Mass Effect 1 Updated/Improved Textures Mod
#1676
Posté 27 juillet 2013 - 11:25
Also I didn't realise until I started playing thru ME1 again how different Anderson actually looks from game to game.
Seriously. In this game he has a bit more blubber round him (you can see it in the face) than he does in ME3.
#1677
Posté 27 juillet 2013 - 01:43
FitScotGaymer wrote...
I thought that the snow white hands were supposed to be gloves, and the white shirt was supposed to be like an undershirt?
Also I didn't realise until I started playing thru ME1 again how different Anderson actually looks from game to game.
Seriously. In this game he has a bit more blubber round him (you can see it in the face) than he does in ME3.
thats common for humans. especially during stressful times
#1678
Posté 27 juillet 2013 - 02:36
Well either that or they gain a lot of weight.rekn2 wrote...
FitScotGaymer wrote...
I thought that the snow white hands were supposed to be gloves, and the white shirt was supposed to be like an undershirt?
Also I didn't realise until I started playing thru ME1 again how different Anderson actually looks from game to game.
Seriously. In this game he has a bit more blubber round him (you can see it in the face) than he does in ME3.
thats common for humans. especially during stressful times
#1679
Posté 27 juillet 2013 - 09:38
CDAMJC wrote...
I have finished re-texturing all femshep skins, again, and all long hairs and one of the pulled back hairs. So I have left 3 hairs untouched the one of the pulled back, the afro and the curly one, because they look alright. Also I changed the female crew cut custom which looked aweful imo, into a bald head with hair follicles a bit like like Jack minus the scaring. Screens to come.
Neat, thanks. I'm still at least two months away from having the time for a ME1 replay, so I guess I'll arrive when the new release and the new tech are pretty mature.
#1680
Posté 29 juillet 2013 - 12:22
#1681
Posté 29 juillet 2013 - 02:14
#1682
Posté 29 juillet 2013 - 03:04
i was told to turn of aa in game, is that right?
#1683
Posté 29 juillet 2013 - 03:13
#1684
Posté 29 juillet 2013 - 10:48
#1685
Posté 29 juillet 2013 - 02:50
Unfortunately texmod is usless for me - 15 min game launch and random crashes. That makes me angry.
Anyway, keep up good work!
#1686
Posté 29 juillet 2013 - 06:07
#1687
Posté 29 juillet 2013 - 06:16
#1688
Posté 29 juillet 2013 - 06:18
#1689
Posté 29 juillet 2013 - 06:48
#1690
Posté 29 juillet 2013 - 07:03
#1691
Posté 29 juillet 2013 - 07:40
#1692
Posté 29 juillet 2013 - 07:43
I would like to ask everyone to please let me know how the installer works for you and if it was painless, that is my goal going forward, amazingly simple install. So let me know if there's anything you would like to see different in the future.
#1693
Posté 29 juillet 2013 - 07:50
Seems that a lot of people are doing it right now. I'll have to wait a little, that is nothing compared with the joy it will bring.
Thanks a lot for all the hard work.
#1694
Posté 29 juillet 2013 - 09:06
Beside's the process of adding textures via ME3Explorer is much faster now thanks to auto-generating mods via Texmod Hash.
#1695
Posté 29 juillet 2013 - 09:29
#1696
Posté 29 juillet 2013 - 09:30
DragonIroh001 wrote...
Will you be updating the tpf versions of your textures found on your BSN projects page? I know it sounds crazy these days, but there are a few people like myself who used ME3Explorer to add the textures and downloading 6/7 GB of files just to update a few textures sounds a bit foolish.
Beside's the process of adding textures via ME3Explorer is much faster now thanks to auto-generating mods via Texmod Hash.
Probably...but not for a while if I do end up doing it. I haven't been using those file names for months (converted everything over to the actual game engine names) and I've added so many new retextures that never had .tpf references. I can give you the short list, the ONLY textures not updated since the last release are the geth, light maps, dynamic shadow (now useless if you do the ME2 shadow tweaks I mention in the readme and OP), and film grain. So to reiterate 4 texture groups 3 of which are relevant. I didn't do list yet of what's new/improved because its so long and I just wanted to get it released, but thinking it is only updating a "few textures" is, while partly my fault, very wrong.
I am sorry for any confusion and misinformation that caused that assumption. This is why I didn't provide any support for MEExplorer with my old version because all of that time spent would then be wasted once this version was released.
So the mod should actually save you time with a ~5.8 GB download and then a ~5 minute install. I know people still use other variations like LOTSB Liara or JeanLucs's textures etc... so install this mod first and then install those after with MEexplorer.
Modifié par CDAMJC, 29 juillet 2013 - 09:49 .
#1697
Posté 29 juillet 2013 - 10:01
#1698
Posté 29 juillet 2013 - 10:04
#1699
Posté 29 juillet 2013 - 10:07
#1700
Posté 29 juillet 2013 - 10:10
JazMac wrote...
CDAMJC that image you linked of nvidia inspector, are those the absolute optimal settings for graphical tweaks in mass effect?
Those are what I use in my latest screenshots, it will hurt performance on anything less than a GTX580 but you can cut the setting to 2x rather than 2x to improve performance and it still looks good. These settings are the only way to get true AA withouth blurring in Unreal games, it's a bummer it's only Nvidia, but its their own driver tweaks, so thanks Nvidia. I highly reccommend SGSSAA if you can use it, I've never seen better AA and those compatibilty setting are absolutely necessary for the AA and AO to work in game.
The other settings are personal preference a negative lod bias adds detail and with SGSSAA you don't get the shimmering you would typically see, and AO is a hit or miss some people love some hate, I use it because t adds a nice depth to the scene.
Optimal depends on your hardware and preference. At best I can say they are optimal for me.





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