Mass Effect 1 Updated/Improved Textures Mod
#1526
Posté 07 juillet 2013 - 09:54
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
Posté 07 juillet 2013 - 10:16


note the shoulder area and the stretching the low poly version does to the textures.
Modifié par CDAMJC, 07 juillet 2013 - 11:16 .
#1528
Posté 08 juillet 2013 - 05:28
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
Posté 08 juillet 2013 - 05:37
#1530
Posté 08 juillet 2013 - 05:47
Modifié par TheEye2108, 09 juillet 2013 - 07:14 .
#1531
Posté 09 juillet 2013 - 07:19
Found it newer mind and when i think about it know it whose a stupid question dis is BioWare's forum so yeaTheEye2108 wrote...
@saltisgoodCan 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
Modifié par TheEye2108, 09 juillet 2013 - 07:20 .
#1532
Posté 09 juillet 2013 - 11:30
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)...

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
Posté 09 juillet 2013 - 02:58
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
Posté 09 juillet 2013 - 04:05
Thank you for the feedback. "Thumbs up"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.
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
Posté 09 juillet 2013 - 04:15
@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
Posté 09 juillet 2013 - 04:18
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
Posté 09 juillet 2013 - 05:28
yea me stupid
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
Posté 09 juillet 2013 - 06:47
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
Posté 09 juillet 2013 - 07:10
I see. Haven't heard of it.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.
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
Posté 09 juillet 2013 - 07:15
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
Posté 09 juillet 2013 - 07:46
That's great!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.
#1542
Posté 09 juillet 2013 - 08:31
#1543
Posté 10 juillet 2013 - 01:56
#1544
Posté 10 juillet 2013 - 04:24
#1545
Posté 10 juillet 2013 - 04:37
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
Posté 10 juillet 2013 - 04:39
Modifié par TheEye2108, 10 juillet 2013 - 04:40 .
#1547
Posté 10 juillet 2013 - 04:59
#1548
Posté 10 juillet 2013 - 05:03
how is your testing going with leaving only the biggest texture
#1549
Posté 10 juillet 2013 - 05:50
#1550
Posté 10 juillet 2013 - 06:17





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