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


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#3351
Fredy AG

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Dead_Meat357 wrote...

Abomination is done. I'm making an adjustment to the eyes of the Collector Captain and Collector Trooper. Once that's done, I'll do a final round of tests and send you the files.


Excellent :D


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#3352
Dead_Meat357

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Probably wait until morning. I've got to get to bed. I've also got to grab screenshots of everything.

#3353
ElectronicPostingInterface

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Derp. Thought the SP BF3 skin you did Dead Meat would work in MP. >_<

#3354
Dead_Meat357

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PKchu wrote...

Derp. Thought the SP BF3 skin you did Dead Meat would work in MP. >_<


Nope. Texture maps are completely different. The one for multiplayer applies the fire effect differently and it has the death mask built into the texture map. The SP version uses the same texture map as Vega's and Shepard's regular Defender armors. Hence the reason I was able to repurpose the N7 "Desert" Defender as a Collector's Edition variant for Vega with some stripe / color changes.

#3355
Fredy AG

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Dead_Meat357 wrote...

Probably wait until morning. I've got to get to bed. I've also got to grab screenshots of everything.


No problem, see you soon.

Saludos ;)


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#3356
ElectronicPostingInterface

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Nah, yeah. I just forgot when I went to use it.

#3357
DJepic112

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smarteck wrote...

 ///

Ok, the new Scion Collector is done, take me about 5 hours, but looks good... :D

Posted Image

When all the new enemies have all ready, we will share a single tpf file with the pack.

 
Now to work on Praetorian :P...


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This looks very good. How did you add in all the veins and details for the skin? Where or how did you make those textures?

#3358
Dead_Meat357

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I can't speak for the scion but on some of the other textures, those details are actually already there. You just can't see them because the normal maps are so low resolution that they blur things like that out. The Collector armor for instance, very little was added. I added the compound eyes, new carbon fiber, and did a few things to the actual human made armor parts, but the collector skin was largely unchanged. I did add a leather texture to it which allowed me to do some bump mapping, but that's about it.

I added a new normal map and that was about it. A better example is the straps on the Terminus armor. I didn't touch them, but the original vs. the updated one make them look 10x better. Why? Crap normal mapping. Change that and things look a lot better right off the bat. This is why some things looked better in ME2 vs. ME3. The normal maps took a nosedive in quality in the third game.

The Husk and Abomination are incredibly detailed, but you can't see most of the details because of their terrible normal maps.

Modifié par Dead_Meat357, 10 octobre 2012 - 03:04 .


#3359
LilLino

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Hey guys, it's not really a modding question but still I think it fits here.

Is there a way to turn off the HUD in ME3? I'd really like to make some cool high-res screenshots but all these icons ruin it in MP.

Modifié par LilLino, 10 octobre 2012 - 05:22 .


#3360
Dead_Meat357

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LilLino wrote...

Hey guys, it's not really a modding question but still I think it fits here.

Is there a way to turn off the HUD in ME3? I'd really like to make some cool high-res screenshots but all these icons ruin it in MP.


Not really. If you wanted to capture all elements of the HUD textures and black them out I guess that would work. Aside from that I'm not sure how you would. I tend to do screenshots of items in cut scenes where they are most visible and the HUD isn't present.

#3361
ElectronicPostingInterface

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LilLino wrote...

Hey guys, it's not really a modding question but still I think it fits here.

Is there a way to turn off the HUD in ME3? I'd really like to make some cool high-res screenshots but all these icons ruin it in MP.

You can turn it off with .ini editing. All you need to add is the "ToggleHUD" command

Follow SaltisGood's tutorial here: 

...I should probably do that myself.

Modifié par PKchu, 10 octobre 2012 - 05:33 .


#3362
Dead_Meat357

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PKchu wrote...

LilLino wrote...

Hey guys, it's not really a modding question but still I think it fits here.

Is there a way to turn off the HUD in ME3? I'd really like to make some cool high-res screenshots but all these icons ruin it in MP.

You can turn it off with .ini editing. All you need to add is the "ToggleHUD" command

Follow SaltisGood's tutorial here: 

...I should probably do that myself.


Nice. I think I'll do that in the future as well.

#3363
OldRebellion

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Silly and absolutely non-important suggestion: recolor Abominations into Creepers from Minecraft.
http://media-mcw.cur...4px-Creeper.png

Yes, I know, absolutely stupid.
P.S. Do possessed abominations, troopers etc. share same glowing texture?
P.P.S. Great job with Scion.

Modifié par OldRebellion, 10 octobre 2012 - 05:44 .


#3364
ElectronicPostingInterface

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I can't imagine that would be too hard - you could probably just make a "green and black" pattern then make it an overlay given creepers have almost zero detail to them.

Maybe I'll try it when Dead Meat and Smarteck make their pack given it would take 10 seconds if I'm right. If it requires effort though, I'm not doing it. :V

EDIT: By the way, if anyone would like to add me on Origin in this thread, my handle is PariahKing (and the name I use everywhere but here >_<). Been playing a lot of MP recently.

Modifié par PKchu, 10 octobre 2012 - 05:49 .


#3365
Dead_Meat357

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OldRebellion wrote...

Silly and absolutely non-important suggestion: recolor Abominations into Creepers from Minecraft.
http://media-mcw.cur...4px-Creeper.png

Yes, I know, absolutely stupid.
P.S. Do possessed abominations, troopers etc. share same glowing texture?
P.P.S. Great job with Scion.


It would be ridiculously easy to do. A color change overlay on the Husk or Abomination would make it easy to do. A hue shift could probably accomplish it as well. Actually the specular map for them is a green color. I could convert that into the texture and be pretty much done right there.

Testing a new normal map for the Collector Captain and the Collector Troopers.

Here is the Abomination: 
Posted Image

The Abomination I can't take too much credit for. It's really Smartek's Husk using the default, upscaled abomination texture as a "color" layer. The details are all really Smartek's. You can see part of a Collector there. one issue I'm having with it is that it doesn't apply a lighting effect to the eyes the way the Collector Armor does. They only do that when they are posessed. Still playing with the normal maps on the Collector's. I'm testing a new version now. We'll see what that looks like.  

Modifié par Dead_Meat357, 10 octobre 2012 - 06:10 .


#3366
OldRebellion

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I love you guys. xD

#3367
LilLino

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Is it just me or do new enemies look cell shaded? Especially Abominations and Scions. >.>
Maybe just too much borderlands.

Btw PKchu I added you on Origin. If anyone wants to add my ass my Origin ID is Lino3D. Mainly play battlefield but can play me3 if we got a squad and host that doesn't lag my world.

Modifié par LilLino, 10 octobre 2012 - 06:18 .


#3368
ElectronicPostingInterface

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How would I go about making a gun entirely transparent? Because the answer is apparently not "delete all content from layer and save."

Posted Image

Lots of people hate the missile launcher, period, and I was like, "Hey - why not make it transparent?" Then I accidentally made it a glow stick.

#3369
Dead_Meat357

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PKchu wrote...

How would I go about making a gun entirely transparent? Because the answer is apparently not "delete all content from layer and save."

Posted Image

Lots of people hate the missile launcher, period, and I was like, "Hey - why not make it transparent?" Then I accidentally made it a glow stick.


Blacking out the texture only works for effects layers and HUD elements. That's how you remove the Devastator mode HUD from the destroyer. Figured it might work for other HUD elements. It also is how you remove the fire effect from the BF3 SP soldier armor. Or you use that trick to remove color changing properties from the red and green layers for weapons.

And the biggest problem with the Cobra launcher is that it's white. Stark, ****ing white. There are many options for changing the color of it that Smartek and I both offer. As for making it transparent, there is a glitch that does this and BioWare left the glitch in because some people like to use it.

I think they should have come up with a more pleasing design for the weapon, but whatever.

#3370
ElectronicPostingInterface

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I personally actually just use one of the edits you guys made, the launcher has never been that ugly to me. I just see a lot of hate for it and was surprised nobody just made it transparent. (Now I know why.) I know there's a glitch for it, but my original thought was "eh, if it's a texture of the size of 9 kb, why not just make a .tpf that removes it?"

The motivation for that was actually one of my friends complaining over Origin last night. :V

#3371
Dead_Meat357

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PKchu wrote...

I personally actually just use one of the edits you guys made, the launcher has never been that ugly to me. I just see a lot of hate for it and was surprised nobody just made it transparent. (Now I know why.) I know there's a glitch for it, but my original thought was "eh, if it's a texture of the size of 9 kb, why not just make a .tpf that removes it?"

The motivation for that was actually one of my friends complaining over Origin last night. :V


I don't know why people **** about having the launcher. I can understand people disliking the way it looks, but I don't get removing it all together. I don't believe BioWare did either. It would be nice if we had more than one choice in heavy weapons and could select them the way we did in ME2 at the weapons selection screen with everything else. To avoid game breaking balance issues, just limit their ammunition as they do with the Cobra now. Some of the weapons like the old M100 are good looking, but are too weak on higher difficulties in the second game. I don't think that would be a game changer at all.

#3372
ElectronicPostingInterface

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Me neither, I never thought it was that ugly. Just thought it was a 10 second fix for those who didn't like it. After doing some more tinkering, yeah, it's not. :V

And yeah, I miss the heavy weapons. They were fun. I liked my arc lightning gun. <_<

Modifié par PKchu, 10 octobre 2012 - 06:54 .


#3373
Dead_Meat357

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PKchu wrote...

Me neither, I never thought it was that ugly. Just thought it was a 10 second fix for those who didn't like it. After doing some more tinkering, yeah, it's not. :V

And yeah, I miss the heavy weapons. They were fun. I liked my arc lightning gun. <_<


The ARC projector is one of the best heavy weapons from ME2. The ARC pistol doesn't even come close to replacing it.

Anyway I sent the Collector textures to Smartek.

#3374
Fredy AG

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DJepic112 wrote...

smarteck wrote...

 ///

Ok, the new Scion Collector is done, take me about 5 hours, but looks good... :D

Posted Image

When all the new enemies have all ready, we will share a single tpf file with the pack.

 
Now to work on Praetorian :P...


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This looks very good. How did you add in all the veins and details for the skin? Where or how did you make those textures?


The truth was several processes, but for example, so that the skin look more real, I have applied human skin on it, but in magnified scale. For enhance the veins, and give greater viscosity, I've used an effect I found in photoshop called "plastic", you'll find it in the section of artistic filters, is very good for this purpose.

In addition, like says Dead_Meat the file for reliefs (normal) was improved. It took me five hours in the whole process, but I liked the results. 


EDIT: And, I use PhotoImpactX3 for principal edition, I find it very easy and intuitive. :D


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Modifié par smarteck, 10 octobre 2012 - 08:28 .


#3375
Fredy AG

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Dead_Meat357 wrote...

Anyway I sent the Collector textures to Smartek.


I'm downloading the files, give me an hour or two to assemble the pack and take some screenshots.

Saludos ;)

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