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


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#4301
Fredy AG

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Ysa Shepard wrote...

Wow, 172 pages and going. Read some today at work but it's an incredible amount of info.

Does any one of you awesome modders have a listing on which textures are whom? I successfully swapped Ashley with Texplorer, but I'm having a hard time finding others and I wanted to swap them all out -_-


I´m doing a pack with some files and with the correct path for them.. maybe in the next days I´ll share that.

:)

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#4302
saltisgood

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@smarteck: If you're talking about sharing the game files themselves then that's going to be a pretty big download. CharTextures.tfc on its own is at least 400MB, then you have to add in all the new textures as well as the *.pcc files from which they're referenced.

Edit: The way I initially did it with my mod (and this is going to change in the future) is that I directly shared the *.pcc files, but made patches for the texture caches. So I could just add on the bits that I made on to the end of the existing files. It saves at least 400MB per cache file.

Since finding the textures themselves seems to be a bit of an issue for you guys let me give you some pointers. First of all, I'm not going to code in a way of collecting them into their simple names because it's not feasible to make conditional statements for every single different texture in the game. The names you see in the Texplorer are the ones that the developers used.

Okay, now the ones that most of you will be interested in are the character textures (incl. enemies). Those are almost always located in the folders with names "biog_blahdiblah".

Reapers: biog_rpr_*. Eg. Husk = biog_rpr_hsk_nkd_r
Geth: biog_gth_*. E.g. Trooper = biog_gth_tro_nkd_r
Cerberus: biog_hmf_arm_crb_r (for female Cerberus troops), biog_hmm_arm_crb_r (for male Cerberus troopers) and biog_cbt_ata_nkd_r (for Atlas)

Individual Characters:
Depends on their gender and race. Typically you'll find female human characters under biog_hmf_arm_* and male human characters in biog_hmm_arm_*. Think about it: HMM = HuManMale, and HMF = HuManFemale
e.g. Kasumi = biog_hmf_arm_ksm_r

Important case: Shepard's armours are found in the BIOG_HM(M or F)_ARM_SHP_R folders. Since the male and female armour textures can sometimes be found in both the male and female folders you might have to search both sections before you find them. There are also a couple of them that are just in the FBD or SHP sections down the bottom.

For non-human characters you substitute the HMM for the codename of the race. KRO = Krogan, QRN = Quarian, etc.

Those are for their armours or outfits. Their facial textures are generally in the HED_PROMorph folders.

Weapons:
BIOG_WPN_*
e.g. BIOG_WPN_ASL_R = Assault Rifles

Good luck!
(I may add more to this post if anyone has suggestions)

Modifié par saltisgood, 20 décembre 2012 - 04:08 .


#4303
Ysa Shepard

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That's tremendous help Salt. I'll have to mess with it some more another time. I tried to inject the fem shep redo but the game stopped loading and I was rushing to play so I reverted to original files, maybe I screwed one or more things up.

#4304
Dead_Meat357

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I discovered a lot of that last night. Once you get into it the thing starts to make sense.

#4305
Fiever

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after reinstalling the game I used only Texmod and it works now.
Salt has an interesting mod but it mess up my game badly so I shall now be using that anymore.

#4306
Dead_Meat357

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I am still putting together screenshots for the From Ashes Armors. I'm also taking some feedback I got on Ashley recently and hope to have an updated version of her armor out. I've done new bump mapping to the emblems to make them stand out more and to look less painted on. I've reworked the forearm texture completely. It should have definition much more like the original while still looking better. I've also completely redone all the gold parts. That's what I'm playing with now.

So hopefully at some point you'll see all these done and ready to go.

#4307
Ysa Shepard

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So I found out that Fem Shep's HR Armor file, when injecting the legs into the PCCs manually, the game doesn't load. I have also replaced the torso the same way I've done everything else and the lower resolution is the one that shows in game.

Any ideas fellas?

Modifié par Ysa Shepard, 20 décembre 2012 - 10:57 .


#4308
G0d Ginrai

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Hey folks, looking for some info. I've been going through replacing Main Character Textures using the Texplorer feature in ME3Explorer. I've just got to Anderson's Formal outfit and I'm wondering if someone could tell me why after extracting the texture with TPFextract, there are 2 versions of trim on Anderson's 'Rank' Insignia(?). One Gold and one Aqua. Is this just to give folks a choice in regards to what color they'd like for Anderson's uniform?

#4309
Fredy AG

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 ///

Using Texplorer, made ​​a mistake in the format of a file, does anyone know how to reenter the texture to that file?, When I try it again I get a mismatch error. Does it help restore only the pcc file for that character? :blush:


EDIT: This system still has problems, some textures not loading right.... I will try the process from zero again. :?


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Modifié par smarteck, 21 décembre 2012 - 12:31 .


#4310
Dead_Meat357

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It's going to be a little longer while I work on the From Ashes DLC armors. Hopefully tomorrow. A couple things bothered me and I'm working on correcting them.

#4311
saltisgood

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Ysa Shepard wrote...

So I found out that Fem Shep's HR Armor file, when injecting the legs into the PCCs manually, the game doesn't load. I have also replaced the torso the same way I've done everything else and the lower resolution is the one that shows in game.

Any ideas fellas?


Works fine on my end. Remember that the legs are shared between the male and female Shepards, so they appear in the BIOG_HMM_ARM_SHP_R package. But the torso isn't and so it appears in the BIOG_HMF_ARM_SHP_R package. So you've probably replace the male version, which is why it doesn't look like it's changed in game.

As for the game not loading, 99% of the time that's caused by you using the wrong texture format when adding the textures. Go and check each of the textures you replaced for their formats and compare with the textures you used to replace them.

smarteck wrote...

 ///

Using Texplorer, made ​​a mistake in the format of a file, does anyone know how to reenter the texture to that file?, When I try it again I get a mismatch error. Does it help restore only the pcc file for that character? :blush:
EDIT: This system still has problems, some textures not loading right.... I will try the process from zero again. :?


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If you make a mistake with adding any particular texture then you can restore those *.pccs to their originals and try again. That said, you will probably have to rescan the system when loading the Texplorer for it to accept the new files. There is another way you can change the format of an individual texture but you have to use the PCCEditor and it's harder.

The next update to the Texplorer is definitely going to give you an error if you try and replace with an incorrectly formatted texture because so many people are doing this.

#4312
Fredy AG

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  Hey Salt,

I edit all the textures again from zero .. the last time some were following look as default and others are displayed as a kind of cream ... The strange thing was that one of the textures that cream seemed, had not been edited .. like this:

Posted Image



Now, Texplorer is finishing save all changes again, when this is over, I'll try if the problems are still present.

Perhaps, it is more stressful for the game to load the textures 4k from their own files and less stressful if 4k textures are already in video memory (via Texmod)... :huh:


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Modifié par smarteck, 21 décembre 2012 - 02:51 .


#4313
saltisgood

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No I don't think so. The game's running on Unreal Engine 3 after all, which is more than capable of running these kinds of textures. What you're seeing there is that the textures aren't correctly streaming from the texture cache. For textures like that, the low res (< 64px) versions are stored in the *.pcc file, and the high(er) res versions are stored in the cache. When you see that, the game's trying to find the textures in the cache, but for some reason can't and instead just use the locally stored ones.

You only ever seem to see that in MP because in SP it just crashes. I'll just have a look to try and find where that texture's stored. Can you tell me what textures you did mod? Edit: Especially if it has to do with MP objectives

Modifié par saltisgood, 21 décembre 2012 - 03:09 .


#4314
Fredy AG

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saltisgood wrote...
You only ever seem to see that in MP because in SP it just crashes. I'll just have a look to try and find where that texture's stored. Can you tell me what textures you did mod?


Today most of the problems occurred with the textures of the reapers inside the game files, but yesterday, having only a few others, I noticed some problems with shadows on the floors.

but do not worry, I have no luck with this. :P

After test again, problems continue .. and when a texture fails, some shadows are broken, the game loses some of the sound and then stops responding ....

Posted Image



Maybe it's a problem with my system, but there are no complications .. I've never had much problem with waiting loads of Texmod .. only wanted to try using this application, which (I see) have dedicated much work.

Thanks anyway. ;)


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Modifié par smarteck, 21 décembre 2012 - 03:19 .


#4315
saltisgood

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smarteck wrote...

Today most of the problems occurred with the textures of the reapers inside the game files, but yesterday, having only a few others, I noticed some problems with shadows on the floors.


Shadows on floors is something I'm very interested in. Do you mean that the floor looks fine from a distance and when you get closer it goes all black? If so, when and where did that happen?

In other news, I've updated the Texplorer a bit. New version has a much faster load time and some other stuff. But most importantly it should catch any format and size errors. That will hopefully stop you from importing the wrong kinds of textures.
Download

Now that I've fixed up the tree's save file and the external files' paths, hopefully WV will be okay with this and it can be full version 90.

Edit: An because of the reason stated in my next post, it's not going to be the final version. But that's cool, I'll just keep adding features.

Modifié par saltisgood, 21 décembre 2012 - 04:05 .


#4316
Fredy AG

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saltisgood wrote...
Shadows on floors is something I'm very interested in. Do you mean that the floor looks fine from a distance and when you get closer it goes all black? If so, when and where did that happen?


Yes. that is the problem.. and I see that in the Salarian Base (interior floors) and in that base white with bugs in windows, don´t remember the name.. both MP levels.

;)

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Modifié par smarteck, 21 décembre 2012 - 03:44 .


#4317
ElectronicPostingInterface

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I've had that problem on Thessia in MP (shadow floors), but I royally screwed up something awhile back and wasn't sure of how I even casued.

#4318
saltisgood

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Nah it's not your problem PK. It's a LODGroup issue. What I call the Black Texture Bug. *shudders*

Bloody annoying let me tell you. It's that thing where BioWare added these null pointers inside certain textures so that when their LODGroup is upscaled they just make a black image. I'm just working on a new function for the Texplorer to get rid of the top image if they're a null pointer. Should hopefully fix that problem once and for all.

Edit: And done. Wow, that was rather easy.

Modifié par saltisgood, 21 décembre 2012 - 04:17 .


#4319
Fredy AG

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 An example:

Posted Image


///

#4320
ElectronicPostingInterface

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Ooh, OK yeah. Thanls for letting me know, was driving me crazy trying to "confirm" what was wrong.

Tried using my back up .pcc files and it didn't fix the issue. Then I tried repairing the game and all the DLC and it said there were no errors. Was paranoid, thought there was some issue with Origin/ME3 because all of a sudden random friends of mine who don't even mod the game were getting odd crashes.

Modifié par PKchu, 21 décembre 2012 - 04:23 .


#4321
saltisgood

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Yeah that won't help. The way I get around using Coalesced is that you can actually add Coalesced stuff into the GamerSettings.ini file inside your BIOGame\\Config folder. That's not the normal one, this one is next to your save games. The game then inherits the settings from that instead of Coalesced.

So if you want to stop the issue for the time being, go into that file and delete the line about texturegroup_world. It'll mean that any mods you've applied will go back to 512px, but it's only an interim measure.

#4322
Fredy AG

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saltisgood wrote...
So if you want to stop the issue for the time being, go into that file and delete the line about texturegroup_world. It'll mean that any mods you've applied will go back to 512px, but it's only an interim measure.


That fix the problem in the floors, thanks. :D


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#4323
Fredy AG

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 ///

I will share something that maybe is not very popular, but it is useful for someone, great. :D

I really liked the Kestrel helmet of ME2, but Bioware modified it in ME3 and I do not like the changes. So I made my own version editing the textures of this helmet and I share the file for everyone:


Posted Image


Posted Image


Posted Image


Posted Image


Posted Image


Posted Image


Posted Image




And accidentally, something happened in new red lines, when is activated the Shepard's shields, on the red lines there is a really cool ascending lighting effect. :D


Posted Image



I uploaded a simple video to youtube, but on this is not very noticeable. In the game looks much better: www.youtube.com/watch


> Download is on first page.


Saludos. ;) 

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Modifié par smarteck, 22 décembre 2012 - 01:57 .


#4324
Vesorias

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I get this message when trying to download Zona C master files from Mediafire: "The file you attempted to download is an archive that is damaged or possibly encrypted. MediaFire does not support unlimited downloads of broken or encrypted archives and the limit for this file has been reached. This file may only be distributed from a premium account.

We have informed the owner that sharing of this file has been limited and how they can resolve this issue."

I tried doing it from Skydrive, but was informed upon extracting that the files were broken, and therefore have nothing for either of those two.

Am I doing something wrong, or did I miss something?

#4325
Fredy AG

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Lexicon19 wrote...

I get this message when trying to download Zona C master files from Mediafire: "The file you attempted to download is an archive that is damaged or possibly encrypted. MediaFire does not support unlimited downloads of broken or encrypted archives and the limit for this file has been reached. This file may only be distributed from a premium account.

We have informed the owner that sharing of this file has been limited and how they can resolve this issue."

I tried doing it from Skydrive, but was informed upon extracting that the files were broken, and therefore have nothing for either of those two.

Am I doing something wrong, or did I miss something?



Mediafire is not like old times.. that parts files are only for some users... <_<

But Skydrive is free.. now I´m redownloading that files for check errors... but remember do it this:

Download and Put the 3 parts in the same folder (Desktop, Documents... your choice) and ONLY open part1.rar for extract the content. Do not open part2 or part3.



EDIT: The file integrity is correct. just follow the instructions and everything will be fine.


Saludos. ;)



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Modifié par smarteck, 22 décembre 2012 - 07:06 .