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


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#4551
Didact2401

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timj2011 wrote...

Is there any way that a list of all the .pcc file locations for the textures could be created?

I am using ME3Explorer to insert the textures, but it is a pain to find the locations...

I am assuming that OP knows these locations, or at one point did, considering he's accessed them all.

Everything in here uses Texmod. Texplorer, a component of ME3Explorer, on the other hand, will actively search for and replace all instances of a texture in the game.

I'm in the process of cataloging the file names for easy lookup (since there is a search feature in texmod) and am considering creating a shared repo where people can find and add various textures with their proper names.

#4552
badboy64

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I am having a problem when running texmod for ME3. I do all of the instructions as the screen says and put the .tpf files and hit run but texmod keeps on opening up another instance.

#4553
Fredy AG

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@badboy64:

You are not restoring the name of the game .exe after open texmod. Check that.

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#4554
M_e_t_A

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is there a program that lets me directly put a texture thats made by someone in somewhere to replace another texture, like for the N7 destroyer's devestator mode, the clean look texture, so I don't have to keep loading it with texmod every time I want to play the game?:pinched:

Modifié par M_e_t_A, 16 janvier 2013 - 09:27 .


#4555
saltisgood

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M_e_t_A wrote...

is there a program that lets me directly put a texture thats made by someone in somewhere to replace another texture, like for the N7 destroyer's devestator mode, the clean look texture, so I don't have to keep loading it with texmod every time I want to play the game?:pinched:


You mean like replace the game files? Sure, that's ME3Explorer. More specifically the Asset Explorer or the Texplorer, both tools inside that program.

The Texplorer is the tool that I purpose built for this task, though there are a few bugs still to be eliminated. I'm currently working on a way such that people can share mods. So you'd just share the texture file and a text file or something and then someone else would just load that into ME3Explorer and it automatically finds and replaces said textures.

#4556
Doommarine23

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saltisgood wrote...

M_e_t_A wrote...

is there a program that lets me directly put a texture thats made by someone in somewhere to replace another texture, like for the N7 destroyer's devestator mode, the clean look texture, so I don't have to keep loading it with texmod every time I want to play the game?:pinched:


You mean like replace the game files? Sure, that's ME3Explorer. More specifically the Asset Explorer or the Texplorer, both tools inside that program.

The Texplorer is the tool that I purpose built for this task, though there are a few bugs still to be eliminated. I'm currently working on a way such that people can share mods. So you'd just share the texture file and a text file or something and then someone else would just load that into ME3Explorer and it automatically finds and replaces said textures.


Would said tools incur any of the same performance loss that Texmod causes? I only use ME3Explorer for extracting and I only heard of Texplorer now.

If not, I got some hardcore modding to be doing.... :whistle:

#4557
saltisgood

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@Doommarine23: It's hard for me to say. I never got any of the really bad Texmod performance that some people claim to have. The one downside I've found with game file replacement is that sometimes you may get a slight hitch whilst a large texture is streamed in. Personally I'm okay with that if it eliminates the massive loading time at startup with Texmod though.

#4558
someone else

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Hi Saltisgood,

Is there difference between using your Switcher vs permanently modding (in terms of performance, appearance - obviously one is permanent...) For my $$ the Switcher is the better option since it potentially allows an easy choice among various mod options & is far more user friendly - is there any way for a user to add mods to it - kind of unreasonable to expect you to do all that work - and seems you're more focused on refining texplorer/ME3explorer tools...[besides, I've been too chicken to attempt permanent modding so far...]

Modifié par someone else, 16 janvier 2013 - 02:40 .


#4559
saltisgood

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It's the same thing. The Switcher is still technically a permanent mod. That mod is made using ME3Explorer so there's no performance difference. You're right that I have been focusing on Texplorer recently but that's primarily so that once I'm finished I can really speed up that mod's progress. Now that we have (probably) solved the black texture bug and that's integrated into Texplorer, I might try and redo the mod with those improvements.

The only difference between files regularly modded by Texplorer or Asset Explorer to the ones used in my Switcher is that in the latter case the original information is still left in there. I did add the option to do exactly that in Texplorer as well so there are two saving methods you can choose from in that tool.

The way you can think about what the Switcher does is that inside the pcc there are a few big lists of all the information inside the file. One of those lists tells the game where to find each object inside the file, be that a texture, or an animation or whatever. All I did in my mod was to leave the original information in the file as well as the new information then record where each version was. The Switcher then just swaps around the "pointer" for each version without having to remove or add any data.

#4560
someone else

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Thanks - I will have to really give the permanent process a try, if only to get a first-hand experience of of it - still, I think the switcher makes a great "front end"...

#4561
Doommarine23

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saltisgood wrote...

@Doommarine23: It's hard for me to say. I never got any of the really bad Texmod performance that some people claim to have. The one downside I've found with game file replacement is that sometimes you may get a slight hitch whilst a large texture is streamed in. Personally I'm okay with that if it eliminates the massive loading time at startup with Texmod though.


Worth a shot for me to test, I know ME2 had horrible problems with it, which discourages me from any ME3 work.

Mmm, the temptation of HD skins and my own stupid crap is too high. I must be a guinea pig :o

#4562
M_e_t_A

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I'm trying to replace the devestator mode with the clean version of the file, how do I find the devestator mode and similar in the ME3 texplorer? i have been looking for an hour and now have a migrane xD

#4563
saltisgood

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Ah, well that's not going to happen. The Devastator is DLC and the Texplorer only works on the stock game's textures for now. If we find a way to circumvent the DLC authorisation then that'll change in the future.

#4564
Doommarine23

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At the least, I'm sure Texmod would work.

-> Implying I understand what I'm saying.

#4565
M_e_t_A

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ooooh, no wonder I couldn't find it. I guess people will have to dive into those .SFAR files and fiddle with things to see how stuff turns out. but the question remains to me. How does someone find out where the N7 Destroyer mode is to edit it and give it to us? I have 2 of the mods that differ in small ways, but both are good. Do you don't know how someone can find them in the first place if they are DLC whatever?

#4566
Deitar

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If you will simply attempt to replace the destroyer HUD, you will cause the game to fail DLC authorization, you either have to use Texmod, or nothing at all, I'm afraid.

#4567
saltisgood

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Deitar wrote...

If you will simply attempt to replace the destroyer HUD, you will cause the game to fail DLC authorization, you either have to use Texmod, or nothing at all, I'm afraid.

Technically speaking that's not entirely true. You can replace textures in DLC without losing authorisation but you can't upscale them, which is why I say don't bother modding DLCs at the moment.

M_e_t_A wrote...

ooooh, no wonder I couldn't find it. I
guess people will have to dive into those .SFAR files and fiddle with  things to see how stuff turns out. but the question remains to me. How does someone find out where the N7 Destroyer mode is to edit it and give it to us? I have 2 of the mods that differ in small ways, but both are good. Do you don't know how someone can find them in the first place if they are DLC whatever?

Are you saying how do you find what a texture is called and where it's located? I went through that process in my Texplorer tutorial, which I'll probably update in the near future to reflect the improvements to the tool.

#4568
Tarkov33

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Could someone who has the multiplayer HD textures please upload N7 Fury and Human Engineer/Infiltrator, both links are down. Thanks!

Modifié par Tarkov33, 17 janvier 2013 - 04:55 .


#4569
Fredy AG

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@Tarkov33:

Use Skydrive site. Link is on first page.

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#4570
Kamon89

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You guys have all put so much work into the textures. More than Bioware did. You guys kick arse. Now can someone make a Thane texture? Or recode JeanLuc761's from ME2? I'm dying to complete my ME2-in-ME3 collection :P

#4571
mcgamerforever

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i was wondering if someone could fix garrus's nose, it looks crappy when comparing it to victus, the other being liara's default outfit metal backpiece, sorry i'm just stickler to detail

#4572
badboy64

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Has anyone seen this messed up textures? This happens when I run it in 3D Vison after a 1 hour or so of gaming. It happens most of the time when I am talking to someone. I then have to exit out of the game. I have all of the correct files in the right place. I run the Helix mods. This happens when I run the texture mods and it still happens when I don't run them too. Disregard the next post.
Image IPB

Modifié par badboy64, 19 janvier 2013 - 05:02 .


#4573
badboy64

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See post above.

Modifié par badboy64, 19 janvier 2013 - 04:58 .


#4574
Fredy AG

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badboy64 wrote...

Has anyone seen this messed up textures? This happens when I run it in 3D Vison after a 1 hour or so of gaming. It happens most of the time when I am talking to someone. I then have to exit out of the game. I have all of the correct files in the right place. I run the Helix mods. This happens when I run the texture mods and it still happens when I don't run them too. Disregard the next post.
Image IPB


Something similar happened to me with the Helix Mod on one occasion, with the help of another user I try to correct the fog of one of multiplayer levels, but this problem occurred. To fix this, I reset the Helix MOD to its original state.

;)

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#4575
Doommarine23

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Not to Hijack with all due respect, but this makes me fairly curious, has anyone ever properly edited Specular maps without it looking like the character dipped in oil? I figure this would be a good place to ask, if I may?