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/// ME3 MOD: HighRes textures + Next-Gen illumination + 3D Fix.


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#2701
Dead_Meat357

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Maz-D wrote...

Dead_Meat357 wrote...

I've seen this before. There are a lot of problems with it though. Mainly there is no way to easily preview the textures you are replacing to know for certain you are doing the right ones and finding some of the textures has proven next to impossible. I tried searching for the Defender Armor for about an hour and a half and couldn't find the textures to replace.

Also, do the math. There are about 90 mods and counting. Each should contain 3 textures, some contain more and many just have 2. If we take three as an average, you'd need to do a texture replacement around 300 times. Using that interface and that long process, that's a nightmare and then some.


They have a texture preview now, but like you say it is still a really long process.


I'd be careful about going too crazy with texture replacements until after the new Leviathan DLC has come out in case the game / DLC overwrites those files. It may need to replace some of them for the DLC's to work. If you can do a texture preview now I'll take another look at it. I'd really like to replace some of the larger single player textures like the Defender and Collector armor so that I always have them and don't have to queue them up in Texmod.

Modifié par Dead_Meat357, 27 août 2012 - 04:31 .


#2702
saltisgood

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Dead_Meat357 wrote...

I'd be careful about going too crazy until after the new Leviathan DLC has come out in case the game / DLC overwrites those files. It may need to replace some of them for the DLC's to work. If you can do a texture preview now I'll take another look at it. I'd really like to replace some of the larger single player textures like the Defender and Collector armor so that I always have them and don't have to queue them up in Texmod.


I second this.

I've also been running into some trouble when changing the maximum texture sizes in Coalesced.bin. For example, for some reason the maximum size of the diffuse maps for weapons seems to be controlled by "texturegroup_character_diff", which has a default maximum of 512. It also controls things like characters' faces (e.g. Shep's face and hair). When you increase the max size to get the better detail on your mods, some of the default textures get this strange glitches. See below:
Posted Image
What's happening in the picture is, from a distance the textures are normal, but once you get close the object sort of fractures into weird shapes or disappears.

It's similar to the effect you get if you edit a save game and change the gender of your character without changing the head morph. I did find a fix for some of these where you upscale the original textures to the new maximum detail. But unfortunately I haven't been able to get it work for Shepard's head and hair textures. If I add the new textures it just kills the game when it tries to load them. As you can imagine it kind of ruins the game if your character's face disappears every time the camera zooms in.

Modifié par saltisgood, 27 août 2012 - 04:52 .


#2703
Maz-D

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The texture replacement is also having the side effect of making my game run a lot slower as well :(, it gets jumpy for about a second when getting closer to a hi-res character, then it is back to normal until you get close to another.

Back to using texmod for me (I wish it started up a bit faster).

#2704
Dead_Meat357

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Maz-D wrote...

The texture replacement is also having the side effect of making my game run a lot slower as well :(, it gets jumpy for about a second when getting closer to a hi-res character, then it is back to normal until you get close to another.

Back to using texmod for me (I wish it started up a bit faster).


Yeah I wish Texmod wasn't so slow to start. Even on my machine it takes several minutes to load the game. So it isn't as if you can really outrun it with technology. Putting the textures and game on an SSD didn't help much if any. More RAM? 32GB hasn't done the trick. Need more bandwidth? Well you'd be hard pressed to match quad-channel RAM for that. Still doesn't help. Nothing seems to. CPU overclock, more cores, etc. doesn't seem to do much for it either.

#2705
Don_Esteban

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Dead_Meat357 wrote...

Maz-D wrote...

The texture replacement is also having the side effect of making my game run a lot slower as well :(, it gets jumpy for about a second when getting closer to a hi-res character, then it is back to normal until you get close to another.

Back to using texmod for me (I wish it started up a bit faster).


Yeah I wish Texmod wasn't so slow to start. Even on my machine it takes several minutes to load the game. So it isn't as if you can really outrun it with technology. Putting the textures and game on an SSD didn't help much if any. More RAM? 32GB hasn't done the trick. Need more bandwidth? Well you'd be hard pressed to match quad-channel RAM for that. Still doesn't help. Nothing seems to. CPU overclock, more cores, etc. doesn't seem to do much for it either.


Yeah, i think nothing but the vga ram really affects the loading time, but not sure at all, maybe ill get a new Card with 2 or even 3gb ram within the next days or weeks, if so i will tell if there is any difference.

with around 700-800mb of Texture i have about 7-8 minutes to start, so i can say for my PC is 1 min per 100mb. Well, if it works np, ME 3 uses so little from my 4 cores, i can let it run whole days, but sometimes it crashes without reason and then things get annoying.
Problem is also, i deciced from mission to mission what company i will go with, so its very difficult to load only the "right" textures.
But i have to swallow that, the HRs are to amazing to look upon in a charaterbased game like ME... holy ****..

Dont know, why DragonAge O/2, KoTor aso has such a nice Mod-Input.. its literally the same company... what were they thinking...

Modifié par Don_Esteban, 27 août 2012 - 07:55 .


#2706
Dead_Meat357

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Don_Esteban wrote...

Dead_Meat357 wrote...

Maz-D wrote...

The texture replacement is also having the side effect of making my game run a lot slower as well :(, it gets jumpy for about a second when getting closer to a hi-res character, then it is back to normal until you get close to another.

Back to using texmod for me (I wish it started up a bit faster).


Yeah I wish Texmod wasn't so slow to start. Even on my machine it takes several minutes to load the game. So it isn't as if you can really outrun it with technology. Putting the textures and game on an SSD didn't help much if any. More RAM? 32GB hasn't done the trick. Need more bandwidth? Well you'd be hard pressed to match quad-channel RAM for that. Still doesn't help. Nothing seems to. CPU overclock, more cores, etc. doesn't seem to do much for it either.


Yeah, i think nothing but the vga ram really affects the loading time, but not sure at all, maybe ill get a new Card with 2 or even 3gb ram within the next days or weeks, if so i will tell if there is any difference.

with around 700-800mb of Texture i have about 7-8 minutes to start, so i can say for my PC is 1 min per 100mb. Well, if it works np, ME 3 uses so little from my 4 cores, i can let it run whole days, but sometimes it crashes without reason and then things get annoying.
Problem is also, i deciced from mission to mission what company i will go with, so its very difficult to load only the "right" textures.
But i have to swallow that, the HRs are to amazing to look upon in a charaterbased game like ME... holy ****..

Dont know, why DragonAge O/2, KoTor aso has such a nice Mod-Input.. its literally the same company... what were they thinking...




There isn't a difference in VRAM either. I've tried it with a GTX 580 1.5GB, Radeon HD 7970 3GB and GeForce GTX 680 4GB. All with different clocks, RAM speeds, and RAM bus widths. None of that mattered. You will always be limited by the read speeds of the storage device the game and textures are stored on. These are far, far slower than the video card's VRAM modules are.

Given that a pair of SSD's in RAID 0 tend to double in read speeds over single SSD's or with regard to mechanical drives, that doesn't seem to be the limiting factor. I suspect that the process Texmod uses to replace textures in memory is CPU limited and that it's probably limited purely by clock speed as adding more cores doesn't seem to do much. It took about as long on a quad core Core i7 920 @ 4.2GHz as it did on a Core i7 980X at 4.4GHz and a Core i7 3930K @ 3.9GHz. In other words I don't think it's multithreaded very well. As I understand it the application hasn't been improved upon in quite some time and uMod is actually a newer faster program that can manage the textures better. Unfortunately, I couldn't make it work worth a damn.

Modifié par Dead_Meat357, 27 août 2012 - 08:25 .


#2707
Maz-D

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The slow loading is something to do with the CPU I think. When it loads it maxes out one of the cores in task manager.

If we could find out why it is using the CPU that much, or maybe make it use multiple cores it would improve things. I know it isn't being developed any more so that might be impossible.

#2708
Dead_Meat357

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Maz-D wrote...

The slow loading is something to do with the CPU I think. When it loads it maxes out one of the cores in task manager.

If we could find out why it is using the CPU that much, or maybe make it use multiple cores it would improve things. I know it isn't being developed any more so that might be impossible.


Precisely my point. It seems to be a single threaded application. So variance in load times seem to be based on IPC performance alone, which is modified by clock speeds. So a Core i7 3930K at 3.8GHz might take 5 minutes to load a certain amount of mods, but one overclocked to 4.8GHz might do it in 3 minutes. SSD's, RAID setups, fast hard drives, lots of system RAM, quad-channel vs. dual channel, 6 cores vs. 4, and lots of VRAM make no difference in Texmod load times.

#2709
Maz-D

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As I understand it the application hasn't been improved upon in quite some time and uMod is actually a newer faster program that can manage the textures better. Unfortunately, I couldn't make it work worth a damn.


I didn't have much luck with uMod when I tried it a few months back, but it seems someone has:
http://code.google.c...es/detail?id=11

I might try it again...

#2710
Dead_Meat357

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I used the same methodology to get uMod working as I did with Texmod. I couldn't get it to recognize ME3 was working, much less actually use a .TPF file in the game.

#2711
Don_Esteban

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Yeah, seems i havethe same problem, with 2 different versions of umod. Either im not able to load in textures without crashing the program or i can start the programm (same way as with the texmod) but theres no effect on the game....

#2712
Dead_Meat357

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uMod is a piece of **** and that's putting it nicely. Texmod is dated, but at least it works. Frankly uMod is simply too broad with it's goals and feature set. The author / coders didn't stick to the basics and then add features over time. They simply threw everything into it all at once and it just doesn't work very well.

Modifié par Dead_Meat357, 27 août 2012 - 11:09 .


#2713
N7 Lisbeth

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109 pages now, hard to sift through it for what I'm seeking.

Does the illumination mod correct the ripple effect on textures in harsh light (e.g., bare-skin elbows on the Citadel)? Or monitor reflection rippling (prevalent on faces from green monitors) during in-game-model cutscenes.

• The facial ripples only happens in, maybe, seven times throughout the entire game that I recall, but it made me wince every time. When viewing the monitors on Eden Prime during the Prothean flashbacks, once on a shuttle returning from Grissom, once during the second confrontation with Kai Leng (that ended in disaster), et al.

Lighting ripple on face (not a flattering shot) 2560x1600 example.

• The bare elbow is under harsh lights, generally only happens in the Citadel. But then how often do I see femshep's bare elbows anywhere else? (I have no examples of this on hand sadly.) The shadow turns into a blocky, hard-edged warp. If I pivot, sometimes it'll correct back into soft shadows but it usually doesn't last. Only happens in certain areas.

I've seen other people's screenshots with the same effect, so I'm guessing its the game and not my card/drivers. (Nvidia, 580ti, latest drivers, for those wondering.)

Modifié par Thessaly - Moon Witch, 27 août 2012 - 11:43 .


#2714
Fredy AG

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 ///

Posted Image

>>> Added new Interleaved 1080p 3D Vision emulation for 3DTVs / Passive 3D Monitors. 

Now the 3D looks amazing, 100% better than before. :D
The driver and all the information at the end of the post (on the first page).


Install this driver to your 3DTV / 3DMonitor, manually (forced), using the Windows Device Manager:

- Press Windows key + Pause
- Device Manager
- Monitors or Display Section
- Right click on your 3D Monitor or 3DTV
- Update Driver
- Search Software on the PC.
- Choose from a list of drivers ...
- Use disk
- Find the downloaded Driver (unlocked edid.inf)
- After installing restart your PC and make 3D settings in Nvidia Panel.

Salu2. ;)

//////

Modifié par smarteck, 28 août 2012 - 12:44 .


#2715
Fredy AG

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Thessaly - Moon Witch wrote...

I've seen other people's screenshots with the same effect, so I'm guessing its the game and not my card/drivers. (Nvidia, 580ti, latest drivers, for those wondering.)


I have also noticed that on a couple of occasions, I think it's the game. No idea how to fix it.:huh:

Saludos. ;)

//////

#2716
N7 Lisbeth

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smarteck wrote...

Thessaly - Moon Witch wrote...

I've seen other people's screenshots with the same effect, so I'm guessing its the game and not my card/drivers. (Nvidia, 580ti, latest drivers, for those wondering.)


I have also noticed that on a couple of occasions, I think it's the game. No idea how to fix it.:huh:

Saludos. ;)

//////


Ah, so it's not fixed with the illumination mod. I had hoped, since it's a lighting problem, well, you know. In any event, thanks for replying so fast, Smarteck. Knowing that beforehand really helps!

Modifié par Thessaly - Moon Witch, 28 août 2012 - 12:27 .


#2717
Dead_Meat357

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Thessaly - Moon Witch wrote...

smarteck wrote...

Thessaly - Moon Witch wrote...

I've seen other people's screenshots with the same effect, so I'm guessing its the game and not my card/drivers. (Nvidia, 580ti, latest drivers, for those wondering.)


I have also noticed that on a couple of occasions, I think it's the game. No idea how to fix it.:huh:

Saludos. ;)

//////


Ah, so it's not fixed with the illumination mod. I had hoped, since it's a lighting problem, well, you know. In any event, thanks for replying so fast, Smarteck. Knowing that beforehand really helps!


The game has tons of lighting problems. It's hard to pinpoint where. But that actually looks like an issue with the normal map being rendered improperly. I've never actually seen that before, and most of the time I've played this game on AMD hardware. So I can't speak for NVIDIA users. I just installed my GTX 680 4GB cards a couple weeks ago and haven't gone back through the single player game. I've been waiting for the Leviathan DLC to do that.

So I wouldn't rule out a driver issue just yet.

Modifié par Dead_Meat357, 28 août 2012 - 12:30 .


#2718
Dead_Meat357

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smarteck wrote...

 ///

Posted Image

>>> Added new Interleaved 1080p 3D Vision emulation for 3DTVs / Passive 3D Monitors. 

Now the 3D looks amazing, 100% better than before. :D
The driver and all the information at the end of the post (on the first page).


Install this driver to your 3DTV / 3DMonitor, manually (forced), using the Windows Device Manager:

- Press Windows key + Pause
- Device Manager
- Monitors or Display Section
- Right click on your 3D Monitor or 3DTV
- Update Driver
- Search Software on the PC.
- Choose from a list of drivers ...
- Use disk
- Find the downloaded Driver (unlocked edid.inf)
- After installing restart your PC and make 3D settings in Nvidia Panel.

Salu2. ;)

//////


Actually those drivers, according to NVIDIA themselves is a modified version of the R304 series drivers which now includes the mobile GPUs. So if you are running on R304 series drivers like 304.79 you should already be current.

http://hardforum.com...d.php?t=1713612

Also, the Terminus Armor is almost done. Body is done, just have to do the helmet now.

Modifié par Dead_Meat357, 28 août 2012 - 01:23 .


#2719
HellBovine

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Dead_Meat357 wrote...

Also, the Terminus Armor is almost done. Body is done, just have to do the helmet now.


I really wish the terminus helmet was one of the custom armor pieces. It is the only helmet other than the Kuwashii visor that I think looks halfway decent. :(

Modifié par HellBovine, 28 août 2012 - 03:23 .


#2720
Dead_Meat357

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HellBovine wrote...

Dead_Meat357 wrote...

Also, the Terminus Armor is almost done. Body is done, just have to do the helmet now.


I really wish the terminus helmet was one of the custom armor pieces. It is the only helmet other than the Kuwashii visor that I think looks halfway decent. :(


I like the Recon Hood, the Kuwashii Visor and the default N7 Helmet. That's about it. Some of the other armor helmets look good like the Collector Armor and the Terminus Armor but I don't think they'd go well with other things.

Terminus Armor

Too lazy to post and upload screenshots. I'll do that tomorrow.

Modifié par Dead_Meat357, 28 août 2012 - 03:58 .


#2721
Don_Esteban

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HellBovine wrote...

Dead_Meat357 wrote...

Also, the Terminus Armor is almost done. Body is done, just have to do the helmet now.


I really wish the terminus helmet was one of the custom armor pieces. It is the only helmet other than the Kuwashii visor that I think looks halfway decent. :(


Hm, you could try to find the meshes here and add it to any of the original Helmets
http://social.biowar...m/2134634/blog/

Just had that blog in mind, dont know if theres a workaround for you, but maybe.
Its all about using the coalesced-editor.
For armors, he can do really amazing things, like fullbody-pieces without helmet or changing default armor, armor bonuses.
I guess its only to find the right meshes from terminus helmet and changing it with one of the original helmet meshes.
But backup your coalesced!! could really mess up your game completly with this mighty tool

Modifié par Don_Esteban, 28 août 2012 - 05:48 .


#2722
Haldameer

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I see you have a pack for ZONA3 and was wondering if you were thinking of doing the same for the weapons or armor?

These are fantastic

#2723
Fredy AG

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Haldameer wrote...

I see you have a pack for ZONA3 and was wondering if you were thinking of doing the same for the weapons or armor?

These are fantastic


I think not, because there are variants for a same file, in such cases it is recommended choose individually the MODs.

Salu2. ;)

//////

Modifié par smarteck, 28 août 2012 - 07:56 .


#2724
zeypher

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Im i the only one who wishes that mass effect was build on the RED engine, where texture swapping is a piece of cake and is soon getting mod support.

#2725
LilLino

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zeypher wrote...

Im i the only one who wishes that mass effect was build on the RED engine, where texture swapping is a piece of cake and is soon getting mod support.


Although I agree that RED engine kicks ass, it's not like UE is that bad.

Actually Unreal Tournament 3 also had a large modding community, it's just Bioware doesn't want to spend additional time for PC players and EA doesn't want modding tools released as they'd not be able to rip-off 2$ from every person who wants new weapons.
Same about mappacks, why let people make maps when you can charge 10$ for every mappack you release.

I'm just glad that people like Smartek release HD textures to make having a high-end PC count for something.