Mass Effect 1 Updated/Improved Textures Mod
#1551
Posté 10 juillet 2013 - 06:22
can you upload a screenshot of garrus with mod
#1552
Posté 10 juillet 2013 - 08:40

Garrus with the mod using ME3Explorer

Garrus with the mod after changes in Config folder files

#1553
Posté 10 juillet 2013 - 09:56
www60.zippyshare.com/v/42206582/file.html
#1554
Posté 11 juillet 2013 - 10:32
I've been trying to install the .mod files provided by Saltisgood, but I've ran into:
"Error occured: Export is not correct class or name"
I've read at page 59 that this error is related to localisation. I have an original Polish version with Bring Back the Sky DLC included. So, I've uninstalled the game and installed it in English. However, the problem persists. Although I've installed English version from scratch, it still has a footprint of Polish publisher (CD Project) in form of a crappy splash screen. Note that language appears as international (INT) in BIOgame.ini and that DLC news appear in launch screen while they didn't when I tried changing language manualy (changing POL to INT in BIOgame.ini).
Does this mean that I'll have to buy the game again, this time in English-only version, to use this mod when the final (installer) version comes out? Is there any chance for localisation problems to be solved in MExplorer or is the localisation so messed up that there is no hope?
#1555
Posté 11 juillet 2013 - 10:56
What I will do is release a tpf, or a set of tpfs that contain all the files formatted exactly as they should be. Once you have that all you need to do is open up ME1Explorer's Texplorer tool, get it to scan your files and then click on generate mod. Install the mod. Done. Seriously, that's all there is to it. There's no need for anything drastic like uninstalling or buying a different copy. 5 minutes will fix any problems you have.
It is theoretically possible to create an installer that would ignore localisation and just install exactly where everything should go but it would be incredibly inefficient. This way is much much faster.
Edit: Oh and Obau, I would imagine your problem is localisation as well. It's clearly not installing Garrus as part of the mod and that's the primary cause.
Modifié par saltisgood, 11 juillet 2013 - 11:07 .
#1556
Posté 11 juillet 2013 - 01:16
Thanks, it finally works as it should
@saltisgood
It looks like I have the same version as mati140 and it it may be the problem. But surprisingly I had no issues during the installation.
#1557
Posté 11 juillet 2013 - 01:37
as you can see i have exactly the same problem (with the italian -steam- version of the game)

with the old version, as soon as the mod tool came this point it returned an installation finished box
now it (correctly) reports that i miss the eng files
wouldn't be feasible making me3explorer treat dynamically the locatized files?
or something like checking all the possible localization string in the file names? (assuming that the internal asset that you are replacing is not localized and the internal structure is the same for every translation)
like
if file_name not found then
look for file_name_loc_it
else
look for file_name_loc_pl
else
look for file_name_loc_es
................
and so on
or something similiar (forgive my humble programming concepts)
Modifié par pigosso, 11 juillet 2013 - 01:40 .
#1558
Posté 11 juillet 2013 - 01:59
And as for dynamically treating the files, yeah that's easy to do but it doesn't work. You'd need to read up on the structure of unreal 3 files, but the idea is that all of the objects are presented in a list. The only way to uniquely identify an object is by the position in the list and cross referencing with all the other files. So whilst it's easy to find a file with a different localisation filename, the list positions are different in general and so you can't correctly identify what you want to mod. You can see this because the errors that people are getting due to localisation is not due to the program missing a file, but because the item that it finds in the list is not what it wants.
Like I said above, if you just generate the mod file yourself it will skip all these problems.
#1559
Posté 11 juillet 2013 - 03:38
1. Are the textures you provided in mod files the same textures as those in Full Pack downloaded from moddb as tpf? If not, how do I extract mod files to generate them again?
2. If I install the .mod files generated from tpf do I need to do the .ini fixes from first post, or will the game use the correct versions without further fixes?
#1560
Posté 11 juillet 2013 - 04:31
No .ini fixes are necessary if you install via a mod (or Texplorer). The reason is that the program forces all the textures to use the TEXTUREGROUP_LightAndShadowMap LODGroup, which if you check it in the .ini file has a default max size of 4K. Raising any of the LODGroups' default max sizes runs the risk of showing black textures in-game.
#1561
Posté 11 juillet 2013 - 05:47
#1562
Posté 12 juillet 2013 - 10:40
Edit: And also when I use "Run/Run some" it is the same as with "Run/Run all".
Modifié par Obau, 12 juillet 2013 - 10:41 .
#1563
Posté 12 juillet 2013 - 01:53
I'm pretty sure that is the way you are suppossed to install these mods.Obau wrote...
I've "played" a bit with ME3Explorer and this mod and I found out that in fact no textures were installed at all. The mod says they are, but when I open ME1 Texplorer it showes textures are still in low resolution. So, I tried something else. I opened the ME3E Mod Maker and loaded the mod, then the full list of what's inside the mod appeared and instead of using "Run/Run all" I installed them one by one by double-clicking. And surprisingly it works! To be honest, installing them this way is a bit annoying but at least it works as it should be. Any idea what's the problem in running them all at once?
Edit: And also when I use "Run/Run some" it is the same as with "Run/Run all".
#1564
Posté 12 juillet 2013 - 04:49
Also, I've found out that removing all the miplevels except for one doesn't stop the black texture problem for Wrex and Garrus on the Normandy, but I think I've found for real what does. If you explicitly store all levels of the textures inside the file rather than relying on the game looking up another file it works better. So a combination of removing mip levels to stop the low res bug and then locally storing them all seems to be the magic trick for them.
#1565
Posté 12 juillet 2013 - 08:38
#1566
Posté 13 juillet 2013 - 07:07
Cant wait for your next update to start playing ME1
#1567
Posté 13 juillet 2013 - 04:25
edit: new version not released yet forget this comment
Modifié par CDAMJC, 13 juillet 2013 - 04:57 .
#1568
Posté 15 juillet 2013 - 10:11
thanks so someone who post this
http://www.writeups....hp?id=5322#900 The last part, Playing Mass Effect in 2013 gives some nice tips for a better looking.
I've added two sentences of advice so people don't end up running three different anti-aliasing engines on top of each other.
#1569
Posté 16 juillet 2013 - 03:59
#1570
Posté 16 juillet 2013 - 04:53
#1571
Posté 16 juillet 2013 - 05:26
#1572
Posté 16 juillet 2013 - 03:23

edit: the only .mod to work for me is the lightmaps
Modifié par Crowbar01, 16 juillet 2013 - 03:37 .
#1573
Posté 16 juillet 2013 - 04:53
#1574
Posté 16 juillet 2013 - 05:12
#1575
Posté 16 juillet 2013 - 05:35
Modifié par Crowbar01, 16 juillet 2013 - 05:36 .





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