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


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#3926
Mr. Eclispe

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Hey, the Geth Forces HD Pack in Skydrive, is that this: http://social.biowar...ect/8442/#files
or is it something else. I couldn't find it on the first page (or at least Ctrl+F "geth" couldn't find it)

#3927
toterkenny

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Dead_Meat357 wrote...

I haven't quite found any texture patterns that worked well enough to do so.


Maybe you can photograph your own texture. For me, it looks like a cable sheat, like it's used on many PC Power Supplies (4th picture).

#3928
Dead_Meat357

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Yeah that does look similar. Though I'm not sure about photographing it myself. I don't have anything better than what's on my Galaxy S3. Any photos I take usually require a lot of processing in Photoshop to look half-way decent.

#3929
Didact2401

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saltisgood wrote...

Hey guys, just wanted to say that V3 of the HR project is now out.

Download Link

It includes smarteck's HR versions of Garrus and Javik's default armours. Also fixes the black texture issues with those models.

The big inclusion with this patch however is the Mod Switcher/ Launcher. It's a separate program that lets you switch between different versions of the mod for each character with the click of a button. There's also a built in system that lets you launch the game from within the program, with or without Texmod. That is, it will automatically perform the same function as the batch file. Here's a sample screenshot:
Image IPB

You just flick between the tabs at the top to find all the different mods (there are also different pictures on all the different pages). It will also make a shortcut on the desktop if you want, so that you can easily automate the game launching process.

Anyway, let me know what you think about it. I'll be interested to here from you. Also, I was thinking about making a new thread to move any discussions to there and so I can bump it whenever I release a new version. Tell me your thoughts guys!

Side note for fellow coders: It's kind of bizarre but to get the Origin workaround for Texmod I couldn't do it directly in C#, I had to get it to call a batch file anyway.

EDIT: Oh and if the patch thinks you've already installed the mod just hit continue. To get the switcher working I had to overwrite some of the files I already patched.


Lovely work! Just a quick request - is there any way you can make it so we can create our own mods by mapping texture files for specific chars/objects to files on our computers? The big thing that ME3Explorer is missing is the ability to easily find the files that need to be replaced for each of these things, so if we have a program that keeps track of what needs to go where for every important char/object, we're golden!

I also get an error while opening the switcher saying that a file has been found to be the incorrect size (?). This happens for what I assume is just about everything.

Modifié par Didact2401, 27 novembre 2012 - 10:37 .


#3930
saltisgood

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Didact2401 wrote...

saltisgood wrote...
*cut*


Lovely work! Just a quick request - is there any way you can make it so we can create our own mods by mapping texture files for specific chars/objects to files on our computers? The big thing that ME3Explorer is missing is the ability to easily find the files that need to be replaced for each of these things, so if we have a program that keeps track of what needs to go where for every important char/object, we're golden!

I also get an error while opening the switcher saying that a file has been found to be the incorrect size (?). This happens for what I assume is just about everything.


Short answer, no. I'm not interested in making a toolset to replace ME3 Explorer because as far as I'm concerned that's more than sufficient. Plus the way that ME3 Explorer's texture adding process works it adds a new copy of the texture onto the end of your texture cache every time. For me to vastly change that to include all versions of each texture for any model would be a lot of work. When I'm doing this stuff manually it's more efficient and easier for the end user. For example, if you tried to add a HR version of a henchman's model with ME3 Explorer you would be adding 3 times the data size than what I can get away with doing manually.

EDIT: Plus, Amar0K's code is very complicated and he spent ages making it. It would take quite a while for me to understand it let alone modify it.

If you get that error with the switcher it means you haven't installed the mods. This program only works with my mods installed. That's why it's in the folder next to the install folder. Remember you need to install each version of the mod to get it to work properly.

Modifié par saltisgood, 27 novembre 2012 - 11:18 .


#3931
Guest_GoldenSkans9_*

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PKchu wrote...

GS9 - I was a bit iffy on the Legion eye at first because I liked the big eye, but the lens flare looks really, really awesome in the actual game. Great job. The version with the pattern is cool looking, but I think I'd like a plain one too.


http://www.mediafire...j70x1x7yrxba0xf

Here you go, GI/GS with no logos. Sorry for the wait, I just finished Omega.

#3932
ElectronicPostingInterface

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Thanks GS9. And no problem, I appreciate you uploading it. I like messing with customization options.

#3933
Guest_GoldenSkans9_*

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No problem at all. Yeah, I usually will use the same one for a few weeks or so and then switch it up.

The good thing about these logos is I learned how to add and edit patterns, so in the future I can do more ambitious things like add Turian face paint or fix Vorcha tattoos.

#3934
AlphaJarmel

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So do I have to run the batch file every time I want to run ME3 with Texmod?

#3935
Dead_Meat357

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Updated EDI's black outfit with a new normal map. Should look a bit better in certain lighting conditions. Will upload shortly. I have yet another M-76 Revenant update coming shortly as well.  

AlphaJarmel wrote...

So do I have to run the batch file every time I want to run ME3 with Texmod?


Sadly, yes.

Modifié par Dead_Meat357, 28 novembre 2012 - 02:41 .


#3936
Guest_ShadowHawk28_*

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I'm still waiting for that Reckoner Knight Armor High Resolution textures mod. It's the only one that hasn't been done at all.

#3937
Dead_Meat357

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shadowhawk233 wrote...

I'm still waiting for that Reckoner Knight Armor High Resolution textures mod. It's the only one that hasn't been done at all.


Incorrect. The following have not been done in high resolution at all as far as I know:
  • Cerberus Assault Armor
  • Inferno Armor
  • Rekoner Knight Armor
  • Hahne-Kedar
  • Serrice Council
  • Ariake Technologies
There were parts of the Ariake Technologies armor done like the legs. To my knowledge that's about it. And the N7 Defender armor and most of the others haven't been done for FemShep.

#3938
Snoozems7

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This is probably a silly question but I just started with all of the high res textures, but I can't seem to find a texture pack for Reaper forces. The ones on page 1 of this thread were listed as being for screens only. Also, is there a pack for Earth, as in the prologue section?

Thanks guys.

#3939
ElectronicPostingInterface

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Not that bad of a question really, For some reason the Reaper forces pack isn't listed in the OP or in Dead Meat's giant post. And even searching in Google site restricted post/Skydrive I don't find it. Bizarre considering it's on my hard drive.

Beginning of Game (Vancouver is the first level): 

You can get them individually this way:
Brute
Banshee/Rachni/Cannibal
Smarteck's New Husk

There isn't a marauder texture.

EDIT: This is an Ariake Armor set done by inBleedingRapture that's supposed to be totally done, but I haven't played with it in game. IIRC he did that improvement of the Normandy casuals I really liked, the one with the yellow stripe.

Also, lol. Cerberus Assault Armor. All of two people will use that one if you end up doing it. Such an ugly, ugly armor.

Modifié par PKchu, 28 novembre 2012 - 08:06 .


#3940
Snoozems7

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Thanks for the information PKchu.

Unfortunately I'm having difficulty getting things to work at all for the moment. Whenever I try and load up a save with texmod, ME3 just crashes. More specifically, it freezes then about two minutes later you get the 'encountered a problem and needs to close' box.

#3941
seriouser

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Snoozems7 wrote...

Thanks for the information PKchu.

Unfortunately I'm having difficulty getting things to work at all for the moment. Whenever I try and load up a save with texmod, ME3 just crashes. More specifically, it freezes then about two minutes later you get the 'encountered a problem and needs to close' box.


You may be running too many mods. Try with just a few to see if it'll help.

#3942
AkodoRyu

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Out of boredom, started making better normals for Aria, but I wonder if you guys have some tips for keeping proper orientation, like for example, see the skin-tight belts on her sides? I think I should invert channels there.

Image IPB

So, basically, because I can't bake normals from differences between high- and low-poly meshes, I'm enlarging diffuse map, removing details like dust and pixelated edges, desaturate and use as height map to generate normal map from it (with xNormal), then I'm enlarging the original normal map, and blur it with few filters to obtain something of a base, preserving the tangent space colors as best as I can, then combine both textures.

But is there a method to obtain more accurate height map? So I won't have to play around with selections and invert stuff by hand?

#3943
saltisgood

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@AkodoRyu: I dare say that what you just wrote went way over the heads of most people. I am of course generalising, but I don't think that many people re-bake their normal maps. Mostly what we do is use the NVIDIA Normal Map Filter inside of photoshop (though since I don't think smarteck uses photoshop I don't know what he does) on the diffuse and then blend it over the top of the existing normal. Getting the new detail from the diff whilst keeping original features of the norm.

Your method is a bit more pure, but as you said we don't have access to the high-poly meshes so it renders (no pun intended) the whole thing kind of moot. I'd be interested to know what the quality difference is between your method and the NVIDIA filter/ blend method.

Edit: Oh, and to answer your question, I'm very new to 3DS MAX so I don't know of any better method than your current one.

Modifié par saltisgood, 28 novembre 2012 - 12:31 .


#3944
Dead_Meat357

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I understand what he's doing but never have done it myself, nor do I have the tools to do it. His method has serious advantages over ours with the exception of speed. We can do what we do much faster. The advantage he has is being able to do truly whatever he wants without having to deal with whatever is in the original normal map file. Our method generally has us retaining original data and blending it with the new. He can also generate normal maps of up to 8192x8192 pixels where we can realistically only go to 2048 in most cases as you can only scale the original data so much.

But yes, I'd invert those channels for those straps. I think they tried for them being so tight it pushed into her skin but the end result is way to artificial looking. Inversion would give the straps some thickness but you have to be careful about that too.

Modifié par Dead_Meat357, 28 novembre 2012 - 03:48 .


#3945
Dead_Meat357

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PKchu wrote...

Not that bad of a question really, For some reason the Reaper forces pack isn't listed in the OP or in Dead Meat's giant post. And even searching in Google site restricted post/Skydrive I don't find it. Bizarre considering it's on my hard drive.

Beginning of Game (Vancouver is the first level): 

You can get them individually this way:
Brute
Banshee/Rachni/Cannibal
Smarteck's New Husk

There isn't a marauder texture.

EDIT: This is an Ariake Armor set done by inBleedingRapture that's supposed to be totally done, but I haven't played with it in game. IIRC he did that improvement of the Normandy casuals I really liked, the one with the yellow stripe.

Also, lol. Cerberus Assault Armor. All of two people will use that one if you end up doing it. Such an ugly, ugly armor.


That Ariake armor is an earlier work. I've viewed it and while better than the original texture it doesn't match anything that Smartek or I have done with regard to the other armor pieces. You are right on the subject of the Cerberus Assault armor. I wouldn't use it myself and that's why I'm hesitant to work on it. I've seen a few people use the Inferno armor but again I'm not a huge fan of it.

As for the Reaper troops I actually created a pack of Smartek's work before the Brute came out. I had to create the lightmap and normal map for the Husk as he did more recently. But it contained Wadres's Banshee and Cannibal as well. It's called the Reaper Troop Collection.

#3946
ElectronicPostingInterface

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Yep, you're right. Reaper Troop pack. I was inputting forces, wrong term, no wonder it didn't come up in a site restricted google search.

By the way, site restricted google search is the most amazing thing ever.

Modifié par PKchu, 28 novembre 2012 - 04:01 .


#3947
Dead_Meat357

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PKchu wrote...

Yep, you're right. Reaper Troop pack. I was inputting forces, wrong term, no wonder it didn't come up in a site restricted google search.


Added the Brute and the new version of the Husk by Smartek to the Reaper Troop Collection. You can also get a new version of EDI's regular black outfit with a new normal map here.

Modifié par Dead_Meat357, 28 novembre 2012 - 05:38 .


#3948
AkodoRyu

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Salt, DM, thanks for answering. Well, I know that making HP meshes would be crazy, but I tried it with Blender for fun, subdivided faces twice and started smoothing. I'm out of memory even for experimenting.

So, the best method (for me) to recover detail on normal maps is to have an accurate height map, which unfortunately comes down to lots of masks, selections and recoloring: just like those straps, skin was bright, clothes are dark, should be the other way. It's just so tedious sometimes. x_x

(xNormal was a good tool till now, but I just found out about ssbumpgenerator, so I'm playing with it)

Also, I don't use Max either, I'm making textures for an independent, realtime model viewer - I can make maps larger than 2048^2, it's mostly a matter of finding or creating good patterns and patience, but it's unnecessary - I'm saving images often 500% larger than the viewport, so eventual "bugs" disappear at downsizing. While some of the textures could be used for texmods, my oldish Radeon which barely tolerated texmod in ME2, doesn't like it in ME3 at all :(

Salt, if you want to take a peek, here's how xNormal generated map looks, also the one combined with original map, which you see on the pic I added in earlier post: link
Mind that it's a wip, so I may even scrap it all and begin from zero x]

Modifié par AkodoRyu, 28 novembre 2012 - 08:59 .


#3949
Fredy AG

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 ///

About Omega, I have 14 textures already finished, I just finished the new suit of Aria, Bioware has change the files for her suit and I had to do it all again... <_<  but it was worth it, in game looks pretty nice.


Image IPB


Image IPB


Image IPB



Still working on the other textures...


Saludos ;)

//////

#3950
McRileyW

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Thanks smarteck. I noticed that too when the last HD version of her suit didn't load.

As far as I can tell, Nyreen's two suits also need to be improved. But the whole environment on omega looks pretty HD to me. As to adjutants... they moved too fast lol, I even had no clear shot of it.