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Mass Effect 1 Updated/Improved Textures Mod


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#1426
vicus

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Darzkai wrote...

My current WIP
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Not sure if I should continue on this, need people's opinions.


Neat.

#1427
Catechrism

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Thanks so much saltisgood. I know just up-scaling doesn't increase quality, the light maps are very easy to re-texture, first I upscale, then blur the crap out of them while not blurring certain parts like buttons and computer interfaces if they are included in the same texture and save uncompressed. This removes the pixelation. like this:

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So basically I was hoping I could keep the A8R8G8B8 dds format so I don't have to tediously re-size them and then add compression (there are 199) but if you think it will cause an issue I don't mind it will just take time.

#1428
saltisgood

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Okay CDAMJC, you may have a point. I hadn't realised the game versions were that bad. So I ran some tests to look at the difference between the 24/32 bit versions and the equivalent DXT compressed ones. This is a DXT1 at 2K. I just took your one and upscaled it by a factor of 2 in photoshop (click for full res).
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And this is a DXT1 at 4K (photoshop upscaled by 4)
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Personally it looks like the DXT version only catches up to the 24 bit version at the 4K mark. The 2K still seems to have some artifacting. On that criteria it would seem that the 24 bit is superior for the file size (4MB vs. 10.6MB). I'm having a look at the feasibility of allowing you to change to a 24-bit format. The main problem is that v8u8s and 24/32-bit uncompressed dds don't use 4ccs to identify themselves, so I'll have to add in some extra code to identify them. I will report back later.

#1429
Art3m

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Well I just hope with all texture imrovements thanks to saltisgood's instruments and CDAMJC's hard work on textures themselves ME 1 will be once again the best of ME franchise. Keep the good work guys, you rock. And a question for the future- will it be possible to bring back breathe tubes to the helmets in ME 2 nd 3? Cause it's really strange why BW dropped them out in the first place.

Modifié par Art3mShepard, 30 juin 2013 - 11:31 .


#1430
saltisgood

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Got an update on the whole lightmap issue. Yes, you can definitely use your 32-bit format (A8R8G8B8) in the game. I've also wrote the code to accept those as mipmapped dds instead of tgas. Since the lightmaps (at least the ones I've seen) don't use the alpha channel I was trying to get it to accept the 24-bit R8G8B8 but it looks like that's a bust. Every time I tried it just crashed the game. Here's the 1K result (with 32-bit):

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It's hard to tell, especially with the film grain, and it might be my imagination but I think it may have a slight benefit in quality compared to the 2K DXT and is definitely an improvement on the stock DXT. At this point I'm considering allowing a mod creator full control on the format to be used. So if you gave it a DXT1 texture, the program would change the object to use DXT1s, if you gave it a 32-bit, it would change the object accordingly. That would obviously only occur with a mipmapped input, otherwise you'd end up with errors in game.

In that case you'd be allowed 5 texture formats to work with (DXT1/5, V8U8, ATI2, A8R8G8B8) plus the G8, which is super rare. As long as your input textures were any of those and they were fully mipmapped they would be accepted. The responsibility would then be on the mod maker to be sure that you're providing the correct number of channels/ compression for the job. That is an option that I may choose to implement.

Edit: And here's what happens if you screw up your files when testing
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Modifié par saltisgood, 30 juin 2013 - 05:27 .


#1431
Eduardo911

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is someone able to host a prebuilt copy of the latest svn that works? I don't have the means to build it here, and the binary version available on the site refuses to work using the instructions provided (i'm guessing because it can't find my install. its the steam version so its at "D:\\Program Files (x86)\\SteamLibrary\\steamapps\\common\\Mass Effect" which is in the 64bit version of the registry Path entry. but whenever i run the mods as instructed it sits at 0/195 for a couple seconds then just says it's finished, and nothing has been changed in my install)

#1432
Eduardo911

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actually i take that back, it looks like some of the .mod files are to blame? if irandomly select chunks of mods from everything, some of them work, and some of them just immediately say finished

tried redownloading and same results. i know AllianceFormal.mod for sure is one of the culprits

#1433
Catechrism

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A8R8G8B8 accepted with mip maps! you are great saltisgood!

#1434
MrRich76

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saltisgood wrote...

^Double check that you've installed the GarrusHead mod. If that didn't work then you should check whether the program thinks you've installed it (i.e. if it's present in the game files). You can do that by opening ME1Explorer and going to the Texplorer. Then you can open:
[InstallDirectory]BioGameCookedPCPackagesGameObjectsCharactersHumanoidsTurianBIOG_TUR_HED_PROMorph_R.upk
Inside this file should be a texture called: TUR_HED_PROGarrus_Diff_Stack
Click on that and click on Properties/View Properties. If the dimensions are 4096x4096 and the LODGroup is TEXTUREGROUP_LightAndShadowMap (the ShadowMap gets cut off, I need to fix that), then it should be installed correctly.

Either way you can try installing it again. There's no problem with doing that, the files just get a little bigger.


Reinstalling fixed it, seems like a bunch of them did not install when running en masse.

Installing them individually worked and didn't take too long (about 1.5 hours), I only need to launch without texmod a half dozen times to have more than that time back :-) 

Kudos!!

#1435
Fog.Gene

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@Eduardo911, I might be wrong on this, or perhaps I don't get what you were trying to say, but you should not need to compile the SVN with Visual Studio once downloaded. That version has a precompiled ME3Explorer.exe. Just download the SVN and use it normally by launching it from the executable found in the debug folder.

Modifié par Fog.Gene, 01 juillet 2013 - 11:44 .


#1436
CuraeL

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Fog.Gene wrote...

@Eduardo911, I might be wrong on this, or perhaps I don't get what you were trying to say, but you should not need to compile the SVN with Visual Studio once downloaded. That version has a precompiled ME3Explorer.exe. Just download the SVN and use it normally by launching it from the executable found in the debug folder.


I had an .exe in the first one I downloaded. In ths SVN one Salt told us about I don't seem to have an exe in any of the debug folders.. - I'm fine with compiling it in VS tho.. Can't find any .exe.

Modifié par CuraeL, 01 juillet 2013 - 03:12 .


#1437
Fog.Gene

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Well that's a surprise. Never mind my post then.

#1438
CuraeL

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Fog.Gene wrote...

Well that's a surprise. Never mind my post then.


I cannot..
Must.find.debugfolder.

EDIT: found it.. Sigh.

[DriveAndStuffs]:\\ME3Explorer\\bin\\Debug

Modifié par CuraeL, 01 juillet 2013 - 07:04 .


#1439
Barkbiten

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I'm having a problem with some of the .mod files, Misc+GethTransport for example. It just installs the first texture and then it says All Mods Installed Successfully. The texture it installs is Alarm_Sensor_01_Diff or atleast according to the debug window.

Another .mod file i'm having the same problem with is AllianceFormal and yes i have the latest version of Me3explorer

#1440
Eduardo911

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yep same here still

and what i mentioned re: the svn is that i didnt have a means to download it, but now i do (and still having the problem mentioned above)

very curious

#1441
MokChaoticran

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@Barkbiten,Eduardo911

You'll have to do it one file at a time by hand with the debug window open, see which file installs then use Run Some... and untick the ones you've already installed until each installs correctly. It's painstaking work but for now it's the only way to get this done. Personally I'm impressed with the results, but I'm still excited for the official release of CDAMJC's new version more.

Modifié par MokChaoticran, 02 juillet 2013 - 01:25 .


#1442
Barkbiten

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MokChaoticran wrote...

@Barkbiten,Eduardo911

You'll have to do it one file at a time by hand with the debug window open, see which file installs then use Run Some... and untick the ones you've already installed until each installs correctly. It's painstaking work but for now it's the only way to get this done. Personally I'm impressed with the results, but I'm still excited for the official release of CDAMJC's new version more.


Oh thx man, didn't think of doing that. : )

#1443
Barkbiten

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I've installed the textures now and it works fine except for the dude on Feros David Al Talqani

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Yeah... then there's Pressly's white hands but i read some other forum posts that it will get fixed.

Modifié par Barkbiten, 02 juillet 2013 - 09:21 .


#1444
Darziak

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Decided to transfer the Vindicator Rifle to see what it would look like. It's not perfect since the parts are all arranged differently and that the diffuse is a mix of specular.

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Edit - better looking version.

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Modifié par Darzkai, 03 juillet 2013 - 12:13 .


#1445
butlus888

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@up
*dat asari face*

Does anyone know(especially CDAMJC) the approximate date for the new version to be released ?

#1446
Catechrism

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The faces will be fixed in the new version, apparently I missed a few scalps in the old version :( With my testing those seams are gone and I made sure to get every scalp, not just the ones available to character customization.

#1447
TheEye2108

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Modifié par TheEye2108, 03 juillet 2013 - 03:41 .


#1448
saltisgood

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I've released a SVN update which will hopefully address any issues you guys have been having on installation. It will also tell you what the error is on an installation failure rather than just saying it went successfully. Full changelog is here, but the short version is that stability is greatly improved and 8/24/32-bit mipmapped texture import can now be done with dds files.

I mentioned above that I was considering giving the modder full control on texture formats for mods, but I think now it's a bad idea. Whilst I was testing it out I was getting a random crash in game that I *think* was caused by changing the formats. And whilst it was seemingly repeatable I wasn't able to pinpoint what was causing it. And if I don't know what's causing it, I can't stop it from happening. So for now that's disabled.

However, the lightmaps seem to be okay with it so those are enabled. And what this means, CDAMJC, is that every lightmap in your pack is automatically turned into a mod in the Mod Generator. And so I was able to finish the .MODification of the last texture pack in about 5 seconds. Download link is below. So if you want to replace a lightmap you can use 24 or 32-bit formatted textures (24-bit ones are automatically converted to 32-bit). USE WITH CAUTION! There's no safety mechanism on that. If you chuck in a bad format it will still allow it.

As usual, if there are any issues please report it on the bug reports thread in the ME3Explorer forums, or quick enquiries here. I did change a fair few things, but it seems like it's all good. I did a complete reinstall of all the mods and it was all good.

Download the LightMaps Mod (reupload)

^The lightmaps mod is only 45mb compressed and it installs super quick. Enjoy!

Modifié par saltisgood, 04 juillet 2013 - 08:28 .


#1449
Dns42

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saltisgood
I get this error when install some of the mods. :(
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Modifié par Dns42, 03 juillet 2013 - 03:49 .


#1450
Crowbar01

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Edit: The Script error is for HMF_ARM_MEDa_Sim_Diff_Stack it seems

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trying to install 92 to 90, obviously

Edit 2: I'm getting a few of these, ashleys head etc. All trying to find the same file in the wrong place.

Edit 3: it seems the only error I'm getting is whatever it's meant to replace in UNC92 i assume, or UNC90, i don't know so I don't even want to try and fix the script for the file! (Thats ANY file in UNC, i've removed jobs to test and get that same UNC90 \\ BIOA_UNC92 error with multiple .mods)

Modifié par Crowbar01, 03 juillet 2013 - 04:57 .