That's probably not likely to happen (it would be very tedious given how many mods there are), but to do it yourself to relieve some processing usage would be very easy.Eric243 wrote...
Any chance you guys would do 2048 versions of your mods for those of us who don't have quite enough horsepower to use the 4096 resolution of your mods? At least it would be a step up from the 1024 default textures.
MM
That process is really simple - extract the files out of the .tpf (http://www.tombraide...ad.php?t=162333) and open up the images in virtually any editing program. Then resize them by half, save.*
When you extract the file, you'll get a .def file. For each file extracted, there'll be a line like this:
0x62F08FB8|MASSEFFECT3.EXE_0x62F08FB8.dds
the first part, the "0x62F08F8F" is the checksum Texmod uses to find the texture. The second part after the "I" like symbol is the filename. You're going to want to put where the file is located before the filename, or Texmod won't be able to compile it.
If you're going to be messing with these a lot, I'd recommend Notepad++ to do the editing in.
so perhaps 0x62F08FB8|C:\\Documents\\Texmod Projects\\MASSEFFECT3.EXE_0x62F08FB8.dds
and then when you finish that, save the file as Texmod.log
In Texmod, there's three tabs: package mode, logging, package build. You're going to want package build.
For the definition file, find your Texmod.log file you created. Add a creator name and description to keep track of what the file exactly is. Then click build - if you did it wrong, it'll say "invalid definitions" _or_ you'll see the number of textures added is too low meaning you made a mistake somewhere. Anyway, it'll prompt you to save your .tpf file somewhere - name it anything you want to distinguish it from other files.
Run it in your game and test it to see if it worked correctly.
*** If you make a pack of several textures and it does not compile, you may have made the pack too large. I'm not sure of the exact problem but I kept getting errors over and over and it was because I was trying to stuff way too many files into one .tpf Experiment and see what you can get away with.
** It's important you keep the files as .dds or it will actually make your performance worse to resize them. For whatever software you use to resize, you'll want to find a .dds plug in. I believe GIMP is free and has a free. dds plug in.
If you do intend to make your files public for others to use, please make sure to accredit the original creators and describe clearly what's in it if it's a pack.
* The only thing this won't work for is the normal maps - they're the blue textures that look like this: http://planetpixelem...sample.jjpg.jpg They tend to be smaller in size anyway, but if you want to halve them down to 1024, you can It is more complicated though, because it can mess up the file if you do it wrong via color change.
You'll need to install the latest Microsoft DirectX SDK Base. (http://www.microsoft...ls.aspx?id=6812) If you have troubles installing it, follow these directions: http://blogs.msdn.co...1023-error.aspx
Anyway, you just load up the .bmp file in the DirectX Texture Tool and change the surface format to Signed 16 Bit: V8U8. Then save as a .dds file. That'll preserve the normal map's "construction."
If any part of this was unclear, try looking at SaltisGood's blog: http://social.biowar...m/3688931/blog/
or his video tutorials: , which I personally used to get a grip of things (among help from others).
It may sounds very complicated, but once you do it once or twice you'll realize it's actually incredibly easy and simple. I did something similar myself because there is a limit to the number of mods Texmod will let you run at once, even if you can handle all the files. There's an upper limit to files and combined texture amount (around 1.0 GB)
....
Alternatively, I separate my mods into four different categories for each "quarter" of the SP game. That way I don't run a bunch of redunant things. A lot of guns, armors and such I don't need don't get run either. Saves a lot of space and enables me to run the game at a flat "beautiful" level without running into ugly textures or instability.
@Dead Meat: Yeah I was gonna just recompile that myself in two minutes - EDIT: and...compiled. : D
Modifié par PKchu, 14 octobre 2012 - 08:19 .





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