*drool then orgasm*wadres wrote...
Added some minor features (lights and shapes) and changed a tiny texture.
Here is the final version, although the orginal version is good too
http://www.mediafire...1z2q22o2e8j2t9q
Any other plans?
*drool then orgasm*wadres wrote...
Added some minor features (lights and shapes) and changed a tiny texture.
Here is the final version, although the orginal version is good too
http://www.mediafire...1z2q22o2e8j2t9q
wadres wrote...
Added some minor features (lights and shapes) and changed a tiny texture.
Here is the final version, although the orginal version is good too
http://www.mediafire...1z2q22o2e8j2t9q

You probably didnt load TexMod correctly. I didnt get any luck using the intructions on the first page.Lolomlas wrote...
I don't know why but it doesn't work for me. None of the texture mods seems to work, but I loaded them into texmod. Does the tpf files have to be in a specific folder (I created a new folder for them) or do I have to start a new game for the texture mods to take effect?
DCopeland wrote...
Thank you for taking my suggestions on board Smarteck.
ZackG312 wrote...
You probably didnt load TexMod correctly. I didnt get any luck using the intructions on the first page.
but here is a video on how to load use Texmod with Mass Effect 3. (works for me)


Use a series of red, green, yellow gradient layers with the blending options to duplicate the original effect.Viashi wrote...
Hello everbody,
Does anybody have an idea how to edit this texture (specular map?):
(Reckoner knight armor)
and keep the colours the same?
(for exampel, if i paste a picture (high res metal))
or how to get these colors for the normal texture:
i hope someone can help me
Modifié par wadres, 08 juin 2012 - 08:54 .
wadres wrote...
THIS IS IMPORTANT !!! For all Mass Effect 3 texmod users, I found a solution than completely fix the problem of black textures glicth, you don't need to make a hierarchy before launching your selected tpf files anymore.
The problem is simple, the engine is not coded for rendering 4096 texture sizes. The solution? is simple too:
1. Download the coalesced editor from here: http://wenchy.net/me...alesced-utility
2. Extract the files and open the editor executable, now select the .bin file you want to open, in this case Coalesced.bin file wich is located in:
Windows XP/Vista/7 64bit:
C:Program Files (x86)Origin GamesMass Effect 3BIOGameCookedPCConsoleCoalesced.bin
Windows XP/Vista/7 32bit:
C:Program FilesOrigin GamesMass Effect 3BIOGameCookedPCConsoleCoalesced.bin
3. Now you have opened the Coalesced.bin file select: bioengine> d3ddrv > d3drenderdevice> maxtexturesize
4. Change the valor from 2048 to 4096
5. Save changes and there you go!!! NO MORE tedious hierarchy before launching the MOD. Now you can choose any tpf file wou want and put them in the order you want without getting horrendous glitches
smarteck wrote...
In addition to the contributions of all, I think I will continue adding structural materials, and once I finish the game, I begin with From Ashes and new armor, someone mentioned that Jarvik needed to be re-textured.
Cyberdarkus wrote...
Like all them says... congratulations and thanks for this awesome work... and please dont forget Jarvik.
PD: Saludos de un "vecino" tuyo (soy de Argentina).-












Modifié par Refara, 09 juin 2012 - 02:46 .
Refara wrote...
I really like the new display texture for the Citadel receptionist

havoc373 wrote...
For the citadel. Controller texture, why did you use the normandy sr1 instead for the sr2?
Modifié par smarteck, 10 juin 2012 - 11:11 .
GimmeDaGun wrote...
Could you retexture some of the worse backround buildings, like the ones on Earth (Vancouver)? I mean the buildings far away. They look terrible and lifeless.
What you do is amazing, I dig your modifications.
DCopeland wrote...
If I can make more suggestions, these two textures have been annoying me for the longest time, I know you're not up to this part in your current play-through yet but when possible these could make for a good thing to edit.