Thank yousmarteck wrote...
ZackG312 wrote...
Are the textures the same qaulity in the optimized files or are they lowered.
I use the same files of 4096x4096, but this time, not save them in jpg format, store them in dds, for that reason the files are heavier now, but the game run smoothly.
I to play at 1080p, I do not notice any loss of quality, but apparently mega-resolutions (1600p) if you notice some degradation .. but if you use 1920x1080 or less .. do not worry about anything.
//////
/// ME3 MOD: HighRes textures + Next-Gen illumination + 3D Fix.
#1076
Posté 16 mai 2012 - 05:48
#1077
Posté 16 mai 2012 - 05:52
smarteck wrote...
ZackG312 wrote...
Are the textures the same qaulity in the optimized files or are they lowered.
I use the same files of 4096x4096, but this time, not save them in jpg format, store them in dds, for that reason the files are heavier now, but the game run smoothly.
I to play at 1080p, I do not notice any loss of quality, but apparently mega-resolutions (1600p) if you notice some degradation .. but if you use 1920x1080 or less .. do not worry about anything.
//////
Speaking of that, I did notice some heavy degredation of quality in both the Liara high resolution texture and the default male Shepard armor. That patten we use on the armor backs, (as I did the same thing you did with Ashley) shows marked degredation in certain spots. The silver medallion thing on Liara's jacket back where the blue straps meet looks particularly bad. The rest of her texture looks OK though.
In my own texture work, one thing I noticed with my Ashley texture, is that it appears a lot brighter in .DDS format. I'm not sure why. The colors are more subdued in .JPG and .PNG formats.
I haven't checked every texture. I've spent more time working on my own textures and testing them than playing the actual game. So I haven't seen a lot of the optimized textures. I downloaded all the optimized 2 textures last night and I'm loading them now. They are slow enough to load that I'll probably put them on my SSD before too long.
Modifié par Dead_Meat357, 16 mai 2012 - 06:01 .
#1078
Posté 16 mai 2012 - 06:00
#1079
Posté 16 mai 2012 - 06:02
Rahabzu wrote...
Thank you for all your hard work! Is there any chance of multiplayer player character textures?
I don't know if you can actually run texmod in multiplayer without risking getting banned / flagged by Origin. If someone can confirm that, then I'd be happy to work on textures for multiplayer.
#1080
Posté 16 mai 2012 - 06:15
So who will be the brave soul to test it.Dead_Meat357 wrote...
Rahabzu wrote...
Thank you for all your hard work! Is there any chance of multiplayer player character textures?
I don't know if you can actually run texmod in multiplayer without risking getting banned / flagged by Origin. If someone can confirm that, then I'd be happy to work on textures for multiplayer.
#1081
Posté 16 mai 2012 - 06:42
(Updated: I've finished Ashley's high resolution helmet and made a minor change to the main armor texture as well updating the version to 1.1. A single TPF file includes both the helmet and the armor textures.)
Modifié par Dead_Meat357, 16 mai 2012 - 07:19 .
#1082
Posté 16 mai 2012 - 07:27
ZackG312 wrote...
So who will be the brave soul to test it.Dead_Meat357 wrote...
Rahabzu wrote...
Thank you for all your hard work! Is there any chance of multiplayer player character textures?
I don't know if you can actually run texmod in multiplayer without risking getting banned / flagged by Origin. If someone can confirm that, then I'd be happy to work on textures for multiplayer.
I'll do it : )
I don't care much if I get a multiplayer ban (it would most likely be temporary anyway). I really don't play MP all that much, or really at all.
Busy atm, but I will test it and get back to you.
#1083
Posté 16 mai 2012 - 07:28
InBleedingRapture wrote...
ZackG312 wrote...
So who will be the brave soul to test it.Dead_Meat357 wrote...
Rahabzu wrote...
Thank you for all your hard work! Is there any chance of multiplayer player character textures?
I don't know if you can actually run texmod in multiplayer without risking getting banned / flagged by Origin. If someone can confirm that, then I'd be happy to work on textures for multiplayer.
I'll do it : )
I don't care much if I get a multiplayer ban (it would most likely be temporary anyway). I really don't play MP all that much, or really at all.
Busy atm, but I will test it and get back to you.
You are a real trooper. An Origin ban could mean that none of your EA games will work at all.
#1084
Posté 16 mai 2012 - 07:31
Dead_Meat357 wrote...
Speaking of that, I did notice some heavy degredation of quality in both the Liara high resolution texture and the default male Shepard armor. That patten we use on the armor backs, (as I did the same thing you did with Ashley) shows marked degredation in certain spots. The silver medallion thing on Liara's jacket back where the blue straps meet looks particularly bad. The rest of her texture looks OK though.
In my own texture work, one thing I noticed with my Ashley texture, is that it appears a lot brighter in .DDS format. I'm not sure why. The colors are more subdued in .JPG and .PNG formats.
I haven't checked every texture. I've spent more time working on my own textures and testing them than playing the actual game. So I haven't seen a lot of the optimized textures. I downloaded all the optimized 2 textures last night and I'm loading them now. They are slow enough to load that I'll probably put them on my SSD before too long.
Just testing to "1080P" of the 3 types of files that I have. Using the same texture, use a JPG (the first to leave in the post), another on "DDS DXT3" and another on "DDS DXT5".
Result? all 3 look exactly the same on my PC at 1920x1080. I understand that perhaps at higher resolutions themselves can be degradation, but I think this is influenced by a mental thing more I practice, for normal resolutions.
The most important fact is that to use all files in jpg format, it was impossible to load all the mods, and we had constant errors during the game ... Now with the new files that stay fixed. I am currently carrying 40 MODs simultaneously, and have had no problems so far.
Everything works smoothly.
Indeed, as you say, if you notice degradation in Shepard's armor, then it is something that has always been .. because that armor has not been optimized yet .. only available the original file, and for me, looks great.
For those using Mega-Resolutions, and have quality problems with the optimized files .. mixing, for textures that are more important, use JPG (normal) and least in DDS (OPTIMIZED 2).
You could take some screenshots of degradation using a version "optimized 2" and another capture with the MOD normal?
Salu2.
//////
Modifié par smarteck, 16 mai 2012 - 07:33 .
#1085
Posté 16 mai 2012 - 07:33
Dead_Meat357 wrote...
Speaking of that, I did notice some heavy degredation of quality in both the Liara high resolution texture and the default male Shepard armor. That patten we use on the armor backs, (as I did the same thing you did with Ashley) shows marked degredation in certain spots. The silver medallion thing on Liara's jacket back where the blue straps meet looks particularly bad. The rest of her texture looks OK though.
In my own texture work, one thing I noticed with my Ashley texture, is that it appears a lot brighter in .DDS format. I'm not sure why. The colors are more subdued in .JPG and .PNG formats.
I haven't checked every texture. I've spent more time working on my own textures and testing them than playing the actual game. So I haven't seen a lot of the optimized textures. I downloaded all the optimized 2 textures last night and I'm loading them now. They are slow enough to load that I'll probably put them on my SSD before too long.
I worked quite heavily with smarteck on the Citadel and Normandy texture packs. The quality is exactly the same when opening and comparing those textures. They're actually better, in some cases, where we added in light maps and transparency. DDS (Direct Draw Surface) textures are made specifically for running in DirectX, which is why they perform better in the game itself.
That said, the format itself can be quite touchy when it comes to how to compress them. whether to include alpha channels, etc. I'll take a look at the Liara and Shepard textures and see if there are any problems.
#1086
Posté 16 mai 2012 - 07:36
Dead_Meat357 wrote...
You are a real trooper. An Origin ban could mean that none of your EA games will work at all.
Eh, there are ways around that : P
Like I said, I don't utilize the online features much anyway. And since I'm not actually trying to "cheat," I would hope it could be resolved if I e-mail tech support and let them know that I was just testing it out with TexMod.
#1087
Posté 16 mai 2012 - 07:38
InBleedingRapture wrote...
Dead_Meat357 wrote...
Speaking of that, I did notice some heavy degredation of quality in both the Liara high resolution texture and the default male Shepard armor. That patten we use on the armor backs, (as I did the same thing you did with Ashley) shows marked degredation in certain spots. The silver medallion thing on Liara's jacket back where the blue straps meet looks particularly bad. The rest of her texture looks OK though.
In my own texture work, one thing I noticed with my Ashley texture, is that it appears a lot brighter in .DDS format. I'm not sure why. The colors are more subdued in .JPG and .PNG formats.
I haven't checked every texture. I've spent more time working on my own textures and testing them than playing the actual game. So I haven't seen a lot of the optimized textures. I downloaded all the optimized 2 textures last night and I'm loading them now. They are slow enough to load that I'll probably put them on my SSD before too long.
I worked quite heavily with smarteck on the Citadel and Normandy texture packs. The quality is exactly the same when opening and comparing those textures. They're actually better, in some cases, where we added in light maps and transparency. DDS (Direct Draw Surface) textures are made specifically for running in DirectX, which is why they perform better in the game itself.
That said, the format itself can be quite touchy when it comes to how to compress them. whether to include alpha channels, etc. I'll take a look at the Liara and Shepard textures and see if there are any problems.
I can't tell any difference in the Normandy textures at present, nor the Citadel. The main things I noticed were Liara and Shepard's textures.
EDIT: Nevermind, about Shepard's textures. I'm retarded. the texture wasn't loading. Liara's was, and I double checked, the one spot I mentioned doesn't look right. Otherwise she looks fine.
Modifié par Dead_Meat357, 16 mai 2012 - 08:08 .
#1088
Posté 16 mai 2012 - 08:02
#1089
Posté 16 mai 2012 - 08:09
InBleedingRapture wrote...
There doesn't appear to be anything different about Liara's outfit. I have an idea about why you might be seeing a difference, though. I'll talk with smarteck and see what he can do.
It could be that the issue is apparently at 2560x1600 and isn't at 1920x1080. I don't know. I'll screen grab it if I can and show you what I mean.
#1090
Posté 16 mai 2012 - 10:00
neilthecellist wrote...
Interesting. What are your settings?
Added new MOD for illumination using FXAA TOOL:
> v1.5 (Better illumination)
Remember to customize the parameters. One of the corrections added, is the elimination of excessive light spots, now is more real ..
I think this will be the latest lighting mod, now looks spectacular .. only remains to adjust certain values each to taste .. as the saturation of color.


Salu2.
//////
Modifié par smarteck, 16 mai 2012 - 10:02 .
#1091
Posté 16 mai 2012 - 10:36
http://i38.photobuck...Comparison1.jpg
Not the massive retexturing I did with Ashley, but a nice improvement I think.
Also threw together a pack that updates both the M-98 Widow and the Black Widow. The latter is of course harder to see, but I improved the weathering, made it a little more of a flat black so you could see it better, and I actually textured the areas which were worn. The M-98 Widow was a bit harder, but not too much so. I'll probably that available later tonight as well.
Thinking about saving that for a weapons pack though.
Modifié par Dead_Meat357, 17 mai 2012 - 01:04 .
#1092
Posté 17 mai 2012 - 01:27
Dead_Meat357 wrote...
Updated N7 Defender Armor incoming later today.
http://i38.photobuck...Comparison1.jpg
Not the massive retexturing I did with Ashley, but a nice improvement I think.
Also threw together a pack that updates both the M-98 Widow and the Black Widow. The latter is of course harder to see, but I improved the weathering, made it a little more of a flat black so you could see it better, and I actually textured the areas which were worn. The M-98 Widow was a bit harder, but not too much so. I'll probably that available later tonight as well.
Thinking about saving that for a weapons pack though.

Haha... oh man... love his expression on updated one ...
Me has high rez defender armor!??!1
#1093
Posté 17 mai 2012 - 02:06
But, in case someone didn't want to load that, I wanted to include it. Simply fantastic work on his part.
EDIT:
Uploaded. You can download the file here: http://www.mediafire...29jeornebtx1hou
Modifié par Dead_Meat357, 17 mai 2012 - 02:19 .
#1094
Posté 17 mai 2012 - 02:29
#1095
Posté 17 mai 2012 - 02:31
#1096
Posté 17 mai 2012 - 02:32
wadres wrote...
A good advice for you! I have seen some fixed textures that doesnt look as good as they could be, the reason is that you MUST found and edit the relief texture/layer, as seen in the picture:
And when you edit that, exactly what is it you need to do? if I edit that the way I edit the main texture, it won't look like that anymore.
#1097
Posté 17 mai 2012 - 02:44
Desuke wrote...
First, I want to thank you guys for all your hard word. You are really putting EAware to shame here. I have a question regarding these mods : what are the common difficulties related in making these mods ?
Learning the image editing software well enough to do this is the worst part. Fortunately, most of what you need to do is relatively simple. Secondly, it depends on what you are doing when making them. Some mods you can get away with making some simple changes which only take a few minutes and you'll get some fairly decent results. Others you'll end up basically building all new textures using the original as a frame work. When you do that, tons of work is involved. The most basic and time consuming of those is finding all the base textures you'll incorporate into your game texture, and then editing those to suit your purposes. Many of them can be repurposed for multiple uses by tweaking the color of them, adding grain to them, etc. Resizing the textures also makes their details finer for smaller areas.
You constantly alter those textures and try different ones on your main texture to see how they look in game. Colors, etc. in the image editing software don't look quite like they do in the game. My high resolution Ashley texture for example, is a little lighter in the game than the original, but in the image editing software it's MUCH lighter. And of course I could make aspects of it darker, but at some point you start sacrificing details to get it darker.
As you can see above, the textures are a mess. They don't usually seem to conform to any order at a glance. The worst part sometimes is finding out what goes where so that you can figure out what you want to do with that part. In Ashley's case, I put dots on certain parts of the texture that I couldn't figure out. I then had the texture on one monitor, and in the game referenced where the dots went as they appeared on the physical model/texture in the game. Fortunately the way the game engine maps the textures onto the models allows for a lot of latitude. In other words, certain mistakes like making something slightly too large, or uneven may work out fine when mapped onto the model. So you don't need to be a perfectionist to do this, though it helps.
#1098
Posté 17 mai 2012 - 02:45
Dead_Meat357 wrote...
Updated N7 Defender Armor incoming later today.
http://i38.photobuck...Comparison1.jpg
Not the massive retexturing I did with Ashley, but a nice improvement I think.
......
Great! It looks quite good. I like it. Looking forward to see my Shep in that defender armor with helmet. I´m sure it´ll look nice
And now, as promised, my feedback to my test with the optimized 2 textures on my "old horse but stable" system:
I´ve played SP for 6.5 hours nonstop. I´ve used the textures that i´ve posted a few pages earlier (This time the optimized 2, of course). FXAA 1.3 was running. I´ve visited the citadel 4 times, made two side missions, all Rannoch missions, ran around the normandy all over and flew around the systems a lot.
Well, what can i say....Smarteck, you did a hell of a great job!!!! I had NO stuttering, NO freezes! I´m really satisfied and very impressed about the huge difference. Especially because my system is, like i said a few pages before, an old one.
So you made me a happy man enjoying ME3 with HR textures on my "old horse" system without stuttering or screen freezes.
Superb work Smarteck!!!!
I think this weekend i´ll do another try with a few more textures, maybe 20 to 25 loaded, to see if my old system can handle it.
#1099
Posté 17 mai 2012 - 02:47
The optimized textures perform quite well. Converting them to .DDS format before packaging them makes a huge difference. As a result that's what I'm doing with all mine. It does make the loading take longer, but once loaded, they do indeed perform much better. The quality is also nicer than what you get with .JPGs.
Modifié par Dead_Meat357, 17 mai 2012 - 02:50 .
#1100
Posté 17 mai 2012 - 02:57
(you will see the texture is completely pixelated but it doesn't matter)..
2. then if you have finished editing the main texture save that texture in jpg, then import it to the relief texture file in a new layer.
3. create a new layer over the imported main texture layer and fill the empty space with one color.. (use the paint bucket), the color must be light gray, medium gray or orange gray..
4. select the new layer you filled up with the bucket and apply a "difference" mode option (this will invert the colors of the main texture layer) you should do this because the reliefs are always inverted.
5. merge the layer you filled up with the bucket tool with the main texture layer, now you will only have two layers.
6. select the new layer and apply an "overlay" mode option, this will reply the textures of the main texture on the relief layer without changing the colors.
7. fix some minor pixelated areas in the original relief layer.
8. Use hue and saturation tool on the upper layer in order to find the most similar colors to the relief layer, and you're done





Retour en haut




