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


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#5351
KFreon

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@Xyrm
You wanted a talon in black? I haven't done a weapon before, but I'll give it a go. How do you want it. So far...
Talon in black

[img]https://6do97g.blu.livefilestore.com/y1p7lmI7LzMypNROFoCnUwRZrduWXPNSBj6X5ie6gFxfjM2VXC0zQClNjma2DPUm2CrhIBsuSCIUPv7k9EKRcbDcVRr78rHXFGR/MassEffect3%202013-04-29%2015-54-05-53.png?psid=1[/img]
EDIT: Won't let me put a picture in from skydrive...

Modifié par KFreon, 29 avril 2013 - 01:21 .


#5352
PolBear

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smarteck, Thanks for Geth. I guess you already checked out the Spectre difficulty project ?

Modifié par PolBear, 29 avril 2013 - 07:17 .


#5353
SwitchN7

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You are appreciated SMT.

#5354
Helitak

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Helitak wrote...

Is it possible to have textures for the following:

1.) Human Engineer / Infiltrator vanilla (male and female) - to have the N7 armor texture with logo and color (red and white stripe on one arm)?

2.) Human Soldier / Vanguard vanilla (male and female) - to have the N7 defender armor texture with logo?


Hi Smarteck,

Could you create a mod for the above items? :)

#5355
M0rtva

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smarteck wrote...

M0rtva wrote...

My first thought would be to boost Shield Power and Weapon Damage of Enemies via Coalsced modding. :)

PS: Thanks for the great work on Citadel Pack <3


I am reviewing tutorials to edit different aspects in the Coalesced file, but still can not find anything about these 2 aspects .. Did your remember where you edited that?

Thanks for any tip.

///


Hey smarteck,

I wanna say upfront that I have not actually tried this myself yet since I did not dare to boost Insanity to Level SHEPARD yet! :whistle:

But I was always in for the crazy stuff. In case you wanna experiment yourself ( I'll be doing the same) here is the part where you do it :

Open you Coalsced.bin file ---> mine is located here: C:\\Program Files (x86)\\Origin Games\\Mass Effect 3\\BIOGame\\CookedPCConsole

Open "biodifficulty.ini" --> "sfxgame" --> "sfxdifficultyhandler"

Once you found the level5difficultydata = (multiple) line you will find several lines on the right side. This is where the magic is supposed to happen :wizard:.

I will go into it further but the lines themselves are pretty straight forward.
The Beginning of each line always marks the enemy type you will adjust ie. Cerberus Trooper, Marauder etc.
It
takes some searching but amongst all the values in the lines are stat
values that should directly correspond to the health each enemy type got
in game:

(StatName="MaxHealth",StatRange=(X=1600.0f,Y=2400.0f)

This line is the one you are looking for.

X,Y simply represents Min and Max values corresponding to Player Level.
Assuming you will be playing at lvl 60 changing 2400 in whatever amount you deem appropriate should do the trick.

WARNING:
Since I have not tested it yet I have no Idea how lower lvls fit into
the big picture tho I assume by changing max values on Health it will
simply adjust the value for each lvl automaticly whilst playing.

Among other things you can change Health, Knock Back Resistance, Fire Intervalls, Shield Recharge etc.


Said
method should potentially enable you to make the game a LOT harder.
Since it boosts enemies by type this should work for every part of the
game including Leviathan and partly Omega DLC as well. Meaning that all
but the newly introduced enemies will give you a harder time. This also
means that it WILL NOT boost Citadel DLC difficulty - I will look into
that - however modding DLC is always a pain in the backside. :crying:

This is what I can offer you so far.

Since
I suck at advanced Texmodding myself I'll look into this one a bit to
make my contribution to the communtiy and give something back for all
the awesome stuff you guys have done so far!

Greetings M0rtva 

Modifié par M0rtva, 29 avril 2013 - 09:52 .


#5356
Fredy AG

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PolBear wrote...

smarteck, Thanks for Geth. I guess you already checked out the Spectre difficulty project ?


yes thanks.. I think I´ll try this: www.nightsolo.net/games/masseffect3/hints.html

In the description say:

" Enemies level up at the same rate as you do, so the game is consistently challenging. "

That sounds good. :D


/////


#5357
Fredy AG

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M0rtva wrote...

Hey smarteck,

I wanna say upfront that I have not actually tried this myself yet since I did not dare to boost Insanity to Level SHEPARD yet! :whistle:

But I was always in for the crazy stuff. In case you wanna experiment yourself ( I'll be doing the same) here is the part where you do it :

Open you Coalsced.bin file ---> mine is located here: C:Program Files (x86)Origin GamesMass Effect 3BIOGameCookedPCConsole

Open "biodifficulty.ini" --> "sfxgame" --> "sfxdifficultyhandler"

Once you found the level5difficultydata = (multiple) line you will find several lines on the right side. This is where the magic is supposed to happen :wizard:.

I will go into it further but the lines themselves are pretty straight forward.
The Beginning of each line always marks the enemy type you will adjust ie. Cerberus Trooper, Marauder etc.
It
takes some searching but amongst all the values in the lines are stat
values that should directly correspond to the health each enemy type got
in game:

(StatName="MaxHealth",StatRange=(X=1600.0f,Y=2400.0f)

This line is the one you are looking for.

X,Y simply represents Min and Max values corresponding to Player Level.
Assuming you will be playing at lvl 60 changing 2400 in whatever amount you deem appropriate should do the trick.

WARNING:
Since I have not tested it yet I have no Idea how lower lvls fit into
the big picture tho I assume by changing max values on Health it will
simply adjust the value for each lvl automaticly whilst playing.

Among other things you can change Health, Knock Back Resistance, Fire Intervalls, Shield Recharge etc.


Said
method should potentially enable you to make the game a LOT harder.
Since it boosts enemies by type this should work for every part of the
game including Leviathan and partly Omega DLC as well. Meaning that all
but the newly introduced enemies will give you a harder time. This also
means that it WILL NOT boost Citadel DLC difficulty - I will look into
that - however modding DLC is always a pain in the backside. :crying:

This is what I can offer you so far.

Since
I suck at advanced Texmodding myself I'll look into this one a bit to
make my contribution to the communtiy and give something back for all
the awesome stuff you guys have done so far!

Greetings M0rtva 


Wow.. Thanks !!!  ... I´ll check that. :happy:


Saludos.

//////

#5358
Fredy AG

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Helitak wrote...

Helitak wrote...

Is it possible to have textures for the following:

1.) Human Engineer / Infiltrator vanilla (male and female) - to have the N7 armor texture with logo and color (red and white stripe on one arm)?

2.) Human Soldier / Vanguard vanilla (male and female) - to have the N7 defender armor texture with logo?


Hi Smarteck,

Could you create a mod for the above items? :)


Sorry, but at least for now, no new plans to make more MODs.. my problem now is the free time... :pinched:
But if you need help for make your own MODs, just  send me a PM. ;)

//////

Modifié par smarteck, 29 avril 2013 - 11:36 .


#5359
alvargon

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Any one know make a "pack" of textures like "Master File Zona C" but without the "alternative display for receptionist of the Citadel"?

That mod make the screens crazy

#5360
M0rtva

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Theory CONFIRMED!

You can make every Trooper as strong as a Harvester if you want.
Ima test next if I can give unshielded Enemies Shields as well :D!

PS: You wanna make sure you keep an eye on your Thermal Clips as a Soldier!

Modifié par M0rtva, 30 avril 2013 - 03:37 .


#5361
Fredy AG

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M0rtva wrote...

Theory CONFIRMED!

You can make every Trooper as strong as a Harvester if you want.
Ima test next if I can give unshielded Enemies Shields as well :D!

PS: You wanna make sure you keep an eye on your Thermal Clips as a Soldier!


Genius !!! This is great !!!

is working.. I give 2000 extra life on "MaxHealth" and put "MaxFireWaitTime",StatRange=(X=1.0f,Y=3.0f)) on Cerberus Assault Trooper and is  A LOT more fun !!! :D like a real Insane difficulty...

Thanks  for charing this path !

///

#5362
Fredy AG

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 ///


Ok, using the information shared by M0rtva, I finished editing my coalesced file, and is what I was looking for. Now the game is much more fun. :D

I share the file in case any of you want to entertain a while with some more Difficulty:


This apply for Cerberus, Geth and Reapers.

- Increased resistance of all enemies.
- Increased aggressivity of all enemies.
- Removed the penalty to the weight of the weapons, becouse for the new high difficulty, you need to use the powers as soon as possible.  :P


> Tips:

- The Husks are like real zombies, do not feel the pain of the bullets, but if you do enough damage will die. Do not let them hold you, or you will be severely damaged.

- The Atlas, has very strong shields, but if you can turn it off, break the glass of the pilot and shoot it to him.

- For Pyrogeth, try shoot on his fuel tank.


Installation instructions are inside the rar file.

> Download here: www.mediafire.com/


// //  :police:  Use this ONLY in your SP mode, NOT in Multiplayer. :police:  // //


Saludos. ;)

//////

Modifié par smarteck, 30 avril 2013 - 07:30 .


#5363
Dr.Freeman

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Hey there,

is it possible to reskin the Phantom/Nightmare/Spirit Armor you get in the AAA ? You know, replacing that Cerberus symbol with N7 for example ?

#5364
M0rtva

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Dr.Freeman wrote...

Hey there,

is it possible to reskin the Phantom/Nightmare/Spirit Armor you get in the AAA ? You know, replacing that Cerberus symbol with N7 for example ?


Hey Freeman!

There are already several High Res Reskins of this Armor.

You can find them all here: http://social.biowar.../7065/#projects

Greetz M0rtva

#5365
Ottemis

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Dr.Freeman wrote...

Hey there,

is it possible to reskin the Phantom/Nightmare/Spirit Armor you get in the AAA ? You know, replacing that Cerberus symbol with N7 for example ?

I've done a HR retexture with several colour variations including Alliance and N7 for Femshep and am close to releasing a Maleshep version (Original colour-scheme today, recolours over the course of the next couple of days).

Edit: There's a Cerby, Alliance and N7 version for Maleshep up too now.

Modifié par Ottemis, 30 avril 2013 - 06:22 .


#5366
Dr.Freeman

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Awesome ! Thanks guys :o

#5367
Fredy AG

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alvargon wrote...

Any one know make a "pack" of textures like "Master File Zona C" but without the "alternative display for receptionist of the Citadel"?

That mod make the screens crazy


:lol:.... Try this: start Texmod in Loggin mode and extract that original texture for the display in DDS format, then build a new TPF file in Texmod only with that default texture for the display and at the end put that new TPF file over Master file C in your Texmod list before start your game with Mods.

If this is to much complicated for you, at the end of first page you will find some links for make Mods, there you will see how do this on a video.

Good Luck!! ;)

//////

#5368
Ghostwise

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Ottemis wrote...
I've done a HR retexture with several colour variations including Alliance and N7 for Femshep and am close to releasing a Maleshep version (Original colour-scheme today, recolours over the course of the next couple of days).


Oh, I had missed that one. Thanks.

#5369
Fredy AG

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 ///

I´m testing a new illumination MOD, but this time using SweetFX.... here looks a lot better than with FXAA TOOL.. looks like more cinematographic I think... but I´m not sure if is ok sharing the config files, becouse all ours monitors are different... :P


but this looks great for any of you?:

Posted Image


In my monitor looks very nice... but maybe only here looks good... :blush:


//////

Modifié par smarteck, 02 mai 2013 - 05:39 .


#5370
Jezehbell

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 Looks great. I'm using a Bioshock Infinite Sweet FX on ME2 and it's looks fine. My opinion.

Posted Image

#5371
CPunchMaster

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I noticed that in the CItadel High-res pack there's a version of N7 armour worn by the Shep's clone. It's a little jarring when Shepard is standing there with gorgeous high-res armour and I was wondering if anyone has a fix for that. If not, how hard would it be to port smarteck's N7 armour onto the clone?

#5372
Ottemis

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CPunchMaster wrote...

I noticed that in the CItadel High-res pack there's a version of N7 armour worn by the Shep's clone. It's a little jarring when Shepard is standing there with gorgeous high-res armour and I was wondering if anyone has a fix for that. If not, how hard would it be to port smarteck's N7 armour onto the clone?

The texture wrap is different from the original N7. Clone's version is on one texture rather then having parts seperate for every armor bit. The resolution loss is immense for the armor, seeing as you're going from a max of 4096 per armor bit to 4096 for the entire armor. Clone's only in the armor for a short period of time, so the added filesize in a large pack is also a consideration I would say. Bottom line, this is not as straight forward as it looks/seems.

I personally haven't had time to mend this yet for my own pack but was planning to, I don't know wether or not Smartech is.

Modifié par Ottemis, 02 mai 2013 - 06:52 .


#5373
Guest_ShadowHawk28_*

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Ottemis wrote...

CPunchMaster wrote...

I noticed that in the CItadel High-res pack there's a version of N7 armour worn by the Shep's clone. It's a little jarring when Shepard is standing there with gorgeous high-res armour and I was wondering if anyone has a fix for that. If not, how hard would it be to port smarteck's N7 armour onto the clone?

The texture wrap is different from the original N7. Clone's version is on one texture rather then having parts seperate for every armor bit. The resolution loss is immense for the armor, seeing as you're going from a max of 4096 per armor bit to 4096 for the entire armor. Clone's only in the armor for a short period of time, so the added filesize in a large pack is also a consideration I would say. Bottom line, this is not as straight forward as it looks/seems.

I personally haven't had time to mend this yet for my own pack but was planning to, I don't know wether or not Smartech is.


I never care much for the N7 Armor cause it doesn't fit my style for my Shepard. I prefer the other armors that have more unique-ness then the N7 because it's basically just an updated version of the Heavy Onyx Armor from Mass Effect 1. i sometimes tell my clone shep, "Keep the armor cause i have no need for it."

Modifié par shadowhawk233, 02 mai 2013 - 08:45 .


#5374
Fredy AG

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Jezehbell wrote...

 Looks great. I'm using a Bioshock Infinite Sweet FX on ME2 and it's looks fine. My opinion.


I'm really impressed with the high the level of enhances for shadows that can achieve SweetFX ... really great. :D

> If anyone is interested, here I leave the files with my current configuration: www.mediafire.com/

The result is this:

Posted Image




To edit the parameters, you will only need to open the file "SweetFX_config.exe" and edit whatever you want. The installation is the same as that of "FXAA TOOL" pasted everything in the Win32 folder of the game (first save the files in another location of the old "FXAA TOOL".

For test just open the game and press Atl+Tab for edit something, press save in SweetFX (or check autosace option) and go back to the game for see the results... there is an Split option too.

Also, I´m using Brightness +5 in the game menu and in Nvidia panel, contrast 80 / Digital vibrance 75%.


Saludos ;)

//////

#5375
Jezehbell

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smarteck wrote...

Jezehbell wrote...

 Looks great. I'm using a Bioshock Infinite Sweet FX on ME2 and it's looks fine. My opinion.


I'm really impressed with the high the level of enhances for shadows that can achieve SweetFX ... really great. :D

> If anyone is interested, here I leave the files with my current configuration: www.mediafire.com/

The result is this:

Posted Image




To edit the parameters, you will only need to open the file "SweetFX_config.exe" and edit whatever you want. The installation is the same as that of "FXAA TOOL" pasted everything in the Win32 folder of the game (first save the files in another location of the old "FXAA TOOL".

For test just open the game and press Atl+Tab for edit something, press save in SweetFX (or check autosace option) and go back to the game for see the results... there is an Split option too.

Also, I´m using Brightness +5 in the game menu and in Nvidia panel, contrast 80 / Digital vibrance 75%.


Saludos ;)

//////






I can't open the SweetFX_config.exe. :unsure:


EDIT :  I try with your files and this is the result :


Posted Image

Posted Image

Modifié par Jezehbell, 03 mai 2013 - 09:24 .