/// ME3 MOD: HighRes textures + Next-Gen illumination + 3D Fix.
#4176
Posté 13 décembre 2012 - 05:26
but, thanks....(Do not misunderstand, these mods are very good,)
#4177
Posté 13 décembre 2012 - 05:46
PKchu wrote...
Yeah, I meant the glass part. I guess that's confusing given there's _two_ masks on one person. : V
Too bad. I wonder why that is and what controls it in the game files.
Certain aspects of lighting and color effects are handled in the game engine. It makes some mods nearly impossible to do without more knowledge of the Unreal Engine and the game's inner workings.
someone else wrote...
Dead_Meat357 wrote...
I just hate looking at the fuzzy HUD elements and can't stand not being able to see objective markers. Often it's the Infiltrators that have to run objectives and I couldn't with the hunter mode enabled before.
Thanks - I was finding it nearly impossible to identify objective markers w HM on as well - this fixes that. Nice the mods work in MP and SP as well - do you get any degradation in performance using the mods in MP? I find it hard to tell inasmuch as the BW servers are providing their own unique form of "challenge enhancements" with increased frequency lately...
I don't notice any performance degredation at all with the mods. Be it single player, or mutliplayer. Regardless of the amount of mods loaded it's all about the same for me. That is at 2560x1600. At 7680x1600 (bezel corrected 8064x1600) things are a bit different. I've had nothing but trouble running this game on multiple monitors. I could do it on a single AMD Radeon HD 7970 but ran into both HUD scaling problems and performance issues at this resolution. Using dual Radeon HD 7970's in CrossfireX resulted in excellent performance but I had issues with lockups as this was a known issue on the X79 and X58 platforms. This has since been resolved but I no longer have both of those cards. With the NVIDIA GTX 680 4GB cards in 2-Way and 3-Way SLI I've never been able to run the game on multiple monitors for one reason or another.
Performance definitely takes a hit but more than that you have FOV and HUD scaling issues. Most of the menus aren't usable without the Widescreen Fixer or Flawless Widescreen applications. And even then I still had some issues with that using both. On a single screen I've had zero performance problems with high end graphics cards and the mods. Then again the game isn't all that demanding as the graphics aren't all that impressive when you get right down to it.
Nevegator wrote...
thanks for the answers , but the default male shepard hd textures on page 1 , is like the original
but, thanks....(Do not misunderstand, these mods are very good,)
Like I said skin is exceptionally hard to work with. It's even worse on Shepard because of his/her customizable nature.
Modifié par Dead_Meat357, 13 décembre 2012 - 05:57 .
#4178
Posté 13 décembre 2012 - 06:03
Yeah, like that combat drone I wanted to change the color of forever ago. Hm. It shouldn't be _too_ hard to change something like that in ME3 Explorer, even if the feature would needed to be coded into it. There's probably like a (R,G,
Modifié par PKchu, 13 décembre 2012 - 06:03 .
#4179
Posté 13 décembre 2012 - 06:54
Oddly, her armor blacked out easily enough. Just not the helmet. But this is why I've never realeased a dark edition of Ashley. It's also why I can't 100% get rid of the fire effects on the single player Battlefield 3 Armor. (Which I want to do in the worst way.)
Modifié par Dead_Meat357, 13 décembre 2012 - 06:54 .
#4180
Posté 13 décembre 2012 - 07:32
Eudaimonium: If it doesn't have a texture, it's an HLSL coded material then
Eudaimonium: You'd need to change entire material, not the texture or mesh
PK: OK. On a scale of 1-10, how hard is it to extract and replace a HLSL coded material?
Eudaimonium: You can't extract it
Eudaimonium: You have to re-code it
Eudaimonium: So on scale 1-10
PK: Entirely?
PK: lol
Eudaimonium: That's about 25
Eudaimonium: Also, that's assuming we can re-code it. We cannot. We can decompile and view HLSL code, but cannot change it
Eudaimonium: AFAIK
Eudaimonium: Basically, it's when you don't have a texture, but a whole bunch of High Level Shader Language (HLSL) code telling the engine how to draw and shade the object
PK: Ah, all right.
PK: Not a super important thing anyway.
PK: Thank you for the information.
Eudaimonium: So yeah, sorry, but to the best of my knowledge we can't change that. Might be able to soon, we should ask Voider
Eudaimonium: No problems man
...
Pfft, yeah, a lot harder than editing a (R,G,
Modifié par PKchu, 13 décembre 2012 - 07:33 .
#4181
Posté 13 décembre 2012 - 07:44
#4182
Posté 13 décembre 2012 - 08:34
Modifié par HellBovine, 13 décembre 2012 - 08:34 .
#4183
Posté 13 décembre 2012 - 08:50
If it's too much trouble, then don't sweat it. I just like throwing out little critiques to try and make things the best they can be. I think you guys do a fantastic job with the mods and in no way do I think you guys are doing a bad job.
#4184
Posté 13 décembre 2012 - 08:54
Modifié par HellBovine, 13 décembre 2012 - 09:14 .
#4185
Posté 13 décembre 2012 - 10:20
Yeah, that was rather lazy. This is the closest I got in terms of fixing it - only really works for engineer Shepards romancing Tali though, so it's not very useful.HellBovine wrote...
Does make me a bit sad they couldn't put in the minor bit of work to make a purple drone for Tali to keep continuity.
@Mr. Eclipse: I don't really see a problem with the red stripe if you're referring to the one on the chest, I think it stands out fine - it's almost blood red.
I have a "bad eye," though, so if someone else "sees it," I'm open to fixing it.
As for the leg wrapping - I do not have the level of control you're talking about without painting the whole texture again by hand, and I'm nowhere near talented enough to do that. I'm not super in love with the leg wrapping in red (it looked better in the non-N7 version), so I may try to tweak the coloration more in what I can do.
Re: Swirls on the "Gold Helmet": There's nothing impossible about that. I wouldn't be able to copy and paste it from Jean-Luc's default mod though, I'd have to use this texture Jean-Luc created like I did for the leg wrapping: here
Actually, it was extremely easy and came out pretty well in a 10 second effort BUUUUUUT, there's a huge caveat:
Normal Side View

Uh-Oh, The Texture is Mirrored:

Because it wasn't originally designed to have lots of pretty swirls, they halved the hood to just mirror on both sides. Thus the stupid looking result when you look at it from behind. Looks OK from the front and side though.
Modifié par PKchu, 13 décembre 2012 - 10:33 .
#4186
Posté 14 décembre 2012 - 12:02
Modifié par someone else, 14 décembre 2012 - 12:02 .
#4187
Posté 14 décembre 2012 - 03:33
#4188
Posté 14 décembre 2012 - 03:58
#4189
Posté 14 décembre 2012 - 01:56
Anyways, cheers in advance for any input
#4190
Posté 14 décembre 2012 - 02:25
Spartan2989 wrote...
Is anyone interested in a non N7 Valkyrie, (ie a blue stripe and maybe Alliance symbol on it instead of N7) its one of my favourite rifles but I tend to go blue white colour combo on my armour and as a result it kinda looks off as I try to make myself look more like a Marine then i dont have Marine issue weapons...
Anyways, cheers in advance for any input
I think I could actually make that one really easily. I'm not sure what blue and white has to do with the Marines, but
it wouldn't be hard to do. I just need to change the logo and the color of the main body texture. You do know the magazine mod gives the gun a blue coloring if it's at level 5? May not be exactly what you are looking for and the body of the weapon would change color depending on mods. Though I can disable that in the mod and keep it one color.
How blue do you want it?

As for the logo, that will take a little more doing. I can make an alternate normal map which gets rid of the N7 logo but I won't be able to retain the stock data. This gets dicey on some weapons.
Modifié par Dead_Meat357, 14 décembre 2012 - 02:30 .
#4194
Posté 14 décembre 2012 - 11:37
"Simply blown away" - husk of my former self
"Head over heels, really!" - phantom of the [space] opera
"Hard to contain myself" - et tu brute
"Really got a bang out of this one" - dispossessed scion
"Talk about fear and loathing..." - Geth "Hunter" Thompson
"srcreeeeeeeeeeeeeeeeeeeeeeee" - guess who
9 out of 10 mooks prefer to be offed by D_M357 mods. - true story.
#4195
Posté 15 décembre 2012 - 12:04
#4196
Posté 15 décembre 2012 - 01:50
Dead_Meat357 wrote...
I got bored. Not sure if anyone else was interested in a Blue Alliance Valkyrie, so I came up with this.
You can download the mod here.
That looks awesome thank you
um as for the white and blue usually looks better to have 2 or 3 colours in in contrast or you risk looking like a teletubby and white is fairly neutral like black and grey. Just my presonal preference is all I guess.
#4197
Posté 15 décembre 2012 - 08:41
#4198
Posté 15 décembre 2012 - 12:52
I do plan to do all pieces for maleshep too and release a new pack for him once completed, I'll have to inventorize how many pieces are unique for him, and how much work it would be effectively.
ME2 Project page.
Additionally, with the Life Support Webbing done in ME2, that also means I've completed the Femshep Serrice Council set for ME3 once I port the textures over. Keep an eye out on my ME3 project today for a full Serrice download if you're interested.
Modifié par Ottemis, 15 décembre 2012 - 01:04 .
#4199
Posté 15 décembre 2012 - 05:48
#4200
Posté 15 décembre 2012 - 08:00
The Standard HD output is alright but i cannot use my downloaded packages (e.g. normandy hd textures, cerberus assault rifle re-texture)
as if i follow the instructions:
"- Put the file "Texmod.exe" in folder "Win32".
- Now run the file "MassEffect3.bat"
- Press "Y" and "enter"
- Start the game FROM ORIGIN WINDOW (it will open Texmod)
- Press a button on the window "MassEffect3.bat"
- Now you can use texmod, first select the game .exe file (MassEffect3.exe), then the mods you want to use (.tpf files) and press "Run""
there only comes a failure message with the very informational content "D'OH"
where is the fault?





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