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


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#1526
MACharlie1

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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 

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*drool then orgasm* :o

Any other plans? 

#1527
SliPaladin

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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 

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Just beautiful

#1528
Lolomlas

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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?

#1529
ZackG312

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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?

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)


#1530
Fredy AG

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DCopeland wrote...

Thank you for taking my suggestions on board Smarteck.



Thank you for those ideas.

PS: Hackett is almost ready.

Salu2.;)

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#1531
Lolomlas

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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)


Well I did everything just like that but still it doesn't work for me.

#1532
neilthecellist

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Do you have file extensions enabled?

As in, do you see

MassEffect

or

MassEffect.exe

?

#1533
Alienmorph

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So... I hope this isn't considered spam... but a group of people trying to remake the ending of ME3 put toghether a modding tool... why should interest you? Because it's supposed to allow import/export of textures too. Link to the actual version of the tool:

http://sourceforge.n...ts/me3explorer/

#1534
CeeO-connor

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It's killing my PC! Anyway, this MOD is superb.

#1535
Viashi

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Hello everbody,

Does anybody have an idea how to edit this texture (specular map?):

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(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:

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i hope someone can help me :pinched:

#1536
MACharlie1

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Viashi wrote...

Hello everbody,

Does anybody have an idea how to edit this texture (specular map?):

Image IPB
(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:

Image IPB

i hope someone can help me :pinched:







Use a series of red, green, yellow gradient layers with the blending options to duplicate the original effect.

Or if your real lazy, just blur out the original and use it on top of the new high-rez version and use the blending options. Tweak as needed via brightness/contrast, saturation, etc. 

#1537
wadres

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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 Games\\Mass Effect 3\\BIOGame\\CookedPCConsole\\Coalesced.bin

Windows XP/Vista/7 32bit:
C:\\Program Files\\Origin Games\\Mass Effect 3\\BIOGame\\CookedPCConsole\\Coalesced.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

:wizard:

Modifié par wadres, 08 juin 2012 - 08:54 .


#1538
Fredy AG

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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

:wizard:


Interesting. There will have to try this.

Gracias wadres.

Salu2.

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#1539
neilthecellist

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It works, wadres is god. Thx.

#1540
Cyberdarkus

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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.


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) B) .-

#1541
Fredy AG

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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) B) .-


Gracias vecino ;).


This time I share with you several files (hard work by the way).

Added:

 > ZONA C:  LUGARES, OBJETOS Y MAQUINARIA  //  SITES, OBJECTS AND MACHINERY

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2. Interior of Normandy in High Resolution: 

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 >  - New File v1.5 OPTIMIZED 2.

NOTE: I have work to correct several details, including the highlight layer of circular door (the previous one, generating some pixelated spots), in addition, I must admit that I went too far in some textures to sharpen in the scratch as floors, walls and tables.

There were many textures re-edit, just a few examples:


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Added In the same category:

>>>
15. Vancouver and Horizon. Structural Materials in High Resolution 

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NOTE: Use together with "7. Academy". I was unable to improve some areas, because the game stretched too few textures in certain sectors, the rest looks great.  


>>>
16. Alternative Display for Receptionist of The Citadel in High Resolution:   

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Added to:

> ZONA A:  PARA PERSONAJES  //  FOR CHARACTERS

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26. Hackett Formal Uniform in High Resolution:   

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NOTE: I have used as a base texture edited by InBleedingRapture


Salu2. :D

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#1542
-S-

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Excellent timing my good man, I was just about to play some more.

#1543
ref

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Getting close to getting the entire game re textured ;). Mars is the only level I can think of that hasn't been retextured =P

Thanks!

I really like the new display texture for the Citadel receptionist :o

Modifié par Refara, 09 juin 2012 - 02:46 .


#1544
Fredy AG

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Refara wrote...


I really like the new display texture for the Citadel receptionist :o


I'm glad that you like and you know, first I try to repair the texture and had sitting in front of me and said: "where do I start", it was a complete disaster :pinched:, then choose to change it completely. It's amazing the poor state of some textures.

Salu2. ;)

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#1545
DCopeland

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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.

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#1546
havoc373

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For the citadel. Controller texture, why did you use the normandy sr1 instead for the sr2?

#1547
GimmeDaGun

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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.

#1548
Fredy AG

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havoc373 wrote...

For the citadel. Controller texture, why did you use the normandy sr1 instead for the sr2?


To resolutions greater than 1920x1080 SR1 logo appears?

EDIT: Already know what you mean .. That is the only scheme of the ship that I found

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Modifié par smarteck, 10 juin 2012 - 11:11 .


#1549
Fredy AG

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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.


Once I finish with the other priorities I try.

Salu2. ;)

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#1550
Fredy AG

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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.


:sick:.....Definitely. ;)

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