This isn't a problem with the texture itself or the tpf, it's a problem with the way the toolset handles this particular kind of texture. It's a rare issue, you can't fix it by re-applying. Either resize to permanently replace, or run Texmod for it and don't use the toolset for this one at all.
Also, as this is a toolset limitation, not a problem with the mod (tpf) itself, this is better discussed on the ME3Explorer Forums.
/// ME3 MOD: HighRes textures + Next-Gen illumination + 3D Fix.
#5876
Posté 20 avril 2014 - 12:51
#5877
Posté 20 avril 2014 - 04:04
OK, I see what you mean, the example above was probably run via texmod.
#5878
Posté 21 avril 2014 - 02:24
I think I'm doing something wrong. Shepard's visor gets this weird corruption effect, there are some missing floor textures at Grissom Academy, and Shepard's bed looks...weird, like it's trying and failing to render two textures at once. I have screenshots of the first two problems.
http://i.imgur.com/CXBLOwd.jpg
http://i.imgur.com/u4XGRjb.jpg
How do I fix this?
EDIT: Just scrolled up. I'm using ME3 Explorer, so it looks like I'm going to have to reinstall to get rid of the new textures...again. Doesn't say anything about the missing textures, or the one duplicating itself. ![]()
#5879
Posté 21 avril 2014 - 05:20
I think I'm doing something wrong. Shepard's visor gets this weird corruption effect, there are some missing floor textures at Grissom Academy, and Shepard's bed looks...weird, like it's trying and failing to render two textures at once. I have screenshots of the first two problems.
http://i.imgur.com/CXBLOwd.jpg
http://i.imgur.com/u4XGRjb.jpg
How do I fix this?
EDIT: Just scrolled up. I'm using ME3 Explorer, so it looks like I'm going to have to reinstall to get rid of the new textures...again. Doesn't say anything about the missing textures, or the one duplicating itself.
My experience with ME3Explorer was bad too... for that reason, I only use Texmod now : P
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#5880
Posté 21 avril 2014 - 06:09
My experience with ME3Explorer was bad too... for that reason, I only use Texmod now : P
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Maybe that's my only choice. If I have a badass enough computer to run all the new textures through ME3Explorer, will I have the same results with texmod?
#5881
Posté 21 avril 2014 - 02:05
The toolset is quite stable now, biggest problem for most people is not installing correctly, not updating correctly, not making appropriate backups, not vanilla-ing correctly, not using the right version, not reading the installation help and/or not using mods compatible with the version they have installed. It's not hard to work with, but it's easy to mess up in the process of installing mods if you don't know exactly what you're doing. It also doesn't help most modders (excluding you Smarteck as you don't actually explicitly release for nor support the toolset at all, which is completely fair) release mods in suboptimal release formats and make things unnecessarily hard for users (releasing PCC mods, outdated .mods, broken .mods, lack of support, flawed installation instructions, perpetuation of flawed information etc).
Added to that and I've literally chanted this for months: the toolset is still under development, if people expect a flawless experience they really shouldn't use it (which is fine, a personal choice in the end). It is extremely likely you will run into bugs while using it, even now. The toolset development relies on consumers reporting bugs so functionality can be optimized over time. This doesn't mean it's impossible to work with by any means but it does mean it CAN be an involved process.
Having said all that, TPF/DDS Tools with the newest SVN and the SF updated less than a week ago have literally never been as stable. TPF installation is at it's all-time best right now. While other mod formats quickly add complexity and complications, it is quite possible to run a fully permanently modded game without issues (mesh/textures/content). Though I reckon toolset discussions are better held on the official toolset forums, as Smarteck doesn't use nor actively supports it, there's not much point discussing it further here I'd think. I'm available there if there are questions though and am always willing to help, as are the coders behind the project.
PS: I'm not trying to pull toolset discussion away from this thread as much as suggesting to take bug reports or help requests elsewhere as this is simply not the most optimal place for it =)
- Almostfaceman aime ceci
#5882
Posté 22 avril 2014 - 01:24
Maybe that's my only choice. If I have a badass enough computer to run all the new textures through ME3Explorer, will I have the same results with texmod?
Sure... and Texmod not modify any of the files in your game folder, just temporarily replace the textures in the video memory BEFORE the game starts (some moments with the black screen). Read the instructions on the first page to use Texmod.
Good luck. ![]()
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#5883
Posté 22 avril 2014 - 01:31
PS: I'm not trying to pull toolset discussion away from this thread as much as suggesting to take bug reports or help requests elsewhere as this is simply not the most optimal place for it =)
#5884
Posté 22 avril 2014 - 10:25
Maybe that's my only choice. If I have a badass enough computer to run all the new textures through ME3Explorer, will I have the same results with texmod?
To add my two cents, along with what Ottemis said about me3explorer... texmod unfortunately has its issues as well. One, if you have a substantial number of textures you want to upgrade, it will take forever to load, or maybe even fail to load. Also, texmod has an annoying tendency to place textures in the wrong spots, sometimes completely ruining cutscenes or other parts of the gaming experience. I turned to me3explorer out of frustration with texmod. To each their own, but I've been keeping tabs on me3explorer there's been a lot of progress made and have used it before with very satisfactory results.
#5886
Posté 26 avril 2014 - 03:17
I've recently started to install the HD mods, however I can't install the Citadel DLC HD update. Whenever I try to autofix it, it always stops at the "StarChart" texture, and never proceeds beyonds that. I am using rev 632, and I would like to know whether there's a way to either fix it or skip that particular texture so that TPF Tools can install the rest?
#5887
Posté 26 avril 2014 - 03:56
i am unable to find this page whenever i click the link it just returns to page 1.
26. Various HD MODs:
> Download: social.bioware.com/forum/1/topic/368/index/9735492/91#13218652
also links like this one is not working because of the new forum style i guess, can you fix it please?
24. Rannoch geth capsules and ground textures High Resolution:
> Only for see Screens, download in Skydrive: social.bioware.com/forum/1/topic/368/index/9735492/70#12721877
Modifié par AYKUTzz, 26 avril 2014 - 09:43 .
#5888
Posté 26 avril 2014 - 10:41
I've recently started to install the HD mods, however I can't install the Citadel DLC HD update. Whenever I try to autofix it, it always stops at the "StarChart" texture, and never proceeds beyonds that. I am using rev 632, and I would like to know whether there's a way to either fix it or skip that particular texture so that TPF Tools can install the rest?
In TPF Tools, you can skip textures by selecting the respective texture and deleting the entry from the list pressing the DEL key.
As this is a TPF Tools (ME3 Explorer) issue, it would be advisable to post it in the ME3Explorer forum: click me
- Ottemis aime ceci
#5889
Posté 28 avril 2014 - 05:58
i am unable to find this page whenever i click the link it just returns to page 1.
26. Various HD MODs:
> Download: social.bioware.com/forum/1/topic/368/index/9735492/91#13218652
also links like this one is not working because of the new forum style i guess, can you fix it please?
24. Rannoch geth capsules and ground textures High Resolution:
> Only for see Screens, download in Skydrive: social.bioware.com/forum/1/topic/368/index/9735492/70#12721877

#5890
Posté 30 avril 2014 - 12:28
Some of the instructions here are very unclear. I don't understand the code of the bat. file.
#5891
Posté 30 avril 2014 - 02:54
Some of the instructions here are very unclear. I don't understand the code of the bat. file.
Give me the path of your game install folder and I can make the bat file for you
Example: D:\Origin\games\Mass Effect 3\Binaries\Win32
///
- Excella Gionne aime ceci
#5892
Posté 30 avril 2014 - 03:05
How far back do you want it go? From the beignning it's: C:\Program Files (x86)\Origin Games\Mass Effect 3\Binaries\Win32
And, what do you mean when you said "Just paste all the files with the executable of the game (in ..... Mass Effect 3/Binaries/Win32.) ", can you clarify specifically on what I need to paste into the Win32 folder?
#5893
Posté 30 avril 2014 - 03:09
Creating your Bat file....
#5894
Posté 30 avril 2014 - 03:28
How far back do you want it go? From the beignning it's: C:\Program Files (x86)\Origin Games\Mass Effect 3\Binaries\Win32
And, what do you mean when you said "Just paste all the files with the executable of the game (in ..... Mass Effect 3/Binaries/Win32.) ", can you clarify specifically on what I need to paste into the Win32 folder?
Ok here his your bat file to use Texmod (and the new textures) in your game with Origin:
http://www.mediafire...MassEffect3.rar
Just remember to put Texmod.exe inside Win32 folder to use this bat file.
The main post have 3 parts:
1. The illumination MOD ( SweetFX or FXAA TOOL)
to use that, you need to put all the files and folders of that MOD in your Win32 game folder, like this:

In that screen Im using the new Cinema V1 MOD: http://forum.bioware...9#entry16172396
2. The bat file.
This file is needed to can start Texmod and the new textures, becouse Origin does not allow us to use MODs on games... pirated copies of the game do not have to use this file, it is easier for them. ![]()
3. The new HighRes textures.
TPF files with the new textures inside. When Texmod start, you need to select the MassEffect3.exe file first and then add the tpf files you want to use in your game and press RUN aaand wait on the black screen the load of the nerw textures.
There is a video on firts page, maybe can help you more. Anyway.. if you need more help of me, just let me know.
Good luck! ![]()
//////
- Excella Gionne aime ceci
#5895
Posté 30 avril 2014 - 04:32
#5896
Posté 30 avril 2014 - 05:00
The link for the SweetFX doesn't appear to lead anywhere but back to the forums.
aa yes.. Im fixing and update all the main post right now ![]()
Edit: Fixed, thanks for that. ![]()
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- Excella Gionne aime ceci
#5897
Posté 30 avril 2014 - 04:15
I have problem with new Sweetfx. I hear the sound but i don't see anything ![]()
EDIT:
Never mind
already fixed.
Looks good with textures and .ini edited.

Like the nextgen ![]()
#5898
Posté 30 avril 2014 - 06:39
=)
What the new Next-Gen Illumination MOD (ENB Cinema v1 + SweetFX) do is apply a chromatic filter to Red, Green and Blue Channels, like this:
Thas is the effect with very high values, but you can see what this do.
The same filter will be used in a lot of Next-Gen Games:
Batman Arkham Knight:

DayLight:

Grid Autosport:

Alien Isolation:

and many others... also is included in the New Unreal Engine 4.. so we will se this filter a lot.
This MOD is only for DX9 mode, but soon the new version of SweetFX will have that filter for DX11 too. I have a beta version for DX11 and works very good. ![]()
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#5899
Posté 30 avril 2014 - 10:22
Nice
#5900
Posté 01 mai 2014 - 08:34
I've installed the Citadel DLC texture pack, or at least what textures I could install, and for some reason some of the character textures, like Wrex, are still standard resolution.





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