
I have All 3 mass Effects from Origin and can confirm the method works.
Where are you seeing ME2Game.exe? I checked my binaries folder and don't have that executable. Maybe its a trilogy edition thing, but I use MassEffect2.exe when dealing with ME2 digital delux edition.
Steps I use:
1)Run the .bat file you created and choose yes, it will rename TexMod.exe to Masseffect2 .exe and MassEffect.exe to MassEffect2.bak
2)Then you launch ME2 through Origin
3)Go back to the command window and press any key, and it will put back the MassEffect2.exe and TexMod.exe to their original names.
4)Then press any key again to close the command window.
5)Now from the TexMod window, navigate to masseffect2.exe, pick your packages, and launch.
That should be it.
If you have done everything precisely perfect assuming no typos etc...and still have issues it may be due the trilogy edition in which case try the ME2Game.exe and see if that works. Please let us know how it works out I'll update the Mod description with intructions for origin and possible the trilogy edition if it requires something different.
#1207
Posté 12 mars 2013 - 05:35
It seems ME2Game.exe only brings origin up, and nothing else. Weird.
Modifié par Vertrix, 12 mars 2013 - 11:30 .
#1208
Posté 13 mars 2013 - 03:10
#1209
Posté 13 mars 2013 - 11:02
#1210
Posté 14 mars 2013 - 12:27
#1211
Posté 14 mars 2013 - 02:16
I just finished mass effect 1 for the first time and I say's it was an amazing game but the graphics needed an overhaul so I found your mod. I have an amd radeon 7970 and when texmod is loading the graphics file .tpf that I downloaded it just stays stuck at a black screen. Any progress on having the whole cookedPC folder replaced? I really appreciate your help.
Thanks
#1212
Posté 14 mars 2013 - 03:17
Fog.Gene wrote...
ME2Game.exe also starts the game for me (I have the Trilogy edition). Did you have better luck running MassEffect2.exe through Texmod?
Meh, i'm starting to think that maybe it's just me who doesn't see the difference....but then i think that it's not possible....when i used the texture improvements for ME3 it was totally different
#1213
Posté 14 mars 2013 - 04:59
Mazhar-J wrote...
Hello CDAMJC
I just finished mass effect 1 for the first time and I say's it was an amazing game but the graphics needed an overhaul so I found your mod. I have an amd radeon 7970 and when texmod is loading the graphics file .tpf that I downloaded it just stays stuck at a black screen. Any progress on having the whole cookedPC folder replaced? I really appreciate your help.
Thanks
Hello,
First let me say that for TexMod the blank screen is normal, just leave it until either it crashes with an error or you get into the game. It takes me about 3-4 full minutes to get into the game with TexMod but on some setups it take up to 7
I am chipping away and trouleshooting with fog.gene and saltisgood. saltisgood has gotten normal maps to impliment in DXT5 format which should be ok but I'm seeing some artifacting which I think is due to the alpha channel in DXT5 which many of the normal maps do not have or need and I am hoping to find a way to ge tthem to DXT1 and see if this aleviates the issue.
So progress is relatively smooth condidering saltisgood is doing the programming himself and relying on me and fog.gene to report errors. Once the normal maps work perfect, I want to do a release. It will be slightly incomplete as I cannot fin the light and shadow maps, film grain, or dynamic shadow textures yet. But characters, vehicles and all other objects I retextured will be fully functional. Basically it will be missing environmental effects but I will impliment them as soon as I can find them to replace.
#1214
Posté 14 mars 2013 - 06:21
#1215
Posté 14 mars 2013 - 06:53
So the textures that aren't able to be put in, will those be released as an "add-on" tpf you run with the mostly modded game?
#1216
Posté 14 mars 2013 - 09:20
PKchu wrote...
Awesome CDAMJC.
So the textures that aren't able to be put in, will those be released as an "add-on" tpf you run with the mostly modded game?
Yeah, they are already available at the project page in the environmental zip. But I plan to eventually get all textures I've done I think those textures might be different somehow so it's going to be harder to edit them.
#1217
Posté 14 mars 2013 - 10:04
Thanks for all your work CDAMJC. I'll make sure I do my minor part and help seed this awesome mod you're making.
#1218
Posté 18 mars 2013 - 07:04
Also it seems you have do so many more newer textures since you released your HQ pack. Should i first install the HQ pack and then install then newer texture over it? Or load them before the HQ pack?
#1219
Posté 19 mars 2013 - 02:42
DmxDex wrote...
Where is the projects page CDAMJC?
Also it seems you have do so many more newer textures since you released your HQ pack. Should i first install the HQ pack and then install then newer texture over it? Or load them before the HQ pack?
Hello,
Project page
Just load the newer textures first in the load order in TexMod for them to show up, Saren is probably the quickest way to tell if they are working but also Garrus and Wrex should look different enough to know if the new files are showing. Let me know if you need more help
Modifié par CDAMJC, 19 mars 2013 - 07:58 .
#1220
Posté 20 mars 2013 - 07:19
Modifié par Mr.House, 20 mars 2013 - 07:20 .
#1221
Posté 20 mars 2013 - 09:29
#1222
Posté 20 mars 2013 - 09:30
In short don't worry I plan on finishing the hairs and more
Modifié par CDAMJC, 20 mars 2013 - 10:18 .
#1223
Posté 23 mars 2013 - 09:15
I wish this forum had a search thread function.
#1224
Posté 23 mars 2013 - 06:17
#1225
Posté 24 mars 2013 - 03:02
First:
I've updated the Original Post and the tutorial on Moddb to include Origin setup instructions.
Second:
I've updated all individual files to the latest versions, so people can play with the new human skins, Anderson, Udina and the Council, The Rachni and Queen, Kaidan, etc...anything you've seen screens of is uploaded. Note I uploaded Tali but she's still technically WIP when it comes to her alternate versions but I was lazy and didn't delete them from her .log so don't worry if you don't like what you see.
Third:
I finally uploaded new Full Packs to Moddb so that should simplify things for people who just want to use one .tpf and have all of the latest textures.
Fourth:
I am still working on getting away from TexMod but have hit a roadblock when it comes to the normal maps. I can get them in game now thanks to saltisgood and all his hard work on Mass Effect 1 Explorer but they are showing up in game with errors similar to the dreaded black texture bug except that the artifacts are not black they are in the form of missing normal maps. It's weird because they look great up close but as you get to a medium close/medium distance they begin to break up and don't act the way they should. I have no clue what's going on with them because I use the same format in TexMod and they work fine. Once this is straightened out I have to find a way to make the dynamic shadow fix work, and find the film grain and light and shadow maps textures which I can't seem to see with Texplorer. I have no clue where they are. If anyone wants to fool around with ME1Explorer and see if they can find them any help would be appreciated in speeding up the process.
Modifié par CDAMJC, 24 mars 2013 - 04:28 .





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