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


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#3026
Dead_Meat357

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N7 Lisbeth wrote...

Daryst wrote...

holy crap, this is alot of high res quality textures. I will be waiting a very long time untill ME3 is loaded.. but it is going to be mind blowing :)

Keep it up modders!

quick question though. It is going to be a pain to manually add all these mod one by one. Is there a way to have texmod load these mods automatically? I tried with AutoIT V3. I use that to start ME2 as well, but i am having some difficulties in making it work with ME3 as well.


I sub-directory the textures for each third of the game, to keep load times down. As for "individually" selecting them, I move to a sub-directory, select one, and control-a to "select all" and load. Presto, two-click wonder.


Yep. This is how I do it.

#3027
Dead_Meat357

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A new variant of Shepard's Default N7 Armor is inbound shortly. I took Smartek's and modified it. Subtle improvements were made. Essentially I changed the carbon fiber pattern so that errors created by repetition are no longer present. Also, the pattern he uses doesn't always come out looking like carbon fiber depending on lighting and other conditions. Parts of the pattern are lost in game and all you see are the edges with lighting on them. which is another thing. The pattern I use is devoid of lighting on it's own. Normal maps and the game's engine handle all that.

This is largely being done to support future mods involving the other armor pieces. They won't look right with multiple carbon fiber patterns being used at the same time.

So to reiterate, this is identical to Smartek's latest version of the armor, with the only change being to the carbon fiber pattern. You'll see what I mean in a bit.

#3028
Daryst

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Dead_Meat357 wrote...

N7 Lisbeth wrote...

Daryst wrote...

holy crap, this is alot of high res quality textures. I will be waiting a very long time untill ME3 is loaded.. but it is going to be mind blowing :)

Keep it up modders!

quick question though. It is going to be a pain to manually add all these mod one by one. Is there a way to have texmod load these mods automatically? I tried with AutoIT V3. I use that to start ME2 as well, but i am having some difficulties in making it work with ME3 as well.


I sub-directory the textures for each third of the game, to keep load times down. As for "individually" selecting them, I move to a sub-directory, select one, and control-a to "select all" and load. Presto, two-click wonder.


Yep. This is how I do it.


Can you show me how you have organized your mods? It might be easier for me to make the proper selections.

#3029
N7 Lisbeth

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Iveybella wrote...

 For those who were asking I have created the High-Res Black Vancouver outfit for femshep. You may download it here and screenshots here. Feel free to edit it and post it back up, and please let me know if you have any suggestions on how I can improve it

That was fast, Ivey. Thank you! Samara thanks you too. ;)

Posted Image

#3030
Dead_Meat357

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Daryst wrote...

Dead_Meat357 wrote...

N7 Lisbeth wrote...

Daryst wrote...

holy crap, this is alot of high res quality textures. I will be waiting a very long time untill ME3 is loaded.. but it is going to be mind blowing :)

Keep it up modders!

quick question though. It is going to be a pain to manually add all these mod one by one. Is there a way to have texmod load these mods automatically? I tried with AutoIT V3. I use that to start ME2 as well, but i am having some difficulties in making it work with ME3 as well.


I sub-directory the textures for each third of the game, to keep load times down. As for "individually" selecting them, I move to a sub-directory, select one, and control-a to "select all" and load. Presto, two-click wonder.


Yep. This is how I do it.


Can you show me how you have organized your mods? It might be easier for me to make the proper selections.


I have three directories.

MP
SP Core
SP Optional

MP contains only objects which are beneficial to the multiplayer game. I do not load the level mods for these unless I'm feeling particularly patient. This directory is mostly weapons but many of the multiplayer characters are here as well. I do not have the enemy faction mods here. I load those from elsewhere.

SP core contains all the stuff that can be found through the entire game. The ZonaC mod for example is here. This contains all SP and MP weapons which are not MP only. This has all Shepard's armors, enemy factions, etc.

SP Optional contains things like Kaiden's mod which I don't normally use because he's normally dead for me. The Rachni Queen, Rannoch textures, etc. are found here. These are things I only queue up when I know I'm going to be playing the part of the game where such textures will actually be seen. When I load these, I typically have to load lighter out of the SP Core directory. I'll drop squad mates I won't be using, or weapons I won't be using, etc. to make room for these. I've found that 60 mods or less is the most stable for me. So I try to keep to this number or less.

#3031
N7 Lisbeth

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I tend to go vanilla in MP, so mine are strictly SP groupings. I do them in acts.

Act I - Vancouver to Tuchanka
Act II - Citadel II - Thessia
Act III - Cerberus - Earth.

I think the only cross-over I have are squadmates, cosmetics (shorter eyelashes, skin) and uniforms/armours. I don't do creatures because I find them okay as-is and it complicates cutscenes (I tend to record video of cutscenes and adding 4096x4096 monster textures becomes noticably sluggish during high intensity action sequences). I separate my acts that way because I tend to use really big texture replacements for each world and specialised npcs (Mordin, Grunt, Samara, Tali, etc.) who aren't used later or before.

It's an organic process, and it changes as I get more textures.

Modifié par N7 Lisbeth, 17 septembre 2012 - 08:59 .


#3032
Mrqbasic

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smarteck asked me to post mine and his progress. So here it is:

Posted Image
Liaras N7 Armor (Created by me optimized by smarteck)
Posted Image
Liaras Normandy Camouflage Armour (Made by me optimized with tips by smarteck)

If you want more come to my thread: http://social.biowar.../index/14094857
Im making N7 Armors for all Squadmates (Javik not, There is no need for him to be N7 (He is a 50.000 Years old badass Prothean) XD ) with the help of smarteck.

Cheers Mrqbasic

Modifié par Mrqbasic, 17 septembre 2012 - 09:38 .


#3033
Fredy AG

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 ///

The N7 Liara Armor looks very nice in game, recommended. Download in line:

"Everytime the Newest version (Current: 009 Optimized)" in that Post.

Salu2 ;)

///////

#3034
Dead_Meat357

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As promised. Updated version of Smartek's latest N7 Default armor. This is based off his "ultra-definition version" and is largely unchanged. In fact I've made only two changes of note.

1.) Carbon fiber pattern replaced with a more regular pattern with more predictable behavior.
2.) Added missing texture files. There were three textures missing which only had their specular light maps and normal maps.


The latter was probably done in order to correct issues with pattern applications during customization. I have resolved this problem. While difficult to see, there may be a loss of fidelity using the stock texture combined with a different specular light map. Results are best when all three textures are the same.

Posted Image

Reasons for the change are in itemized in the screen capture.

Posted Image

N7 Default Armor HR4096 (Based on Smartek's Ultra-HD version.) 

Credit goes primarily to Smartek who did most of the work on this. He certainly did all the hard stuff. I just thought the carbon fiber pattern could use some improvement so here it is. It was also good practice for doing the rest of the armor pieces which I'm starting work on.

Modifié par Dead_Meat357, 17 septembre 2012 - 10:38 .


#3035
ElectronicPostingInterface

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Those are awesome.

I wonder if other countries' users have made Texmod stuff in non-English forums. Hm...

#3036
Xaijin

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Was there a change to Origin today?

Ran things as normal to test a file for Skans and am now getting the "D'oh" message for any package.

Yes, the target correct path is specified, and yes, IGO.dll is renamed.

#3037
Dead_Meat357

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Xaijin wrote...

Was there a change to Origin today?

Ran things as normal to test a file for Skans and am now getting the "D'oh" message for any package.

Yes, the target correct path is specified, and yes, IGO.dll is renamed.


I'm not having any issues.

#3038
ElectronicPostingInterface

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I had a problem the other day where the game automatically crashed upon start up, and I resolved it by double checking I had the game as "run as administrator" and replacing my coalesced.ini with a back up.

Probably not related, but there you go.

Modifié par PKchu, 17 septembre 2012 - 11:15 .


#3039
N7 Lisbeth

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@Dead_Meat: I really like the polymer look over the carbon fiber appearance. Something about the carbon fiber always really grated on me. Perhaps it was the over-use of it in a lot of high resolution textures. Who knows, I may feel the same about this, but right away, I find it easier to look at. Good job on fixing the lighting issue on it. Everyone's been getting very good at addressing lighting issues, and that's nothing but good news all around.

@Xaijin: No change that I'm aware of. I've had an issue like that two or three times over the months, and it usually requires me to close Texmod, kill Origin from the task manager, and restart it. Then everything works fine. Without killing it in the task manager, the bug persists, I found.

I've always shrugged it off as a very weird bug that happens once in a blue moon, can't be easily replicated and thus hasn't been addressed yet.

Modifié par N7 Lisbeth, 18 septembre 2012 - 02:17 .


#3040
Xaijin

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Btw, for those people having multi text drop out issues, Texmod's max load limit is 2048 textures, no matter what size they are.

#3041
saltisgood

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Dead_Meat357 wrote...

Iveybella wrote...

saltisgood wrote...

Iveybella wrote...

(snip)


(snip)


I watched part of you're tutorial on the diffuse maps (and I had no idea what they were called before) it was really helpful and informative, good work :)

I actually tried taking a screenshot of the map in game without editing it, but what was weird was that the lines appeared anyway. That's when I started looking for an alternate way. I'm going to try this right away. I'll post back here if I get good results, thankyou!




According to the NVIDIA tools for making those they are actually called normal maps. Diffuse layer is probably closer to the truth than the term relief layer. Not sure why everyone calls normal maps other things.

(snip)


Diffuse maps are different to normal maps. If you look in the game files for each object (most of the time) there should be a texture with the filename: Blahdiblah_Diff, as well as one with BlahdiBlah_Nrm or something.

The diffuse map is the one that looks the most like the end product, whereas the normal is that bluey-purple one. And they do quite different things. I think we might just be arguing about terminology, because they do have a few different names depending on who's talking about them.

Sources: Unreal Developer Network
ModWiki.Net
(If you want to read some more about them)

#3042
N7 Lisbeth

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Xaijin wrote...

Btw, for those people having multi text drop out issues, Texmod's max load limit is 2048 textures, no matter what size they are.


I hadn't even considered mentioning the limits. I just assume that's the first thing everyone tests. Excellent point though.

Modifié par N7 Lisbeth, 18 septembre 2012 - 03:28 .


#3043
Dead_Meat357

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saltisgood wrote...

Dead_Meat357 wrote...

Iveybella wrote...

saltisgood wrote...

Iveybella wrote...

(snip)


(snip)


I watched part of you're tutorial on the diffuse maps (and I had no idea what they were called before) it was really helpful and informative, good work :)

I actually tried taking a screenshot of the map in game without editing it, but what was weird was that the lines appeared anyway. That's when I started looking for an alternate way. I'm going to try this right away. I'll post back here if I get good results, thankyou!




According to the NVIDIA tools for making those they are actually called normal maps. Diffuse layer is probably closer to the truth than the term relief layer. Not sure why everyone calls normal maps other things.

(snip)


Diffuse maps are different to normal maps. If you look in the game files for each object (most of the time) there should be a texture with the filename: Blahdiblah_Diff, as well as one with BlahdiBlah_Nrm or something.

The diffuse map is the one that looks the most like the end product, whereas the normal is that bluey-purple one. And they do quite different things. I think we might just be arguing about terminology, because they do have a few different names depending on who's talking about them.

Sources: Unreal Developer Network
ModWiki.Net
(If you want to read some more about them)


Sounds like the diffuse map is the orange / green / red texture.

#3044
Guest_Iveybella_*

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 I can't believe it but it actually worked!
I can now start doing the retextures for Shepard without those lines. Thankyou saltisgood and dead_meat for helping me figure out these normal maps, I doubt I could of otherwise.
I'll try to have them up soon

#3045
Fredy AG

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N7 Lisbeth wrote...

Xaijin wrote...

Btw, for those people having multi text drop out issues, Texmod's max load limit is 2048 textures, no matter what size they are.


I hadn't even considered mentioning the limits. I just assume that's the first thing everyone tests. Excellent point though.



You mean 2048 files (dds, jpg,png...)? :huh:

//////

#3046
Guest_Iveybella_*

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N7 Lisbeth wrote...

Iveybella wrote...

 For those who were asking I have created the High-Res Black Vancouver outfit for femshep. You may download it here and screenshots here. Feel free to edit it and post it back up, and please let me know if you have any suggestions on how I can improve it

That was fast, Ivey. Thank you! Samara thanks you too. ;)

Sure, no problem ^_^

Let me know if you need anything else

#3047
Xaijin

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smarteck wrote...

N7 Lisbeth wrote...

Xaijin wrote...

Btw, for those people having multi text drop out issues, Texmod's max load limit is 2048 textures, no matter what size they are.


I hadn't even considered mentioning the limits. I just assume that's the first thing everyone tests. Excellent point though.



You mean 2048 files (dds, jpg,png...)? :huh:

//////


Def files don't count

Only textures.

Diffuse: IE the Main "color" texture

Normals: What you call relief, the depth and detail textures

Shadow/Lightmaps: The weird colored maps with multichannel stuff. BW also uses these in channeled form for glow and effect stuff.

Channel Maps: BW uses these in channel form for the striping and decals and alt "lights".

#3048
DJepic112

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Is anyone going to work on the Leviathan DLC related textures? There are not many new textures in that DLC but one annoying thing is how low-res the male scientist suits are (featured up close a lot).

#3049
DJepic112

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Does the "Destroyer Reaper" HD texture conflict with using "Ships of Reapers HD"? Whenever there are conflicts, my game crashes during the loading so I want to make sure I don't have any overlapping re-textures when using similar files.

#3050
Fredy AG

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DJepic112 wrote...

Does the "Destroyer Reaper" HD texture conflict with using "Ships of Reapers HD"? Whenever there are conflicts, my game crashes during the loading so I want to make sure I don't have any overlapping re-textures when using similar files.


They are different.

IMPORTANT:

The MODs created by the user "wadres" are of very good quality, but you should be careful with them, because they are in JPG format, so they are very sensitive to cause the game to crash.

I've changed the format of these MODs and left them in the Skydrive site (link in first page).

If the game is crashing on your PC, check that all files created by the user "wadres", containing the legend "Optimized 2" in the name.

Salu2 ;)

//////

Modifié par smarteck, 18 septembre 2012 - 05:54 .