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


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#4451
Dead_Meat357

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Foregone_Conclusion wrote...

So I posted here a day ago, found out one of the mods I was trying to run wasn't optimized at all and thusly crashing the game. Got that problem fixed.

Also as far as the N7 Defender Armor goes, I discovered the mod I downloaded from here was why it was Green instead of black + muted reflection map. So I went and got the textures I needed with texmod and did some tweaking of my own and came up with something that looks really good but I can't seem to get the Specular map right.

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and the problem
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As you can see, it has this weird two-tone shade going and it shifts anytime the camera moves around. Typically the right side of the armor stays a blue shade while the left is always a muted black.

Any tips on creating a new specular map from scratch?


It was done that way because the Defender Armor isn't black. It always looked like it had a green'ish tint to me. Not unlike Vega's armor. Not that green mind you. Newer variants of the mod I created are closer to matching the original color. I don't have the latest version up there but the text below the N7 is back and is scaled correctly to match the original text. Though I had to take some artistic license with it since the original text is unreadable.

I do have another version as the latest hasn't been uploaded yet. Got busy during the holidays and spent some time upgrading my computer and had to troubleshoot some issues.

The next version resizes the text under the N7 Logo and eliminates the green tint entirely. I can make the text under the N7 say virtually anything as I do have the font originally used by the developer. If anyone has a better suggestion than what's under there I'll gladly entertain it.

Modifié par Dead_Meat357, 02 janvier 2013 - 06:53 .


#4452
VinBron

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I'm working on a wearable Alliance helmet.
Not yet ready to upload, but I made some pics.

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Posted Image

Modifié par VinBron, 02 janvier 2013 - 06:49 .


#4453
Didact2401

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VinBron wrote...

I'm working on a wearable Alliance helmet.
Not yet ready to upload, but I made some pics.

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Posted Image


You should do clean and dirty versions of the base armor while you're at it. Smarteck did a good job, but it differs from the source material too much for my taste. And they're is a "dirty" version that needs the HR treatment as well.

#4454
Spirit Keeper

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Has anyone done a texture to make Inferno Armour look like the N7 Paladin?

#4455
ElectronicPostingInterface

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Like the idea of the Alliance helmet, looks good so far.

#4456
Dead_Meat357

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SovereignSRV wrote...

Has anyone done a texture to make Inferno Armour look like the N7 Paladin?


Nope.

#4457
Fredy AG

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///

I was checking my messages on my phone and I accidentally deleted a very recent, I could not read it. Just reach to see that the user who sent it to me was using this image:

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If you are reading this, please re-send me your message. Sorry about that ... Everything happened so fast !!!  ...

Posted Image


//////

Modifié par smarteck, 03 janvier 2013 - 07:07 .


#4458
Dead_Meat357

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Updated N7 Defender Armor. Has reduced text size under the N7 logo and green tint is eliminated in the texture. Interestingly enough in certain light it still has a slight green hue to it. This I think was always present and what led me to color it the way I did originally. I believe this is due to a shared texture effect between Vega and Shepard's N7 armor. There is also another effect which isn't texture based that could also be responsible for this.

However I greyscaled the "green" parts so this time it isn't me. I had already removed much of the saturation in previous versions in an effort to match the original more closely.

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You can get the file here.

Modifié par Dead_Meat357, 03 janvier 2013 - 08:58 .


#4459
Foregone_Conclusion

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It's only got that green shade on it because of two things :

1.) Original texture has a lot of awful RGB pixelation and in order to get rid of it you have to greyscale every channel or what I do to fix that is use the Sponge Tool in photoshop and set it to desaturate.

2.) The Environment map (Specular map) uses the base texture on an alpha overlay to get the reflections over the base texture. You should always create a new specular map from scratch when altering or changing existing textures and make sure the alpha channel is 100% greyscale.

If you look at the version pictures I posted, there is no tinge of green at all. And no, I don't think the green shade was intended. Just a by product of a poorly compressed texture. If you're still getting a green tinge over your modifications, it can also be a byproduct of using various blending methods when adding higher resolution textures.  That being the case you need to make sure if you do use a Blend method that your new addition is in greyscale, or after you flatten the image, go over the important surfaces with the desaturation tool.

Modifié par Foregone_Conclusion, 03 janvier 2013 - 10:52 .


#4460
VinBron

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@Didact2401

You mean something linke this? (before 512 after 1024)

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Posted Image

#4461
shepskisaac

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Just read PC Gamer's mention of the mod. Congratz to everyone involved, especially Smarteck! :D

Back in February, the official Mass Effect Twitter account confirmed that “when the full game releases, hi-res textures will be built into the game!” And so we learned that when BioWare uses an exclamation mark, it’s because it can’t quite believe what it’s saying – because it isn’t true. Altogether now: ‘Crikey, these textures are taking a while to update. Oh, they have updated and the costumes still look like Ceefax.’

total win xDDD

Modifié par IsaacShep, 04 janvier 2013 - 01:14 .


#4462
Dead_Meat357

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Foregone_Conclusion wrote...

It's only got that green shade on it because of two things :

1.) Original texture has a lot of awful RGB pixelation and in order to get rid of it you have to greyscale every channel or what I do to fix that is use the Sponge Tool in photoshop and set it to desaturate.

2.) The Environment map (Specular map) uses the base texture on an alpha overlay to get the reflections over the base texture. You should always create a new specular map from scratch when altering or changing existing textures and make sure the alpha channel is 100% greyscale.

If you look at the version pictures I posted, there is no tinge of green at all. And no, I don't think the green shade was intended. Just a by product of a poorly compressed texture. If you're still getting a green tinge over your modifications, it can also be a byproduct of using various blending methods when adding higher resolution textures.  That being the case you need to make sure if you do use a Blend method that your new addition is in greyscale, or after you flatten the image, go over the important surfaces with the desaturation tool.


The specular map is always new. The main texture itself is flattened and doesn't have any alpha channels in it. Let me mess with it and see what I can do with it.  

EDIT: 

With a new specular map, with a greyscale alpha channel and a new texture with each of the channels set to greyscale it still has a slight greenish tint to it. Your texture is darker than mine. I wonder if that's obscuring the green tint because I can't get rid of it. Not entirely. There isn't any green in either the specular map or the texture anymore and yet there it is.

Though there is less than there is even in the screenshot above. It looks basically like the original texture always did to me.

Modifié par Dead_Meat357, 04 janvier 2013 - 03:05 .


#4463
ref

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Just curious if anyone could help me that's worked with textures before, I'm looking for the file name for the standard alliance blues Kaidan wears casually/the ones Commander Shepard can wear/various other NPCs at the Citadel.

I'm looking to replace Ashley's outfit with those textures, but I cannot for the life of me find the correct file name for them.

#4464
Didact2401

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VinBron wrote...

@Didact2401

You mean something linke this? (before 512 after 1024)

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Posted Image


Yeah, that's more like it. Just a bit more though since it is quite prominent in the last section of the game. (Mostly the decals and the various lines  just need to be sharper)

Modifié par Didact2401, 04 janvier 2013 - 03:06 .


#4465
Dead_Meat357

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Refara wrote...

Just curious if anyone could help me that's worked with textures before, I'm looking for the file name for the standard alliance blues Kaidan wears casually/the ones Commander Shepard can wear/various other NPCs at the Citadel.

I'm looking to replace Ashley's outfit with those textures, but I cannot for the life of me find the correct file name for them.


You can't. It's not a simple matter of changing the texture. Ashley uses a different model for her casual outfit. You can't just slap different textures on it. They won't map correctly.

#4466
Mr. Eclispe

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Hey, did Origin update or something, because I just now managed to get in-game Origin to work with the FXAA tool. I don't know if this is old news or not. Just thought I'd share...

#4467
WarrantyVoider

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maybe usefull for you guys: I guess we got the hires texture import working now, I tested it a bit, maybe you can give us some feedback if it works for you too...

http://www.facebook....283274708461761

greetz WV

#4468
Fredy AG

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Mr. Eclispe wrote...

Hey, did Origin update or something, because I just now managed to get in-game Origin to work with the FXAA tool. I don't know if this is old news or not. Just thought I'd share...


With Origin 9.1.3.2636 - 203945...:P...  I can use Overlay in the game with FXAA TOOL, but not using Texmod. What version do you have now?


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#4469
Didact2401

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WarrantyVoider wrote...

maybe usefull for you guys: I guess we got the hires texture import working now, I tested it a bit, maybe you can give us some feedback if it works for you too...

http://www.facebook....283274708461761

greetz WV


Fantastic news! I'll give it a look in a bit.

#4470
Fredy AG

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 ///

Updated:

- Zona A: 23. Units of Cerberus 1 v1.2 with new relief files and added new textures for the Atlas. Also include Asault Tropers + Guardians + Centurions.  

Posted Image


> HR Gallery for v1.2: imgur.com/a/zgB0v

Download link is ready in First Page.


Saludos. ;)

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#4471
Tarkov33

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Some impressive work, thanks! :)

#4472
McRileyW

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thanks for the update. Can I use this Cerberus pack for MP too?

#4473
Fredy AG

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McRileyW wrote...

thanks for the update. Can I use this Cerberus pack for MP too?


Of course. :)

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#4474
McRileyW

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ah thanks again. I guess the geth force can be used in SP as well.

BTW, I've had this question for some time. but is there any chance to see HQ MP maps, which are not in SP? I believe some textures are same as in SP maps, so all we need is a repack?

#4475
Didact2401

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Question - when you made Eve's textures - what did the one that's all black replace?