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


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#5626
Woody16081993

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Woody16081993 wrote...

Captain Proton wrote...

@Woody16081993: You could try installing some textures in .MOD format with ME3Explorer, some of Smarteck's textures were converted to .MOD format. Using the .MOD's replaces the textures in your game permanently, so there's no need to use Texmod for those textures -> meaning you'll have more RAM available.


Thanks heaps, I'll give this a try.


Any Idea where I can find the .MOD format for Smartecks textures?

#5627
Taki17

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@Woody: There are several of Smarteck's textures in .MOD format here: http://www.mediafire...j/Mass_Effect_3 (for some reason, it does not allow me to create a hyperlink...)

As far as I now, these should be comaptible with the latest version of ME3Explorer.

Modifié par Captain Proton, 20 août 2013 - 11:52 .


#5628
Antaris

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Woody16081993 wrote...

Woody16081993 wrote...

Captain Proton wrote...

@Woody16081993: You could try installing some textures in .MOD format with ME3Explorer, some of Smarteck's textures were converted to .MOD format. Using the .MOD's replaces the textures in your game permanently, so there's no need to use Texmod for those textures -> meaning you'll have more RAM available.


Thanks heaps, I'll give this a try.


Any Idea where I can find the .MOD format for Smartecks textures?


As Captan Proton wrote, I started fixing/repompiling smarteck's and Dead Meat's Packs into "fixed tpf" and ".mod" files and I created those linked mediafile share folders for the project.

Though, I would advise you to read my project page on ME3Explorer forum for detail infos first.

me3explorer.freeforums.org/me3-new-compilation-of-hr-tex-mod-fixed-tpf-t610.html

Modifié par Antaris, 20 août 2013 - 12:40 .


#5629
Antaris

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PolBear wrote...

Did anyone convert ThinkBlueN7's awesome Asari NPC skin textures to .mod yet and are willing to share ?


Here the .tpf file with fixed textures.

ul.to/mbvnguje

You can use the new Generator to create a .mod file from it. follow these steps (or read my instructions in the OP of the project page (link in my previous msg)):

To create the .mod file:

1) Install the latest version of ME3Explorer
2) Run ME3Explorer -> Developer Tools -> Texplorer
3) From inside Texplorer, use "Mod Generation-> Generate .MOD from .TPF"
4) Load the "fixed .tpf" file. It will say it found xxx valid textures (all should be without a "*"). Press ok
5) Create the .mod file by clicking in "File -> Generate Mod", give a name to the file and save it
6) Go back to ME3Explorer, run "Tools->Mod Maker" and apply the new created mod as usual

... or, for a more detailed Tutorial with screenshots from KFreon: me3explorer.freeforums.org/tutorial-using-the-new-texplorer-mod-functions-t607.html
---
I would advise this option instead of the pre-compiled .mod files because due to the different game installations (for example, if the mods replace localized files), it is possible that users may get errors while applying a .mod file pre-compiled by another person.

If ThinkBlueN7 agrees with it, I can add his fixed files (for use with Mod Maker)  to the Project mediafile shared folders with the rest of the other fixed mods. In this case, it would be great if a mod version is added to the files so ppl can know from what mod version the filed files are, as I also add this info in the file names.

Modifié par Antaris, 20 août 2013 - 12:53 .


#5630
ThinkBlueN7

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@Antaris: I'm fine with that, that seems the best course anyway for people to be able to perma mod them into the game. I will also use versions from here on out, so consider these v1.0.

Also, what's the easiest way to do DLC since Aria has a new tattoo file in Omega?

#5631
Antaris

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@ThinkBlueN7
Cool, I've added the files to the shared folders.
To your question, do you mean to perm replace the textures in the DLC .sfars? If yes, when you create the treestruc with ME3Explorer/Texplorer, you will be asked if the DLCs should also be indexed. If you say "yes", a new folder "TexplorerDLCCache" is created in BIOGame. When you later create your .mod files using the generator (as I posted before) from the fixed tpf files, Mod Make automatically makes the replacements in the DLC files, backups the original affected .sfar files and repacks (creates) new ones with the modded files (from that Cache folder). Like this the mods also include the DLCs. This was the case, e.g., with the Tatto from your Asari NPC Skin. In my case:

Texture Name: Aria_TAT
0: K:\\Origin\\Games\\Mass Effect 3\\BIOGame\\TexplorerDLCCache\\DLC_EXP_Pack002\\BioH_Aria_00.pcc @ 8457
1: K:\\Origin\\Games\\Mass Effect 3\\BIOGame\\TexplorerDLCCache\\DLC_EXP_Pack002\\BioH_Aria_00_NC.pcc @ 2073

If you don't index the DLCs, no DLC files will be modded when you apply the .mod file. That is why it is better that ppl create their own .mod files from the fixed .tpf files instead of using pre-compiled .mod files from others because if they, e.g., didn't index the DLCs, ther other ppl who apply the .mod will not get DLC replacements.

I dunno if this is what you meant :-)

Ottemis posted a more detailed info here: ottemis.tumblr.com/post/57665984453/important-me3explorer-info

Modifié par Antaris, 20 août 2013 - 05:32 .


#5632
ThinkBlueN7

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 That's exactly what I was looking for, thanks for typing all that out. Hopefully DLC modding goes a little smoother for me this time.

We need to run the DLC check bypass program still right?
I'll check out Ottemis' guide though, and if you read this Ottemis, thank you. 

The first round of ports are ready, ME1 and ME2 NPCs :D

ME1: www.mediafire.com/download/vugsoh58ps2vwhf/ME1_Asari_NPCs_v1.0.tpf

Posted Image

ME2: www.mediafire.com/download/czmw4du1rydacy1/ME2_Asari_NPCs_v1.0.tpf

Posted Image

Modifié par ThinkBlueN7, 20 août 2013 - 08:06 .


#5633
Ottemis

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@ThinkBlueN7: Just updated it to include the dates on the sourceforge release that's broken, just to be on the safe side, as the latest SF is now useable. And no worries =)
@Antarius: Nice to see you posted here hun, now more people can reap the benefits of your labor.

#5634
Antaris

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@ThinkBlueN7
yes, but WarrantyVoider also wrote a small prog to bypass it: me3explorer.freeforums.org/me3-dlc-patcher-t374.html

@Ottemis
Thank you. I got so much from you ppl that I though it was time to give something back ^_^

Modifié par Antaris, 20 août 2013 - 11:40 .


#5635
TheCrimsonSpire

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Hey Antaris I was following your instructions that you posted, but once Texplorer finished scanning my gamefiles, I couldn't find an option on the toolbar where I could click on "Mod Generation". I extended the program, but it ends after "start modmaker mode". I also have the latest version I think, texplorer V1.3.

Edit: Found the solution! :P Apparently I didn't actually have the latest version of ME3Explorer, even though I had just downloaded not to long ago. Oh well, let's try this again I guess.

Modifié par TheCrimsonSpire, 21 août 2013 - 05:10 .


#5636
Antaris

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@TheCrimsonSpire

Do read Ottemis notes here: ottemis.tumblr.com/post/57665984453/important-me3explorer-info
Unfortunately rev. 462 to 472 were buggy so if you had already built the treestruct with these versions, you will have to do everything again :-/

#5637
TheCrimsonSpire

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Huh well now that's odd, so I followed all the steps correctly, loaded the new skins textures, started the game to check them out, but was then hit with a nasty texture problem. All the body models for all the characters are now sometimes flickering with a black polygonal overlay when in motion.

Could it be that the new mods that I installed are conflicting with the existing texture mods, and caused this to happen?

#5638
Ottemis

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TheCrimsonSpire: If you have used the corrupted REV and/or have applied mods created with the corrupt REVs you run high risk of having residual issues when you update to a fixed REV. You have to vanilla completely to avoid these issues, and run mods only built for the fixed REVs (473+). Anything else is simply ill-advised. Please take all the step in my post to revert both your game and ME3Explorer, then download the latest Sourceforge release or any SVN above 473 and start fresh. The black texture bug (amongst other things) is indicative of the broken REVs.

If you are absolutely sure you took all these steps to vanilla and keep having this problem, you can put in a detailed bugreport on the ME3Explorer forums, but please be sure it's not due to residual problem with the old install first.

Modifié par Ottemis, 21 août 2013 - 03:03 .


#5639
TheCrimsonSpire

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Thanks a bunch Ottemis for the help! I'll definitely be trying a full vanilla reinstall to see if that fixes the problem. Where would you recommend I download the latest Sourceforge/SVN, because I did just download the latest version of ME3Explorer.

Modifié par TheCrimsonSpire, 21 août 2013 - 06:32 .


#5640
Antaris

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Here:
me3explorer.freeforums.org/me3-explorer-download-link-t276.html

Tutorial for SVN:
me3explorer.freeforums.org/tutorial-using-svn-t252.html

Modifié par Antaris, 21 août 2013 - 07:10 .


#5641
TheCrimsonSpire

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When I try creating a new tree through Texplorer, even though I deleted any trace of the old stuff and did a fresh repair of the game, it tells me that it detects an existing DLC cache. What should I do?

#5642
Antaris

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Did you also delete the folder "TexplorerDLCCache" im BIOGame game folder?

#5643
TheCrimsonSpire

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Antaris wrote...

Did you also delete the folder "TexplorerDLCCache" im BIOGame game folder?


Thank you, ya Ottemis didn't have that listed in the instructions, but I had a feeling there was something else that needed to be deleted.  

#5644
Ottemis

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I'll rectify and add it now.

#5645
dparm

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Coming from Jean-Luc's textures, I'm anxious to try these out. How many can you safely load up at a time? Even with a good SSD I found that ME1 & 2 could take up to 5 minutes to load with JL's textures. SmartTeck has 50+, though some are very small.

#5646
Fredy AG

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dparm wrote...

Coming from Jean-Luc's textures, I'm anxious to try these out. How many can you safely load up at a time? Even with a good SSD I found that ME1 & 2 could take up to 5 minutes to load with JL's textures. SmartTeck has 50+, though some are very small.


I use 63 with no problems. :D  ... I think the limit is on Texmod (like 3.5 GBs of MODs)


Good luck !

//////

Modifié par smarteck, 26 août 2013 - 04:00 .


#5647
RaXelliX

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Texmods limitation seems to be that it loads those things in RAM. While RAM is very fast indeed it's a far cry (nu pun intended) from VRAM. Hell i have a 2GB card and even with everything turned up + external 2x quality supersampling AA max VRAM usage is ~800MB (average 500MB).

#5648
giftfish

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I could use a little bit of guidance.

Here's the main points:

--I'm attempting to use my first .mod files in ME3.
--I'm using the 8/9 SF release of ME3 Explorer; I deleted all folder contents of the previous release.
--I used Texplorer and ensured I included DLC (all I have is FA via CE).
--I'm running 3 .mod files all built by me from other's people's .tpfs (after extracting/editing/repackaging the tpfs to correct errors).
--One mod is a hoodie replacer. This one worked fine when loaded; no DLC authorization issues.
--I try loading the other 2 mods: natural eyelashes and ELE's eyes and those create DLC authorization issues with From Ashes.

What's really funny is that I always keep Origin offline; I've made the exceptions in my firewall. It takes me about 5 minutes to get logged into the game as it tries to get online (and can't), so the FAQ suggestion on the OP isn't my problem.

What am I missing?

Modifié par giftfish, 28 août 2013 - 03:58 .


#5649
KFreon

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If you modify DLC, you need WarrantyVoiders re-authenticator from the ME3Explorer forums download section. There's apparently some trick with putting origin in offline mod at a certain time while loading, but WV's way is better.

#5650
giftfish

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@KFreon-- Thanks, yeah, I wasn't aware it was mandatory, but it makes sense if the files aren't the same size.

I've reverted for right now, which was a fairly painless process since I had backups. Still working too much on the mod right now mess with mods that alter a lot of the .pccs, so it'll have to wait a bit.