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


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#3601
IMarwanI

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Umm I have a question but what does "part 2" in SITES, OBJECTS AND MACHINERY
contain, since its kinda broken.

#3602
saltisgood

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Hey guys, I've now made the first real version of my ME3 High Resolution mod.

ME3 High Resolution Mod - Version 1

It's primarily just an extension to the proof of concept version, in a much smaller size. (141MB as compared to 500MB)

Mods Included:
1. Smarteck's Default N7 - Female Version
2. Smarteck's Default N7 - Male Version (with Dead_Meat357's arm mods)
3. Smarteck's Default Liara Outfit
4. My FemShep Underwear Mod

Installation Instructions:
1. Download and unpack the archive file
2. Read the readme pdf. It should explain everything.


Due to some changes I've made in my modding style to reduce the file size, you might have some issues if you use the German version of the game. I included a file I think should fix any potential problems but I can't guarantee it.

I've been made aware that the download links for the previous mod might not be working. That's okay, just use this one. It includes all the mods from the previous one plus more and it's smaller. The problem with the previous download is that I have a 200MB file size limit on MediaFire, so I split the file up. But apparently MediaFire doesn't like it when you do that and puts a limit on the number of times it can be downloaded. That's not going to be a problem with this one since it's less than 200MB, but in the future I won't be able to do this again since the file size grows so fast. So if anyone knows how I can easily host a large file please tell me.

As per usual, let me know if there are any problems, either with the download or the mod itself. I probably won't be able to work on it again for a little while because I should be studying for exams.

Modifié par saltisgood, 07 novembre 2012 - 05:13 .


#3603
ElectronicPostingInterface

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Thanks Salt. That'll save me some precious resources for when I boot up Texmod so I can load up other junk I don't really need. : V  [How could I possibly play SP without a hi-def Arc Pistol?!]

EDIT: Your .pdf asks for requests - can I suggest large textures that appear rarely, like the rachni queen or reaper destroyers? Those kind of .npcs you meet rarely that clunk up your Texmod load times would be nice.

EDIT2: Seems to work fine, got that "first time" crash but it worked the 2nd time I loaded it up.

Modifié par PKchu, 07 novembre 2012 - 06:07 .


#3604
Dead_Meat357

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PKchu wrote...

Thanks Salt. That'll save me some precious resources for when I boot up Texmod so I can load up other junk I don't really need. : V  [How could I possibly play SP without a hi-def Arc Pistol?!]

EDIT: Your .pdf asks for requests - can I suggest large textures that appear rarely, like the rachni queen or reaper destroyers? Those kind of .npcs you meet rarely that clunk up your Texmod load times would be nice.

EDIT2: Seems to work fine, got that "first time" crash but it worked the 2nd time I loaded it up.


Yep. I'd agree. Also NPC things like the Ardat Yakshi sisters and the Lessus bomb would be good too. Those are things that don't get updated a lot either and are perfect candidates for the mod.

#3605
Fredy AG

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IMarwanI wrote...

Umm I have a question but what does "part 2" in SITES, OBJECTS AND MACHINERY
contain, since its kinda broken.


You must do this:

- Put the 3 parts in the same folder
- Open ONLY the part1.rar
- Extract the content
- Done

If you have problem with mediafire links, download from skydrive.

Good luck ;)


//////

#3606
Didact2401

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saltisgood wrote...

Hey guys, I've now made the first real version of my ME3 High Resolution mod.

ME3 High Resolution Mod - Version 1

It's primarily just an extension to the proof of concept version, in a much smaller size. (141MB as compared to 500MB)

Mods Included:
1. Smarteck's Default N7 - Female Version
2. Smarteck's Default N7 - Male Version (with Dead_Meat357's arm mods)
3. Smarteck's Default Liara Outfit
4. My FemShep Underwear Mod

Installation Instructions:
1. Download and unpack the archive file
2. Read the readme pdf. It should explain everything.


Due to some changes I've made in my modding style to reduce the file size, you might have some issues if you use the German version of the game. I included a file I think should fix any potential problems but I can't guarantee it.

I've been made aware that the download links for the previous mod might not be working. That's okay, just use this one. It includes all the mods from the previous one plus more and it's smaller. The problem with the previous download is that I have a 200MB file size limit on MediaFire, so I split the file up. But apparently MediaFire doesn't like it when you do that and puts a limit on the number of times it can be downloaded. That's not going to be a problem with this one since it's less than 200MB, but in the future I won't be able to do this again since the file size grows so fast. So if anyone knows how I can easily host a large file please tell me.

As per usual, let me know if there are any problems, either with the download or the mod itself. I probably won't be able to work on it again for a little while because I should be studying for exams.


Are you going to detail how you put this together?

#3607
neilthecellist

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I'd like to know too, your method is space saving efficient, and time-saving, and prevents texture glitches in game. If you can somehow find a way to integrate all the different texture mods from page 1 into the format that you've assembled your mods in, imagine how good Mass Effect 3 can look.

#3608
saltisgood

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I probably wouldn't recommend anyone use the method that I use. A lot of the modding I do is done in the raw hex of the individual files. Hence even the slightest error will almost certainly crash the game.

(Prepare for wall of text)
But to summarise what I'm doing I made a new texture cache file by copying the first couple of lines from CharTextures then generating a random new Guid to replace the first line. Then I replaced a line in the PCConsoleTOC.bin that I wasn't using so that the game would accept this new file. Then I opened up the files that I wanted to mod, decompressed them with ME3Explorer and tried adding a name to the namelist. I'd then load it up in-game and see if it was working. Sometimes they would and sometimes they wouldn't. If they didn't then it means I couldn't use ME3Explorer to mod the file.

(I'll just explain the easy case for now) If all that's working then I will have successfully added the name of the texture cache to the namelist (in this case SaltTextures, note you don't put the tfc at the end). At this point I use ME3Explorer to find the textures that I want to change. So for the Default N7 Armour you open up BIOG_HMM_ARM_SHP_R or HMF for male and female respectively. For some reason the male version doesn't work with ME3Explorer but the female version does. So I've opened up the file and I look for a folder inside the pcc called SHPa. I happen to know that this is the name the game has for the default N7. (I know this because of Coalesced references as well as the fact that textures extracted from the game have that name and are identical to the textures that I know are used for that) 

Once I've found the textures I want to replace inside the file I'll open them with the PCCEditor 2.0 in ME3Explorer and change the value of the "TextureCacheFileName" from CharTextures to my new file SaltTextures. (This is why I added the name to the namelist). I also have to change the Texture Cache File Guid to the new value. That's pretty easy. You just look at the hex code of the texture and in the first few lines there should be 4 bytes that are filled with characters. You just copy across your new Guid from SaltTextures into this. Repeat this process for all the other textures that you want to replace. What this means is that now instead of trying to find the textures in CharTextures the game will instead try to find them in SaltTextures. It also means that you need to replace all the versions of the texture that this file references otherwise the game will crash, since it's trying to locate a file that doesn't necessarily exist in the new cache.

I'll now save this PCC and open it up in Asset Explorer in ME3Explorer. I'll find the textures I just changed and right click on them and say Preview. It should either throw an error or just be completely black. That's okay, it means I've correctly changed the cache filename. At this point I'll right click and say replace, then select all the versions of the texture that were contained in the cache (the program will differentiate between textures present in the "archive" and inside the pcc file). It should mean replacing all resolutions of the texture down to and including 64px. Now I take my modded texture and generate all these different resolutions. An easy way to do so is just to right click the file in Windows (and if you have the DirectX SDK installed) convert to file format then keep on decreasing the resolution by a factor of 2 while saving new versions. Make sure to name the files accordingly so you know which ones they are. Now you can use these files to replace the ones in the old archive in your new cache. (You can also replace the 32px and lower versions at the same time but they're not necessary to stop the game crashing). 

You need to replace all of the textures that you changed the texture cache file name of otherwise the game will crash (or it hangs whilst loading). Once you've done  that I would suggest loading it up to make sure it works. If it crashes the first time, try it again because for some reason that can happen. If it definitely is working and you can see the new textures proceed. Go back into Asset Explorer and select the texture and then say upscale. Then select the next biggest texture file. So if the stock texture was 512px select a 1024px version. Add that and then add any subsequent versions. Then save the pcc.

What happens now will change based on 1 thing. In each (well, most) texture there is a property called the LODGroup. This basically controls what resolution of the texture should be loaded. By now you should have updated your Coalesced to change the TEXTUREGROUP_Character_1024 reference to now load 4096. In the game files this is called: TEXTUREGROUP_Character. You can find out what LODGroup your texture is using by opening it in the PCCEditor 2.0 again. If it is using this LODGroup then you don't need to change anything. If you look at it in game it should already be hi-res. If it's not using this LODGroup then  in game it will probably be using the new textures but at a resolution that same as the original. In this case you're going to need to change it. First try changing the LODGroup to this one and load it in game. For a reason that I'm not aware of as yet for some textures that won't work. You'll know if it's not working because when you look at it in game it should be extremely low resolution, only about 4px. 

In that case depending on the texture resolution you can try TEXTUREGROUP_Promotional. By default in Coalesced it has a max size of 2048px, so it's fine for most textures. That name isn't present in all PCCs though, so you may need to add it. Once you have done so, change the LODGroup to reference this new name and load it up again. That's worked for all the textures I've used so far. Load it up again and check to see whether it's working. If it is, then you're done.

As I said, that is the easy version when you can use ME3Explorer. If you can't, then you primarily do the same kind of thing but it's all done in the raw hex code using an external editor. So... yeah. If you do want to try this then I would recommend learning a bit about how the pcc files work so that you can manipulate them a bit easier. And you can also understand what things like namelists and exportlists mean.

Modifié par saltisgood, 08 novembre 2012 - 04:29 .


#3609
_jackdurden_

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saltisgood wrote...

Hey guys, I've now made the first real version of my ME3 High Resolution mod.

ME3 High Resolution Mod - Version 1

It's primarily just an extension to the proof of concept version, in a much smaller size. (141MB as compared to 500MB)

Mods Included:
1. Smarteck's Default N7 - Female Version
2. Smarteck's Default N7 - Male Version (with Dead_Meat357's arm mods)
3. Smarteck's Default Liara Outfit
4. My FemShep Underwear Mod

Installation Instructions:
1. Download and unpack the archive file
2. Read the readme pdf. It should explain everything.


Due to some changes I've made in my modding style to reduce the file size, you might have some issues if you use the German version of the game. I included a file I think should fix any potential problems but I can't guarantee it.

I've been made aware that the download links for the previous mod might not be working. That's okay, just use this one. It includes all the mods from the previous one plus more and it's smaller. The problem with the previous download is that I have a 200MB file size limit on MediaFire, so I split the file up. But apparently MediaFire doesn't like it when you do that and puts a limit on the number of times it can be downloaded. That's not going to be a problem with this one since it's less than 200MB, but in the future I won't be able to do this again since the file size grows so fast. So if anyone knows how I can easily host a large file please tell me.

As per usual, let me know if there are any problems, either with the download or the mod itself. I probably won't be able to work on it again for a little while because I should be studying for exams.



I tested the mod and it works great, I will continue testing and comment on any bugs you find.
Thank you very much! :D

#3610
Cuban Legend

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Hi, Im new to here and have read through the OP, sorry if i missed this... but how do I install all the mods on page 1 in one big setup, instead of having to download them individually?

#3611
McRileyW

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dunno if you have watched OMEGA DLC's demo video. but luckily, Aria is wearing her default outfit. yay.

The turian lady's cloak looks like Kasumi's. We will see. But I think the Omega station itself will have lots of new textures OO

#3612
Fredy AG

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Cuban Legend wrote...

Hi, Im new to here and have read through the OP, sorry if i missed this... but how do I install all the mods on page 1 in one big setup, instead of having to download them individually?


Go to Skydrive site, right click over the folders, and select "download" (loggin with your hotmail account), just make careful with "Master file C" and individuals mods for levels... use only one option.

//////

#3613
Fredy AG

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McRileyW wrote...

dunno if you have watched OMEGA DLC's demo video. but luckily, Aria is wearing her default outfit. yay.

The turian lady's cloak looks like Kasumi's. We will see. But I think the Omega station itself will have lots of new textures OO


I think so too. Today I made ​​good progress on the textures of Leviathan. Most are of very low resolution, so I am taking that I think are most important, otherwise, I would have to edit hundreds. :P

So far, I have 37 and counting...

Saludos. ;)

//////

Modifié par smarteck, 09 novembre 2012 - 05:50 .


#3614
MACharlie1

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I don't think so - I think her outfit has been tweaked a little bit. Notice how the chest straps aren't clipping. Her high heels are less like pumps and more like Mirandas pointy toed ones. Of course, judging by these screenshots, they couldn't be bothered to fix the twin half circles right above the eyebrow tattoos. The top most one gets cut off so it isn't a full circle but rather a flat line. 

Image IPB
Image IPB

Modifié par MACharlie1, 09 novembre 2012 - 06:27 .


#3615
saltisgood

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Last update for a little while. I've taken the ME3 HR V1 files and made them into the format I'm going to use in the future. To achieve this and to help the end user I've written a program that will automatically patch your game files every time I release a new set of mods.


Image IPB

The picture pretty much sums it up. To use the mods from now on you just open up the archive file, run the program and select Go!. It'll do the rest for you. Basically, I've set it up such that certain files present in the archive will directly overwrite the previous versions, whilst others will patch existing ones and others can simply be added. There are also some handy links to the mod makers and how to make your own texture mods.

It also makes a backup of the files it mods (saved in a directory inside ME3Dir\\BIOGame\\(ModVersion)), though you should still be making your own backups.

The advantage of this new system is I don't have to worry about the size of the mod, it's easy to keep it under 200MB (Mediafire's limit). It's also significantly easier for the user. The downside is that for each mod to work they need to be applied in the correct order. Since the system is all automated now, I don't think that's a massive problem.

For the time being you can still manually choose which files to copy across if you want, in order to choose which mods to add. But soon that's not going to be a good option. The only reason it's applicable at the moment is that I've only modded a single set of textures within each *.pcc file. As soon as there is more than one then you'll have the choice of all the mods or none.
Fear Not!

I'll soon be writing another program that can switch between modded and stock textures without having to switch *.pcc files. It'll be as easy as simply clicking a checkbox next to which mods you want. That way you can still use Texmod on them if you want.

If you have already downloaded and installed the original V1 mod, then don't worry. All the files you've installed are identical to the ones in the new version. You just don't get to try out the patcher. If you want to give it a go then you'll have to reset all your modded files to the original ones (this is why you have backups). Or you can just open it up and look at it.

I've tried to include as much error catching code as possible (there are checksums after basically every file operation), so hopefully everything will work well. But if you do find some kind of bug, especially one where the program tells you info for debugging, then you can click the link in the program and send me a message.

Enjoy!

Link to new files

Also, I've created a project, which I'll update and host all the links to the various patches. So you can go there from now on to see what's happening.

Modifié par saltisgood, 09 novembre 2012 - 06:32 .


#3616
Fredy AG

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MACharlie1 wrote...

I don't think so - I think her outfit has been tweaked a little bit. Notice how the chest straps aren't clipping. Her high heels are less like pumps and more like Mirandas pointy toed ones. Of course, judging by these screenshots, they couldn't be bothered to fix the twin half circles right above the eyebrow tattoos. The top most one gets cut off so it isn't a full circle but rather a flat line. 

Image IPB


Do not worry, if is different, we will fix it somehow. :D


//////

#3617
Fredy AG

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saltisgood wrote...

Last update for a little while. I've taken the ME3 HR V1 files and made them into the format I'm going to use in the future. To achieve this and to help the end user I've written a program that will automatically patch your game files every time I release a new set of mods.


Image IPB


I see you've been working hard on this, looks good...
Thanks for taking the time to do this and share it. I do not know much about programming and stuff, my experience with MExplorer some time ago was not good, but if you're getting results, I think it's cool. :)
My contribution to all this, is and will be editing the textures (with all the time that this requires). :P


Thanks salt. ;)

//////

#3618
McRileyW

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Thanks salt.

But, when I saw your post first, I thought it would be like "select a mod like smarteck's --> click patch --> the app backs up the old pcc file" etc etc

in theory it is possible to unpack tpf and patch pcc files with dds, especially with texmod or umod's source codes. but it is just a theory lol

#3619
McRileyW

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smarteck wrote...

I think so too. Today I made ​​good progress on the textures of Leviathan. Most are of very low resolution, so I am taking that I think are most important, otherwise, I would have to edit hundreds. :P

So far, I have 37 and counting...

Saludos. ;)

//////


wow 37 Oo I guess they are mostly about that ship floating on the ocean :P

#3620
Fredy AG

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 ///



I heard about that Casey Hudson is requesting suggestions for next ME, those with twiter may be asked to PLEASE, allowing PC users to have high resolution textures because, at high resolutions screens everything looks pixelated. :pinched:


Take advantage and give him the link of this post, for him to realize all the work that we had to do on our own, something that should never happen. <_<


twitter.com/CaseyDHudson/status/266612856517181440



Saludos ;)


//////

Modifié par smarteck, 09 novembre 2012 - 06:30 .


#3621
Cuban Legend

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smarteck wrote...

Cuban Legend wrote...

Hi, Im new to here and have read through the OP, sorry if i missed this... but how do I install all the mods on page 1 in one big setup, instead of having to download them individually?


Go to Skydrive site, right click over the folders, and select "download" (loggin with your hotmail account), just make careful with "Master file C" and individuals mods for levels... use only one option.

//////

Thanks, now I need to figure out how to save all the texmod files so I dont have to reselect them each time for ME3, any way to so that? Does Textmod Save Manager work with ME3, what do you use?

#3622
Fredy AG

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Cuban Legend wrote...

smarteck wrote...

Cuban Legend wrote...

Hi, Im new to here and have read through the OP, sorry if i missed this... but how do I install all the mods on page 1 in one big setup, instead of having to download them individually?


Go to Skydrive site, right click over the folders, and select "download" (loggin with your hotmail account), just make careful with "Master file C" and individuals mods for levels... use only one option.

//////

Thanks, now I need to figure out how to save all the texmod files so I dont have to reselect them each time for ME3, any way to so that? Does Textmod Save Manager work with ME3, what do you use?


See this video: www.youtube.com/watch


Salu2. 

//////

#3623
ElectronicPostingInterface

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Hey Salt - ever since I changed that setting for max textures, Smarteck's brute mod looks like this:

Image IPB

Black triangles everywhere.

#3624
Xaijin

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Dead_Meat357 wrote...

seriouser wrote...

You could always start on Mass Effect 4 if you're not too busy? Thanks!


Oh but if I could I would sir. But I'd probably develop it on the PC first and then port it to the consoles. And I'd use an updated engine etc. so it would have to wait until the new consoles came out. Which is fine since that shouldn't be too far away.

Xaijin wrote...


I'm not certain what yet, but I want a new project.


MP MP MP MP MP MP MP MP


Is there something we are lacking in the MP department? I know there are some weapons that need to be done and I'm no doubt going to do some of them in the future.


Aside from quarians and N7s, we actually don't have much of anything. Skans never got out of the "proof of concept stage" before dropping of teh urf. Pretty much leaves asari, turians, krogans, batarians, salarians, tech armor and a rather large chunk of the alien centric weapons such as the graal or kishok, and none of what's present has proper normals at all.

If all you play as humans, I would hazard things are fine. As someone who doesn't use any of the human characters at all aside from thepaladin and destroyer, I'd say there's a pretty large dearth.

#3625
saltisgood

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McRileyW wrote...

Thanks salt.

But, when I saw your post first, I thought it would be like "select a mod like smarteck's --> click patch --> the app backs up the old pcc file" etc etc

in theory it is possible to unpack tpf and patch pcc files with dds, especially with texmod or umod's source codes. but it is just a theory lol


No. That's kind of the job of ME3Explorer and even then it still doesn't always work. I still have to do a lot of these manually to stop it crashing the game for whatever reason. At this stage I still don't understand their code for adding a texture into the file cache. If I could understand that then I might be able to code my method, but at this stage no such luck.


PKchu wrote...

Hey Salt - ever since I changed that setting for max textures, Smarteck's brute mod looks like this:

Image IPB

Black triangles everywhere.


Thanks for letting me know. Just to confirm, that's only happening for you when you change the coalesced setting? It fixes itself when you lower the texture size limit?

I'll put that higher on my priority list for the next mod release then. It's caused by an annoying way they've set up some of the textures in the files. Some of them (I guess including the brute) are set up to be say 1024px or some certain size, but then they decide not to include that top resolution and just set the file cache reference to 0xFFFFFFFF (-1), meaning it doesn't exist. Then they set LODGroup (the thing that controls the top resolution) to the next lower size to avoid using that top resolution.

The upshot is that when we manually up that limit, the game starts trying to look for these textures that don't exist and you get the black stuff at close range. We're actually fairly lucky that it doesn't crash the game. Once I mod that myself they should go away. If anyone else finds examples where this happens let me know because they'll be the first to be fixed in the next patch.

By the way, nice mod for the Quarian ^_^

Modifié par saltisgood, 09 novembre 2012 - 11:38 .