sweet. may I make a request? if so PM me.CDAMJC wrote...
shep82 wrote...
Ok so it's not something I did. How will the non texmod version work will it be hard to do?CDAMJC wrote...
Hey there, the white gloves and collar was an artistic choice I very much regret, it was supposed to look like a navy uniform. I needed gloves because Anderson is black and had Caucasian hands. The new version is much better and will be released with the non TexMod version.
I'm aiming for a doubleclick install
Mass Effect 1 Updated/Improved Textures Mod
#1351
Posté 22 mai 2013 - 05:34
#1352
Posté 23 mai 2013 - 05:23
#1353
Posté 24 mai 2013 - 02:19
Mr.House wrote...
What things have you finished so far CDAMJC ? I know you have a long list ala the female hairs, Anderson, Liara, the N7 armors and Chakwas and others I seem to be forgetting.
In the latest version I have redone and finished the following:
Normandy ( added much clearer lettering and windows)
Garrus
Liara face and uniform
Kaidan
Ash and pheonix armor
Wrex (added more details to his face, fixed black teeth, and eyes to match ME3)
Chakwas and Uniform
Anderson Face and Uniform
Joker hat shadow, hat, and chair
Sovereign
Saren
Benezia
All Asari Faces
All Human Teeth now HR withought blue dots and flaws.
Turian Tattoos
Salarian Faces eyes and Tattoos
Krogan eyes
Human eyes
Keepers
Elcor (total overhaul, much better now)
Normandy Uniforms male and female
Scientist Uniforms male and female redone to match ME3 level of detail
Colonists (Mechanics I guess) redone to match ME3 detail
Rachni Queen (now a hybrid between her look in 1 and 3 and Rachni all with updated spec maps etc...
All outfits worn by the council and therefore the corresponding random NPC's that use them
A new Salarian outfit, the one used by the Salarian tracking the keepers,
The semi skanky outfit worn
And more...
I still am working on: (the shorter list:P)
N7 armors, 2 Salarian outfits, 1 Turian outfit, Mako, and the female hairs.
What won't be in the coming version:
The film grain and shadow maps. (I can't find them anywhere with texExplorer, I'm guessing it needs to be programmed to be able to see them.) For now those will need to stay TexMod.
Modifié par CDAMJC, 24 mai 2013 - 08:22 .
#1354
Posté 25 mai 2013 - 02:02
Modifié par HellBovine, 25 mai 2013 - 02:03 .
#1355
Posté 25 mai 2013 - 02:59
#1356
Posté 26 mai 2013 - 01:53
Since I noticed they have their own file spot in ME explorer.
#1357
Posté 26 mai 2013 - 07:06
NyashkaKun wrote...
First set "windowed mode" in game settings. And that's video of what I asked to check - http://www.twitch.tv...plz/b/405476497
As you can see texmod takes 3.3 Gb when start. If game crashed when it reaches 2 Gb - problem with LAA, if crashed when more 2 Gb - problem with free RAM.
Sorry for taking so long - busy week! Seems to be working fine now, I think the RAM may have been the issue as you suggested. Cheers!
#1358
Posté 27 mai 2013 - 11:56
Darzkai wrote...
Will you be changing the Cerberus armours to colour match the later games?
Since I noticed they have their own file spot in ME explorer.
That is a pretty fantastic idea.
#1359
Posté 28 mai 2013 - 03:36
#1360
Posté 28 mai 2013 - 12:01
#1361
Posté 28 mai 2013 - 02:39
#1362
Posté 28 mai 2013 - 02:41
#1363
Posté 29 mai 2013 - 10:28
Files that contain .dds and .psd - http://rapidshare.co...265/Package.zip
Light Armour - http://imageshack.us...536/melight.jpg
Medium Armour - http://imageshack.us.../4224/memed.jpg
Heavy armour - http://imageshack.us...4/562/mehvy.jpg
Modifié par Darzkai, 29 mai 2013 - 10:32 .
#1364
Posté 30 mai 2013 - 12:22
#1365
Posté 30 mai 2013 - 12:29

On her I'm getting a slight impression of over-texturing, whereas nearby Ashley with a pinker and paler tone looks about right.
It may be that the texture doesn't work as well with browner complexions... or maybe it's the dissonance between the realistic skin texture and the crude hair texture ? Or maybe I'm just too used to seeing this model with a smooth and simplified skin texture.
(The more I look at it, the more I suspect that the skin makes the hair look out of place, and that the problem is with the hair and not the skin).
Modifié par Ghostwise, 30 mai 2013 - 12:35 .
#1366
Posté 30 mai 2013 - 06:13
When I re-texture the hair, hopefully it will help? There's only so much I can do with the hair so we'll have to wait and see how it looks.
#1367
Posté 30 mai 2013 - 06:00
When I re-texture the hair, hopefully it will help? There's only so much I can do with the hair so we'll have to wait and see how it looks.
I think you have a better eye for these things than I do but yeah, it's probably the clash between the low-res Bioware hair and your more realistic skin tex.
I know very little about this type of graphic work, but I keep hearing that human hair is super-difficult to do and that it's why older game like ME1 have the "plastic helmet" hair so as not to ruin the FPS. And since you presumably can't magically add polygons...
Incidentally this shot illustrates a little ME1 glitch you're probably aware of - in darker colours with this female hair style, the bit of hair in front of her ear is solid black and textureless. I've always wondered what was going on. :-) Clearer example (unmodded ME1 shot) :

Strange, eh ?
Thank you for all your hard work, I'll probably do a good screenshot for reddit after the next pack to draw more attention to it.
#1369
Posté 30 mai 2013 - 06:57
I have a suggestion regard the film grain and shadows - is it possible that they're in a .pcc file, like the shaders were? And that you can find and extract the needed .pcc file from ME2?
Regarding Cerberus, seems like a nice idea but just make it a bit more subtle. No logos plastered over the front of the armor. Rather maybe just a discreet logo somewhere, hints of the orange/white/black color scheme, etc. Just trying to stay within ME's more subdued art style compared to its sequels.
#1370
Posté 30 mai 2013 - 07:22
Ottemis wrote...
There's a tiny fix for that hairbug with that particular hairstyle already out. Lemme see if I can find it...
I can! You could use it for the time being while CDAMJC works his(?) magic =)
I had recently heard about an eyes mod for ME1 & 2 and assumed it was ELE's work - looks like I won't even have to hunt for it thanks to you.
#1371
Posté 31 mai 2013 - 06:53
Modifié par spanied, 31 mai 2013 - 06:53 .
#1372
Posté 31 mai 2013 - 11:14
spanied wrote...
Wait, is the next version going to be a ME3Explorer mod file or a texmod file? I would be so happy if it were a ME3Ex mod but that many textures would be a pain to log.
Haha tell me about it.
I am compiling everything into the game directory using ME1Explorer to install the textures one by one. Then I am going to select ony the files modified by ME1 explorer and create an installer. This will mean a smaller overall download and no legal issues with .exe or dll file distributions. As for usage, it will be like installing any other software. Choose your directory and click ok.
I will have to break it down into parts for download and hosting reasons and for people who have limited download bandwith/time like Australia for instance. But the test run I did with about 60-70 percent of the textures only took a few minutes to install.
All in all installing should be a painless process, something we ME modders and mod users are not accustomed to.
Modifié par CDAMJC, 01 juin 2013 - 01:52 .
#1373
Posté 01 juin 2013 - 09:14
#1374
Posté 01 juin 2013 - 11:25
OK awesome. I was really not looking forward to manually adding jobs for every different texture like I had to for .mod versions of smarteck's ME3 textures. That took me like 2 days to do. I'm really looking forward to the new version!CDAMJC wrote...
spanied wrote...
Wait, is the next version going to be a ME3Explorer mod file or a texmod file? I would be so happy if it were a ME3Ex mod but that many textures would be a pain to log.
Haha tell me about it.
I am compiling everything into the game directory using ME1Explorer to install the textures one by one. Then I am going to select ony the files modified by ME1 explorer and create an installer. This will mean a smaller overall download and no legal issues with .exe or dll file distributions. As for usage, it will be like installing any other software. Choose your directory and click ok.
I will have to break it down into parts for download and hosting reasons and for people who have limited download bandwith/time like Australia for instance. But the test run I did with about 60-70 percent of the textures only took a few minutes to install.
All in all installing should be a painless process, something we ME modders and mod users are not accustomed to.
#1375
Posté 04 juin 2013 - 06:07





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