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Mass Effect 1 Updated/Improved Textures Mod


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#1201
Vertrix

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yes, that's esactly what i was looking for, thank you!

So, it's enough to place texmod in the, let's say, ME2 folder and change the directory inside the text file, right?

#1202
Fog.Gene

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You're welcome. Yes, place texmod in the binaries folder and change the five addresses in the bat file to match your installation (note that you might also have to rename the executable, depending on which game you want to launch; e.g. MassEffect3.exe to MassEffect2.exe).

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
Vertrix

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mmh, ok, i installed texmod for ME2 using the batch system. It renames MassEffect2.exe, and when i launch the game trough origin the texmod pops up, so i select the MassEffect2.exe file that has just been removed, i select the tpfs and i launch game. But doing so it opens another texmod window, not the game. What am i doing wrong?

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
Fog.Gene

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You'll have to follow those instructions to the letter. My guess is that you are probably forgetting to press spacebar twice in the console window after launching texmod. The batch file has to re-rename MassEffect_temp.exe again to MassEffect.exe before you select it with Texmod. Otherwise you're launching Texmod through Texmod... hence the reason why another Texmod window appears.

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
Vertrix

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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?

#1206
Catechrism

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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
Vertrix

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Umh, thanks for the help, i'll try the other executable as soon as i get home. And yes, i have the trilogy edition

It seems ME2Game.exe only brings origin up, and nothing else. Weird.

Modifié par Vertrix, 12 mars 2013 - 11:30 .


#1208
Vertrix

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The ME2Game.exe doesn't do anything, btw. I don't really understand what's it for.

#1209
Fog.Gene

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ME2Game.exe also starts the game for me (I have the Trilogy edition). Did you have better luck running MassEffect2.exe through Texmod?

#1210
Calians

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heya CD just dropping in to see what's been added/future plans.

#1211
Mazhar-J

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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

#1212
Vertrix

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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
Catechrism

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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 :P.  Which is why I am working on the new method.

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
Endgame22

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Okay cool update and very good news i just hope you one day would release an updated tpf pack if you could or at least like high res high and skin textures for male and femshep now that be very awesome been dying to try that out. Keep up the great work any screen shot progress?

#1215
ElectronicPostingInterface

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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?

#1216
Catechrism

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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
ElectronicPostingInterface

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All right. Sounds easy enough.

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
DmxDex

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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?

#1219
Catechrism

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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
Mr.House

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Hey CD will you ever finish up the hair stuff you where working on after you get this current project finished?

Modifié par Mr.House, 20 mars 2013 - 07:20 .


#1221
ElectronicPostingInterface

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IIRC, that stuff is going to be released in this current project, along with possible Tali updates. Or am I wrong about that?

#1222
Catechrism

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I sure will. I will admit I've been sidetracked by this conversion but I feel it's worth it, and I certainly plan on continuing the hair textures. In fact with this new format there ar so many opportunities opened that were closed before due to TexMod and RAM limitations. With the new method Textures are replaced in the pcc files and they are stored with different mip levels which allow the game to load the re-textures at different performance levels with the in game texture options low medium high and ultra. So everyone should be able to play the game as if unmodded, but have better graphics. I am very excited about this conversion and the fact that it will allow for even more retexturing.

In short don't worry I plan on finishing the hairs and more :)

Modifié par CDAMJC, 20 mars 2013 - 10:18 .


#1223
varedbich000

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Are dynamic shadows supposed to be used with your mod CDAMJC? When I have them on it looks like the MS Paint spray-can brush. Also, when I installed I noticed in some of the bioengine tweaks, a few of the shadow portions were not in them. I purchased ME1 from Origin a while back and am just getting into playing it and noticed most of the info relating to installing is for Steam or disc install.

I wish this forum had a search thread function.

#1224
O3Hundred

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 Hey man, it has been a while. I was on this thread last year, I will be replaying the ME trilogy for possibly the hundredth time, and just wanted to give you another thanks from me. If I was BioWare, I would hire you at this point.

#1225
Catechrism

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OK some updates:

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 .