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


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#6001
AirDevill

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Does anybody have, a toturial for using ME3 Expolrer? I don't know how to replace textures. And i don't know how to find them...
 



#6002
Ottemis

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Does anybody have, a toturial for using ME3 Expolrer? I don't know how to replace textures. And i don't know how to find them...
 

It's linked in the tutorial section of the official ME3Explorer forums and under the Toolset's help menu.

http://me3explorer.f...ation-t668.html

 

As to where to find mods, that guide links some locations but the list is outdated, your best bets for (updated) mods are either here on the BSN, in the download section of ME3Explorer or on the Nexus.

 

I would suggest you get the latest SVN and try to avoid mods that are older than late march this year, unless they are specifically listed as compatible with newest toolset revisions.



#6003
AirDevill

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It's linked in the tutorial section of the official ME3Explorer forums and under the Toolset's help menu.

http://me3explorer.f...ation-t668.html

 

As to where to find mods, that guide links some locations but the list is outdated, your best bets for (updated) mods are either here on the BSN, in the download section of ME3Explorer or on the Nexus.

 

I would suggest you get the latest SVN and try to avoid mods that are older than late march this year, unless they are specifically listed as compatible with newest toolset revisions.

Thanks mate!



#6004
mehmi

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Has anyone found a solution to fixing the Door Hologram.tpf for TPFtools? TPFtools can't find the MASSEFFECT3.EXE_0xE6E82849.dds in the tree, though the other listing (Door_Console: MASSEFFECT3.EXE_0x75FE31AB.dds) is fine. 

popped my debug log down below.

 

 

4:13:38 PM:  Loading TPF...

4:13:42 PM:  Generating hashes...
4:13:42 PM:  Zippy loaded: C:\Users\The Overlord\Documents\Mass Effect Project\Mods\Places\Smarteck\Doors Hologram v1.0 OPTIMIZED 2.tpf
4:13:42 PM:  TPF starts at 0 in list
4:13:45 PM:  TreeTexes: 27223
4:13:45 PM:  Matching hashes...
4:13:45 PM:  Found 1 valid textures out of 3 loaded files
4:13:50 PM:  Processing file: MASSEFFECT3.EXE_0x75FE31AB.dds
4:13:50 PM:  Converting: MASSEFFECT3.EXE_0x75FE31AB.dds / Door_Console
 


#6005
Ottemis

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That hash isn't found in my tree either, I'd guess the hash is just wrong. That or Texplorer failed to scan it (which is unlikely but possible), in which case you won't be able to permanently apply it regardless.

 

Edit: Looks to me this second texture should be for Doors_Console_Locked_01, hash for that one is 0xA26E0CDD thought the tpf is using 0xE6E82849. Dunno, I reckon Smarteck can shine a light.
 


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#6006
mehmi

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yeah. Actually found a thread over on me3explorer forums about someone checking it out. I've asked them if they fixed it yet. I thought smarteck might not bother with it since its TPFtools not texplorer (I havent used texplorer yet, just tpftools)

I looked at the default in my game again and I can't notice too much pixelation or jagged lines, so I'm not too fazed by it, unlike default EDI (made me cry the first time i saw her. love your fix Otte!)


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#6007
Fredy AG

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I can not help with that, becouse I only use Texmod.. sorry :P

 

 

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#6008
Ottemis

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I can not help with that, becouse I only use Texmod.. sorry :P

 

 

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Both Texmod and ME3Explorer use the hash ID to identify which texture to replace, if the hash is wrong for the toolset, it's wrong for Texmod.

Only differences between the two in that regard is that Texmod won't tell you the hash can't be found, it indiscriminately loads it regardless but it just won't replace anything, Texmod is also not format sensitive. If the hash is faulty, it won't work on either.

 

That's why I asked which texture it was supposed to replace. I manually compared the unpacked texture that was mismatching to one in the tree, it visually matches but as it's not my mod I can't be 100% that is the correct texture and thus the correct hash.



#6009
Fredy AG

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Both Texmod and ME3Explorer use the hash ID to identify which texture to replace, if the hash is wrong for the toolset, it's wrong for Texmod.

Only differences between the two in that regard is that Texmod won't tell you the hash can't be found, it indiscriminately loads it regardless but it just won't replace anything, Texmod is also not format sensitive. If the hash is faulty, it won't work on either.

 

That's why I asked which texture it was supposed to replace. I manually compared the unpacked texture that was mismatching to one in the tree, it visually matches but as it's not my mod I can't be 100% that is the correct texture and thus the correct hash.

 

I extract that texture again and I can not see differences in the code:

 

yr9IOgw.png

 

 

And MASSEFFECT3.EXE_0xE6E82849 is correct too.. is for the ring on that doors:

l6x4Wve.png

 

Again, I do not know how ME3Explorer exactly works.. maybe use differents codes for some textures... :ph34r:

 

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#6010
Ottemis

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Very strange, never seen the two mismatch before =/ It shouldn't be possible. Gonna run this past Kfreon later tonight.



#6011
Ottemis

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Right the mystery is solved. This is Texmod not being able to handle the L8 format, instead it converts the texture to A8R8G8B8 on extraction, which changes it's hash and causes the mismatch seeing ME3Explorer CAN handle the L8 format and the hash remains unchanged in the tree. L8's are quite rare, most holographic textures are native A8R8G8B8.

 

This should be the only texture format that has this issue between Texmod and the Toolset. Solution for toolset users, change the Hash ID from 0xE6E82849 to 0xA26E0CDD for Doors_Console_Locked_01 in this specific TPF. Alternately the def file can be expanded with a double entry for the same texture covering both hashes ensuring the TPF functions with both Texmod and ME3Explorer.


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#6012
Fredy AG

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Right the mystery is solved. This is Texmod not being able to handle the L8 format, instead it converts the texture to A8R8G8B8 on extraction, which changes it's hash and causes the mismatch seeing ME3Explorer CAN handle the L8 format and the hash remains unchanged in the tree. L8's are quite rare, most holographic textures are native A8R8G8B8.

 

This should be the only texture format that has this issue between Texmod and the Toolset. Solution for toolset users, change the Hash ID from 0xE6E82849 to 0xA26E0CDD for Doors_Console_Locked_01 in this specific TPF. Alternately the def file can be expanded with a double entry for the same texture covering both hashes ensuring the TPF functions with both Texmod and ME3Explorer.

 

Interesting.. and thanks for taking the time for this... ;)

 

 

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#6013
src1425

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Any troubleshooting tips for getting Texmod and your ME3 textures working? I used Texmod with ME2 with no problems, so I'm familiar with it, but can't get it to work with ME3. I'm using the .bat file with Origin, and can launch Texmod okay, and from there I load the texture files and launch ME3, but it freezes at either the splash screen or the main menu. Any suggestions?

 

Thanks in advance!



#6014
Drengin

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Any troubleshooting tips for getting Texmod and your ME3 textures working? I used Texmod with ME2 with no problems, so I'm familiar with it, but can't get it to work with ME3. I'm using the .bat file with Origin, and can launch Texmod okay, and from there I load the texture files and launch ME3, but it freezes at either the splash screen on the main menu. Any suggestions?

 

Thanks in advance!

Try this guide and then shout out if you still have a problem. Primarily make sure you have 'Origin In Game' shut off.

To do this:

    Click "Origin" on the top menu bar and select  "Application Settings...".
    Select the "In Game" tab.
    Uncheck "Enable Origin in Game", then restart Origin.


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#6015
src1425

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Try this guide and then shout out if you still have a problem. Primarily make sure you have 'Origin In Game' shut off.

To do this:

    Click "Origin" on the top menu bar and select  "Application Settings...".
    Select the "In Game" tab.
    Uncheck "Enable Origin in Game", then restart Origin.

 

Well, that worked perfectly! Thanks for the quick reply and helpful info.



#6016
T41rdEye

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Solution for toolset users, change the Hash ID from 0xE6E82849 to 0xA26E0CDD for Doors_Console_Locked_01 in this specific TPF. Alternately the def file can be expanded with a double entry for the same texture covering both hashes ensuring the TPF functions with both Texmod and ME3Explorer.

 

I'm still somewhat of a noob regarding all this, but I attempted to create a TPF with a new .def file going by your package file tutorial on the ME3Explorer forums... and I managed to do it... but when I hit 'autofix' it still says  '<--- FORMAT' on the  0xA26E0CDD texture. Tree format says "G8" Any ideas? I'm learning as I go.

 

Forgive me smarteck for hijacking your thread. I can take it to the ME3Explorer forums if you mind. If I manage to fix this I'll share the new TPF so you can replace it with a working copy.



#6017
Ottemis

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Did you save it as an L8 in the directX texture tool? It's packaged with the toolset under "..\ME3Explorer\bin\Debug\exec\PortableDirectX", DxTex.exe.  Afaik that should work though I haven't tried to perma replace these files yet. You might have to generate Mips too, you'll have to see what the info says for the tree. Both are under "format" in the nav.

 

Also, make sure you have a vanilla gamefiles backup, not 100% sure if the toolset can handle upscales for this texture-type. You'll know soon enough as the display ingame will just look like a pixelated coloured mess if it can't =P Though only way to fix the issue is by reverting affected files. Just a heads up.

If it can't we can run it past KFreon, see what he can do down the line in development.



#6018
T41rdEye

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Ok, I just tried all that that... but it didn't work. ME3Explorer didn't seem to like it. No texture would show up in the preview pane and then it would crash the app. Oh well.

 

Thanks for the help though!

 

Edit: I didn't make it to installing anything so no damage done, though I always have vanilla backups just in case. It's no big deal... I'm trying to learn this stuff more than anything. That and I'm mainly playing MP at the moment and I don't think there are any doors with holograms that I know of in MP.



#6019
Ottemis

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Maybe as a A8R8G8B8 then, otherwise I'll have a look later and report the issue. The holo's are a bit uncharted waters as it stands. They are rare (in therms of the amount of mods created for them) and it's not always smooth sailing permanently replacing them.

Don't know if better support for the exotic formats is already included in the upcoming rebuild of the texture tools, it's unlikely a priority.



#6020
T41rdEye

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Love your avi by the way... I need to get one for my cat. lolol


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#6021
Fredy AG

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Forgive me smarteck for hijacking your thread. I can take it to the ME3Explorer forums if you mind. If I manage to fix this I'll share the new TPF so you can replace it with a working copy.

 

No problem, these spaces are free and for all of us... :D

 

 

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#6022
mehmi

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hey guys thanks for looking into this :D 
Otte's right, the holos don't seem to be modded that often, maybe because compared to some things in vanilla ME3(cough EDI cough), they don't look half bad?

I haven't had any other problems with smarteck's replacements running in the latest version of Me3explorer, which is really cool. I love what you've done for the game, it's so much more amazing now. Though, I have to confess when it comes to choosing between your textures and Otte's, I've mostly chosen hers (fight! fight! ;D)

I have no idea how to go about changing that hash id (i tried extract/replace through tpftools) but it's no biggy, I just wanted to make sure you guys knew about the issue. If someone does manage to make a fix for it, could you let me know? :D

Also, I'm recording my insanity playthrough, for various reasons, so if you want some sample videos of mods in action to show people let me know and i'll throw something up on youtube :3



#6023
Fredy AG

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I have to confess when it comes to choosing between your textures and Otte's, I've mostly chosen hers...

 

:o  !!!!

 

 

Naaaa.. no problem :D   I start creating MODs with virtually no knowledge of it .. but along the way I learned how to improve the quality of what I was doing ... so I think the best I could share was the last pack I edit, Citadel DLC ... personally, I really like how the game looks using that pack.  B)

 
And of course, it's great that other users were motivated to create MODs and even better, to share their creations with all of us. This whole process of collaboration in this community was a very pleasant surprise ... it was a really nice experience. =)
 
 
Saludos. ;)
 
 
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#6024
Vengeance

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THe ENB in images and videos look amazing, but sadly i don't see Many features , if any at all, afteri  installed them in my game. If possible, can you explain a noob like me how to achieve the beauty of your screens, inside my game? 

Also about the cinematic filter, i can't understand what it is or what it does... Is it supposed to blur the images on the borders like DoF? If it should, then it's not working at all on a "Simply download ad drop the files in your mass effect 3 /../../ folder


 



#6025
Fredy AG

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THe ENB in images and videos look amazing, but sadly i don't see Many features , if any at all, afteri  installed them in my game. If possible, can you explain a noob like me how to achieve the beauty of your screens, inside my game? 

Also about the cinematic filter, i can't understand what it is or what it does... Is it supposed to blur the images on the borders like DoF? If it should, then it's not working at all on a "Simply download ad drop the files in your mass effect 3 /../../ folder

 

The Cinematic Filter MOD (ENB + SweetFX) apply some blur and a Chromatic filter over channels Red-Green-Blue... for edit ENB part, you need to open with notepad the files effect.txt and enbseries.ini..... you can apply more sharpen editing LUMASHARPEN on SweetFX_settings.txt.

 

And for install, just paste the content of the MOD inside your Win32 game folder:

oDyzZ2s.png

 

 

Enable disable MOD with Shift+F12 (for ENB part) and ScrLk key (for SweetFX part). Remember that if you are forcing some AntiAliasing on Nvidia/AMD panel, maybe ENB part (the most important) will not work...

 

also, if you do not see any changes, try this: Start the game, make Alt+Tab (go to desktop) and then go back to the game.

 

 

Good luck! ;)

 

 

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