Aller au contenu

Photo

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


  • Veuillez vous connecter pour répondre
6497 réponses à ce sujet

#4676
Lawrence0294

Lawrence0294
  • Members
  • 2 825 messages
Hum....i can't seem to find the download link for the hd textures for Ontarom.
Could someone link it, i'd appreciate it.

#4677
Fredy AG

Fredy AG
  • Members
  • 1 355 messages

Lawrence0294 wrote...

Hum....i can't seem to find the download link for the hd textures for Ontarom.
Could someone link it, i'd appreciate it.


That location used textures from other sites, such as the Academy. Just play using "Master file C" and that is all.

Saludos. ;)

//////

#4678
Patax2

Patax2
  • Members
  • 37 messages
hey guys, i have sth like a request: could someone who is skilled in tex-edit(?) make an armor for liara looking like this?

Posted Image

source: http://ka4xid.devian...epard-295443127

Modifié par Patax2, 12 février 2013 - 08:21 .


#4679
Lawrence0294

Lawrence0294
  • Members
  • 2 825 messages

smarteck wrote...

Lawrence0294 wrote...

Hum....i can't seem to find the download link for the hd textures for Ontarom.
Could someone link it, i'd appreciate it.


That location used textures from other sites, such as the Academy. Just play using "Master file C" and that is all.

Saludos. ;)

//////

Lovely, thank you :)

#4680
TonyTitan

TonyTitan
  • Members
  • 288 messages

smarteck wrote...

///

I still have not played with Ashley, I thought that the user Dead_Meat could edit that suit ... but it seems that he no longer will... :P

//////



Would you do an Ashley HD version then?  *Please?*  :)


And the FXAA tool....I see where you say to extract the files for it to:  Mass Effect>3 Binary>Win32 folder......so does that mean that inside the Win32 folder (for Mass Effect 3) there is going to be another Win32 folder? (From the extracted FXAA contents).


Lastly, how do I 'dim' light glare?  Say for example those rectangular lights that are inside Liara's cabin, or Shepards....the silver/white lights.  Mine by default just seem to have this really annoying.....I guess it could be described as a bloom????  It's like I'm staring into a REALLY intense LED headlight of a car or something.  How can I reduce that?

Again, thanks for all of the work you've done on these textures....the graphical improvements you've made to the game are simply fantastic.  :D 

#4681
Fredy AG

Fredy AG
  • Members
  • 1 355 messages

TonyTitan wrote...
Would you do an Ashley HD version then?  *Please?*  :)


I do not know... Right now I´m not working on new MODs.. maybe if you can send me the default files (in .dds format) for that suit (must be 3 files).. maybe I can do something....

Saludos ;)

//////

Modifié par smarteck, 13 février 2013 - 09:32 .


#4682
someone else

someone else
  • Members
  • 1 456 messages
@ smarteck - been trying to figure out Wadres reaper boss - think i've got the right tex file - biog_rpr_bos_nkd_n but there are 4 subdirectories and the tpf extracts to 4 dds and bunch of jpegs...no idea what goes where or how to make this all into a mod once I do...this is more a test exercise for me (currently failing) - net, I'd like to be of some help but so far all I got is trouble...clearly mods are the way to go (since salty's mod switcher seems to have been left in the dust....) but as I noted in another thread, there is a train load of textures apart from characters that will have a much greater impact on the look and feel of the game and frankly feel the task may be beyond the reach of a few modders, no matter how dedicated...

#4683
saltisgood

saltisgood
  • Members
  • 237 messages

someone else wrote...

@ smarteck - been trying to figure out Wadres reaper boss - think i've got the right tex file - biog_rpr_bos_nkd_n but there are 4 subdirectories and the tpf extracts to 4 dds and bunch of jpegs...no idea what goes where or how to make this all into a mod once I do...this is more a test exercise for me (currently failing) - net, I'd like to be of some help but so far all I got is trouble...clearly mods are the way to go (since salty's mod switcher seems to have been left in the dust....) but as I noted in another thread, there is a train load of textures apart from characters that will have a much greater impact on the look and feel of the game and frankly feel the task may be beyond the reach of a few modders, no matter how dedicated...

Just extract all the relevant textures from the approximate area in the game and retain their original filenames. Then you can easily compare the modded textures to the original ones and see what goes where. To make the mod file you just activate mod maker mode in the Texplorer and once you're finished go to the Mod Maker tool and save the resulting file.

And for the record, my switcher's not been left in the dust. I don't know if you noticed but I've just created permanent texture modding tools for both ME1 and ME2 as well as the work I've already done on ME3. That involves a lot of research to figure out how exactly the texture objects work in each of the separate games. I will get back to making my own personal mod eventually, but as you yourself noted it's a lot of work for one dude
:P

#4684
someone else

someone else
  • Members
  • 1 456 messages
have been following the excitement over 1 and 2 - so I appreciate where energies have been directed - however....

If you need an endorsement, I think the switcher is by far the most elegant solution to modding - allows easy return to vanilla, easy access to alternate mods and a convenient way of storing/cataloging/loading them -

as far as making my own *.mod, the Wadres reaper experiment is I think beyond me - will have to rely on others to do this - wish I could be of more help but I'd need to much hand holding I think to become even marginally useful...

#4685
Neon3d67

Neon3d67
  • Members
  • 6 messages
Hey guys , can anyone make or at least extract the texture for the beret ? I would love to have it in red like in me2 and not in this actual blue texture .

Any volunteers please ?

#4686
Lawrence0294

Lawrence0294
  • Members
  • 2 825 messages
Small question, does the texture mod for Utukku include the Rachni queen and Grunt ?

#4687
FIN-Olmi

FIN-Olmi
  • Members
  • 144 messages
 Could it be possible to get skull retexture for recon hood?

something like Razyx's ME2 textures:
Posted Image

#4688
Fredy AG

Fredy AG
  • Members
  • 1 355 messages

Lawrence0294 wrote...

Small question, does the texture mod for Utukku include the Rachni queen and Grunt ?


no, you must download them separately .. are on the first page.


Saludos ;)

//////

#4689
Fredy AG

Fredy AG
  • Members
  • 1 355 messages

FIN-Olmi wrote...

 Could it be possible to get skull retexture for recon hood?

something like Razyx's ME2 textures:
**


if it was made for ME2, you just have to open the file with "TPFextractGUI 1.4" and change the codes for ME3.
For more info, check on the first page, how to create your own MODs. :D


//////

#4690
FIN-Olmi

FIN-Olmi
  • Members
  • 144 messages

smarteck wrote...

FIN-Olmi wrote...

 Could it be possible to get skull retexture for recon hood?

something like Razyx's ME2 textures:
**


if it was made for ME2, you just have to open the file with "TPFextractGUI 1.4" and change the codes for ME3.
For more info, check on the first page, how to create your own MODs. :D


//////


Well. I tried what you suggested but I'm a complete yokel when it comes to texture moding. I managed to get the files from the ME2 mod but I can't get them to work in me3.
If I changed the original file names to just me3 instead of me2 it didn't work at all as a final created tpf (yes I tweaked the texmod.log to match new files). And If I extracted ME3 recon hood textures and replaced them with the ones got from the me2 mod, I got some strange shiny blue textures but not the skull look I was hoping for.

So I apogolize already for sounding like a complete ****** and a leech but if someone with skill and experience could get it to work and uploaded the tpf, I would be forever grateful.:unsure:

#4691
Fredy AG

Fredy AG
  • Members
  • 1 355 messages

FIN-Olmi wrote...

smarteck wrote...

FIN-Olmi wrote...

 Could it be possible to get skull retexture for recon hood?

something like Razyx's ME2 textures:
**


if it was made for ME2, you just have to open the file with "TPFextractGUI 1.4" and change the codes for ME3.
For more info, check on the first page, how to create your own MODs. :D


//////


Well. I tried what you suggested but I'm a complete yokel when it comes to texture moding. I managed to get the files from the ME2 mod but I can't get them to work in me3.
If I changed the original file names to just me3 instead of me2 it didn't work at all as a final created tpf (yes I tweaked the texmod.log to match new files). And If I extracted ME3 recon hood textures and replaced them with the ones got from the me2 mod, I got some strange shiny blue textures but not the skull look I was hoping for.

So I apogolize already for sounding like a complete ****** and a leech but if someone with skill and experience could get it to work and uploaded the tpf, I would be forever grateful.:unsure:


Send me that ME2 mod to change the codes...

//////

#4692
Didact2401

Didact2401
  • Members
  • 212 messages
Hey Smarteck, would you be interested in making some spec maps based off diffs?

#4693
Fredy AG

Fredy AG
  • Members
  • 1 355 messages

Didact2401 wrote...

Hey Smarteck, would you be interested in making some spec maps based off diffs?


:P sure... I can help you.. send me the files via PM.

///

Modifié par smarteck, 18 février 2013 - 12:50 .


#4694
Neon3d67

Neon3d67
  • Members
  • 6 messages
For those who are interested , i made a red version of the alliance beret , and also improoved a little the textures by removing the artefacts, but still has the same resolution

You are free to put it on the main page aswell

https://mega.co.nz/#...NZSioB2vNQ6xlyA

Posted Image
Uploaded with ImageShack.us

Modifié par Neon3d67, 17 février 2013 - 07:36 .


#4695
sentinel_87

sentinel_87
  • Members
  • 278 messages
I've made some minor corrections to the desert camo version of Tali's alternate armor.

Two new versions of both the alternate and From Ashes armor that have an added glow feature to Tali's arms and the weapon mounts on her back have been included as well.
Posted Image

Tali Desert Camouflage v. 1.2

#4696
Ottemis

Ottemis
  • Members
  • 3 600 messages
For those interested, my 1st casual outfit retexture is now also available for males.
Furthermore, the texmod doesn't just replace F/M Sheps outfit, but also that of the Normandy and Gellix crew.

I've put up a download that changes Shep+Crew to a HR Original Blue trim, and the Gellix crew to the HR B&W version without the Cerby-logo. I've also put up a version that changes all of them to the HR B&W version.
Male hands for the outfit are slightly improved as well.
Posted Image
Posted Image
ME 2/3 Casuals *texmod*

Modifié par Ottemis, 19 février 2013 - 02:35 .


#4697
Didact2401

Didact2401
  • Members
  • 212 messages
Well damn. I just finished converting Smarteck's version over for the standard tint. Looks like I'll be doing it again.

#4698
-Sxx-

-Sxx-
  • Members
  • 1 271 messages
There's something I've noticed about the MP Shadow's armour, using both retextures. The helmet doesn't have the same shiny/spec/tinted shader as the rest of the body, so it looks quite out of place and can come across as a different colour.

#4699
Mr. Eclispe

Mr. Eclispe
  • Members
  • 38 messages
Hey guys, I know this is, well, WAY off topic, but I don't really know where else to go to talk about the FXAA mod. For ME3, In-game origin somehow started working with the FXAA mod, but when I used them both for Dead Space 3, neither of them worked. Separately, they work fine. So does anyone have any comments/solutions for this?

#4700
ElectronicPostingInterface

ElectronicPostingInterface
  • Members
  • 3 789 messages
Like I said before, love that lighting on Tali.

Neat glow-y affect.