Aller au contenu

Photo

Mass Effect 1 Updated/Improved Textures Mod


  • Veuillez vous connecter pour répondre
2548 réponses à ce sujet

#2276
geth47

geth47
  • Members
  • 1 342 messages

I can´t believe this is ME1! Man, what an improvement! I feel curious to try, but I´m always scared of bugs and crashes. I tried to use improved textures once, but the n7 armor looked weird, and the shadows over the faces had a strange look. 

 

Could someone post pictures of the geth? Were they re-done? The close-up during the scene just after they set up the explosives would be nice. 



#2277
Catechrism

Catechrism
  • Members
  • 937 messages

I can´t believe this is ME1! Man, what an improvement! I feel curious to try, but I´m always scared of bugs and crashes. I tried to use improved textures once, but the n7 armor looked weird, and the shadows over the faces had a strange look. 

 

Could someone post pictures of the geth? Were they re-done? The close-up during the scene just after they set up the explosives would be nice. 

 

 

Read the readme to avoid crashes and fix shadows you don't like and the N7 armor had a fix, but I've now added a new fix that doesn't require demanding AA either way the information has always been in there to fix the things you say you didn't like, but people do need to take the time to read. There no way around it.  

 

here are the geth:

 

Geth2.jpg


  • geth47 aime ceci

#2278
Darziak

Darziak
  • Members
  • 102 messages

Here's a quality difference on the Geth Trooper with the Diffuse Texture :)


  • Mechanic, Blad3Zer0, Catechrism et 1 autre aiment ceci

#2279
geth47

geth47
  • Members
  • 1 342 messages

Kudos to the persons who were involved with this project. Unlike some modders who truly innovate and go far beyond the original source material, they tried to offer a vast improvement over the ME1 graphics while still trying to remain faithful to the game visual identity. I´m really astonished. The new textures try to follow the lines of the original without deviating from the creator´s vision. Bravo! Really a superb job! I liked in particular what they did with the volus. 



#2280
Blad3Zer0

Blad3Zer0
  • Members
  • 106 messages

I realize I'm probably in the minority here, but I rather liked the alterations to the FemShep complexion(s) you did for the previous versions of this mod and created a Shepard with that alteration in mind. Out of curiosity, might you have preserved those textures in a separate .tpf somewhere?



#2281
Catechrism

Catechrism
  • Members
  • 937 messages

I realize I'm probably in the minority here, but I rather liked the alterations to the FemShep complexion(s) you did for the previous versions of this mod and created a Shepard with that alteration in mind. Out of curiosity, might you have preserved those textures in a separate .tpf somewhere?

 

this should have the old versions: http://social.biowar...ect/5275/#files



#2282
Phalanx

Phalanx
  • Members
  • 33 messages

I think it was discussed before, but I can't remember the verdict; what would be involved in giving the Normandy's crew these uniforms:
Casual_Citadel_Uniform.png
Going a step further; what about this for Shepard, Ashley, Kaiden, Jenkins & Fredricks?



#2283
Ghostwise

Ghostwise
  • Members
  • 99 messages

CD, did you make notes of your Generic ENB usage and settings somewhere ? I'd like to experiment a bit, and IIRC it's only mentioned in passing in this thread.



#2284
Blad3Zer0

Blad3Zer0
  • Members
  • 106 messages

I think it was discussed before, but I can't remember the verdict; what would be involved in giving the Normandy's crew these uniforms:
Casual_Citadel_Uniform.png
Going a step further; what about this for Shepard, Ashley, Kaiden, Jenkins & Fredricks?

Currently this is not possible as the uniform in that image is a different mesh. Until we have mesh importing capability for the ME1 portion of the Explorer tools, this will remain the case.


  • Catechrism aime ceci

#2285
Catechrism

Catechrism
  • Members
  • 937 messages

I just uploaded fixed versions of the new mod, apparently the chairs on the normandy had the black texture glitch and I missed it on in my initial testing.  Now I have corrected the issue by compiling a new mod with a newer version of MEExplorer to which also helped with stability issues.  

 

Also one setting in the bioengine.ini that really helped hitching is:

 

[TextureStreaming]

PoolSize=2048
 
Also ultimate shadow settings which may hurt performance (I didn't notice a hit, but my rig is overkill):
 
ShadowFilterRadius=5
DepthBias=.008
MinShadowResolution=16
MaxShadowResolution=4096
 
ShadowFilterQualityBias=4 (can go up to 8 but I couldn't notice a difference after 4)
 
So I played with the values and explored what other games were doing, particularly Batman Arkham City where the "16" came from
also the last setting makes the best difference to smooth out shadows.
 
Remember to clear shader cache after installing the mod to remove the "dot" shadow effect.
 
So feel free to play with these settings but this is what I am currently using and find it a good compromise between realistic shadows and "glitchy shadows"

  • Ghostwise aime ceci

#2286
CptFalconPunch

CptFalconPunch
  • Members
  • 466 messages

Currently this is not possible as the uniform in that image is a different mesh. Until we have mesh importing capability for the ME1 portion of the Explorer tools, this will remain the case.

And is anyone working on it? Mesh importing or editing would be awesome in mass effect 1



#2287
Ghostwise

Ghostwise
  • Members
  • 99 messages

I've been running into a curiosity and wondered if anybody experienced the same.

 

When I take tiled shots during dialogue scenes (i.e., after having selected a line on the dialogue wheel) the cells of the tiled shot present different levels of brightness, borking the shot up. For instance :

 

Highres_Screenshot_00005.jpg

 

Some cells are clearly brighter or darker. Has anybody else run into this ?

 

(I'm using the ME2 shader .usf files, and the shadow settings from the post above. This specific shot is a TiledShot 2 1080, but it happens for other multipliers and overlap values).



#2288
Darziak

Darziak
  • Members
  • 102 messages

I've been running into a curiosity and wondered if anybody experienced the same.

 

When I take tiled shots during dialogue scenes (i.e., after having selected a line on the dialogue wheel) the cells of the tiled shot present different levels of brightness, borking the shot up. For instance :

 

I haven't seen that in my tests.



#2289
Ghostwise

Ghostwise
  • Members
  • 99 messages

I haven't seen that in my tests.

 

Then it's time for an exciting sequence where I waste hours changing lighting-related settings to see what corrects this effect. :-)

 

EDIT - ain't the shader cache, ain't the ambient occlusion, ain't any shadow setting I could find, ain't the tiledshot syntax itself AFAICT... ain't using the ME2 shaders... mmm... ain't the bloom...

 

EDIT - I think it might be some sort of vignette effect, actually, rather than lighting.



#2290
Catechrism

Catechrism
  • Members
  • 937 messages

That shot definitely looks like NVidia's new HBAO+ ambient Occlusion rearing its ugly head (it does this in ME).  I have seen similar results in certain shots, though nothing quite that bad, but very similar.  The HBAO is too strong and reveals the low polys of the characters. I've also seen it in Assassins Creed 1 so I'm guessing its an Unreal Engine compatibility issue.  To avoid it I have to set the AO value in NvidiaInspector to max quality and leave it on Mass Effect AO compatibility.  The issue is noticeable in some scenes but nothing that glaring. Also you can't run the game using all of ME2 shaders or it will crash, which ones are you using to avoid crashing?


  • Ghostwise aime ceci

#2291
Ghostwise

Ghostwise
  • Members
  • 99 messages

That shot definitely looks like NVidia's new HBAO+ ambient Occlusion rearing its ugly head (it does this in ME). 

 

Interesting, thanks; lemme test.

 

Okay, the diagnosis is correct - with both Ambient Occlusion Usage set to "Disabled" and Ambient Occlusion Setting set to "Off" in Nvidia Inspector, the issue vanishes. Simply setting usage to "Disabled" but leaving the setting on "High Quality" didn't solve the issue for some reason, fooling me into thinking it wasn't an AO issue. The compatibility bit remains 0x00000020 (Mass Effect) in all cases.

 

A quick test with AO set on "Quality" rather than "High Quality" shows little improvement, unfortunately :

 

AO_Quality.jpg

 

I'll try lower qualities once I've finished my current work.

 

 

About the shaders, I experimented for a bit with the ME2 .usf files BranchingPCFCommon.usf, BranchingPCFModProjectionPixelShader.usf and BranchingPCFProjectionPixelShader.usf -- but I've reverted to the ME1 versions while doing tests about my TiledShot issue.

 

 

The old vignette effect that plagued TileShot on (some ? most ? all ?) NVidia cards is still present for me, BTW - using a GeForce 770 with the latest non-beta drivers. The traditional fix of disabling the post-processing on two lines in the bioengine.ini file does work fine, though.



#2292
Ghostwise

Ghostwise
  • Members
  • 99 messages

I'll try lower qualities once I've finished my current work.

 

 

As it happens there are only three settings, so let's check performance. More or less the same shot, one in TiledShot 3 1920 and the other in TiledShot 2 since lower TiledShot settings tend to attenuate the effect :

 

AO_Performance_TS3.jpg

 

AO_Performance_TS2.jpg

 

Much better, but there's still a clear bug under her mouth on Performance / Enabled Nvidia AO.

 

At this point all that Nvidia really does is is the anti-aliasing, texture filtering LOD and texture filtering quality. Deactivating the Mass Effect post-processing in the .ini to avoid the vignette effect ruining TiledShots also, to my knowledge, takes out the in-game Bloom (and the Depth of Field, but I don't like DoF anyway).

 

So I am vaguely wondering whether I'm not served deactivating the NVidia Inspector anti-aliasing and going instead for SweetFX with aggressive SMAA, conservative Bloom and Dither, and perhaps a tiny bit of Vibrance. I also wonder how widespread these issues are among NVidia users, though all this stuff is only a problem if you need to take TiledShots. Which I'd imagine isn't a huge population.



#2293
Catechrism

Catechrism
  • Members
  • 937 messages

Yeah I think it's just their new form of ao they used to use SSAO a few drivers back, now they use HBAO+ which is glitchy with a lot of older games :/.  So I just disable it lately I wish we could select which one to use give us both the old method and new method as options.



#2294
Ghostwise

Ghostwise
  • Members
  • 99 messages

Yeah I think it's just their new form of ao they used to use SSAO a few drivers back, now they use HBAO+ which is glitchy with a lot of older games :/.  So I just disable it lately I wish we could select which one to use give us both the old method and new method as options.

 

Now that I look again, Performance HBAO+ isn't *that* bad even with a TiledShot 2 - and from reading up I'm getting the impression it might be the more reasonable compromise. Namely, solid AO that looks good in the environment at the cost of some artefacts when I do closeups - but if it's a closeup shot, TiledShot is dispensible, isn't it ?

 

So, more testing and more shots will ensue to see whether Performance is indeed workable. :-) But with your information about HBAO+, I now understand a glitch I had in Everquest 2, and from further reading what to avoid in Assassin's Creed 1. I kinda like older games.

 

And apparently HBAO+ used to be even worse with ME1 and AC1, making surfaces completely dark. So they *did* make an effort to make their tech compatible with some old games relatively few people play, which I suppose is the best we can expect. 

 

EDIT - furthermore the one glitch on my Femshep is because of her heavily mixed features - the African-ish large mouth with the European-ish marked chin make for a sharp angle and ME1 doesn't have enough polys to handle that. Somebody with a more rounded face, like Captain Anderson, is pretty much problems-free on Performance HBAO+.



#2295
Ghostwise

Ghostwise
  • Members
  • 99 messages

I accidentally took a good photo of your Anderson tex in DRAMATIC LIGHTING !

 

Anderson_ME1_h5.jpg


  • Darziak aime ceci

#2296
Blad3Zer0

Blad3Zer0
  • Members
  • 106 messages

And is anyone working on it? Mesh importing or editing would be awesome in mass effect 1

To my knowledge, no one has worked on adding new features to the ME1 Explorer set in quite a while, not since Texplorer was added. Most of the attention has been focused on the ME3 suite. So unless a newcomer coder takes interest in ME1, I doubt it will happen.



#2297
Darziak

Darziak
  • Members
  • 102 messages

Took these Screenshots to show off the amazing work you put into Nihlus Armour.  :)

 

MassEffect2014-03-2821-43-51-83.jpg

MassEffect2014-03-2821-43-54-01.jpg


  • Catechrism aime ceci

#2298
Ghostwise

Ghostwise
  • Members
  • 99 messages

Aaargh, ME1 reset its .ini files to default *again*. Curse ye, toole of yon devile.

 

But despite these soul-crushing difficulties, here's Ash avenging Dog Squad one bullet (well, hyper-accelerated sliver) at a time :

 

Ashley_Williams_2014_h1.jpg



#2299
CptFalconPunch

CptFalconPunch
  • Members
  • 466 messages

Took these Screenshots to show off the amazing work you put into Nihlus Armour.  :)

 

MassEffect2014-03-2821-43-51-83.jpg

 

Huh? The lighting seems... better? Did you use any external programms or just the modders settings?



#2300
Darziak

Darziak
  • Members
  • 102 messages

Huh? The lighting seems... better? Did you use any external programms or just the modders settings?

 

I use SweetFX http://sfx.thelazy.n...mes/preset/598/ :)