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


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#3176
Dead_Meat357

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smarteck wrote...

Dead_Meat357 wrote...



Posted Image

 



Try with this file and tell me if it works: www.mediafire.com/ :huh:



Salu2. ;)

//////


I'll do that and let you know. In any case, when it's been necessary to retain the original data, it's come out looking pretty good. When it wasn't, such as in Liara's alternate armor and the M-76 Revenant's cases, I was able to create a normal map that worked fantastically well. You'll be seeing screenshots of that stuff probably later today with some download links for things I think are ready to go.

Which includes:

Collector Armor v1.2 -New normal maps, new lights.
Ashley Default Armor v1.7 -New normal map, new helmet, new lights
Liara's Alternate Armor v1.5 -New normal map, new lights
M-76 Revenant - New texture, new light map, new normal map, color change disabled.

I'm also doing a new Valkyrie, one which replaces most of the original texture entirely. It's been a huge pain, but I think the results are worth while. This will certainly not be ready today unfortunately. I will probably give the same treatment to the Typhoon because it needs it. Most of the weapons aren't so badly textured, they just have terrible normal maps. The Typhoon just looks terrible in stock form.

Some screenshots.

Posted Image
Posted Image
Posted Image

The last shot shows that there is no seam in the normal map for the Revenant. What's sad is the BioWare stock texture does leave one. So the normal map for it contains none of the original data and is 100% all new.

Modifié par Dead_Meat357, 24 septembre 2012 - 03:35 .


#3177
McRileyW

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Dead_Meat357 wrote...

McRileyW wrote...

Dead_Meat357 wrote...

That frosted look is what I've seen on textures which have their alpha channel's removed when they are supposed to have them. Most of the Defender Armor can't be done with DXT1 compression for that reason. DXT3 with explicit alpha or DXT5 compression with interpolated alpha I believe will fix that.


I will try it with Nvidia's tool in PS. Should I just "save as" with smarteck's texture or I should adjust other settings in PS as well? Thanks.


Save as with Photoshop is fine with everything but the normal map. Save that as a BMP and convert it to signed16-bit: V8U8 in the DirectX SDK. That's the format that ME3 uses for normal maps. I'm not sure what ME2 does.


I have posted in "Jean-Luc's High Res Textures: Trilogy Edition" and hopefully he will come here and making suggestions :P

#3178
McRileyW

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Dead_Meat357 wrote...


I'll do that and let you know. In any case, when it's been necessary to retain the original data, it's come out looking pretty good. When it wasn't, such as in Liara's alternate armor and the M-76 Revenant's cases, I was able to create a normal map that worked fantastically well. You'll be seeing screenshots of that stuff probably later today with some download links for things I think are ready to go.

Which includes:

Collector Armor v1.2 -New normal maps, new lights.
Ashley Default Armor v1.7 -New normal map, new helmet, new lights
Liara's Alternate Armor v1.5 -New normal map, new lights
M-76 Revenant - New texture, new light map, new normal map, color change disabled.

I'm also doing a new Valkyrie, one which replaces most of the original texture entirely. It's been a huge pain, but I think the results are worth while. This will certainly not be ready today unfortunately. I will probably give the same treatment to the Typhoon because it needs it. Most of the weapons aren't so badly textured, they just have terrible normal maps. The Typhoon just looks terrible in stock form.

Awesome. Can't wait to have Collector Armor v1.2 -New normal maps, new lights.:o:O:O

#3179
saltisgood

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Dead_Meat357 wrote...

McRileyW wrote...

Dead_Meat357 wrote...

That frosted look is what I've seen on textures which have their alpha channel's removed when they are supposed to have them. Most of the Defender Armor can't be done with DXT1 compression for that reason. DXT3 with explicit alpha or DXT5 compression with interpolated alpha I believe will fix that.


I will try it with Nvidia's tool in PS. Should I just "save as" with smarteck's texture or I should adjust other settings in PS as well? Thanks.


Save as with Photoshop is fine with everything but the normal map. Save that as a BMP and convert it to signed16-bit: V8U8 in the DirectX SDK. That's the format that ME3 uses for normal maps. I'm not sure what ME2 does.


I would imagine that the normal is still in the V8U8 format. It's a standard format used in a lot of Unreal Engine 3 games. The easy way to check would be to see what channels are in use in the original texture. If 2 channels are in use, then it's a V8U8. If there are 3 then it's probably a DXT1. Source

Of course the other possibility is that they stored certain masks in different textures than in ME3. If that's the case then you'd have to manually check each part of the texture set to make sure they're in the right place.

Modifié par saltisgood, 24 septembre 2012 - 03:12 .


#3180
Dead_Meat357

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I'm most proud of the Revenant. I think it might be my finest weapon mod. Though I am really fond of my M-11 Wraith and Black Widow mods.

To Smartek:

I checked that normal map you sent me. Looks about the same as the one I did after I made that post, which retained the original data. Which retention of some of the reflective properties of the original normal map is what I was after.

Modifié par Dead_Meat357, 24 septembre 2012 - 04:10 .


#3181
Xaijin

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Daryst wrote...

SliPaladin wrote...

Also not to sound like a dick but what's the point on having all these mods when we can't use them at the same time? I don't know how texmod works but I have a 4gig GPU, 8 gigs of ram and the game crashes when I load all the texture mods so far (except MP ones) without using FXAA. Maybe this can be fixed if we include different textures on one .tpf file.


I'm with SliPaladin here. It would be nice if some of the textures could be combined into packs.  If that helps them be reduced in size and decreases the loading times and performance. If not then so be it, but it would be nice.


It does no such thing. The load times and post injection performance is based on actual texture size and has nothing to do with packaging, loads are still the same. It is an issue with texmod, and cannot be worked around.

#3182
kaidan2

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I want the HR Inferno Armor

#3183
Dead_Meat357

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Xaijin wrote...

Daryst wrote...

SliPaladin wrote...

Also not to sound like a dick but what's the point on having all these mods when we can't use them at the same time? I don't know how texmod works but I have a 4gig GPU, 8 gigs of ram and the game crashes when I load all the texture mods so far (except MP ones) without using FXAA. Maybe this can be fixed if we include different textures on one .tpf file.


I'm with SliPaladin here. It would be nice if some of the textures could be combined into packs.  If that helps them be reduced in size and decreases the loading times and performance. If not then so be it, but it would be nice.


It does no such thing. The load times and post injection performance is based on actual texture size and has nothing to do with packaging, loads are still the same. It is an issue with texmod, and cannot be worked around.


Correct. The only benefit to combining .TPF files is that it gives you less of them to select when you are queueing up mods in Texmod. Texmod can only select 50 files at once, but it can load more than that. But if you combine your mods to a number less than 50, you can just hit ctrl-A and select them all. That is the only thing it does for you. And the performance of your system is virtually irrelevant. Texmod has a hard limitation of 2048 individual textures or something like that. Size is irrelevant. I can run the same number of mods whether I'm using a 1.5GB GTX 580 or a 4GTB GTX 680. Your CPU doesn't matter as the Texmod app isn't coded or rather optimized for multithreaded performance. System RAM, doesn't matter much either. I've got 32GB of RAM at 1600MHz and it's the same as 12GB of DDR3 2000MHz RAM in terms of load times.

Texmod is severely limited in what it can do. Unfortunately we don't have a better option. uMod doesn't work right with ME3 and it has a ****ty interface. The developer tried to make it too broad with it's capabilities and it ends up not doing much very well at all. ME3 explorer would allow for individual texture replacements but the preview function is virtually nonexistant, there is no real search function and no way to identify specific texture layers. Sometimes textures exist in multiple areas and all must be replaced or it doesn't work. It's also a slow process for one texture much less the several hundred or more you'd have to do. There are around 100 mods or so. Each with three textures or more. Some have as many as 19 or more. It's a painful process at best. Unrealistic to use in my opinion. At least currently.

#3184
Dead_Meat357

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kaidan2 wrote...

I want the HR Inferno Armor


I will get to it. Like I said, I will do all of Shepard's armors which aren't yet done eventually.  

#3185
Fredy AG

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Daryst wrote...

SliPaladin wrote...

Also not to sound like a dick but what's the point on having all these mods when we can't use them at the same time? I don't know how texmod works but I have a 4gig GPU, 8 gigs of ram and the game crashes when I load all the texture mods so far (except MP ones) without using FXAA. Maybe this can be fixed if we include different textures on one .tpf file.


I'm with SliPaladin here. It would be nice if some of the textures could be combined into packs.  If that helps them be reduced in size and decreases the loading times and performance. If not then so be it, but it would be nice.



Both, try this:

Start the game with ONLY those MODs that contain the word "OPTIMIZED 2" in its file name.


Tell us about your results.


//////

Modifié par smarteck, 24 septembre 2012 - 06:47 .


#3186
LilLino

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I know it's a petty plee since it can be spotted like what, once, twice in the game?

I mean the burn/destroy effect on Garrus/Edi during the Evac scene, it looks like someone took some pixels from minecraft and placed it on the armour.
If anyone is extremely bored and wants to do this please do :P

#3187
DJepic112

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LilLino wrote...

I know it's a petty plee since it can be spotted like what, once, twice in the game?

I mean the burn/destroy effect on Garrus/Edi during the Evac scene, it looks like someone took some pixels from minecraft and placed it on the armour.
If anyone is extremely bored and wants to do this please do :P


You talking about the pixelated blood? If so, there is a retexture in the first post that fixes this.

#3188
SliPaladin

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smarteck wrote...

Daryst wrote...

SliPaladin wrote...

Also not to sound like a dick but what's the point on having all these mods when we can't use them at the same time? I don't know how texmod works but I have a 4gig GPU, 8 gigs of ram and the game crashes when I load all the texture mods so far (except MP ones) without using FXAA. Maybe this can be fixed if we include different textures on one .tpf file.


I'm with SliPaladin here. It would be nice if some of the textures could be combined into packs.  If that helps them be reduced in size and decreases the loading times and performance. If not then so be it, but it would be nice.



Both, try this:

Start the game with ONLY those MODs that contain the word "OPTIMIZED 2" in its file name.


Tell us about your results.


//////

It's not the textures its Texmod, I have the latest optimized files. Apparently I can't use more than 50 (I think) texture mods or it will crash. Oh well I'll just load the texture mods that I need for the specific levels and later restart the game with different ones. 

Modifié par SliPaladin, 24 septembre 2012 - 08:39 .


#3189
Dead_Meat357

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SliPaladin wrote...

smarteck wrote...

Daryst wrote...

SliPaladin wrote...

Also not to sound like a dick but what's the point on having all these mods when we can't use them at the same time? I don't know how texmod works but I have a 4gig GPU, 8 gigs of ram and the game crashes when I load all the texture mods so far (except MP ones) without using FXAA. Maybe this can be fixed if we include different textures on one .tpf file.


I'm with SliPaladin here. It would be nice if some of the textures could be combined into packs.  If that helps them be reduced in size and decreases the loading times and performance. If not then so be it, but it would be nice.



Both, try this:

Start the game with ONLY those MODs that contain the word "OPTIMIZED 2" in its file name.


Tell us about your results.


//////

It's not the textures its Texmod, I have the latest optimized files. Apparently I can't use more than 50 (I think) texture mods or it will crash. Oh well I'll just load the texture mods that I need for the specific levels and later restart the game with different ones. 


I can't run much more than that these days. Unfortunately as we've learned to do these texture mods better, they've included more files. The original N7 Defender mod I did included 1 texture file. The current one includes 8. Shepard's default armor mod that I did, has 19 files in it. The first one that Smartek did was 7 as I recall. The quality of our mods has improved, but that comes at a price unfortunately.

I definitely recommend only using one of the armor mods for Shepard at a time if you can do it. The Collector Armor, Default Armor, Defender and Terminus Armor would definitely reduce the amount of mods you could run at one time by a lot.

#3190
Fredy AG

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SliPaladin wrote...

smarteck wrote...

Daryst wrote...

SliPaladin wrote...

Also not to sound like a dick but what's the point on having all these mods when we can't use them at the same time? I don't know how texmod works but I have a 4gig GPU, 8 gigs of ram and the game crashes when I load all the texture mods so far (except MP ones) without using FXAA. Maybe this can be fixed if we include different textures on one .tpf file.


I'm with SliPaladin here. It would be nice if some of the textures could be combined into packs.  If that helps them be reduced in size and decreases the loading times and performance. If not then so be it, but it would be nice.



Both, try this:

Start the game with ONLY those MODs that contain the word "OPTIMIZED 2" in its file name.


Tell us about your results.


//////

It's not the textures its Texmod, I have the latest optimized files. Apparently I can't use more than 50 (I think) texture mods or it will crash. Oh well I'll just load the texture mods that I need for the specific levels and later restart the game with different ones. 


With the recommended requirements (described on the first page), I can use all these files at once without problems...


- aJames Vega Skin Head + Neck HR v1.0 OPTIMIZED 2.tpf
- 1 aVega Informal + Arms Skin HR v1.4 OPTIMIZED 2.tpf
- 1 EDI Default Nanosuit HR 4096 v1.3 OPTIMIZED 2.tpf
- 1 Liara Default Suit HR 4096 v1.3 OPTIMIZED 2.tpf
- 1 Miranda Default Suit HR 4096 v1.2 OPTIMIZED 2.tpf
- 2 a Kaidan Alenko Skin HR v1.0 OPTIMIZED 2.tpf
- 2 Alenko Default Armor Dark Edition v1.3 HR 4096 OPTIMIZED 2.tpf
- 2 Alliance Suit Standard Female HR v1.4 OPTIMIZED 2.tpf
- 2 Alliance Suit Standard Male HR v1.5 OPTIMIZED 2.tpf
- 2 amaAria TïLoak Defaul Suit HR 4096 v1.0 OPTIMIZED 2.tpf
- 2 amDr. Chakwas HR 4096 v1.0 OPTIMIZED 2.tpf
- 2 Garrus Default Armor HR 4096 v1.2 OPTIMIZED 2.tpf
- 2 Male Shepard N7 Default Armor-Helmet Ultra-HR4096 Blood v1.4 OPTIMIZED 2.tpf
- 2 Piel smarteck shepard OPT 2.tpf
- 2 Udina Default Suit HR 2048 v1.0 OPTIMIZED 2.tpf
- 3 Female Hospital Staff HR 4096 v1.0 OPTIMIZED 2.tpf
- 3. Master File Zona C - ME3 HighRes Structures, objects and machinery..tpf
- Anderson Battle Suit HR 4096 v1.0 OPTIMIZED 2.tpf
- Anderson Formal Suit-Skin HEAD-NECK-HANDS V1.0 OPTIMIZED 2.tpf
- Ariake Tech Legs Armor v1.2 Alternate Edition OPTIMIZED 2.tpf
- Armor Alliance Soldiers HR 4096 v1.0 OPTIMIZED 2.tpf
- banshee reaper HD v2 OPTIMIZED 2.tpf
- cannibal reaper HD v1.0.tpf
- Default Salarian Tunic HR v1.0 OPTIMIZED 2.tpf
- Destroyer Reaper HD v1 OPTIMIZED 2.tpf
- Eva. Krogan Female HR 4096 v1.0.tpf
- Formal Uniform of the Alliance HR 2048 v1.2 OPTIMIZED 2.tpf
- Grunt Default Armor from ME2 Recoded for ME3.tpf
- Hackett Default Formal Uniform HR 4096 v1.0 OPTIMIZED 2.tpf
- HR lines Asari Counselor and female people. v1.0 OPTIMIZED 2.tpf
- Husk Zombie in HR v1.0 OPTIMIZED 2.tpf
- ibr_n7_armory.tpf
- Illusive Man Default Suit HR 4096 v1.0 OPTIMIZED 2.tpf
- Jacob from ME2 edited and re-coded  for ME3 v1.3.tpf
- Javik Default Armor HR 4096 v1.2 OPTIMIZED 2.tpf
- Kai Leng Default Armor + Viewer HR 4096 v1.0 OPTIMIZED 2.tpf
- Legion from ME2 re-coded  for ME3 v1.0.tpf
- Liara Suit from Deluxe-Collector Edition HR 4096 v1.0 OPTIMIZED 2.tpf
- ME3 HD eyes.tpf
- ME3paperwork.tpf
- Menu Background 2 ME3.tpf
- Mordin Default Suit Recoded from ME2 for ME3.tpf
- N7 Hoody in HR 4096 New logo and material v1.0 OPTIMIZED 2.tpf
- Rachni soldier reaper OPTIMIZED 2.tpf
- Reina Rachni mia v1.0.tpf
- Robo Super Dog Resolution x2 v1.0 OPTIMIZED 2.tpf
- Samara from ME2 re-coded  for ME3 v1.0.tpf
- Sentry Interface N7 Edition (viewer) HR v1.0 OPTIMIZED 2.tpf
- Tali Default Suit HR 4096 From ME2 For ME3 Edited v1.2 OPTIMIZED 2.tpf
- tuchanka main krogans hd.tpf
- Turian Soldiers Armors HR 2048 v1.0 OPTIMIZED 2.tpf
- Units of Cerberus 1 HR v1.0.tpf
- Vega Default Armor HR 4096 v1.2 OPTIMIZED 2.tpf
- Weapon Avenger M-8  HR v1.2 OPTIMIZED 2.tpf
- Weapon M-11 Wraith HR2048 v1.0.tpf
- Weapon M-92 Mantis HR 2048 v1.3 OPTIMIZED 2.tpf
- Weapon M-99 Saber v1.0 OPTIMIZED 2.tpf
- Weapon M98_Black Widow HR2048 v1.0.tpf
- Weapon Mattock M-96 N7 Dark Edition HR v1.1 OPTIMIZED 2.tpf
- Weapon Predator M-3 HR by TheDarkFalkon v1.0 OPTIMIZED 2.tpf
- WpnPhaeston_HR.tpf
- WpnShuriken_HR by TheDarkFalcon  OPTIMIZED 2.tpf
- Wrex - Wreav Default Armor HR 4096 v1.0 OPTIMIZED 2.tpf
- Zaeed from ME2 re-coded  for ME3 v1.0.tpf



Maybe you have some additional problem, maybe bad overclock or are using some MODs not optimized (with jpg files inside). :huh:


Salu2;)


//////////

Modifié par smarteck, 24 septembre 2012 - 09:26 .


#3191
LilLino

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DJepic112 wrote...

LilLino wrote...

I know it's a petty plee since it can be spotted like what, once, twice in the game?

I mean the burn/destroy effect on Garrus/Edi during the Evac scene, it looks like someone took some pixels from minecraft and placed it on the armour.
If anyone is extremely bored and wants to do this please do :P


You talking about the pixelated blood? If so, there is a retexture in the first post that fixes this.



No, EDI and Garrus don't get blood on their bodies, they get their armour ruined/burned and it looks even worse than blood does. Absolutely terrible pixelated mess.
Posted Image

Modifié par LilLino, 24 septembre 2012 - 09:34 .


#3192
McRileyW

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OK. So there are three files in Liara's Armor by smarteck. With Nvidia's plugin, I "saved as" the color map with alpha channel enabled and "DXT3 compression with explicit alpha", also "saved as" the grey map with that DXT3. With the ME2 normal map the result looks like this. Seems improved now. Maybe I try the convert option later.

Edit:

I guess ME2 uses Object-Space Normal Map, while ME3 uses Tangent-Space Normal Map?

Another screenshot. I really can't port the Normal Map. So I started a new thread and let other people help on this.

http://social.biowar...index/13962378/

Posted Image

Posted Image

Modifié par McRileyW, 25 septembre 2012 - 03:48 .


#3193
saltisgood

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McRileyW wrote...

OK. So there are three files in Liara's Armor by smarteck. With Nvidia's plugin, I "saved as" the color map with alpha channel enabled and "DXT3 compression with explicit alpha", also "saved as" the grey map with that DXT3. With the ME2 normal map the result looks like this. Seems improved now. Maybe I try the convert option later.

Edit:

I guess ME2 uses Object-Space Normal Map, while ME3 uses Tangent-Space Normal Map?

Another screenshot. I really can't port the Normal Map. So I started a new thread and let other people help on this.
(cut)
http://social.biowar...index/13962378/


No problems when I tried it myself.
(Click to see higher res)
Posted Image

Just so you can see what's happening, I upped the strength on the normal:
Posted Image
Posted Image

I did this just by taking Smarteck's diff and spec as standard. Then I made my own normal really quickly. Just take the original normal, upscale it, copy across smarteck's diff and use the NVIDIA normal filter on it with the scale set to about 5. Then set that layer to Overlay. And then simply save it as a DXT1 in photoshop.

You don't need to bother with the DirectX SDK in this case, because the original doesn't appear to be a V8U8. If you look at the original file, there is information in all 3 channels (RGB). Since V8U8s only have 2 channels, it means it must be a DXT1.

EDIT: Oh and I had to redo the checksums with Texmod. They were different between ME2 and ME3.

Side note:
This happened when I was trying to record my screenshots:
Posted Image
She got a little stuck... :blink:

Modifié par saltisgood, 25 septembre 2012 - 06:03 .


#3194
Fredy AG

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McRileyW wrote...

OK. So there are three files in Liara's Armor by smarteck. With Nvidia's plugin, I "saved as" the color map with alpha channel enabled and "DXT3 compression with explicit alpha", also "saved as" the grey map with that DXT3. With the ME2 normal map the result looks like this. Seems improved now. Maybe I try the convert option later.

Edit:

I guess ME2 uses Object-Space Normal Map, while ME3 uses Tangent-Space Normal Map?

Another screenshot. I really can't port the Normal Map. So I started a new thread and let other people help on this.

http://social.biowar...index/13962378/

Posted Image

Posted Image



I think I have successfully transported the MOD we have in ME3 for ME2. It was necessary to put an additional file. If all goes well, be sure to share it in this post that you have created, maybe also you can put that created for Aria www.mediafire.com/:)


Posted Image


Posted Image



RF > Liara Default Suit HR 4096 from ME3 for ME2: www.mediafire.com/



Saludos. ;)


//////

Modifié par smarteck, 25 septembre 2012 - 06:14 .


#3195
Daryst

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smarteck wrote...

SliPaladin wrote...

smarteck wrote...

Daryst wrote...

SliPaladin wrote...

Also not to sound like a dick but what's the point on having all these mods when we can't use them at the same time? I don't know how texmod works but I have a 4gig GPU, 8 gigs of ram and the game crashes when I load all the texture mods so far (except MP ones) without using FXAA. Maybe this can be fixed if we include different textures on one .tpf file.


I'm with SliPaladin here. It would be nice if some of the textures could be combined into packs.  If that helps them be reduced in size and decreases the loading times and performance. If not then so be it, but it would be nice.



Both, try this:

Start the game with ONLY those MODs that contain the word "OPTIMIZED 2" in its file name.


Tell us about your results.


//////

It's not the textures its Texmod, I have the latest optimized files. Apparently I can't use more than 50 (I think) texture mods or it will crash. Oh well I'll just load the texture mods that I need for the specific levels and later restart the game with different ones. 


With the recommended requirements (described on the first page), I can use all these files at once without problems...


- aJames Vega Skin Head + Neck HR v1.0 OPTIMIZED 2.tpf
- 1 aVega Informal + Arms Skin HR v1.4 OPTIMIZED 2.tpf
- 1 EDI Default Nanosuit HR 4096 v1.3 OPTIMIZED 2.tpf
- 1 Liara Default Suit HR 4096 v1.3 OPTIMIZED 2.tpf
- 1 Miranda Default Suit HR 4096 v1.2 OPTIMIZED 2.tpf
- 2 a Kaidan Alenko Skin HR v1.0 OPTIMIZED 2.tpf
- 2 Alenko Default Armor Dark Edition v1.3 HR 4096 OPTIMIZED 2.tpf
- 2 Alliance Suit Standard Female HR v1.4 OPTIMIZED 2.tpf
- 2 Alliance Suit Standard Male HR v1.5 OPTIMIZED 2.tpf
- 2 amaAria TïLoak Defaul Suit HR 4096 v1.0 OPTIMIZED 2.tpf
- 2 amDr. Chakwas HR 4096 v1.0 OPTIMIZED 2.tpf
- 2 Garrus Default Armor HR 4096 v1.2 OPTIMIZED 2.tpf
- 2 Male Shepard N7 Default Armor-Helmet Ultra-HR4096 Blood v1.4 OPTIMIZED 2.tpf
- 2 Piel smarteck shepard OPT 2.tpf
- 2 Udina Default Suit HR 2048 v1.0 OPTIMIZED 2.tpf
- 3 Female Hospital Staff HR 4096 v1.0 OPTIMIZED 2.tpf
- 3. Master File Zona C - ME3 HighRes Structures, objects and machinery..tpf
- Anderson Battle Suit HR 4096 v1.0 OPTIMIZED 2.tpf
- Anderson Formal Suit-Skin HEAD-NECK-HANDS V1.0 OPTIMIZED 2.tpf
- Ariake Tech Legs Armor v1.2 Alternate Edition OPTIMIZED 2.tpf
- Armor Alliance Soldiers HR 4096 v1.0 OPTIMIZED 2.tpf
- banshee reaper HD v2 OPTIMIZED 2.tpf
- cannibal reaper HD v1.0.tpf
- Default Salarian Tunic HR v1.0 OPTIMIZED 2.tpf
- Destroyer Reaper HD v1 OPTIMIZED 2.tpf
- Eva. Krogan Female HR 4096 v1.0.tpf
- Formal Uniform of the Alliance HR 2048 v1.2 OPTIMIZED 2.tpf
- Grunt Default Armor from ME2 Recoded for ME3.tpf
- Hackett Default Formal Uniform HR 4096 v1.0 OPTIMIZED 2.tpf
- HR lines Asari Counselor and female people. v1.0 OPTIMIZED 2.tpf
- Husk Zombie in HR v1.0 OPTIMIZED 2.tpf
- ibr_n7_armory.tpf
- Illusive Man Default Suit HR 4096 v1.0 OPTIMIZED 2.tpf
- Jacob from ME2 edited and re-coded  for ME3 v1.3.tpf
- Javik Default Armor HR 4096 v1.2 OPTIMIZED 2.tpf
- Kai Leng Default Armor + Viewer HR 4096 v1.0 OPTIMIZED 2.tpf
- Legion from ME2 re-coded  for ME3 v1.0.tpf
- Liara Suit from Deluxe-Collector Edition HR 4096 v1.0 OPTIMIZED 2.tpf
- ME3 HD eyes.tpf
- ME3paperwork.tpf
- Menu Background 2 ME3.tpf
- Mordin Default Suit Recoded from ME2 for ME3.tpf
- N7 Hoody in HR 4096 New logo and material v1.0 OPTIMIZED 2.tpf
- Rachni soldier reaper OPTIMIZED 2.tpf
- Reina Rachni mia v1.0.tpf
- Robo Super Dog Resolution x2 v1.0 OPTIMIZED 2.tpf
- Samara from ME2 re-coded  for ME3 v1.0.tpf
- Sentry Interface N7 Edition (viewer) HR v1.0 OPTIMIZED 2.tpf
- Tali Default Suit HR 4096 From ME2 For ME3 Edited v1.2 OPTIMIZED 2.tpf
- tuchanka main krogans hd.tpf
- Turian Soldiers Armors HR 2048 v1.0 OPTIMIZED 2.tpf
- Units of Cerberus 1 HR v1.0.tpf
- Vega Default Armor HR 4096 v1.2 OPTIMIZED 2.tpf
- Weapon Avenger M-8  HR v1.2 OPTIMIZED 2.tpf
- Weapon M-11 Wraith HR2048 v1.0.tpf
- Weapon M-92 Mantis HR 2048 v1.3 OPTIMIZED 2.tpf
- Weapon M-99 Saber v1.0 OPTIMIZED 2.tpf
- Weapon M98_Black Widow HR2048 v1.0.tpf
- Weapon Mattock M-96 N7 Dark Edition HR v1.1 OPTIMIZED 2.tpf
- Weapon Predator M-3 HR by TheDarkFalkon v1.0 OPTIMIZED 2.tpf
- WpnPhaeston_HR.tpf
- WpnShuriken_HR by TheDarkFalcon  OPTIMIZED 2.tpf
- Wrex - Wreav Default Armor HR 4096 v1.0 OPTIMIZED 2.tpf
- Zaeed from ME2 re-coded  for ME3 v1.0.tpf



Maybe you have some additional problem, maybe bad overclock or are using some MODs not optimized (with jpg files inside). :huh:


Salu2;)


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Thanks for the explanations. I have been doing it it like for my current playthrough. But I find it annoying personally to exit the game lead the textures for the next bit and restart it, and waiting for another 15 minutes orso. On the other hand, I do have more time to do other things during that waiting period. Like cleaning the house :lol:

#3196
McRileyW

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saltisgood wrote...

No problems when I tried it myself.
(Click to see higher res)

I did this just by taking Smarteck's diff and spec as standard. Then I made my own normal really quickly. Just take the original normal, upscale it, copy across smarteck's diff and use the NVIDIA normal filter on it with the scale set to about 5. Then set that layer to Overlay. And then simply save it as a DXT1 in photoshop.

You don't need to bother with the DirectX SDK in this case, because the original doesn't appear to be a V8U8. If you look at the original file, there is information in all 3 channels (RGB). Since V8U8s only have 2 channels, it means it must be a DXT1.

EDIT: Oh and I had to redo the checksums with Texmod. They were different between ME2 and ME3.


Thank you. Good to have you people experienced in 3D texturing. The last time I ever played with 3D max was years ago and I don't think I really knew different kind of maps.

#3197
McRileyW

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smarteck wrote...

I think I have successfully transported the MOD we have in ME3 for ME2. It was necessary to put an additional file. If all goes well, be sure to share it in this post that you have created, maybe also you can put that created for Aria www.mediafire.com/:)


RF > Liara Default Suit HR 4096 from ME3 for ME2: www.mediafire.com/



Saludos. ;)


:o Wow. Thank you very much. I'll take screenshots of Aria now and modify my post later.

Let's hope the Omega DLC will come out soon and be as great as the LOTSB. :wizard:

EDIT: I don't see much difference? Or is it just me? It's hard to take a shot of her. She sits there all the time.

Posted Image

Modifié par McRileyW, 25 septembre 2012 - 08:21 .


#3198
Fredy AG

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 I remember it looked much better :huh:...  give me a few minutes to check.


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#3199
Fredy AG

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 ///

Try this new file: www.mediafire.com/


You should see something like this ...


Posted Image


Posted Image


Posted Image


Posted Image





Salu2. ;)


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#3200
McRileyW

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smarteck wrote...

 ///

Try this new file: www.mediafire.com/


You should see something like this ...



Salu2. ;)


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Amazing. Thanks. I will update my post soon.

One question though. I once tried to port your Sheploo's head and neck to ME1&2. It didn't show much difference. Now I know why: the normal map. But if I remove the normal map, ME3's face will show with almost white skin, and that looks a bit weird with sheploo's tanned body.

I don't know if you will update sheploo's face with a new RF file, But I would try the method saltisgood told me in an earlier post. If that works I would go to work on Kaidan's face as well.
:whistle:

Modifié par McRileyW, 25 septembre 2012 - 12:22 .