/// ME3 MOD: HighRes textures + Next-Gen illumination + 3D Fix.
#3476
Posté 19 octobre 2012 - 12:06
#3477
Posté 19 octobre 2012 - 02:00
'A duplicate file name exists, or the file cannot be found'
After this, i could't even start ME3, it said that it is not a valid Win32 application, so I had to do a repair.
Modifié par -N7-Seeker, 19 octobre 2012 - 02:05 .
#3478
Posté 19 octobre 2012 - 02:44
-N7-Seeker wrote...
Well, I can't use it.'A duplicate file name exists, or the file cannot be found'
After this, i could't even start ME3, it said that it is not a valid Win32 application, so I had to do a repair.
Can't use what?
#3479
Posté 19 octobre 2012 - 02:47
Dead_Meat357 wrote...
-N7-Seeker wrote...
Well, I can't use it.'A duplicate file name exists, or the file cannot be found'
After this, i could't even start ME3, it said that it is not a valid Win32 application, so I had to do a repair.
Can't use what?
The whole TexMod thing. The batch file totally screwed up my .Exe
#3480
Posté 19 octobre 2012 - 02:52
-N7-Seeker wrote...
Dead_Meat357 wrote...
-N7-Seeker wrote...
Well, I can't use it.'A duplicate file name exists, or the file cannot be found'
After this, i could't even start ME3, it said that it is not a valid Win32 application, so I had to do a repair.
Can't use what?
The whole TexMod thing. The batch file totally screwed up my .Exe
Have you ever made it work without the batch file?
On another note, the Kasa Fabrication Chestplate is coming along. Huge pain in the ass though. Doing little tweaks here and there. Should have it soon hopefully.
Modifié par Dead_Meat357, 19 octobre 2012 - 10:22 .
#3481
Posté 20 octobre 2012 - 07:21
Im gonna be doing another playthrough soon. Cant wait to load all your models up.
Modifié par eqzitara, 20 octobre 2012 - 07:22 .
#3482
Posté 20 octobre 2012 - 01:36
You can't, Texmod limits the amount of mods you can put simultaneously.eqzitara wrote...
Brute looks great. I cant imagine thats an easy one to do.
Im gonna be doing another playthrough soon. Cant wait to load all your models up.
#3483
Posté 20 octobre 2012 - 05:28
I have to say that working with skin is bloody annoying. Just to test things out I applied a solid color to the diff and norm and yet seams still appear on the final model. And any change you make to the diff gets magnified on the final product. I can only assume there's something in the background I'm missing or it's just something weird with the meshes, I dunno. I can now see why the stock skin textures have so much grainy noise in them, it disguises the seams. /rant
Anyway, here's some comparison shots: Pic 1 and Pic 2
And the mod download link
As usual feel free to post comments/ criticisms/ requests and if anyone wants to have a go at fixing up the skin go right ahead.
I will now try and get the sight of Shep's package out of my mind after having stared at it for so long making this...
Modifié par saltisgood, 20 octobre 2012 - 05:34 .
#3484
Posté 20 octobre 2012 - 11:08
#3485
Posté 21 octobre 2012 - 01:09
Modifié par McRileyW, 21 octobre 2012 - 01:23 .
#3486
Posté 21 octobre 2012 - 06:13
saltisgood wrote...
Hey guys, I've done the male Shepard version of the underwear outfit (now with N7 branding). At this stage only the outfit is actually modded. I spent quite some time working on the skin before getting frustrated with the seaming and I figured I'd just upload the current mod.
I have to say that working with skin is bloody annoying. Just to test things out I applied a solid color to the diff and norm and yet seams still appear on the final model. And any change you make to the diff gets magnified on the final product. I can only assume there's something in the background I'm missing or it's just something weird with the meshes, I dunno. I can now see why the stock skin textures have so much grainy noise in them, it disguises the seams. /rant
Anyway, here's some comparison shots: Pic 1 and Pic 2
And the mod download link
As usual feel free to post comments/ criticisms/ requests and if anyone wants to have a go at fixing up the skin go right ahead.
I will now try and get the sight of Shep's package out of my mind after having stared at it for so long making this...
Great. New underwear looks good, but what happend with N7 logo. It looks wrong.
#3487
Posté 21 octobre 2012 - 06:15
#3488
Posté 22 octobre 2012 - 02:29
I hope that next version will include some skin tweaks too ;-)
And like Ferapont said, the N7 logo looks little weird.
But thanks anyway! xD
#3489
Posté 22 octobre 2012 - 02:30
I'm surprised it's actually the period key on the numpad. Makes sense I suppose given every other command is from the numpad but I was like, "Ohhh man...THAT'S why that doesn't work..."
EDIT: I like tne N7 logo. Heaven forbid something is DIFFERENT.
Modifié par PKchu, 22 octobre 2012 - 02:32 .
#3490
Posté 22 octobre 2012 - 05:50
PKchu wrote...
This is really random, but I've never been able to get the reload replacement texture feature to work because when I pressed "," it never did anything.
I'm surprised it's actually the period key on the numpad. Makes sense I suppose given every other command is from the numpad but I was like, "Ohhh man...THAT'S why that doesn't work..."
EDIT: I like tne N7 logo. Heaven forbid something is DIFFERENT.
A lot of people have complained in the past about some of us taking artistic license with some of the mods. I rarely do beyond what is necessary to actually create the texture. Sometimes you have to do it as you are recreating parts of a texture with new material given how degraded the textures can be. Aside from that, I try to keep the look of the original textures without too many changes.
The problem with artistic license is that not everyone will agree with your choices. This is why most things I do in that vein are subtle at most.
#3491
Posté 22 octobre 2012 - 08:29
When it comes to the N7 logo opposite Shepard's junk, I think giving it a more unique but very similar logo design isn't a sacred violation. But that's just me.
#3492
Posté 22 octobre 2012 - 08:59
SliPaladin wrote...
You can't, Texmod limits the amount of mods you can put simultaneously.eqzitara wrote...
Brute looks great. I cant imagine thats an easy one to do.
Im gonna be doing another playthrough soon. Cant wait to load all your models up.
What exactly is that limit, and why is it in place?
#3493
Posté 22 octobre 2012 - 09:04
The limit is in place simply because of how Texmod is coded in it's charming...flawed way without really totally being finished. That and how it's actually working, replacing the textures in the RAM instead of just replacing files. It can be very resource intensive.
Modifié par PKchu, 22 octobre 2012 - 09:05 .
#3494
Posté 22 octobre 2012 - 10:09
You have?McRileyW wrote...
the new underwear looks great. thanks. I have shared the original skin texture before. the map looks very complicated indeed... but hey, who doesn't want to save the galaxy in just underwear?
In this thread?
I believe I went back to page 120 before I gave up.
Link?
#3495
Posté 22 octobre 2012 - 10:15
I could rip those for you.
#3496
Posté 22 octobre 2012 - 10:55
Tiberius Starkmann wrote...
SliPaladin wrote...
You can't, Texmod limits the amount of mods you can put simultaneously.eqzitara wrote...
Brute looks great. I cant imagine thats an easy one to do.
Im gonna be doing another playthrough soon. Cant wait to load all your models up.
What exactly is that limit, and why is it in place?
Ultimately, there are limitations to Texmod's performance because of how it is coded. We do not know what all the limits stem from. Some of the limitations are simply due to the programs age and the limits of technology at the time it was conceived. It is an old piece of software. It has a rough hard texture mod limit of 1.0GB. It is less of a file number limit and more of a size limit. Additionally it is limited to being able to handle no more than 256 simultaneous textures in a single .TPF file. The precise nature of this limitation is unknown to me. It might have been a hard limit defined to solve problems or it might have been an arbitrary limit assigned by the developer who could not have conceived of these limits being a problem down the line.
The 1.0GB limit seems low but it is necessary to understand a few things before talking further about it. First and foremost, the application is 32bit. Thus it will never use more than 4.0GB of RAM at anypoint ever without supporting something called physical address extensions. Some 32bit programs and OSes can in fact use 36 bit addressing and exceed this limit. However it wouldn't have been practical for Texmod for several reasons. Windows applications which are 32bit also further limited in that the OS only has 2GB of memory allocated to user programs. The other 2GB is limited to the system itself. The /PAE work around can alter this balance but at a cost of performance. Rarely is this ever done. So someone coding an application would likely never take advantage of this for a desktop application.
Video cards of the day also didn't posess more than 1.0GB of RAM at the time. At least not for a single GPU. Even dual GPU cards from say the 4870x2 era only had 1.0GB of usable RAM per GPU. (Which I believe is newer than Texmod is.) So the application wouldn't have ever been tested nor designed to exceed that amount as again the developer would have been limited in terms of what they could do. We know that mods made with the .JPG format use system RAM. Texmod actually swaps textures out in memory with textures you've defined in .TPF files. We also know that it loads all the textures into memory at once. The 1GB limit may simply be to prevent instability of the system while the application is running fitting within the confines of the 2GB user program limit in 32bit versions of Windows. If you watch how Texmod uses the CPU, you'll notice that it isn't multi-threaded. Another indicator of age. This is why the application is so slow on modern machines. It takes no advantage of parallel processing.
In truth we just don't know why all the limits are in place. It is interesting that this program's successor, uMod is designed differently. And while these limits may or may not exist precisely in that application, some design changes to uMod vs. Texmod are actually telling in themselves. Unfortunately uMod is very complicated compared to Texmod and so far I am unaware of anyone successfully using it with Mass Effect 3. uMod removes the need to preload texture mods before the game launches. It also allows dynamic loading and unloading of textures. This tells me that some of the Texmod limitations may be more performance oriented than anything. It also changes the preferred format of textures and doesn't use .TPF files but maintains compatibility with them. Though it hits a hard limit with regard to .TPF files which seems lower than Texmods. That also tells me that the limitations may be there for technical reasons we just aren't aware of.
The best thing ti do is simply queue up what you need only when you need it. I have everything that I always use in one "core" folder and everything else categorized.
#3497
Posté 22 octobre 2012 - 11:21
I mis-understood.PKchu wrote...
Errr...what? You want male shep's naked textures?
I could rip those for you.
I thought he had redone the orginal skin textures, not simply ripped them.
edit; acutally, tonight sounds like a good idea.
how about that rip? Unfortunatly, I've deleted all my save games >_>
Modifié par blmlozz, 22 octobre 2012 - 11:26 .
#3498
Posté 23 octobre 2012 - 10:23
Unaltered Skin from ME3: http://filesmelt.com/dl/skin2.rar
Salt is Good's Skin Files (literally his .tpf ran into into an extractor, same files but with his underwear mod): http://filesmelt.com/dl/saltisrar.rar
Remembered I asked for this: Tali's Knife in 2048x2048 0.5 glorious seconds in playthroughs where you select that choice. : Vsaltisgood wrote...
Erghh... I must have been tired last night.
Diffuse: 0x81DEA68E
Normal: 0x123B4AC0
Spec: 0xA960DA3A
By the way if you want to actually see the knife in that scene you'll have to mod in a freeze command because it's only on screen for like half a second.
"2.49 MBs? Totally worth it!"
Modifié par PKchu, 23 octobre 2012 - 11:16 .
#3499
Posté 23 octobre 2012 - 09:37
#3500
Posté 23 octobre 2012 - 10:51
Modifié par Dead_Meat357, 23 octobre 2012 - 10:51 .





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