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Mass Effect 1 Updated/Improved Textures Mod


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#1526
Darziak

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Alright here you go CDAMJC

Assault Rifles
http://rapidshare.co...943956/ASLA.zip
http://rapidshare.co...120472/ASLB.zip

Shotguns
http://rapidshare.co...191925/BLSA.zip
http://rapidshare.co...955672/BLSB.zip

Pistols
http://rapidshare.co...348725/PSTA.zip
http://rapidshare.co...430447/PSTB.zip

Sniper Rifle
http://rapidshare.co...758043/SNPA.zip
http://rapidshare.co...718168/SNPB.zip

On the Diff texture the Red channel acts as the Diffuse while the Green channel acts as the Specular and the Blue can be left blank but make sure it's left White.

#1527
Catechrism

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A side note just throwing it out there. In dialogue scenes and for whoever is in your party NPC's use higher poly counts than those out of your party and than when not in dialogue. By todays standards we could easily run the game with everyone using the highest quality models which are obviously in the game because we can see them in the aforementioned cases, Is it possible with MEExplorer or any other known way to force the high poly versions. I ask because in a few jarring cases NPC's look terrible until the dialogue sequences see below:

Posted Image
Posted Image

note the shoulder area and the stretching the low poly version does to the textures.

Modifié par CDAMJC, 07 juillet 2013 - 11:16 .


#1528
saltisgood

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^That's a tricky one. I'll start off by saying that I have very little experience in working with the meshes, so anything I say is just me guessing. But if the mesh import stuff gets ported over to ME1 then this should theoretically be possible. In ME3 we can replace individual LODs of meshes so I can't imagine why it couldn't also be done here. I might take a look at it later... a long time later, if WV hasn't tried it by then. But textures are my priorities :)

And on that front I've updated the SVN with the recent features and fixes. Here's the full changelog with some better explanations of how to use the changes. The short version is that I added the TextureFlipBook class textures (film grain, etc), added normal map hash matching, added bulk extracting, added a fix for the low res issue, various fixes, blah blah blah...

I might recreate the mods again with the added film grain and the low res fix, or I may just make a small one that adds in this stuff. We shall see.

If all this is working then I don't think there's all that much more I have to do for ME1. Let me know if there's something I've forgotten or you want added before I move on.

Edit: And I almost forgot, the other addition you guys might be interested in is a TPF repacker. It's the same idea as the Package Build function in TexMod except my version is more stable for large archives. It seems to be working for my extraction code, whether or not TexMod likes it I don't know yet.

Modifié par saltisgood, 08 juillet 2013 - 05:31 .


#1529
Catechrism

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Simply amazing thank you for this!

#1530
TheEye2108

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@saltisgood
Can you tell me witch installation for ME1 you use or even better a link.This rusian version i have is killing me, so i uninstalled it :D


Modifié par TheEye2108, 09 juillet 2013 - 07:14 .


#1531
TheEye2108

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TheEye2108 wrote...

@saltisgood
Can you tell me witch installation for ME1 you use or even better a link.This rusian version i have is killing me, so i uninstalled it :D

Found it newer mind and when i think about it know it whose a stupid question dis is BioWare's forum so yea :D

Modifié par TheEye2108, 09 juillet 2013 - 07:20 .


#1532
Domar

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Hi,

back with a little report.

I've made all changes suggested in the OP and found the result really improving the looks of the game in many cases. I thank you for that. :)

Not sure if everything works the way it should be, however. Take the character below, for example (enlarge image to full size)...

Posted Image

Looks like the hairline has been replaced by shoe-polish. Is the (girlshep) texture upgrade supposed to look like that?

Modifié par Domar, 09 juillet 2013 - 11:52 .


#1533
TheEye2108

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@Domar
Some of those changes only work good with the (DynamicShadowFix.tpf, flimgrain.tpf, LightandShadowMaps.tpf) witch can only be used with TexMod they are not supported in ME1 Explorer yet. Ore you can wait for the standalone install that should come soon.

#1534
Domar

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TheEye2108 wrote...

@Domar
Some of those changes only work good with the (DynamicShadowFix.tpf, flimgrain.tpf, LightandShadowMaps.tpf) witch can only be used with TexMod they are not supported in ME1 Explorer yet. Ore you can wait for the standalone install that should come soon.

Thank you for the feedback. "Thumbs up"

The pic was taken with DynamicShadowFix and LightAndShadowMaps, among other things, enabled through the Texmod, but not the Filmgrain option.

What do mean by "ME1 Explorer"? Anything to do with flycam mode?

#1535
saltisgood

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@TheEye: Dude, they are absolutely supported. I don't know where you get your information from but it's obviously not from listening to me.

@Domar: ME1Explorer is a modding toolset that's for permanently modding your game files rather than running TexMod. It's the ME1 port of ME3Explorer if you've heard of that.

Modifié par saltisgood, 09 juillet 2013 - 04:17 .


#1536
Catechrism

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A few updates on the latest svn Salt,

I've tested the low res fix, works with Garrus but gave Wrex a black face at all distances.

The 128x128 normal maps for keepers and Liara's uniform still aren't replacing properly (AMB_KEE_NKDa_Bas_Norm_Stack and HMF_ARM_CTHh_Liara_Norm respectively). The explorer now let's you replace them and save, all seems well until you are in game. There are still 2 instances for each texture in the explorer. If you replace both instances the models now no longer render a normal map at all, weird. If you only replace one nothing changes in game.

I can no longer create a .mod for light maps in the latest version it says found 0 matching textures, before it was fine do I have to re-scan the files for ME1?.

Modifié par CDAMJC, 09 juillet 2013 - 04:24 .


#1537
TheEye2108

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@saltisgood
yea me stupid :D
But i have a problem know i have to replace all 2800 LightMapTextures is there a way to do it faster as far as i know to make a .tpf i need the names from texmod and the .log. But my textures are the original name  LightMapTexture2D!7391.DDS

Modifié par TheEye2108, 09 juillet 2013 - 05:30 .


#1538
Dns42

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@saltisgood
Great update. I manage to convert most of CDAMJC textures in .mod files and successfully instal them. Most of them work quite fine. I'm happy as hell!

A little sad that after CDAMJC will release a new version of his mod, I'll have to start all over again.

P.S. Goodbye texmod :).

#1539
Domar

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saltisgood wrote...

@TheEye: Dude, they are absolutely supported. I don't know where you get your information from but it's obviously not from listening to me.

@Domar: ME1Explorer is a modding toolset that's for permanently modding your game files rather than running TexMod. It's the ME1 port of ME3Explorer if you've heard of that.

I see. Haven't heard of it.

Thanks for explaining that to me.

Sounds like ME1Explorer would make the life of texture users a lot easier since they wouldn't need to load all those textures every time they start up the comp to play the game. At the possible cost of having a problem when the (modded) save is to be imported into ME2 etc.

Well, I'm gonna stick to a handful of textures that obviously work well with Texmod.

Much oblige for the help, guys.

#1540
Catechrism

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Dns42 wrote...

@saltisgood
Great update. I manage to convert most of CDAMJC textures in .mod files and successfully instal them. Most of them work quite fine. I'm happy as hell!

A little sad that after CDAMJC will release a new version of his mod, I'll have to start all over again.

P.S. Goodbye texmod :).


You wont have to start over the mod will be a self installer like any other wondows installer (not .mod) run once and done.

#1541
Dns42

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CDAMJC wrote...
You wont have to start over the mod will be a self installer like any other wondows installer (not .mod) run once and done.

That's great!

#1542
TheEye2108

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is it just me ore is the http://me3explorer.freeforums.org/ down

#1543
HellBovine

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Really excited about this new update, getting anxious to try it out. Got my ME2 and ME3 updated to use ME3explorer and now just awaiting your update to start my first full trilogy play-through.

#1544
Obau

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I'm sorry to bother, but I cannot make Garrus look "HD". It seems all other textures are fine except for this one. While using TexMod it works fine, so I have no idea what's wrong. I've already installed all the packs you uploaded several times, all together and single and every time the result is the same

#1545
TheEye2108

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did you try this its on the first page
Important: bioengine.ini tweak to fix many normal maps in the game without requiring TexMod. This file is located:

x:\\Users\\xxx\\Documents\\BioWare\\Mass Effect\\Config

Find the following 3 entries:

TEXTUREGROUP_Character_Diff=(MinLODSize=32,MaxLODSize=512,LODBias=0)
TEXTUREGROUP_Character_Norm=(MinLODSize=32,MaxLODSize=512,LODBias=0)
TEXTUREGROUP_Character_Spec=(MinLODSize=32,MaxLODSize=256,LODBias=0)

And change them to:

TEXTUREGROUP_Character_Diff=(MinLODSize=512,MaxLODSize=4096,LODBias=0)
TEXTUREGROUP_Character_Norm=(MinLODSize=512,MaxLODSize=4096,LODBias=0)
TEXTUREGROUP_Character_Spec=(MinLODSize=256,MaxLODSize=4096,LODBias=0)

This will allow you the highest detailed normal maps the game can render without needing TexMod which allows me not to have to modify many many normal maps.

#1546
TheEye2108

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and also i red somewhere else that replacing the 0 at the end to -1 (minus 1) will help to

Modifié par TheEye2108, 10 juillet 2013 - 04:40 .


#1547
saltisgood

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^Just note that any modifications you make using ME1Explorer don't need this hack, and that modifying the LODGroups can cause black textures in-game.

#1548
TheEye2108

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@saltisgood
how is your testing going with leaving only the biggest texture

#1549
Obau

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Fine, it's better, but still not as good as this modification, but thanks for help! So, any idea how to fix Garrus? It's the only texture not working

#1550
Barkbiten

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Try "re-install" just that texture until it works.