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


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#1626
Darman

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GoldenSkans9 wrote...

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.



Using the ME3Explorer by WarrantyVoider isn't easy, but it is possible as I can proove. It works for me, I replaced several ingame textures succesful. Nevertheless, HR texture import doesn't seem to work right now, although WV is working on that.

I guess you forgot something. Make sure to save everyfile after editing (pccs). Also make sure you update the PCConsoleTOC.bin file every time. Id suggest doing this manually.

#1627
Guest_GoldenSkans9_*

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I did do all of that, I was trying to load HR textures. Hopefully we'll have a fix soon.

#1628
wadres

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By the way I made modifications in every single dds file of Smartecks Citadel, Normandy and Vancouver - Horizon structural mods, I fixed all the problems they had and added some interesting stuff.



1. The Citadel refurbished   LINK:
http://www.mediafire...m0a9cok5ycc3a63 
(All the textures fixed <no more repetition patterns> plus cars and keepers in complete HD)
An example of the cars:
http://www.flickr.co...tream/lightbox/ 
http://www.flickr.co...tream/lightbox/ 
http://www.flickr.co...tream/lightbox/ 
http://www.flickr.co...tream/lightbox/ 

This thing looked horrible in vanila:
http://www.flickr.co...tream/lightbox/ 



2. Normandy refurbished  LINK: 
http://www.mediafire...dkd7ka3j30r0beh 
(all texture fixed <no more repetition patterns) plus performance enhancements



3. Vancouver and Horizon  LINK: 
http://www.mediafire...kp54b398ox2f62f 
(all texture fixed <no more repetition patterns)

An example of the new marble floor:
http://www.flickr.co...tream/lightbox/ 
http://www.flickr.co...tream/lightbox/ 



4. Mirandas default suit 4096 plus relief map  LINK: 
http://www.mediafire...bcduaef7cv887o9 
http://www.flickr.co...39440/lightbox/ 



5. Rachni soldier reaper OPTIMIZED plus lightning fixed: 
http://www.mediafire...s2r5jz1gw5iw0ct 
(the original was too heavy so I made a new version)

Modifié par wadres, 18 juin 2012 - 05:37 .


#1629
neilthecellist

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Wadres, I think you ran out of bandwidth on your image site host, I don't see any photos :(

#1630
wadres

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neithecellist, now you can see them :)

#1631
neilthecellist

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Sweet! Gonna give these a test run in the next 20 minutes or so :)

#1632
Maxxender

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wadres wrote...

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


That is impossible, Texmod is a dead project with no source code which you would need to change it.

There is a new project derived from Texmod called Umod but it doesn't work with Mass Effect... yet.

But in any game all textures are stored in your video card's memory because it needs to apply textures every single frame. Your video card's memory is designed to be extremely fast to be able to do this quickly, and if you used system ram (slower laptops sometimes use system ram as VRAM) then your performance would be cut by more than half. :whistle:

#1633
neilthecellist

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7 minutes and STILL waiting for ME3 to start. So many textures!! Almost 1 GB of textures from this thread alone!

Modifié par neilthecellist, 18 juin 2012 - 06:00 .


#1634
Maxxender

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neilthecellist wrote...

7 minutes and STILL waiting for ME3 to start. So many textures!! Almost 1 GB of textures from this thread alone!


Once you've completed the mission you probably don't need the level textures for that level.. I'm assuming though, still haven't beaten the game to know if you go back to a already visited place or not.

Modifié par Maxxender, 18 juin 2012 - 06:07 .


#1635
xJohnsen

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Bought ME3 for PC two days ago while it was on sale. Been following this thread for a while, and I just installed a load of textures and I wanted to say good work to all of you!

ME3 is so much prettier on PC than it is on console, even without any high res textures.

#1636
Lawrence0294

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Wow those marble floors look amazing. Are they only in Vancouver?

#1637
wadres

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no, they are in many levels, in different colors and sizes

Modifié par wadres, 18 juin 2012 - 06:36 .


#1638
wadres

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there's a possible solution, convert most of the dds to jpeg, except the ones that have alpha channels, the jpeg quality is better and the file size is a lot smaller

#1639
Lawrence0294

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Awesome. Also, the mod for Miranda's suit, is it the same one as Smartecks?

#1640
Fredy AG

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GoldenSkans9 wrote...

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.


Too bad ... Thanks for trying.;)

Salu2.

//////

#1641
wadres

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kratos0294 wrote...

Awesome. Also, the mod for Miranda's suit, is it the same one as Smartecks?


Yep, the main texture is the same but this version has a new relief map

#1642
Fredy AG

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wadres wrote...

there's a possible solution, convert most of the dds to jpeg, except the ones that have alpha channels, the jpeg quality is better and the file size is a lot smaller


Beware the "JPEG" format .. Tested by InbledingRapture And for me, that they consume TWICE video memory, of course the file is lighter in MBs and loads faster, but in the game, it's like to be loaded twice.
All MOD containing JPEG does not help performance, just makes it worse. :devil:

@wadres, thanks for sharing the modifications to the MODs, is that not everyone has the same tastes.

In other news, a user has sent me more files and I went back to collect several more .. I hope today to end the editing of the last, and possibly tonight (within 10 hours) I share them in the Post.

Salu2. ;)

//////

Modifié par smarteck, 18 juin 2012 - 07:24 .


#1643
wadres

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Bueno Smarteck, tienes razón, es solo mi gusto personal, a mi no me gustan las texturas con visibles patrones de repetición, lo cual es producto de la duplicación de una textura específica dentro de un mismo plano, esto ocurre cuando la textura es demasiado pequeña y se quiere rellenar el espacio restante con la misma textura, repitiéndola varias veces y formando un patrón de repetición muy visible y poco realista.

Pero quizá mi mayor motivo para rehacer tus mods es que siempre quise mejorar la textura de los carros y de los keepers, en la última misión en Londres enfocan a un Keeper muuy de cerca y se ve muy mal.

Con respecto a los archivos jpeg, depende mucho del tamaño, por ejemplo:

Un archivo JPEG de 4096 x 4096 en calidad 10 - 11 pesa aproximadamente 5 MB
Un archivo DDS (DTX1) de 4096 x 4096 pesa aproximadamente de 10 a 15 MB

La gran cualidad de un archivo DDS es que contiene mipmaps, los cuales son variaciones del la misma textura pero en tamaños inferiores, lo que hace que la tarjeta de video sustituya la textura dependiendo del tamaño del objeto en la pantalla. Por ejemplo, si estoy un paso frente a un reaper con textura dds de 4096 x 4096 y además apuntándole con la pistola, la tarjeta renderizará la textura total de 4096 x 4096, en cambio, si estoy unos 10 metros lejos del reaper, la tarjeta renderizará el mipmap más eficiente para esa distancia, sería el de 512 x 512 quizá.

De esa manera un archivo DDS puede aumentar el rendimiento ¡¡ por pantalla en tiempo real !!. Una textura JPEG siempre se cargará en su tamaño original, en este caso siempre sería de 4096 x 4096 sin importar la distancia.

YO, en lo personal creo que la tarjeta de video consumirá menos memoria usando JPEGs que DDSs, la unica mejora de una textura DDS se notará en el rendimiento en tiempo real, justo en el momento en el que son renderizadas. mas no en el consumo de memoria

#1644
wadres

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In my previous post I explained how dds files are better for real time rendering, in terms of performance, but they consume more VRAM than jpeg

A dds file contains many mipmaps, each one is a quarter smaller than the previous mipmap, so a 4096 x 4096 file contains:

- 2048 x 2048 mipmap
- 1024 x 1024 mipmap
- 512 x 512 mipmap
- 256 x 256 mipmap
- 128 x 128 mipmap
- 64 x 64 mipmap
- 32 x 32 mipmap
- 16 x 16 mipmap
- 8 x 8 mipmap
- 4 x 4 mipmap
- 2 x 2 mipmap
- 1 x 1 mipmap

This is why a dds file is so heavy and consumes a lot of VRAM, it only helps at the moment of rendering the texture, for example, if you are very close to an object with a 4096 x 4096 dds texture, the videocard will render the 4096 x 4096 texture, but if you are 20 steps away from the same object, the video card will render the 512 x 512 mipmap, in order to render faster, and it will look almost the same quality because the object is not to close.

A JPEG file does not contain mipmaps, so it will always render at the original size. that's why it hits performance a little bit more than a dds file IN REAL TIME.

Texmod loads all the files in the VRAM before launching, it takes more time loading dds because they consume mor VRAM, it doesn't matter if you are not using all the textures and all the mipmaps in the level you are rendering in real time, the mods are already loaded in VRAM.

In conclusion I will vote for jpeg if I want to save more VRAM, and I will vote for dds if i want to gain a bit of real time rendering performance

#1645
Maxxender

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wadres wrote...

In conclusion I will vote for jpeg if I want to save more VRAM, and I will vote for dds if i want to gain a bit of real time rendering performance



Have you tested this in real time? Compare the actual difference/improvement in VRAM consumption?

#1646
Fredy AG

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 ///

@ wadres:
I recognize that in the technical side, I do not know much about graphic formats (I understand that this is your area), but as for the practical part, I remember some time ago I could no longer load more MODs together (we had as 20 I think), and the user "InBleedingRapture" told me to use formats "DDS" because they interact much better with the graphics engine, I did not believe it, because they are larger files and sent me this comparison:

First: in JPEG....................................................................................... then in DDS

Posted Image


I listened, I change the format, and we have doubled the amount of mods and I still I have no problem loading them all simultaneously, and resolution of "1920x1080" I have not noticed any loss in quality.

I perform this test now, which supports the information provided by the user InBleedingRapture:

Posted Image


Posted Image


It is also true that in this there is nothing absolute, maybe in your PC and others, JPEG format works best, but I based on the results of 3 different PCs and I realized it was better to use DDS.

If I used the MODs with JPEG, I could not use more than 20. In DDS I use 68 at the same time and so far no problems. :D


Besides, excellent work in some of the new textures of the Citadel, I will update the file and put it in the Post as a new version.


Salu2. ;)

//////

Modifié par smarteck, 18 juin 2012 - 10:50 .


#1647
Maxxender

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smarteck wrote...

Besides, excellent work in some of the new textures of the Citadel, I will update the file and put it in the Post as a new version.


Salu2. ;)

//////


The "fence" like texture for the car's window doesn't seem to fit in my opinion. But the rest is nice.

#1648
Fredy AG

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The texture for the keeper is excellent. :wizard:


//////

#1649
Didact2401

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wadres wrote...

By the way I made modifications in every single dds file of Smartecks Citadel, Normandy and Vancouver - Horizon structural mods, I fixed all the problems they had and added some interesting stuff.



1. The Citadel refurbished   LINK:
http://www.mediafire...m0a9cok5ycc3a63 
(All the textures fixed <no more repetition patterns> plus cars and keepers in complete HD)
An example of the cars:
http://www.flickr.co...tream/lightbox/ 
http://www.flickr.co...tream/lightbox/ 
http://www.flickr.co...tream/lightbox/ 
http://www.flickr.co...tream/lightbox/ 

This thing looked horrible in vanila:
http://www.flickr.co...tream/lightbox/ 



2. Normandy refurbished  LINK: 
http://www.mediafire...dkd7ka3j30r0beh 
(all texture fixed <no more repetition patterns) plus performance enhancements



3. Vancouver and Horizon  LINK: 
http://www.mediafire...kp54b398ox2f62f 
(all texture fixed <no more repetition patterns)

An example of the new marble floor:
http://www.flickr.co...tream/lightbox/ 
http://www.flickr.co...tream/lightbox/ 



4. Mirandas default suit 4096 plus relief map  LINK: 
http://www.mediafire...bcduaef7cv887o9 
http://www.flickr.co...39440/lightbox/ 



5. Rachni soldier reaper OPTIMIZED plus lightning fixed: 
http://www.mediafire...s2r5jz1gw5iw0ct 
(the original was too heavy so I made a new version)




Thanks a lot! I really appreciate the work that you guys put into these. Could I ask a favor though? Could I get a version of some of these textures (floor tiles and the car especially) that are more like the original style? While some people may prefer these versions, I personally prefer not to deviate too much from the original artistic vision, just enhance the quality.

Thanks. :)

#1650
MadCat221

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Texmod always seems to send my framerate plummeting through the floor. It's no "slight performance drop", I'm talking like 60-80% loss in performance. Is this supposed to happen? It could chug along fine at close to 40-60fps most of the time.