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


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#1601
wadres

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in a few days I will be sharing some cool textures including the full HD rachni soldier

#1602
SliPaladin

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wadres wrote...

in a few days I will be sharing some cool textures including the full HD rachni soldier

What are the other textures? The wait is killing me :D

#1603
DJepic112

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You guys should focus on increasing the texture resolution of faces and hair since that's what we see up close in the cutscenes.

#1604
Fredy AG

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wadres wrote...

in a few days I will be sharing some cool textures including the full HD rachni soldier


Perfect :D.

Salu2.

//////

#1605
Dead_Meat357

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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
wadres

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ok guys here is my most recent contribution, but first READ THIS:

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 

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2. Tuchanka Krogans 4096 x 4096 and some of them at 2048 x 2048

FILE: 
http://www.mediafire...r33de3440k61d0w 

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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 

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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 

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DO NOT FORGET TO COMPLETE THE STEPS OR THIS FILES WILL BECOME USELESS FOR YOU ;)

Modifié par wadres, 15 juin 2012 - 11:56 .


#1607
ref

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Sweet, thanks for the textures Wadres!

#1608
SliPaladin

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Beautiful work. Where do I extract the coalesced editor?

#1609
wadres

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wherever you want! it doesn't matter :)

#1610
Fredy AG

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 ///

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 ...

;)

//////

Modifié par smarteck, 16 juin 2012 - 08:01 .


#1611
Guest_GoldenSkans9_*

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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.

#1612
ref

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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
Didact2401

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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_*

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yep, ME3 Explorer. The guy who coded it told me he was gonna test it out with Wadres' guide earlier tonight, but i haven't heard anything back from him yet. Although, it's my understanding if it works we would replace textures permanently as opposed to having to choose which ones we want each time we play with TexMod. Don't quote me on that though, my understanding of ME3 Explorer is n00bish at best.

#1615
Fredy AG

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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.:P

I do not know if there will be the author lately implemented support for HR textures.

Salu2.

//////

#1616
pat_loonytoon

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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.

#1617
Fredy AG

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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. :D Thanks and good luck...

Salu2. ;)

//////

Modifié par smarteck, 18 juin 2012 - 12:18 .


#1618
Maxxender

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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?

Modifié par Maxxender, 18 juin 2012 - 02:39 .


#1619
Fredy AG

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 ///

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
Fredy AG

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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. :huh:

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#1621
wadres

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This is it, I ran out of memory, I cannot use all the mods anymore, is there any other method ????? :S please I know there must be something else that wont use VRAM

#1622
Darman

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Got a similar situation over here. I can still run the game with all the texmods selected. Takes 20 minutes to load up but still totally worth it.

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
darky00

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Same here, had to get ride of two of the biggest textures (Citadel+rachni soldier) to actually play without crashing when it's either loading or in game. Not a big deal actually.

By this post, respect and thanks to modders for their work and time to improve the game textures.

#1624
Guest_GoldenSkans9_*

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So far, my attempts with ME3Explorer have been unsuccessful. I managed to replace Liara's default outfit in the explorer, but in game it's still it's original quality. Also, when attempting to start a mission the game goes to a loading screen, but never loads anything and crashes. Unfortunately, it looks like we'll be using TexMod for the foreseeable future unless someone else can/has figured ME3Explorer out.

#1625
wadres

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If we make texmod use RAM instead of VRAM ? that will definitely fix the crashing problem