/// ME3 MOD: HighRes textures + Next-Gen illumination + 3D Fix.
#1826
Posté 29 juin 2012 - 03:57
#1827
Posté 29 juin 2012 - 05:24
Didact2401 wrote...
Another request, can we get characters separated from environments? Specifically, it would be nice if I could download the scientists from Jacob's mission separately.
You can remove some files from the MODs using the tool "TPFextractGUI 1.4".
So you can use them to your liking.
Edit: Do you want to remove them to use the textures in the Multiplayer?
Salu2.
//////
Modifié par smarteck, 29 juin 2012 - 05:31 .
#1828
Posté 29 juin 2012 - 05:43
#1829
Posté 29 juin 2012 - 01:06
Thanks for sharing this, I will investigate and see if I get different results with it.
So far what I noticed is that the non-optimized versions of smarteck are problematic, for me at least. For some reason even if I load a single non-optimized texture, the game is performing badly in certain situations - I have to examine for possible memory leaks.
EDIT: Also, when you combine them they obviously take up a lot less VRAM & RAM? Because the exact same items eat up 4.5 GB RAM & 1.1 GB VRAM for me.
@ smarteck
smarteck - is there a chance you can tell me how do you "optimize" files - or maybe direct me to a guide or something?
I have downloaded some high quality textures like "Legion from ME2 re-coded for ME3 v1.0" & "Destroyer Reaper HD v1" which are excessively big and I would like to reduce their size and therefore their needs.
Thanks again everyone!
Modifié par Fabulist961, 29 juin 2012 - 01:09 .
#1830
Posté 29 juin 2012 - 02:28
#1831
Posté 29 juin 2012 - 03:53
However, non-optimized textures are sometimes 'exaggerated' and I saw none to minor differences between smarteck's optimized and non-optimized textures, on my monitor at least.
In addition, seeing how Texmod is giving me trouble with too many huge files, since as far as I can tell the computer still has more 'room' for them, I have no option.
My alternative would be to ditch others' work and re-prioritize which should be active or not. And since I believe every single work posted in the Mass Effect 3 Texture Mod group is significant and therefore I want to use, almost 80% of the work posted according to my needs, I would rather have the files optimized, just a bit, enough for me to have a fluent and TexMod interruption free game.
I do not want to reduce the quality vastly, I would simply like them relatively optimized, like smarteck's work.
You see in Mass Effect 2 we did not have (or at least I did not see) that huge amount of map texture overhauls like the ones from wadres, smarteck and others - the only I remember were Jean's textures (hopefully I remember the name correctly). Which mainly were characters, and I could use the non-optimized versions.
However even in that situation I had memory leaks (with a different MoBo & 12GB of RAM) after playing for a long time without restarting, this is also where I base the theory I may be having memory leaks now.
So yeah, having them optimized = me very very happy
#1832
Posté 29 juin 2012 - 04:41
Fabulist961 wrote...
Dead_Meat357 yes I do, that is the logic of optimized.
However, non-optimized textures are sometimes 'exaggerated' and I saw none to minor differences between smarteck's optimized and non-optimized textures, on my monitor at least.
In addition, seeing how Texmod is giving me trouble with too many huge files, since as far as I can tell the computer still has more 'room' for them, I have no option.
My alternative would be to ditch others' work and re-prioritize which should be active or not. And since I believe every single work posted in the Mass Effect 3 Texture Mod group is significant and therefore I want to use, almost 80% of the work posted according to my needs, I would rather have the files optimized, just a bit, enough for me to have a fluent and TexMod interruption free game.
I do not want to reduce the quality vastly, I would simply like them relatively optimized, like smarteck's work.
You see in Mass Effect 2 we did not have (or at least I did not see) that huge amount of map texture overhauls like the ones from wadres, smarteck and others - the only I remember were Jean's textures (hopefully I remember the name correctly). Which mainly were characters, and I could use the non-optimized versions.
However even in that situation I had memory leaks (with a different MoBo & 12GB of RAM) after playing for a long time without restarting, this is also where I base the theory I may be having memory leaks now.
So yeah, having them optimized = me very very happy
Most of my work is done in the .DDS format so it uses VRAM more so than system RAM. This is what Smartek does to optimize the files. The .DDS format uses less system RAM, but more VRAM. Generally the game's VRAM usage is low as it just isn't that demanding. This causes the game to load slower, but once loaded it performs better using .DDS format files. This is a texture compression format designed to work for Direct3D based games and engines, which is what Mass Effect 3 uses. It is a UE3 based game. Everything I've done save for one mod uses this format.
One file in particular, the N7 Defender armor that InBleedingRapture and I worked on is not optimized at all. And there is a good reason for that. The texture is mostly original, resized to 4096x4096. Some details which were destroyed or rendered pixelated garbage when they scaled the textures back were redone. Others were simply replaced for aesthetic reasons. But the texture is probably 80% original. We found that when using it in the JPEG or .DDS formats, it lost considerable quality. As did resizing it to 2048x2048, etc. So for that reason we chose to leave it in the .TGA format which uses system RAM. It's huge. Both it and the relief layers are larger than most if not all of the mods save for the environment mods. And the file in total is about as large as some of the environment mods are. The TGA format was picked because it's the only format aside from .DDS which can retain the alpha channels of the textures and it is essentially lossless as it is the format used by 3D modelers / animators when creating the assets in the first place.
For this reason, I recommend ditching it if you don't use it. I use it and it's included in the 70+ mods I've got running at anytime so it hasn't been problematic for me. But if you need to save some resources and you don't use it, ditch it. I certainly won't be offended.
The rest are all optimized. Ashley's armor, the M-77 Paladin, M-98 Widow, and the Black Widow are all in .DDS format. The M-77 Paladin doesn't improve too much over the stock texture in the actual game because of how small the weapon is. Up close the original texture looked bad, but not as bad as most weapons. So if you need to, ditch it, but it is fairly small. When viewing the textures directly in Photoshop the differences are huge, and I was disappointed when the changes didn't show all that well in the actual game. The M-98 Widow and Black Widow are improved quite a bit, though the latter is hard to see. But obviously, if you don't ever use them you can cut them out as well. Though they are great for squad mates as recoil and ammunition concerns don't apply to them a whole lot. I never use the M-8 Avenger myself, but I keep the mod loaded because you see them all over the game.
I don't know what Wadres is doing for his, but I think the rest of us typically use the .DDS format. So we are keeping things as optimized as we can with regard to performance and appearance. But frankly sometimes you may have to ditch a mod or series of mods until needed. I've found the environment mods to be the largest and most difficult to deal with. On the rare occasions I've had problems with Texmod, ditching one or more I'm not currently using has always solved the problem. These also increase your load time the most. If you are past Tuchunka, or Lessus there isn't much point in having those mods loaded. So I'd ditch them once used. If you are at the beginning then you don't really need the Rannoch and the Citadel return or London mods. Especially when London really shouldn't have any other textures used elsewhere in the game.
Some of the problems I've discovered come from mods which conflict with each other. To combat this you have two options. Either increase the load priority of one over the other (the one you tend to like better) and you should be good. For example. I know for a fact that the Normandy and Rannoch missions use some common textures. The Normandy and Citadel mods use some overlapping textures. So move the Normandy mod up in the list, and move the Citadel down a ways. Your other choice is simply to omit the second mod entirely. So if you cut out the Citadel, your Citadel will still look better than the default game, but only where textures shared from the Normandy mod are seen. (Which is actually more common than you'd think. I saw Normandy textures all over Rannoch as well.)
And once you figure out the right sequence for some mods (assuming you want them all going at once) then you can add a number to the front of the file name. This should cause your file names to appear in Windows explorer the same way every time and when queued into Texmod, you can ensure that you never try to load a sequence higher than 50 at a time, and it ensures that all your mods will queue in the same order each time.
Another idea to cut down on load times is to queue up all character and weapon mods every time. Separate out your environments in another folder. I'd go ahead and place Normandy and the Citadel mods in with the weapons every time because you'll go to both locations almost every time you play the game. Then load up only a couple of environment mods for your given session. Which ever ones you think you'll need. Then when you start up Texmod or the game again, you can pull the environments for areas you've passed, and queue up different ones. This will reduce your load times and reduce problems if you are having them.
Hope this helps.
Modifié par Dead_Meat357, 29 juin 2012 - 04:44 .
#1833
Posté 29 juin 2012 - 05:23
I am still lacking the sufficient time needed to conduct tests so I can determine what is more loaded (RAM or VRAM) or whether TexMod simply fails for me.
I noticed the Defender armor file to be massive, but I also noticed that its quality is superior - but here other matters come into play:
Having a 23 inch monitor, a texture with a 10240 resolution will make minor to no difference at all with a texture
of 4096 resolution.
In addition to that, having so high resolutions to models that do not come too close to you, it is also 'useless' - having an excessive resolution to a reaper model, that will not come face up to me but rather stay on a distance, including its vast size, will make higher resolution taxing for the system with no benefits at all. Again on a 23 inch monitor.
While the armor, is something that will have noticeable differences over different resolutions even on a 16 inch monitor just because it is so close to you and just because the camera zooms even closer. However, even the armor will make no difference to crazy high resolutions.
There is also the problem of blending in; in ME2 the problem was that although I had super high quality squad and player models, maps were bad as hell, so they stood out in a bad way - and the models actually felt more 'realistic' on lower resolutions. For example NPC models that were not as high quality as squad models, actually blended in better and were of acceptable quality (for a mod); something between the two, would be exactly what I needed.
So in ME3 although I have the luxury of enjoying the hard work of people working on full map overhauls, they still have to be optimized because of their size, hence having ultra-super high resolution on player models it will make a disorienting and ugly differentiation in-game and the bigger the monitor the more obvious the difference.
Reading your post you give me the impression that you believe that 'optimizing' the reaper model will make quality suffer significantly to an unacceptable level. However, having what I already said in mind; let me be the judge of that - we all have different computers, different monitors / TVs, sit in a different way and have different FOV – so what is perfect for you, seems weird to me.
So no, I refuse not using yours or anybody else's mods, I will load them earlier or later, but not loading them at all is not an option for me. I am just trying to avoid the hassle of doing that and having a better 'optimized" situation according to my needs and according to TexMods “feel like it” behavior.
Thanks for the load priority thingy - I had no idea that TexMod prioritized, I simply threw everything in. I am keeping a personal diagram so I will not create conflicts; however it is difficult to be always 100% sure when you are not a modder yourself.
Moreover, I can prioritize based in logic and likeness, but it is impossible for me to know the proper way to load maps - I know about Rannoch and Normandy and the Citadel now, but I know because you said so. I will never understand on my own how to make a good sequence; I will try to put up maps first, players / squads and armor and weapons later.
I have not seen a texture bug just yet, so maybe the prioritization thing will also make TexMod stable?
I can also prioritize as you suggest, what comes first goes first, and what comes more often also goes first, however I do not understand how this will help in load times - when I travel or go into a mission my load time is 10 seconds max, are you suggesting this will help launch load times?
Again, thanks for taking your time with this and for your work!
EDIT: I tried to copy paste from Word to avoid typical mistakes: huge mistake.
Modifié par Fabulist961, 29 juin 2012 - 05:25 .
#1834
Posté 29 juin 2012 - 08:14
Like I said, we already optimize by going to the .DDS format as it works best for performance reasons. I notice very little difference in performance vs. the stock game using the mods. Memory usage for system and video card RAM has increased yes, but frame rates aren't massively different as a result of the mods. (At least not in .DDS format.) Yes there is a hit, but it isn't Earth shattering. At least not for me. There may also be trade offs you can make with regard to your own system settings to make things work with acceptable performance. I don't know what your full configuration is like, nor what settings you currently use. The game does cap it's own frame rate and it does typically enable V-Sync by default. You can resolve one or both those issues for increased performance.
Sounds like you want the resolution of the textures cut down. I run three monitors at 2560x1600 each for a total combined resolution of 7680x1600. (8064x1600 with bezel compensation.) Thus 1024x1024 won't look as good for me. I do notice a difference when the mods are done at 512x512 or 1024x1024 vs. higher resolutions. You are always better having something higher resolution than you need unless it interferes with performance too much. And performance problems do not seem to be the norm with all the mods. Mostly people have issues with stability when too many are loaded at once. This threshold seems to vary by system RAM and video card type. Settings do impact this as well as I've said numerous times. Anti-Aliasing and texture quality settings in the video card control panel and in the game's configuration impact video memory usage substantially. If I run at 2560x1600 then I can get away with FXAA+8xMSAA / 16xAF. At 7680x1600 I have to use FXAA only as MSAA becomes too large a hit to both VRAM and frame rates.
I think the mods all look best at 2048x2048 and 4096x4096 and thus, that's how I'm going to continue to make them. There is a point of diminishing returns I'd agree. To expand on that it is variable based on the object and textures in question. Weapons and helmets for example don't need to exceed 2048x2048, and it varies even by individual object. Some things like the N7 Defender armor show loss of quality with resolution and other formats easily. Other items are more forgiving and look fine at lower resolutions or in the .DDS format. Some textures can benfit from upconversion and some minor tweaking while others are so bad they almost have to be redone completely from scratch. Also, if you run into issues with 4096x4096 textures, you can always edit the coelesced.bin file and change the maximum texture size to 4096. That solved some problems for me.
Ultimately, that's up to the creator of the mods. I will personally continue to make everything in 2048x2048 or 4096x4096 resolution. Whatever looks best is what I'll do. I'll use the .DDS format unless the trade off in quality is unacceptable, and as I stated there is only one thing that fell into that category so far and that's the N7 Defender armor. Everything else seems fine in .DDS.
There is nothing stopping you from taking the .TPF explorer software and opening up our .TPF files, then resizing the mod files individually and playing with the resolutions yourself and making your own judgements about trade offs in quality. And for files that may not be in .DDS format, or if you want to convert from .DDS to JPEG or something like that, there is plenty of free software to help you do that. Paint.NET is one good example of a software package that can meet your needs with no cost involved.
I also think you misunderstood what I had said about queuing different mods to help with performance and load times, as well as troubleshoot problems. Simply load all characters and weapons, the Normandy, and the Citadel. Essentially the stuff you'll see in each gaming session you'd ever play. Then you can load one or two more environments you think you'll visit soon. Tuchunka, Uttuku, etc. Some of these are 6+ hours apart in game and unless you want to marathon it without ever shutting down your machine, you don't need them all loaded at once. There isn't a blending problem when everything's pretty much been retextured. And right now, there isn't much left in the game that's been totally untouched at this point. Now there are some things we can't fix, like ultra low poly models. Some objects are just not fixable. Some textures that only appear in cut scenes are hard to capture via Texmod because they aren't on screen long enough for us to do so reliably. (Liara in her nude scene is one such texture which is difficult to get via Texmod.) So we can't fix everything.
It would have been nice if BioWare had taken ultra high resolution textures and then resized them two additional times, or even more times to give us a low, medium and high quality set of textures. Had they done this right, we wouldn't need to do this at all.
#1835
Posté 29 juin 2012 - 08:39
Dead_Meat357 wrote...
You do realize that all Smartek does to "optimize" the files is to generate the .TPF files using the .DDS format right? (Please correct me if I'm wrong Smartek.)
Basically were 3 things, first, pass the JPEG files to DDS, the other was that saving DDS files, delete those alpha layers that did not need (or were completely white) and remove the mipmaps of the file. In doing so, I go to use at most 20 simultaneous MODs to almost 80 now, without having performance problems or loss of texture quality.
In the practice, the result of these changes helped a lot.
@ Fabulist961, what are the specs of your PC?
Salu2.
//////
Modifié par smarteck, 29 juin 2012 - 08:39 .
#1836
Posté 29 juin 2012 - 08:57
smarteck wrote...
Dead_Meat357 wrote...
You do realize that all Smartek does to "optimize" the files is to generate the .TPF files using the .DDS format right? (Please correct me if I'm wrong Smartek.)
Basically were 3 things, first, pass the JPEG files to DDS, the other was that saving DDS files, delete those alpha layers that did not need (or were completely white) and remove the mipmaps of the file. In doing so, I go to use at most 20 simultaneous MODs to almost 80 now, without having performance problems or loss of texture quality.
In the practice, the result of these changes helped a lot.
@ Fabulist961, what are the specs of your PC?
Salu2.
//////
I also remove the alpha channels that contain no data, or flatten the images when appropriate to reduce the file foot print. And like you I'm nearly to 80 mods without issues and I don't have any performance problems or noticeable loss of quality.
#1837
Posté 29 juin 2012 - 08:58
Fabulist961 wrote...
Having a 23 inch monitor, a texture with a 10240 resolution will make minor to no difference at all with a texture
of 4096 resolution.
Are you running the game at 1920 x 1080 resolution? You should be, if you're running a 23 inch monitor. If you're running at a resolution less than 1080p, well, tough
I can DEFINITELY tell a difference between stock textures and Texmod textures... It's pretty obvious.
Dead_Meat367 wrote...
I also remove the alpha channels that contain no data, or flatten the images when appropriate to reduce the file foot print. And like you I'm nearly to 80 mods without issues and I don't have any performance problems or noticeable loss of quality.
Same here. And I'm now running a super outdated machine for Mass Effect 3. This machine I'm posting from has only a GTX 480 1.5 GB (not even 2 gigs), Windows 7 x64, only 8 gigs of RAM, and a 4 year old SATA hard drive, and Mass Effect 3 runs flawlessly and visually beautiful with the texmods.
EDIT: Just read that Fabulist has 12 gigs of RAM and is having memory leaks. That could be your issue right there. Like I wrote above, I have only 8 gigs of RAM (of which about 3 to 3.5 gigs is allocated for Mass Effect 3, according to Windows Task Manager) and the game runs flawlessly.
Modifié par neilthecellist, 29 juin 2012 - 09:02 .
#1838
Posté 29 juin 2012 - 09:13
#1839
Posté 29 juin 2012 - 11:39
Once again, it's hard to tell from the screenshot, but its noticeable in-game. Especially during the Mars level when Shepard is waving it around in front of camera... :-P
http://social.biowar...m/project/8376/
Modifié par TheDarkFalkon, 29 juin 2012 - 11:41 .
#1840
Posté 29 juin 2012 - 11:57
TheDarkFalkon wrote...
I've just finished retexturing the default starting weapon set, finally including the Katana.
Once again, it's hard to tell from the screenshot, but its noticeable in-game. Especially during the Mars level when Shepard is waving it around in front of camera... :-P
http://social.biowar...m/project/8376/
Good work on that, thanks!
//////
Modifié par smarteck, 29 juin 2012 - 11:57 .
#1841
Posté 30 juin 2012 - 01:50
Good news, the default armor Vega is finished, it looks much better now.
Turned out a lot more complex than I expected
Before sharing in the Post, I will try to use the same lines and objects in the camouflage version (included in Deluxe and Collector Edition).




If all goes well, I'll include both tomorrow in the Post.
Salu2.
//////
Modifié par smarteck, 30 juin 2012 - 01:51 .
#1842
Posté 30 juin 2012 - 02:23
EDIT: Here we are. No fancy screen shots or anything yet. Just the file.
Recon hood HR2048 v1.0
Modifié par Dead_Meat357, 30 juin 2012 - 02:51 .
#1843
Posté 30 juin 2012 - 03:16
Dead_Meat357 wrote...
Yeah those N7 Defender armors are a pain to work with. Looks good. I just put the finishing touches on the recon hood. I'll be posting that shortly.
EDIT: Here we are. No fancy screen shots or anything yet. Just the file.
Recon hood HR2048 v1.0
It looks much better now ... good work and thanks for sharing.
So it looks:
Default

New

Good contribution.
//////
Modifié par smarteck, 30 juin 2012 - 03:17 .
#1844
Posté 30 juin 2012 - 06:05
Modifié par Luxure, 30 juin 2012 - 06:06 .
#1845
Posté 30 juin 2012 - 06:17
Luxure wrote...
Hey smarteck, I've got an issue which I hope you might be able to help me with. Of course, it's a Mod related issue. More exactly the N7 Hoodie mod. It doesn't work, whatever I do. It just fails to load, whatever I do, whatever I try. I tried dropping it first in the TexMod priority list, then last in the priority list, middle of the list, I even loaded it alone with no other mods, tried with only a few mods, but everything fails to succeed. I'm getting annoyed by this. Any ideas as to why this is happening ? All other mods seem to work just fine, the N7 Hoodie one is the one causing the trouble.
Do you see only the default texture for your Hoody? Or the texture is presented with errors?
//////
#1846
Posté 30 juin 2012 - 06:19
Edit: I've also tried re-downloading the texture several times, I thought I somehow got something wrong. But that didn't prove to be the problem.
Modifié par Luxure, 30 juin 2012 - 06:24 .
#1847
Posté 30 juin 2012 - 06:26
Luxure wrote...
Only the default texture for the N7 hoodie. No errors whatsoever.
Edit: I've also tried re-downloading the texture several times, I thought I somehow got something wrong. But that didn't prove to be the problem.
I send you a PM.
//////
#1848
Posté 30 juin 2012 - 08:14
EDIT:
The problem of N7 Hoody is solved. The detail was that Femshep uses the same texture, but her hands change.
I added a female version to post.
The solution.
Added:
> ZONA A: PARA PERSONAJES // FOR CHARACTERS
>>>
32. N7 Hoody with new logo and material in High Resolution 4096x4096:
> - New File Female OPTIMIZED 2.
Salu2.
//////
Modifié par smarteck, 30 juin 2012 - 09:50 .
#1849
Posté 30 juin 2012 - 12:40
#1850
Posté 30 juin 2012 - 03:24
No, I have absolutely no idea how he does it and I am completely ignorant regarding your work guys.
If you are optimizing your files like smarteck does, then maybe you have a considerably high resolution. In any case, if you feel your work cannot be further optimized, fine with me then; I will use your work when needed instead of having them all load up at the same time as you suggested.
I do see difference in general performance or FPS - only if I increase shadow resolution and get MSAA on, then FPS may drop too since more VRAM is being used along with the textures, however as you already mentioned, I also have FPS capped.
Now regarding your monitors, I do not use, nor I ever used that high resolutions, so maybe a lower texture resolution will work fine for me; as I said, smarteck's optimized texture resolutions seem fine to me. Now if you are using the same resolutions smarteck uses with the Destroyer but however the file is still that big, well what can I say, let it be.
In any case you are going over too technical and discuss performance, let us not get there, I do not have performance issues, its just that Texmod is giving me trouble. Being a competitive player I demand high FPS and zero stuttering, so what seems fluid for most looks non-fluid to me, lower than 80 FPS is unacceptable for me in any game.
In addition I understand how you feel about textures and your logic on resolutions seems valid, I just simply thought that the Destroyer could be further optimized without significant losses based on the "distance" and "resolution" and so on arguements I made earlier.
Also, I had no idea I can also force texture sizes via coelesced - that is some nice information which I will benefit from, maybe it will resolve my issues. Can it be conviniently added in GamerSettings?
.::.
Everything is up to the modder, I was just throwing in some ideas and questions while I was trying to figure out the problem, I will not go as far as editing the textures since you are certain that further editing them will significantly diminish quality, I respect your judgement.
As for the prioritization matter, yes I did misunderstood, I thought that TexMod can prioritize by itself - I did understand I can prioritize based on how far I am into the game, but I also thought there is a TexMod prioritization alternative, thank you for clarifying that.
I know you guys cannot fix the models without mod tools, and I can only wish to imagine what you people could have done to this game with mod tools. You would make Mass Effect look as it should and you could fix everything that is broken. It is unfortunate.
I imagine Bioware did not do this mainly because of the room heaters with controllers. And because of high costs and because they are lazy.
@ smarteck
MoBo: Gigabyte G1. Sniper
CPU: 975 D0 4.5 GHz
GPU: GTX 680 @ 1227 / 3483 (150% power)
RAM: Corsair 6GB @ 1600 6 - 6 - 6 - 16
DISKS: 2x OCZ SSD MaxIops V3 @ SATA 2 RAID 0
However as I said, I tried with 8GB & 12GB RAMs and a GTX 590 to see if RAM and VRAM was the problem, it was not. I am almost certain TexMod is giving me memory leaks.
@ neilthecellist
I am either running it at 1600 x 1200 or 1920 x 1080 (depends). Of course I can tell the difference between stock and modded textures, I was just talking about ultra high resolutions on modded textures in comparison to other matters.
And regarding the memory leaks; Yes, I am positive that TexMod is as smart as the jarhead we got for a squadmate is.
-
Again thanks for your hard work guys!
EDIT:
Dead_Meat357 if it cannot be changed via GamerSettings, can you tell me which lines you changed in the editor?
Modifié par Fabulist961, 30 juin 2012 - 03:42 .





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