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Mass Effect 1 Updated/Improved Textures Mod


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#1551
TheEye2108

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@Obau
can you upload a screenshot of garrus with mod

#1552
Obau

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Garrus with the mod using TexMod
Posted Image

Garrus with the mod using ME3Explorer
Posted Image

Garrus with the mod after changes in Config folder files

Posted Image

 


 

#1553
TheEye2108

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 it looks like the texture is not replaced at all try to replace the texture by finding it in texplorer under garrus right click on TUR_HED_PROGarrus_Diff_Stack then Replace>Add biggest and if you do not the texture on its own here it is 
www60.zippyshare.com/v/42206582/file.html

#1554
mati140

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Hi,

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
saltisgood

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I wasn't aware that CD Projekt published ME1 in Poland, that's pretty cool. Back on topic, it's pretty easy to fix any localisation issues with ME1Explorer yourself. If I had the files myself I could do it, but since I already make the tools that make this possible I think I do enough. Besides there's plenty of different languages out there.

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
Obau

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@TheEye2108
Thanks, it finally works as it should :) Now I only need to check if any other textures were not installed as well.
@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
pigosso

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@saltisgood
as you can see i have exactly the same problem (with the italian -steam- version of the game)

Posted Image

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
saltisgood

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^First of all, that mod that you're using is bugged. The whole reason I updated it is because it's wrong. You can see that it's looking for a ***UNC92*** file in the UNC90 folder. That was because I'd messed up my files.

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
mati140

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Ok, thanks, 2 more questions here:
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
saltisgood

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The textures look the same but with some of them I had to modify their format to get them in the game, primarily the normals. All the normals are in the wrong format, which is fair enough since the true format wasn't known at the time. There isn't actually an option to grab the data from the mod files at the moment, I might put that in. If you're patient enough you can also open up the file in a hex editor and grab it, but that would be a massive pain.

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
mati140

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Ok, thanks.

#1562
Obau

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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".

Modifié par Obau, 12 juillet 2013 - 10:41 .


#1563
HellBovine

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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".

I'm pretty sure that is the way you are suppossed to install these mods.

#1564
saltisgood

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No that's definitely not how they're supposed to be installed. Which version of the program are you using? Because the sourceforge copy is getting pretty old now and is way behind on bug fixes for ME1.

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
Catechrism

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Sounds great I will be testing/modding with this after work and through the weekend!

#1566
TheEye2108

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@CDAMJC
Cant wait for your next update to start playing ME1 :D

#1567
Catechrism

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Salt, I am still getting black textures using vanilla files, replacing the texture, and then applying the low res fix in that order, also re-scanned files before I change anything. Am I doing something wrong? Should I be trying the new one size fits all?

edit: new version not released yet forget this comment

Modifié par CDAMJC, 13 juillet 2013 - 04:57 .


#1568
Ghostwise

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 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. B) It's meant to be simple advice for beginners, after all, so it's worth stating. 

#1569
Crowbar01

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Ghostwise: or for people like me that forget nvidia inspector exists for this reason, hah.

#1570
Catechrism

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Yes! I use those sparse grid super sampling and high ambient occlusion settings and the game has never looked better, I don't even bother with FXAA or Sweetfx anymore. I wish it wasn't Nvidia only because I now the cards a little more pricey on a dollar to performance ratio, but I have to give Nvidia props for their excellent driver customization options.

#1571
Catechrism

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Saltisgood, you salty dog you did it! ME1 seems fully glitch free with ME1Explorer...thank you for your tremendous contributions!

#1572
Crowbar01

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 saltisgood: After updating to the latest SVN (464) and seeing that it's reduced glitches in ME1 I've tried reinstalling the mods, and I wonderfully get this:

Posted Image

edit: the only .mod to work for me is the lightmaps

Modifié par Crowbar01, 16 juillet 2013 - 03:37 .


#1573
saltisgood

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^Make sure your files aren't corrupt. The last guy who said this to me had corrupt files.

#1574
Crowbar01

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Regrabbing mod files and the SVN copy as fresh, see what happens

#1575
Crowbar01

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same problem as soon as it gets passed the light maps, fresh mod and SVN installs (so P1, P2, P3, P4 files)

Modifié par Crowbar01, 16 juillet 2013 - 05:36 .