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Mass Effect 1 Updated/Improved Textures Mod


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#2351
CptFalconPunch

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The lighting is me trying out Smarteck's ME3 cinematic mod: https://onedrive.liv...AFsOSNj_xhDHvxE

 

I like it a lot.  I use the ME3 preset version he has combined SweetFX and ENB at the same time to give an Unreal Engine 4 look.  I think it works pretty nice for ME1.

Yes, very nice. I have no idea how lighting works beyond bump maps but it adds a nice subtle flavor to the game. Looking forward to more posts, you have me excited here :lol:



#2352
BloodyMares

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Shepard's model has one arm mapped specifically to a certain part of the texture (the one that contains the stripe) all other models mirror one arm.  But Shepard's model is UV mapped for both.  Fixing/changing this is something not currently supported using ME1Explorer.

But you could give him 'N7' label with red stripe on this alliance armor, right? And to change two yellow stripes to three black stripes (as shown in ME3 military coat) to match his 'Commander' rank. Or would every other officer wearing this armor also have 3 black stripes because of that?



#2353
AkodoRyu

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@Catechrism, do you know why Shepard is the only one who gets N7 and red stripes on Onyx armor and not the others? I have a suspicion that Shepard's texture is unique and everyone else is using different texture.

 

Difference comes from the fact that there are two armour models for each armour rating, one is prepared exclusively for Shepard and one for the rest of the crew. They have a slightly different UV mapping for the right chest, arm and shoulder pad. The textures are exactly the same for everyone.

 

http://i1070.photobu...zps9136f4aa.jpg

http://i1070.photobu...zps1c99924f.jpg

 

So if you swap textures for these two models, it would look like this:

 

http://i1070.photobu...zpse36ce5c9.jpg

http://i1070.photobu...zpsc24a329f.jpg

 

Funny thing though, this specific model with different UV is used only for the iconic armour.


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#2354
BloodyMares

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@AkodoRyu, thanks for this clarification! On this basis, do you think it's possible to make every armor have N7 label and red stripe on Shepard?



#2355
AkodoRyu

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Like I said, this different UV model is used only for the iconic Shepard's armour, and the other armours he/she can wear are exactly the same as everyone else's (So Onyx and as far as I remember there was some other manufacturer that looks exactly like Onyx, but I can be wrong), so you could only have this effect by re-texturing the Onyx armour.

 

Actually, some (heavy only) armour textures besides Onyx have a "stripe", be it red for Phoenix or Colossus, or black for that one with glaring orange bits, don't recall the name.


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#2356
Catechrism

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Thanks the visuals are exactly what I was trying to say earlier, thanks for the help :)

 

As for adding the stripe to every armor, if you add a red stripe for any other armors it will show up on both arms.  Basically Bioware wanted that as Shepard's iconic look and the 2nd UV map was the only way to get the stripe on only one arm and they only did that for the N7 (Onyx) armor as far as I've seen in my experience.  

 

As for the heavy armors I think they show both arms in the texture so I could add the stripe to those but medium and light may be a different story.  I'll look into this to verify everything I've just said to be sure.



#2357
TswordZ

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Although a bit late, thanks a lot, for both the incredible job with the hi-res textures and for the tip of the Smarteck's ME3 cinematic mod. The game looks really good this way.


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#2358
Ghostwise

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Finally found some time to experiment with downsampling... I'll now see what I can do with GeDoSaTo.

 

 

5426d.jpg



#2359
Ghostwise

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Test_Shep_gedosato_1.jpg

 

Test



#2360
Ghostwise

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Uh, didn't realise I can't edit my posts. So, the above was a test GeDoSaTo screenshot, focusing on the enhanced texture since that's, y'know, the point of the thread. For now I'm downsampling from 3200x1800 using bicubic.

 

Not compatible with the ENB stuff by smarteck, at least at first glance. I've disabled all Nvidia Inspector setting since they're no longer necessary with GeDoSaTo.

 

The ambient occlusion artefacts I used to get by forcing AO through Nvidia Inspector aren't present using GeDoSaTo SSAO (strength 3, high quality scale, gaussian blur - the default). And I do get solid AA, bloom, no depth of field and (for now) no post-processing, so SweetFX processing isn't indispensible.

 

On the other other hand the 97Mb tiled shots do take a while to take. :-p

 

Framerate's fluid on a GeForce 770.


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#2361
Catechrism

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This is great I am testing now!



#2362
Catechrism

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I can't get AO to work through the program says not supported with this plugin.  Which version/plugin are you using?



#2363
Catechrism

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OK I like the idea of downsampling it works well for the most part, I played at 5120x3200 no problems until I forced AO through Nvidia Inspector (I found on google a non-glitchy value:  0x0000002F so no flickering).  Performance crawled to 15fps on Citadel.  So I went back to 2560x1600 4x SGSSAA and max HBAO+ (now flicker free) and the image quality is just as good IMO plus AO, but performance is 60FPS vs 15.  So for now I will use the 4x SGSSAA and HBAO+ from Nvidia Inspector at native resolution.  

 

But I will definitely keep an eye on this mod.  If they can add performance friendly AO and DOF to Mass Effect that would be amazing.

 

For me the only things working for Mass Effect with GeDoSaTo were:

 

Downscaling

Post processing effects

SMAA/FXAA

 

Not working yet(in the version I downloaded):

AO

DOF



#2364
Darziak

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ENB and GeDoSaTo are incompatible with eachother. Another way to use downscaling is through the Nvidia Control Panel as shown in this thread.



#2365
Ghostwise

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I can't get AO to work through the program says not supported with this plugin.  Which version/plugin are you using?

 

The release from last week (Beta #7) -- http://blog.metaclas...m/?tag=gedosato .

 

It has SSAO and I *think* it's working, but I don't have a good eye for these things.

 

@Darziak - yep, I started my downsampling tests by declaring higher-than-hardware resolutions in the Nvidia control panel. It works fine, but it's the SSAO that caught my attention with GeDoSaTo. GeDoSaTo also seems to have the potential to support some ENB-like features and texture replacement.



#2366
Darziak

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I'm using the latest and through my testing the SSAO doesn't work for ME in my case.



#2367
Ghostwise

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I'm using the latest and through my testing the SSAO doesn't work for ME in my case.

 

Dang. I'm rubbish at telling the difference unless I have side-by-side screenshots.

 

Oh well.

 

So right now would our preferred configuration (assuming a Nvidia rig) remain :

 

- CDAMJC's latest mod plus LAA and .ini tweaks

- with Smarteck's ENB

- downsampled from a higher resolution through the Nvidia control panel

- using Nvidia inspector to force high-end AA, and Performance Ambient Occlusion (since higher AO settings result in glitches)



#2368
Catechrism

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These bits for AO: 0x0000002F for NvidiaInspector worked with no flickering which I am pretty excited about, maybe give those a try I ran on high quality no glitches :)

 

To answer your question yes I think so, but for me downsampling through the drivers on my monitor results in 30hz :/ so I use 4xSGSSAA (or ENB), AO HQ, LAA, and the mod. I can't combine AA with the enb because of the SGSSAA breaking the ENB :/

 

Oh, one more thing, there are keys on the num pad when using GeDoSaTo that will tell you what is running and let you toggle the setting if they are available, that is how I knew AO was not functioning right away.



#2369
Darziak

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Are you using version 1.9.7.2 ? Because for me that hex says it's for Hawken.



#2370
Catechrism

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Yes it says Hawken but works in Mass Effect pretty flawlessly I haven;t seen any glitches yet and I can tell its working when I stand near a wall etc...just adds a nice sense of depth to the graphics.



#2371
Ghostwise

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To answer your question yes I think so, but for me downsampling through the drivers on my monitor results in 30hz :/ so I use 4xSGSSAA (or ENB), AO HQ, LAA, and the mod. I can't combine AA with the enb because of the SGSSAA breaking the ENB :/

 

Yes, I realised that ten seconds after hitting "send". :-)

 

FWIW the Smarteck ENB package does include its own AA - if you rummage through the files it has a SMAA solution set to custom settings. The point of SMAA being that it is applied after ENB treatments so it can "stack" with it, as I understand it.

 

I'm a-gonna test your AO compatibility bit, thanks.


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#2372
Catechrism

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From what I can tell Smarteck's ENB was similar to the one I was using which is based of of The ENB dev's generic ENB and in that ENB designed for flatout and other general DX9 games the AO didn;t work in Mass Effect.  This is because it's using an AA shader and Unreal Engine games reserve many of those for engine effects, which is why it's so hard to get AA working in them (you need to use very specific driver settings or external injectors)  

 

Long story short I don't think Boris ever got or cared to get AO working in ME series.

 

However I would love to be wrong because for Mass Effect my favorite AO was the old Nvidia drivers before they switched to HBAO+.  I know HBAO+ is better at a technical standpoint,. but it can crsh performance at high resolutions, and on low ply models which mass effect has, if the setting is too strong you can see the polys on characters arms and faces and it really breaks the immersion by negating the normal maps high poly illusions.

 

Anuhoo another long story short I would love to see the type of AO that GeDoSaTo has implemented in Dark Souls it's more dramatic and much more performance friendly and doesn't expose low poly models.

 

That said the new HBAO+ bits are looking nice in ME but with downsampling from 5120x3200 it slowed down my sli titans to 15FPS on the Citadel while smooth on the Normandy or Planets when there are many characters on screen = many AO samples it can be extremely taxing at high resolutions and I want downsampling for Samrteck's enb sweetfx settings and downsamplings superior AA all at the same time.



#2373
Catechrism

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Well I just spilled a 2 liter of diet coke onto my PC...a bit made it in the case the PC shut off but it think the bottle hit the power button, but I'm not sure it could have shorted.  I disassembled everything clean and dried off, now have a fan going directly at all parts and case with dehumidifier running in small room window and door shut, fingers crossed. 

 

What a screw up, so much potentially lost.  Modding may be on hold lol, but i'll update when I think its dry, reassemble, and try to boot. The really wet parts were the ram sticks and top gfx card however I had a back plate and it wasn't very wet underneath.  I have hopes at least that the gfx cards are okay, maybe its denial because I definitely can't afford to replace them.  Ah I'm so mad at myself. 



#2374
Ghostwise

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Ugh. :(

 

Vibes.



#2375
Ghostwise

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Anuhoo another long story short I would love to see the type of AO that GeDoSaTo has implemented in Dark Souls it's more dramatic and much more performance friendly and doesn't expose low poly models.

 

Durante seems enthusiastic about his results with GeDoSaTo, you've made a popular mod, and Mass Effect still sells well (it was in the Top 20 best-selling games for a while today on Steam as it went on sale).

 

And I would *imagine* (I'm no expert, obviously) that having the GeDoSaTo AO work in ME1 means it'd work in all sorts of older games using the Unreal Engine, like Mirror's Edge.

 

So contacting him to gauge interest doesn't seem absurd. And prolly easier than with Boris.