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


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#5201
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MACharlie1 wrote...

:huh:

...what? 


What? You never played Dragon Age Before?:huh: is that why you don't know what i'm talking about? I'm using this as an example of what experiences i've had with mods before.

Modifié par shadowhawk233, 06 avril 2013 - 06:04 .


#5202
MACharlie1

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shadowhawk233 wrote...

MACharlie1 wrote...

:huh:

...what? 


What? You never played Dragon Age Before?:huh: is that why you don't know what i'm talking about? I'm using this as an example of what experiences i've had with mods before.

I have. I'm just not sure what relevance it is. 

Modding (texture modding that is) for ME series is relatively simple since it's been done before the MExplorer was even made. It's just a matter of getting the textures to work with in Photoshop and learning how to increase the resolution. 

#5203
Fredy AG

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derpdepdedper wrote...

Hey smarteck, just want to say, good job on the Ajax texture. Are there plans for you to make the lights hi-res in the next version? Or is there some kind of limitation keeping you from doing that? It just seems really out of place that the lights are so low res right now (especially on the shoulder).


you are right.. I left the original lights in the showlder becouse that part is very complicated to fix (thinking about the default concept)... Maybe after finish Citadel DLC (looks very good soo far btw :D ).. I can fix that showlder lights.

;)


//////

#5204
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MACharlie1 wrote...

Modding (texture modding that is) for ME series is relatively simple since it's been done before the MExplorer was even made. It's just a matter of getting the textures to work with in Photoshop and learning how to increase the resolution. 


If it's really that simple then why hasn't anyone done that type of thing for the Reckoning armor? <_< I get the feeling that nobody likes Todd McFarlane's (creator of Spawn) hard work on that armor.

Modifié par shadowhawk233, 06 avril 2013 - 07:29 .


#5205
Fredy AG

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shadowhawk233 wrote...

 That's not fair man!...


Do not say that :huh: ...

Look, all the Mods we have for ME games are the work of some users who have decided to devote some of their time to improve certain textures that are of personal interest of each, and then decided to share with the community. That is cool !!!... You have a personal interest now in that armor, tools for improvement are there, now up to you to do it. I offered help you, so... do this: working only in the main texture and I'll handle the rest. I recommend as a first step, re-sizing the main texture at 4096x4096 using "PhotoZoom Pro". 

You can send me a PM if need help in the process, but if you want that armor in your games in HighRes, you can do it too. :D

Now everything depends on you...


//////

#5206
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smarteck wrote...

Do not say that :huh: ...

Look, all the Mods we have for ME games are the work of some users who have decided to devote some of their time to improve certain textures that are of personal interest of each, and then decided to share with the community. That is cool !!!... You have a personal interest now in that armor, tools for improvement are there, now up to you to do it. I offered help you, so... do this: working only in the main texture and I'll handle the rest. I recommend as a first step, re-sizing the main texture at 4096x4096 using "PhotoZoom Pro". 

You can send me a PM if need help in the process, but if you want that armor in your games in HighRes, you can do it too. :D

Now everything depends on you...


//////


Out of respect, i was out of line when i said that and i'm sorry :(

But i've never done this before, even making that mod is a MAJOR timesink, not to be taken lightly as Ottemis pointed out. As i said before i can't do complicated mods. it would be best if Someone already had experience with tex mods before. I can do some mods by using gibbed save editor that is easier then making tex ones.

For example on how to Add TIMs' eyes to Shepard which is something i can do easily by using gibbed save editor.

Modifié par shadowhawk233, 06 avril 2013 - 07:54 .


#5207
Fredy AG

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shadowhawk233 wrote
......


I send you a PM.

///

#5208
ElectronicPostingInterface

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shadowhawk233 wrote...

If it's really that simple then why hasn't anyone done that type of thing for the Reckoning armor? <_< I get the feeling that nobody likes Todd McFarlane's (creator of Spawn) hard work on that armor.

Simple is not the same as "quick."

It usually is an investment of hours in time and, at parts, tedious. "Cutting out" or outlining parts of the armor isn't complicated, but it's often boring as hell if you've got a complicated texture.

I don't have anything against that armor (not sure why anyone would), I just think it doesn't look very fitting in the setting and I never use it. That's probably why no one's done it - I rarely see it used in screenshots or discussed about. Not that it's necessarily bad, it just doesn't look like part of the Mass Effect setting (IMO).

That, and there's always something people probably want more. Like there's ME2 textures I'm more concerned about than even like, random armors I don't personally use. Or people wanting existing mods in their own style. Or alternate apprances. It's easy to see how an armor wouldn't get worked on if the small group of people actively making texmods aren't using it personally.

If you *really really* want it, you will probably have to make it yourself. (I remember you asking about this mod months ago - I doubt anyone is going to suddenly develop an interest in making it now that support from the game is over.) I had this issue with Tali's alternate armor. It was not quick, but eventually after watching Salt is Good's tutorials and effort (and some help from Smarteck), I eventually got a version of Tali's alternate I really liked. And I'm like the least visually inclined person ever, so if you've already made your own mods in DA, you should probably be able to do it much faster than me.

#5209
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"But i've never done this before, even making that mod is a MAJOR timesink,"

But, with all due respect then - why are you expecting someone else to spend their time making a mod they're not interested in doing? Making requests is fine, but if no one wants to do it, then unfortunately no one wants to do it. At that point you can wait for time to pass and ask again, or you can make it yourself.

But you seem to have an expectation that someone should to do it, like an imperative. But you can't, because it's too time consuming.

#5210
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PKchu wrote...

Simple is not the same as "quick."

It usually is an investment of hours in time and, at parts, tedious. "Cutting out" or outlining parts of the armor isn't complicated, but it's often boring as hell if you've got a complicated texture.

I don't have anything against that armor (not sure why anyone would), I just think it doesn't look very fitting in the setting and I never use it. That's probably why no one's done it - I rarely see it used in screenshots or discussed about. Not that it's necessarily bad, it just doesn't look like part of the Mass Effect setting (IMO).

That, and there's always something people probably want more. Like there's ME2 textures I'm more concerned about than even like, random armors I don't personally use. Or people wanting existing mods in their own style. Or alternate apprances. It's easy to see how an armor wouldn't get worked on if the small group of people actively making texmods aren't using it personally.

If you *really really* want it, you will probably have to make it yourself. (I remember you asking about this mod months ago - I doubt anyone is going to suddenly develop an interest in making it now that support from the game is over.) I had this issue with Tali's alternate armor. It was not quick, but eventually after watching Salt is Good's tutorials and effort (and some help from Smarteck), I eventually got a version of Tali's alternate I really liked. And I'm like the least visually inclined person ever, so if you've already made your own mods in DA, you should probably be able to do it much faster than me.


Dragon Age was a different story that had different programs when it came to modding like NPC headmorphs meshes, weapons, outfits that can be edited. Mass Effect on the other lacks that sort of thing for editing headmorphs for NPC other then Shepard.

#5211
MACharlie1

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shadowhawk233 wrote...

PKchu wrote...

Simple is not the same as "quick."

It usually is an investment of hours in time and, at parts, tedious. "Cutting out" or outlining parts of the armor isn't complicated, but it's often boring as hell if you've got a complicated texture.

I don't have anything against that armor (not sure why anyone would), I just think it doesn't look very fitting in the setting and I never use it. That's probably why no one's done it - I rarely see it used in screenshots or discussed about. Not that it's necessarily bad, it just doesn't look like part of the Mass Effect setting (IMO).

That, and there's always something people probably want more. Like there's ME2 textures I'm more concerned about than even like, random armors I don't personally use. Or people wanting existing mods in their own style. Or alternate apprances. It's easy to see how an armor wouldn't get worked on if the small group of people actively making texmods aren't using it personally.

If you *really really* want it, you will probably have to make it yourself. (I remember you asking about this mod months ago - I doubt anyone is going to suddenly develop an interest in making it now that support from the game is over.) I had this issue with Tali's alternate armor. It was not quick, but eventually after watching Salt is Good's tutorials and effort (and some help from Smarteck), I eventually got a version of Tali's alternate I really liked. And I'm like the least visually inclined person ever, so if you've already made your own mods in DA, you should probably be able to do it much faster than me.


Dragon Age was a different story that had different programs when it came to modding like NPC headmorphs meshes, weapons, outfits that can be edited. Mass Effect on the other lacks that sort of thing for editing headmorphs for NPC other then Shepard.

...I still fail to see how Dragon Age's mod tools connect to Mass Effects. If you can learn Dragon Age's mod tools then you can learn Mass Effects. You didn't waltz into Dragon Age knowing how to mod. 

The issue here is that you just don't want to put the effort into learning/retexturing the armor. 

Modifié par MACharlie1, 06 avril 2013 - 10:41 .


#5212
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MACharlie1 wrote...

The issue here is that you just don't want to put the effort into learning/retexturing the armor. 


Or maybe i do because nobody else is going do it, not even you. The armor needs the love and i refuse to let it just let it stay un-modded. i really don't care if it doesn't look like part of the Mass Effect setting. If other armors like the N7s can get the treatment for hi res, so can the Knight Armor. And if people don't want to do it, fine by me. Once completed you guys will be green with envy.

Modifié par shadowhawk233, 06 avril 2013 - 10:53 .


#5213
Ottemis

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There are so many things I could say right now but I think I'll go with "what the flying monkey balls" and stick with it.
That's my official opinion on this entire exchange.

Modifié par Ottemis, 06 avril 2013 - 11:32 .


#5214
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Ottemis wrote...

There are so many things I could say right now but I think I'll go with "what the flying monkey balls" and stick with it.
That's my official opinion on this entire exchange.


Really? I'd expect a "Good luck with that." That's all i got to say.

Modifié par shadowhawk233, 06 avril 2013 - 11:46 .


#5215
MACharlie1

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shadowhawk233 wrote...

MACharlie1 wrote...

The issue here is that you just don't want to put the effort into learning/retexturing the armor. 


Or maybe i do because nobody else is going do it, not even you. The armor needs the love and i refuse to let it just let it stay un-modded. i really don't care if it doesn't look like part of the Mass Effect setting. If other armors like the N7s can get the treatment for hi res, so can the Knight Armor. And if people don't want to do it, fine by me. Once completed you guys will be green with envy.

Then go for it. Thats typically how we get things that we want....

#5216
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No one has been rude to you, but you're being antagonistic toward the people trying to help you and give you advice on how to start your own mod.

To be upset that other people don't want to work on the same projects as you isn't reasonable. There is no anti-Reckoner Knight vendetta, just as much as there isn't an anti-Jack vendetta that delayed someone from working on her so long.

Modifié par PKchu, 06 avril 2013 - 11:55 .


#5217
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Scottish_Python wrote...

Is it Possible for someone to make different colors for Tech Armor? That would look awesome in blue.

I looked into this awhile back, it's not a selectable texture in Texmod. It might be like Tali's visor and the much of the combat drone, coded in a scripting language and not editable. 

I looked into changing the combat drone's color in ME3 Explorer, that is apparently very complicated as well and unlikely to come soon.

#5218
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PKchu wrote...

No one's been rude to you, but you're being antagonistic toward the people trying to help you and give you advice on how to start your own mod.

To be upset that other people don't want to work on the same projects as you isn't reasonable. There is no anti-Reckoner Knight vendetta, just as much as there isn't an anti-Jack vendetta that delayed someone from working on her so long.


I apologize for that, but it's just been frustrating for me that i see other Armors get the hi res tex and it makes me green with envy that reckoning knight armor doesn't get the same thing. :?

#5219
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It's understandable to get frustrated - just try to remember no one has it out for you or what you like personally. The other armors just got attention because of personal interest on working on a project, not scorn/anger at those who like different things. Again, the hostility doesn't really help anything.

This series of videos would be a good way to pick up how to start your Reckoner Knight project.

#5220
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PKchu wrote...

It's understandable to get frustrated - just try to remember no one has it out for you or what you like personally. The other armors just got attention because of personal interest on working on a project, not scorn/anger at those who like different things. Again, the hostility doesn't really help anything.

This series of videos would be a good way to pick up how to start your Reckoner Knight project.


Thanks, Your right that being hostile is never a good thing.

Still like the old saying goes, ''If you want something done right, do it yourself." :( *sigh*

Modifié par shadowhawk233, 07 avril 2013 - 12:13 .


#5221
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shadowhawk233 wrote...

I apologize for that, but it's just been frustrating for me that i see other Armors get the hi res tex and it makes me green with envy that reckoning knight armor doesn't get the same thing. :?


I haven't seen this discussion to its fullest extent, but I am assuming the rarity of it has a say in a matter like this, considering you actually have to play the demo of a specific game to obtain it.

Now, I know that might not matter as long as someone else provides the texture for modding, but that makes the process more intricate. As such, I'm not surprised it hasn't been made yet.

Also, don't take this the wrong way, but there are worse things in life than not having a certain texmod for an armor. If you desire it so heavily, it isn't a very complicated process to do, more a time-consuming one. :)

Modifié par Hyraz7, 07 avril 2013 - 01:01 .


#5222
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It beats the alternative of waiting months to years with the hope someone might do it. <_<

There are multiple mod projects I'm working/plan on doing that are time consuming, that I would love for someone else to do...but likely aren't ever going to get done unless I personally contribute. Unfortunately, it's the same for your Reckoner project.

But who knows, you may begin to enjoy working on it and making similar projects. There's a fun element to doing your own handiwork.

"Thanks, Your right that being hostile is never a good thing."

No problem. Good luck working on your project. There's plenty of info out there if you need more assistance. 

Modifié par PKchu, 07 avril 2013 - 12:15 .


#5223
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Hyraz7 wrote...

I haven't seen this discussion to its fullest extent, but I am assuming the rarity of it has a say in a matter like this, considering you actually have to play the demo of a specific game to obtain it.


That's not true that you have to play the demo of that game in order to get it. By using Gibbed save editor, you can open the save game editor and then go to the "Raw" tab. Then go to "Plot" > "Bool Variables" and set the following flags "True".  Reckoning - 20989

#5224
Hyraz

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shadowhawk233

That's not true that you have to play the demo of that game in order to get it. By using Gibbed save editor, you can open the save game editor and then go to the "Raw" tab. Then go to "Plot" > "Bool Variables" and set the following flags "True".  Reckoning - 20989


Yes, you are right. However, I didn't intend to say that was the only way. That process isn't much less straightforward than the default one; each requires an external program/game in order to obtain it, rather than having it available in-game from the getgo. It reinforces the unlikeliness of someone wanting to do a project of it.

I'm not trying to say anything else than what I believe to be the deterrant for modders out there.

Modifié par Hyraz7, 07 avril 2013 - 01:01 .


#5225
Getorex

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Can anyone tell me if there is a user-created mod or fix for the Ashley marksman bug that goes beyond deactivating active power use?