/// ME3 MOD: HighRes textures + Next-Gen illumination + 3D Fix.
#1601
Posté 14 juin 2012 - 07:41
#1602
Posté 14 juin 2012 - 11:55
What are the other textures? The wait is killing mewadres wrote...
in a few days I will be sharing some cool textures including the full HD rachni soldier
#1603
Posté 14 juin 2012 - 01:14
#1604
Posté 14 juin 2012 - 11:12
wadres wrote...
in a few days I will be sharing some cool textures including the full HD rachni soldier
Perfect
Salu2.
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#1605
Posté 15 juin 2012 - 06:35
Maxxender1 wrote...
Dead_Meat357 wrote...
Interesting stuff to note. Using 3 monitors, I'm having trouble with having all textures loaded. If I pull out two or three level / map textures for areas I've already been through, it works fine. Load all of them at once, and it crashes before ever loading back into the game. I suspect my VRAM usage with all three monitors enabled is too much even for 3GB of VRAM.
7680x1600 is just too demanding. At 2560x1600 (one monitor) I've no trouble loading them all.
That's what I call a crazy high resolution. Get a Nvidia (I suspect you have a 580) gadget for your windows 7 gadget bar. Just google them, but when you find it have it show you your current VRAM usage, run ME3 then minus the game after you've loaded into the game and see how much it's using.
Edit: With one 1920x1200 monitor I'm currently using 1.7GB of VRAM playing ME3
With 8xMSAA I've hit 3GB of VRAM usage. I've got GPU-Z which monitors VRAM usage as well. I just haven't checked it with all three monitors. But the system isn't fast enough for 8xMSAA at 8064x1600 (bezel corrected 7860x1600).
And I'm using a Radeon HD 7970 which has 3GB of VRAM. The regular GTX 580's (of which I own two) only have 1.5GB of RAM and that doesn't get it done.
#1606
Posté 15 juin 2012 - 08:19
In the following mods I have used 4096 resolution relief map textures, the relief maps can only be used at a max resolution of 2048 so if you don't follow the next steps you will get horrendous artifacts when using my mods, I posted this days ago and it seems that nobody is taking it seriously:
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
Ok now you completed the steps, you can use this mods:
1. Rachni soldier reaper (4096 x 4096 - limbs and back) + (2048 x 2048 - torso)
FILE :
http://www.mediafire...qff1jab991s3rhw









2. Tuchanka Krogans 4096 x 4096 and some of them at 2048 x 2048
FILE:
http://www.mediafire...r33de3440k61d0w









Two weeks ago a forumer showed to me that I made a mistake in the Banshee reaper, it had an "annoying blue glow" on arms and legs, now I'm posting a second version without this problem:
3. Banshe reaper new version
FILE:
http://www.mediafire...28u3o63y2s6ij26



And the last one, this is the first mod I did when I got in to this hobby, back in those days I didn't know how to edit the relief maps, so now im sharing this new version that includes the relief texture:
4. Ardat Yakshi sisters suit final version:
FILE:
http://www.mediafire...9biwaajc9ljoivw

DO NOT FORGET TO COMPLETE THE STEPS OR THIS FILES WILL BECOME USELESS FOR YOU
Modifié par wadres, 15 juin 2012 - 11:56 .
#1607
Posté 15 juin 2012 - 09:16
#1608
Posté 15 juin 2012 - 04:40
#1609
Posté 15 juin 2012 - 05:51
#1610
Posté 16 juin 2012 - 08:01
I am waiting to finish some new textures to modify the Post and add the contributions sent to me (every time I edit the post is deconfigured and takes a long time ordering).
Soon new textures ...
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Modifié par smarteck, 16 juin 2012 - 08:01 .
#1611
Guest_GoldenSkans9_*
Posté 16 juin 2012 - 08:42
Guest_GoldenSkans9_*
#1612
Posté 16 juin 2012 - 08:51
smarteck wrote...
///
I am waiting to finish some new textures to modify the Post and add the contributions sent to me (every time I edit the post is deconfigured and takes a long time ordering).
Soon new textures ...
//////
Yay!
GoldenSkans9 wrote...
awesome. cant wait smarteck. also,
thanks to wadres' instructions on how to change the texture threshold
from 2048 to 4096, i may have found a way to make TexMod obsolete.
Waiting to hear back from someone in regards to a tool they've made for
ME3 to see if it works with Wadres' guide. Hopefully I'll have
confirmation later today.
That sure would be nice. Keep us updated.
Modifié par Refara, 16 juin 2012 - 08:51 .
#1613
Posté 17 juin 2012 - 02:37
GoldenSkans9 wrote...
awesome. cant wait smarteck. also, thanks to wadres' instructions on how to change the texture threshold from 2048 to 4096, i may have found a way to make TexMod obsolete. Waiting to hear back from someone in regards to a tool they've made for ME3 to see if it works with Wadres' guide. Hopefully I'll have confirmation later today.
You're referring to ME3 Explorer I assume? Previously we were unable to import textures larger than 2048 x 2048, but now... I certainly hope that this is what we need, since running texmod (even without any textures loaded) gives me severe performance issues in wide open areas in the game.
#1614
Guest_GoldenSkans9_*
Posté 17 juin 2012 - 03:03
Guest_GoldenSkans9_*
#1615
Posté 17 juin 2012 - 03:18
Didact2401 wrote...
GoldenSkans9 wrote...
awesome. cant wait smarteck. also, thanks to wadres' instructions on how to change the texture threshold from 2048 to 4096, i may have found a way to make TexMod obsolete. Waiting to hear back from someone in regards to a tool they've made for ME3 to see if it works with Wadres' guide. Hopefully I'll have confirmation later today.
You're referring to ME3 Explorer I assume? Previously we were unable to import textures larger than 2048 x 2048, but now... I certainly hope that this is what we need, since running texmod (even without any textures loaded) gives me severe performance issues in wide open areas in the game.
A few weeks ago, I try to make changes with ME3Explorer and accepting at maximum resolution was 1024x1024 and is very complicated .. after that I found that Texmod was excellent.
I do not know if there will be the author lately implemented support for HR textures.
Salu2.
//////
#1616
Posté 17 juin 2012 - 11:52
#1617
Posté 18 juin 2012 - 12:18
pat_loonytoon wrote...
I've been helping slightly with ME3Explorer (I am Patrick Neil) The level editor works quite well at this point with some of the BioA pcc files and I know WarrentyVoider mentioned texture sizes in a recent post. I'm going to try out a replacement today. Will reply after success, or failure.
Great .. will be waiting.
Salu2.
//////
Modifié par smarteck, 18 juin 2012 - 12:18 .
#1618
Posté 18 juin 2012 - 02:25
the same texture is also used on the citadel.
i388.photobucket.com/albums/oo330/maxxender/2012-06-17_00002.jpg
the texture doesn't even seem to fill up the whole entire space, can't possibly be by design.
Anything you can do about it?
Modifié par Maxxender, 18 juin 2012 - 02:39 .
#1619
Posté 18 juin 2012 - 05:02
Okay, I've completed the story mode (finally), I just need to edit the textures of the final moments and will share in the Post all the new textures that I have, I expect in a day or two at most.
Salu2.
//////
#1620
Posté 18 juin 2012 - 05:03
Maxxender wrote...
The scanner texture is horrendous, I couldn't believe I didn't notice it sooner. Considering I walk through it after every mission pretty much.
the same texture is also used on the citadel.
i388.photobucket.com/albums/oo330/maxxender/2012-06-17_00002.jpg
the texture doesn't even seem to fill up the whole entire space, can't possibly be by design.
Anything you can do about it?
I'll check, but I never noticed that look bad.
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#1621
Posté 18 juin 2012 - 07:35
#1622
Posté 18 juin 2012 - 02:25
Anyway, the game doesn't seem to load all textures. For example I just played Utukku. But even though the package is definitly in the Texmod list, the Grunt texture is still vanilla.
Its definitly not a matter of memory. Ive got enough. If it is, most computer must face the same problem.
#1623
Posté 18 juin 2012 - 03:44
By this post, respect and thanks to modders for their work and time to improve the game textures.
#1624
Guest_GoldenSkans9_*
Posté 18 juin 2012 - 04:20
Guest_GoldenSkans9_*
#1625
Posté 18 juin 2012 - 04:29





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