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


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#3201
BluRay

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i've asked to ea guys if i can use this on MP they said me i can't because maybe i get banned?Do u use that on mp?

#3202
SliPaladin

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I thought it was confirmed multiple times that texture mods wont get you banned in MP.

#3203
Dead_Meat357

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SliPaladin wrote...

I thought it was confirmed multiple times that texture mods wont get you banned in MP.


Yes it has been. You can use these mods on multiplayer. I've been doing it for months now.

#3204
Dead_Meat357

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McRileyW wrote...

smarteck wrote...

 ///

Try this new file: www.mediafire.com/


You should see something like this ...



Salu2. ;)


//////

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:


I'd be surprised if it worked at all. Shepard's gained more polygons over the years. Even if the texture mapped correctly, I'd expect animation issues with it.

In any case, the changes to the normal map creation process with information provided by Saltisgood has helped tremendously. Though I have to disagree with some of the advice about the scale settings. I've found for all my textures at least that the settings of 10 or 20 are far too strong and result in some hidous details showing up. But other than that the process has worked well for me.

I'll be updating mods that previously had some normal map issues with new ones. The N7 Defender armor is getting an update, but not for that reason. But Ashley, Liara, and some of the other armors will get updates. Working on them now, testing etc.

Ashley's been changed a lot in this next version. She has a new helmet, darker coloring, new stripe textures, new strap textures, and some slight desaturation. She should have coloring that's closer to the original texture. Naturally Liara will get the same basic updates. New normal map, new strap texturing and coloring, and some slight color changes here and there. All squad mate mods I've done include helmets now as do all applicable armor mods.  

Updated my post with links to the new files.

Added: M-76 Revenant v1.2
Added: Spectre Pack v1.1 (Includes updated versions of the Black Widow, M-77 Paladin and M-11 Wraith, resolves all artifacting issues, includes new normal maps.)
Added: M-96 Mattock (Includes new normal map)

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Color changing was disabled on the Revenant because the color change layer doesn't have complete coverage of the gun, so parts of the original coloring show through areas where they shouldn't. I've never been able to fix this well enough for it to not bother me. As a result, I've disabled it. If enough people want the color changing restored, I suppose I could offer that in another version, but keep in mind that parts of the red will always show through. That's not my fault, it's BioWare's.

Also keep in mind that in game, the coloring is closer to the original texture. It's just the lighting of the mod bench that makes it brighter looking.
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Ashley isn't 100% ready yet but I'm damn close. Liara's outfit has been updated already. (Much easier to work with.)

Modifié par Dead_Meat357, 25 septembre 2012 - 08:43 .


#3205
Guest_ShadowHawk28_*

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Still waiting for a HR Tex Reckoning Armor for Shepard to install. :whistle:

Modifié par shadowhawk233, 25 septembre 2012 - 08:28 .


#3206
Dead_Meat357

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shadowhawk233 wrote...

Still waiting for a HR Tex Reckoning Armor for Shepard to install. :whistle:


One day one of us will get around to it. I know everyone has their favorite armors. So do I. In fact I've almost modded them in my order of favorite to least.

#3207
Guest_ShadowHawk28_*

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Dead_Meat357 wrote...

One day one of us will get around to it. I know everyone has their favorite armors. So do I. In fact I've almost modded them in my order of favorite to least.


FYI: I'm not in any hurry to get. I'm a patient kind of guy. i know some of you want to work on other armors and what not so no rush. :innocent:

#3208
Dead_Meat357

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shadowhawk233 wrote...

Dead_Meat357 wrote...

One day one of us will get around to it. I know everyone has their favorite armors. So do I. In fact I've almost modded them in my order of favorite to least.


FYI: I'm not in any hurry to get. I'm a patient kind of guy. i know some of you want to work on other armors and what not so no rush. :innocent:




As I've said. I want to get them all done one day. Everyone should be able to have their Shepard the way they want him/her to look. And in high resolution. Right now I'm concentrating on improving my existing work where needed. Unfortunately I'm a perfectionist and I'm rarely happy with anything. So I keep messing with older mods when I learn new techniques.

Modifié par Dead_Meat357, 25 septembre 2012 - 09:03 .


#3209
BluRay

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Dead_Meat357 wrote...

SliPaladin wrote...

I thought it was confirmed multiple times that texture mods wont get you banned in MP.


Yes it has been. You can use these mods on multiplayer. I've been doing it for months now.

And what's about loadings? My average fps are between 30 and 60,you think it will take ages to load something?

#3210
Xaijin

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Loading "speed" is irrelevant through Texmod and depends entirely on a: I/O of your HD to Ram architecture AS INTERPOLATED THROUGH TEXMOD and B: the bandwidth on your MB's graphic connection. (Notice I did NOT say "the bandwidth on your card") It's a set amount based on texture size and number and how wide your I/O highways are and nothing more, period.

Having a "fast" card does not help loading, and neither does having an SSD. It's 100% based on Motherboard aperture transfer bandwidth. What fast hardware does is help performance ONCE THE TEXTURES ARE LOADED, and not a moment before.

Personally, to load a full count of 204X textures, it takes my system 4 minutes. Less textures mean less time loading but there are definite limits where the speed of texmod's injection is the reason, and having several hundred more or less textures will not change anything noticeable.

Modifié par Xaijin, 25 septembre 2012 - 09:58 .


#3211
BluRay

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Xaijin wrote...

Loading "speed" is irrelevant through Texmod and depends entirely on a: I/O of your HD to Ram architecture AS INTERPOLATED THROUGH TEXMOD and B: the bandwidth on your MB's graphic connection. (Notice I did NOT say "the bandwidth on your card") It's a set amount based on texture size and number and how wide your I/O highways are and nothing more, period.

Having a "fast" card does not help loading, and neither does having an SSD. It's 100% based on Motherboard aperture transfer bandwidth. What fast hardware does is help performance ONCE THE TEXTURES ARE LOADED, and not a moment before.

Personally, to load a full count of 204X textures, it takes my system 4 minutes. Less textures mean less time loading but there are definite limits where the speed of texmod's injection is the reason, and having several hundred more or less textures will not change anything noticeable.

So i should not use this on mp.....?

#3212
Xaijin

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It's perfectly fine for MP, but there will be a loading period when you start up your game.

#3213
Dead_Meat357

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Xaijin wrote...

It's perfectly fine for MP, but there will be a loading period when you start up your game.


Right, just like single player. It won't impact the time it takes to start a match or anything like that. (Just being clear here.) 

#3214
McRileyW

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Dead_Meat357 wrote...



I'd be surprised if it worked at all. Shepard's gained more polygons over the years. Even if the texture mapped correctly, I'd expect animation issues with it.


I was in Kasumi's loyalty mission when I tested ME3 face. During the cutscenes sheploo looked fine except the pale white skin XD

yeah should test that during the whole game to be sure

#3215
Dead_Meat357

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McRileyW wrote...

Dead_Meat357 wrote...



I'd be surprised if it worked at all. Shepard's gained more polygons over the years. Even if the texture mapped correctly, I'd expect animation issues with it.


I was in Kasumi's loyalty mission when I tested ME3 face. During the cutscenes sheploo looked fine except the pale white skin XD

yeah should test that during the whole game to be sure


Well hopefully it works. It would be nice if I could make him look the same in all three games. Well armor aside. Actually I can port the ME1 armor over and mod the coalesced.bin to allow me to use it. But I prefer my ME2 / ME3 armors over that one.

#3216
baby-boy2011

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cool

#3217
Dead_Meat357

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baby-boy2011 wrote...

cool


What is?

#3218
Fredy AG

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///


:D 

Added:


> ZONA B:  ARMAS  //  WEAPONS

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>>>
7. Weapon Cerberus Harrier Silver Edition in High Resolution:  

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Screens:


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In-game looks veeery nice...


Salu2. ;)


//////

#3219
Dead_Meat357

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Nice Smartek. Speaking of that gun, I started updating the stock Harrier again. I changed the decals and gave it a new normal map. Probably a bit too roughed up thus far. Lately I've started making my weapons mods a lot cleaner. Probably will do the same here.

Thinking about modding this armor next. Problem is no one will ever see it unless they want to mod their coalesced.bin file as it's the BF3 armor meant for single player. This uses a totally different texture and texture map than the MP version uses.

Posted Image

Modifié par Dead_Meat357, 26 septembre 2012 - 08:49 .


#3220
McRileyW

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"Battlefield 3 soldier kit now available as a new Rare card" ... Wish I can change the helmet though

#3221
Dead_Meat357

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McRileyW wrote...

"Battlefield 3 soldier kit now available as a new Rare card" ... Wish I can change the helmet though


You can in single player. As my screenshot above shows. That version has no helmet with it. The multiplayer one has a different texture map which includes the Death Mask. What I find strange is that BioWare created two versions of the BF3 armor, and one you can never see without modifying the coalesced.bin file. Also, FemShep does not have a version of that armor at all. Instead she has a plain grey suit of Defender Armor.

Modifié par Dead_Meat357, 26 septembre 2012 - 02:44 .


#3222
seriouser

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How many mods can you guys load with Texmod before you get a crash on startup or load?

I've got 98 files on texmod right now with a loading time of over 9 minutes and that seems to be the limit for me. The total size for all the mods is about 1.1GB. It's strange that it can't do more since I've got 12GB of RAM and 4GB of VRAM so that shouldn't be a problem.

Is it because the game itself is 32bit?

Modifié par seriouser, 26 septembre 2012 - 03:20 .


#3223
Dead_Meat357

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seriouser wrote...

How many mods can you guys load with Texmod before you get a crash on startup or load?

I've got 98 files on texmod right now with a loading time of over 7 minutes and that seems to be the limit for me. The total size for all the mods is about 1.1GB. It's strange that it can't do more since I've got 12GB of RAM and 4GB of VRAM so that shouldn't be a problem.

Is it because the game itself is 32bit?


I'll try and keep this brief as we've covered this many, many times. The limitations are with Texmod. It is a single-threaded application. It has a texture limit of 2048 textures. Texmod itself is 32bit, but that has nothing to do with anything beyond the fact that it's probably not capable of loading more than 2GB worth of textures. Being 32bit and being designed for Windows is the reason. Most Windows applications that are 32bit have a 2GB memory limit because that's a limitation of the Windows OS. 2GB of a 4GB system is allocated to the system and 2GB is allocated to user programs. You can alter this balance with a /PAE switch, but the performance is pretty bad as it allocates 3GB to user programs and 1GB to the system. Even applications like Photoshop CS 32bit for example could only use up to 2GB of RAM. That was pushing it even back then. When I was stuck with a 32bit version of the application I ran into memory issues constantly. We moved to 64bit computing for a reason.

Furthermore, your system configuration is largely irrelevant because of Texmod's limitations. I've got 6 cores @ 4.4GHz, 12 threads, 32GB of RAM and 4GB of video RAM. (Per GPU, though that's irrelevant as well given that SLI duplicates the contents of the frame buffer on both.) Most people also believe they've got 4GB or whatever of VRAM and so few actually do. A GTX 690 for example has a 2GB frame buffer, but 4GB total RAM. The rest of the VRAM is allocated to the second GPU. So you can effectively cut the memory size of any dual GPU card in half because that's what you really have usable.

Single core clock speed is about the only thing that seems to really help Texmod. A fast I/O system probably helps on a theoretical level, but in practice it matters very little. I'm running Texmod and the mods, and Mass Effect 3 from dual SSD's in RAID 0. Doesn't make any difference in load times vs a mechanical disk. I/O transfers across the PCI-Express do not really seem to matter all that much. My Radeon HD 7970's were fully PCIe 3.0 compliant, but textures loaded slower than they do on my GTX 680 4GB cards. The Radeon HD 7970 has a wider memory bus than the GTX 680 does. Still doesn't seem to matter. However the NVIDIA card has higher memory clocks. Still has a lower transfer rate, but higher clocks. My old system loaded the textures almost as fast as this one does and it had far less memory bandwidth. Triple channel vs. quad-channel. Still doesn't make any difference.

The main reason this system loads faster is most likely due to differences in the CPUs. Sandy Bridge-E (Core i7 3930k) vs. Gulftown (Core i7 980X) is slightly faster per clock cycle and I believe this is above all else the reason why my new machine loads textures faster than the old one. Reducing the CPU to it's stock speed of 3.5GHz and increasing my old one to 4.4GHz yields interesting results. Basically my old system is actually faster at loading textures via Texmod at that point. Increase to 3.8GHz (turbo frequency) and it balances back out.  

As I understand it, Texmod has to unpack the .TPF files. If so that's fairly similar to unpacking files with WinRAR or something similar. If true then it's almost strictly a CPU dependent operation. Unlike WinRAR though, Texmod doesn't leverage multiple threads well. Or at all. Interestingly enough, I can get Texmod to load textures from the directory I capture textures into even in logging mode provided they are named correctly and have a definition file in the same directory. The interesting thing about it is that textures in this directory do not increase the load time of the game at all. But if I queue up the same textures in a .TPF file, it adds several seconds to the loading of the game. This tells me that Texmod does indeed unpack files in this manner. So again I think it's mostly CPU dependant more than anything.

Past that your mods may equal around 1.1GB in .TPF packages which are smaller than the file size of the combined textures outside of a .TPF file. It's not usually a big difference. Around 10-20% at most. But do the match and 60+ textures at 10% or larger size unpacked probably gets pretty close to the 2GB mark. Which again I believe comes into play with Texmods likely limitations. I don't know which mods you are using, but many of the older versions do not have normal maps and the orange / red / green texture. Back before most of us knew how to do that I could run more mods. Now that each mod I use contains at least three textures I've found I can run far less mods than I could before. I dropped from being able to run 90 or so to around 65 or so.

I use more of my own mods than anything else, and mine have had all three files and sometimes more for sometime now. I know Smartek has redone a lot of his with normal maps and the orange / red / green texture. That will likely drop that amount we can realistically run somewhat. Although they'll look far better for having all the necessary edited files. Just redoing the normal maps alone on many of these textures improves their look tremendously. I don't know what versions of the mods you are running, but 90 is quite good. Most of us can't run that many. Then again, settings may come into play somewhat. I run 8xAA. That kills VRAM. I know the textures load into VRAM rather than system RAM, but I'm not sure if I'm even hitting the wall with that. I may have to turn AA off and see how many I can realistically load.

And for reference, my old system loaded the mods in about 7 minutes and my new one does it in 6.

Basic Specifications Comparison:
Core i7 980X @ 4.4GHz
ASUS Rampage III Black Edition Motherboard
12GB DDR2000MHz RAM
Intel X25-M G2 80GB SSD
AMD Radeon HD 7970 3GB

Time to load Texture mods with ME3: 7 minutes

vs.

Core i7 3930K @ 4.4GHz
ASUS Rampage III Extreme
32GB DDR3 1600MHz RAM
2x Corsair Force GT 120GB SSD's (RAID0)
Radeon HD 7970 3GB (Later moved to EVGA GeForce GTX 680 4GB cards)

Time to load Texture Mods with ME3: 6 minutes (GTX 680's in SLI)

The old system was high end at the time it was built, and isn't too bad now, but the new one has a lot of minor technical advantages and still only manages to load the game slightly faster. I'm sure more memory bandwidth, faster disk I/O and other factors contribute somewhat but I'll bet that the CPU is the biggest contributor. The times above are for my current mod list which is about 60 mods which total about 1.0GB's.

Modifié par Dead_Meat357, 26 septembre 2012 - 05:26 .


#3224
seriouser

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Dead_Meat357 wrote...

seriouser wrote...

How many mods can you guys load with Texmod before you get a crash on startup or load?

I've got 98 files on texmod right now with a loading time of over 7 minutes and that seems to be the limit for me. The total size for all the mods is about 1.1GB. It's strange that it can't do more since I've got 12GB of RAM and 4GB of VRAM so that shouldn't be a problem.

Is it because the game itself is 32bit?


I'll try and keep this brief as we've covered this many, many times. The limitations are with Texmod. It is a single-threaded application. It has a texture limit of 2048 textures. Texmod itself is 32bit, but that has nothing to do with anything beyond the fact that it's probably not capable of loading more than 2GB worth of textures. Being 32bit and being designed for Windows is the reason. Most Windows applications that are 32bit have a 2GB memory limit because that's a limitation of the Windows OS. 2GB of a 4GB system is allocated to the system and 2GB is allocated to user programs. You can alter this balance with a /PAE switch, but the performance is pretty bad as it allocates 3GB to user programs and 1GB to the system. Even applications like Photoshop CS 32bit for example could only use up to 2GB of RAM. That was pushing it even back then. When I was stuck with a 32bit version of the application I ran into memory issues constantly. We moved to 64bit computing for a reason.

Furthermore, your system configuration is largely irrelevant because of Texmod's limitations. I've got 6 cores @ 4.4GHz, 12 threads, 32GB of RAM and 4GB of video RAM. (Per GPU, though that's irrelevant as well given that SLI duplicates the contents of the frame buffer on both.) Most people also believe they've got 4GB or whatever of VRAM and so few actually do. A GTX 690 for example has a 2GB frame buffer, but 4GB total RAM. The rest of the VRAM is allocated to the second GPU. So you can effectively cut the memory size of any dual GPU card in half because that's what you really have usable.

Single core clock speed is about the only thing that seems to really help Texmod. A fast I/O system probably helps on a theoretical level, but in practice it matters very little. I'm running Texmod and the mods, and Mass Effect 3 from dual SSD's in RAID 0. Doesn't make any difference in load times vs a mechanical disk. I/O transfers across the PCI-Express do not really seem to matter all that much. My Radeon HD 7970's were fully PCIe 3.0 compliant, but textures loaded slower than they do on my GTX 680 4GB cards. The Radeon HD 7970 has a wider memory bus than the GTX 680 does. Still doesn't seem to matter. However the NVIDIA card has higher memory clocks. Still has a lower transfer rate, but higher clocks. My old system loaded the textures almost as fast as this one does and it had far less memory bandwidth. Triple channel vs. quad-channel. Still doesn't make any difference.

The main reason this system loads faster is most likely due to differences in the CPUs. Sandy Bridge-E (Core i7 3930k) vs. Gulftown (Core i7 980X) is slightly faster per clock cycle and I believe this is above all else the reason why my new machine loads textures faster than the old one. Reducing the CPU to it's stock speed of 3.5GHz and increasing my old one to 4.4GHz yields interesting results. Basically my old system is actually faster at loading textures via Texmod at that point. Increase to 3.8GHz (turbo frequency) and it balances back out.  

As I understand it, Texmod has to unpack the .TPF files. If so that's fairly similar to unpacking files with WinRAR or something similar. If true then it's almost strictly a CPU dependent operation. Unlike WinRAR though, Texmod doesn't leverage multiple threads well. Or at all. Interestingly enough, I can get Texmod to load textures from the directory I capture textures into even in logging mode provided they are named correctly and have a definition file in the same directory. The interesting thing about it is that textures in this directory do not increase the load time of the game at all. But if I queue up the same textures in a .TPF file, it adds several seconds to the loading of the game. This tells me that Texmod does indeed unpack files in this manner. So again I think it's mostly CPU dependant more than anything.

Past that your mods may equal around 1.1GB in .TPF packages which are smaller than the file size of the combined textures outside of a .TPF file. It's not usually a big difference. Around 10-20% at most. But do the match and 60+ textures at 10% or larger size unpacked probably gets pretty close to the 2GB mark. Which again I believe comes into play with Texmods likely limitations. I don't know which mods you are using, but many of the older versions do not have normal maps and the orange / red / green texture. Back before most of us knew how to do that I could run more mods. Now that each mod I use contains at least three textures I've found I can run far less mods than I could before. I dropped from being able to run 90 or so to around 65 or so.

I use more of my own mods than anything else, and mine have had all three files and sometimes more for sometime now. I know Smartek has redone a lot of his with normal maps and the orange / red / green texture. That will likely drop that amount we can realistically run somewhat. Although they'll look far better for having all the necessary edited files. Just redoing the normal maps alone on many of these textures improves their look tremendously. I don't know what versions of the mods you are running, but 90 is quite good. Most of us can't run that many. Then again, settings may come into play somewhat. I run 8xAA. That kills VRAM. I know the textures load into VRAM rather than system RAM, but I'm not sure if I'm even hitting the wall with that. I may have to turn AA off and see how many I can realistically load.

And for reference, my old system loaded the mods in about 7 minutes and my new one does it in 6.

Basic Specifications Comparison:
Core i7 980X @ 4.4GHz
ASUS Rampage III Black Edition Motherboard
12GB DDR2000MHz RAM
Intel X25-M G2 80GB SSD
AMD Radeon HD 7970 3GB

Time to load Texture mods with ME3: 7 minutes

vs.

Core i7 3930K @ 4.4GHz
ASUS Rampage III Extreme
32GB DDR3 1600MHz RAM
2x Corsair Force GT 120GB SSD's (RAID0)
Radeon HD 7970 3GB (Later moved to EVGA GeForce GTX 680 4GB cards)

Time to load Texture Mods with ME3: 6 minutes (GTX 680's in SLI)

The old system was high end at the time it was built, and isn't too bad now, but the new one has a lot of minor technical advantages and still only manages to load the game slightly faster. I'm sure more memory bandwidth, faster disk I/O and other factors contribute somewhat but I'll bet that the CPU is the biggest contributor. The times above are for my current mod list which is about 60 mods which total about 1.0GB's.


Thank you for this lengthy "brief" explanation. I recently upgraded to a 4GB card (670 4GB version) from a 1.5GB one and I'd hoped that I could use all my mods at the same time rather than quitting the game after finishing a part of the game to take that particular mod off the load list. 

But having to restart once in a while is a small price to pay for having gorgeous textures. Speaking of which is anybody working on the armor parts ie. Ariake, Hahne-Kedar...? I only have the N7 ones and the Armax shoulders and arms. I find it hard to use the other ones that are not as highly textured even if the models themselves might be more appropriate for my playthrough. 

In any event a big thank you to everybody who's contributed to my enjoyment of the "real" PC version of the game.

#3225
Dead_Meat357

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I decided to clean up the Harrier a bit. It's similar to my original Harrier mod, but it uses a far better normal map. Additionally, I've reworked the texture quite a bit replacing details which were difficult to discern like the model numbers. The emblems have been color corrected back to being orange, and once again color changing has been disabled on this one.

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