/// ME3 MOD: HighRes textures + Next-Gen illumination + 3D Fix.
#2601
Posté 13 août 2012 - 03:43
#2602
Posté 14 août 2012 - 04:11
Hello,
I have received by message a very interesting suggestion, create a version for N7 Slayer, but more similar to Kai Leng. The result was pretty good.
I would emphasize that I have mixed the MOD created by GoldenSkans9 and the MOD that I had for Kai Leng and some of creativity.
The result:







> - File N7 Slayer Kai Leng Edition HR 4096: www.mediafire.com/
Salu2.
//////
#2603
Posté 14 août 2012 - 04:30
BTW SMARTECK, PHAESTON on vanguard? u suck! hahahahah =P lies.
Just joking =x
Modifié par Guiile_Sheppard, 14 août 2012 - 05:35 .
#2604
Posté 14 août 2012 - 05:00
#2605
Posté 14 août 2012 - 07:00
Smarteck , i did +1 gamma on your fxaa config 1.5 , its perfect now... no more tooo dark areas =P have u tried this ?
#2606
Posté 14 août 2012 - 07:46
Guiile_Sheppard wrote...
Dead, ive tested the eagle... looks 100x better than the orignal, thanks!
Smarteck , i did +1 gamma on your fxaa config 1.5 , its perfect now... no more tooo dark areas =P have u tried this ?
These settings depend on the type of monitor / TV you are using, in my case, with more gamma, looks too bright, but looks perfect on your monitor, so I emphasis that each user set at ease the program.
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#2607
Posté 14 août 2012 - 07:56
#2608
Posté 14 août 2012 - 08:24
zeypher wrote...
guille what gamme setting you use? a screenshot would help please
on game i use everthing on max / on with brightness +5
on fxaa tool 1.5 by smarteck i just slide the gamma bar to the right , to give +1 ( i had some tooo dark shadows prob)
i post screens when i`m at home.
Working at IBM right now.
#2609
Posté 14 août 2012 - 08:38
#2610
Posté 14 août 2012 - 09:26
or set up the FOG (+2 or +3 ) option (THIS IMPACT DARKNESS ALOT)
#2611
Posté 14 août 2012 - 03:31
#2612
Posté 15 août 2012 - 06:39
I`m using a file by goldenskans what bugs some pixels if u paint your armor...
and i remember someone fixed it (i think ) ... but just dont find.
Modifié par Guiile_Sheppard, 15 août 2012 - 06:40 .
#2613
Posté 15 août 2012 - 07:13
Guiile_Sheppard wrote...
GUYS, did we make a fix to humam enginer + infiltrators color ""bug"" on MP ?
I`m using a file by goldenskans what bugs some pixels if u paint your armor...
and i remember someone fixed it (i think ) ... but just dont find.
I know how to fix it if it's the same thing that happens with the Soldier mod.
#2614
Posté 16 août 2012 - 03:33
#2615
Posté 16 août 2012 - 04:46
Guiile_Sheppard wrote...
cant u make a try ? =P
OK, just to make sure I understand, outline the precise issue for me. I don't guess I've used that mod.
Oh and I'm now working on the Terminus Armor.
#2616
Posté 16 août 2012 - 04:49
Dead_Meat357 wrote...
Guiile_Sheppard wrote...
cant u make a try ? =P
OK, just to make sure I understand, outline the precise issue for me. I don't guess I've used that mod.
Oh and I'm now working on the Terminus Armor.
Thanks! That was just what I wanted to hear.
#2617
Posté 16 août 2012 - 05:13
When we paint his armors , some pixelated textures appear.... like some "mini squares" pops in the armor. i can send a screen but......... i`m at work right now.
=(
#2618
Posté 16 août 2012 - 04:13
Guiile_Sheppard wrote...
well, the issue is :
When we paint his armors , some pixelated textures appear.... like some "mini squares" pops in the armor. i can send a screen but......... i`m at work right now.
=(
OK, that's a different problem. The soldier just doesn't highlight correctly because the reflective properties were changed by painting the specular light map green instead of orange like it should be.
The issue here is most likely with the normal map., or the color change texture. (The one that's usually primary colors and that's it.) The color change texture does NOT need to be messed with. Ever. This adds no detail to the map. In multiplayer this actually determines certain lighting aspects of the object. The layer on the Typhoon for example actually give it the lights on the receiver portion of the gun. In SP, most objects handle this through the specular light map. Weapons and other objects which can be customized do not typically do this. Part of the reason why this texture gets screwed up is because the original properties which make it work are gone. Either the alpha channels have been removed, or it's format changed. I believe the original file is a DXT5 texture, with alpha channels. So when saved out as DXT3, or DXT1, with no alpha, it gets fubared. Again this layer doesn't alter the way the object looks in terms of detail. So it's best to leave it alone.
If it is in the normal map, then it's because of over zealous sharpening or a problem with mip-maps.
Now that my internet is cooperating again, I can download the mod and take a look for sure.
EDIT: Nevermind it's gone. That's one mod I apparently didn't have.
Modifié par Dead_Meat357, 16 août 2012 - 08:45 .
#2619
Posté 17 août 2012 - 03:23
#2620
Posté 17 août 2012 - 10:51
#2621
Guest_GoldenSkans9_*
Posté 17 août 2012 - 11:59
Guest_GoldenSkans9_*
#2622
Posté 17 août 2012 - 05:37
#2623
Guest_GoldenSkans9_*
Posté 17 août 2012 - 07:15
Guest_GoldenSkans9_*
Modifié par GoldenSkans9, 17 août 2012 - 07:19 .
#2624
Posté 17 août 2012 - 07:36
#2625
Posté 17 août 2012 - 08:15
GoldenSkans9 wrote...
I will look into both Krogans and Turians later today, I've sort of been taking a break from modding this week.
Hey, that's great, we owe you man, you're the best.





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