Aller au contenu

Photo

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


  • Veuillez vous connecter pour répondre
6497 réponses à ce sujet

#2176
HrivnakScott

HrivnakScott
  • Members
  • 168 messages
Friggen beautiful textures. This version of Unreal Engine 3 (pretty much full out version of UDK) + these textures are awesome looking.

#2177
neroangelo

neroangelo
  • Members
  • 5 messages
I have a question, Jaavik skin can be up in HD ?

#2178
Rvn_79

Rvn_79
  • Members
  • 12 messages

neroangelo wrote...

I have a question, Jaavik skin can be up in HD ?


It's already done :whistle:
33. Javik Default Armor in High Resolution 4096x4096:  

Posted Image

Modifié par Ferapont, 15 juillet 2012 - 10:54 .


#2179
Guest_GoldenSkans9_*

Guest_GoldenSkans9_*
  • Guests
i finished much quicker than i thought i was going to, so here is the (hopefully) final version of the Female Quarian:

http://www.mediafire...ynj5tmh7yg6iqbc

i gave her pouches a more leathery look in this one as well as retextured her buckles and fixed those gray and black designs on her arms made her boots darker.

Posted Image
Posted Image
Posted Image

#2180
Selvec_Darkon

Selvec_Darkon
  • Members
  • 722 messages

Dead_Meat357 wrote...

Selvec_Darkon wrote...

Correct me if I'm wrong, but Texmod pulls stuff from the RAM and replaces it correct? which is why these textures require so much Ram to use together.

At what point will there be to much textures to realistically expect people to run them all? Do you have a limit of around 8gb's or so?


Yes. That is how Texmod works. So far it seems numbers in the 70's to 80's are the limit. But again this doesn't impact the system RAM at all. Texmod itself uses very little RAM. It seems to move the files into VRAM if they are in the .DDS format. System RAM if they are in another format. These remain loaded as long as the application and game are running. But Texmod itself only shows to use about 13MB of RAM or so at any time on my system.

Settings and VRAM play a huge role in how many mods are feasable. On my system I've got 3GB of VRAM. I can run 90 mods at once with the game running on one monitor at 2560x1600 with only FXAA. With FXAA and MSAA, I can only run about 70. With the system using FXAA only and the game being displayed on three monitors at 7680x1600, I can only run about 60 or so mods before I run into problems.


Ah. So if you could load these all up by replacing the actual in game textures, it would be more effecient yes? I ask because thats pretty much what I've been trying to do for the last month. So far its a no go with the tools avaliable, though a budding game dev friend of mine suggested I look at the free unreal SDK and see if that allows us to repackage the .pcc files so ME3 reads them.

#2181
neroangelo

neroangelo
  • Members
  • 5 messages

Ferapont wrote...

neroangelo wrote...

I have a question, Jaavik skin can be up in HD ?


It's already done :whistle:
33. Javik Default Armor in High Resolution 4096x4096:  

Posted Image


ok :wub:, and his head skin is in HD too ? :bandit:

#2182
Dead_Meat357

Dead_Meat357
  • Members
  • 1 122 messages

Selvec_Darkon wrote...

Dead_Meat357 wrote...

Selvec_Darkon wrote...

Correct me if I'm wrong, but Texmod pulls stuff from the RAM and replaces it correct? which is why these textures require so much Ram to use together.

At what point will there be to much textures to realistically expect people to run them all? Do you have a limit of around 8gb's or so?


Yes. That is how Texmod works. So far it seems numbers in the 70's to 80's are the limit. But again this doesn't impact the system RAM at all. Texmod itself uses very little RAM. It seems to move the files into VRAM if they are in the .DDS format. System RAM if they are in another format. These remain loaded as long as the application and game are running. But Texmod itself only shows to use about 13MB of RAM or so at any time on my system.

Settings and VRAM play a huge role in how many mods are feasable. On my system I've got 3GB of VRAM. I can run 90 mods at once with the game running on one monitor at 2560x1600 with only FXAA. With FXAA and MSAA, I can only run about 70. With the system using FXAA only and the game being displayed on three monitors at 7680x1600, I can only run about 60 or so mods before I run into problems.


Ah. So if you could load these all up by replacing the actual in game textures, it would be more effecient yes? I ask because thats pretty much what I've been trying to do for the last month. So far its a no go with the tools avaliable, though a budding game dev friend of mine suggested I look at the free unreal SDK and see if that allows us to repackage the .pcc files so ME3 reads them.


Yes it would. You wouldn't have Texmod's overhead and the game wouldn't need to load all the textures at once. The way it is now, all the mod textures are loaded into VRAM or RAM 100% of the time even if you don't actually need them all. If they replaced the stock game textures, it would only pull what was needed for a given map. It would be far more efficient. Game memory usage might go up slightly, but not enough to be concerned about.

It would still hit VRAM harder than the stock textures, but no where near like it does with the mods. This would allow you to use all the mods regardless of VRAM so long as your computer was powerful enough to handle the game with the upgraded textures. It would allow for higher settings than we can use at present. The default game runs great at 2560x1600 with 8xMSAA + FXAA on my machine. With all the textures I can still do that, but at 7680x1600 I have to drop the 8x MSAA entirely so I run only FXAA. With the textures replacing the stock ones, I can probably add some MSAA back into the mix.

And there is another tool that does allow you to replace the game textures I believe. But the only tool that did that other than Texmod or uMod as far as I know only allowed for textures up to 1024x1024 or something like that. Not nearly as high resolution as what we are doing with Texmod.

And at this point most of the weapons I care about are modded, but I'll continue working on single player textures. I'll tackle all of Shepard's armors. I'll finish with the Blood Dragon armor hopefully Monday, and then I'll start on Ariake or Hahne-Kedar armors.  

Modifié par Dead_Meat357, 15 juillet 2012 - 03:37 .


#2183
Guiile_Sheppard

Guiile_Sheppard
  • Members
  • 171 messages
good job dead_meat i'm playing me3 because of this post *-* btw the multiplayer is addicting... =x it need a special care tooo =P

#2184
Dead_Meat357

Dead_Meat357
  • Members
  • 1 122 messages
Update: 

I went ahead and updated my Ashley Default Armor mod. Originally I didn't know how to do the specular and light maps. So her mod was just the textures by themselves. That alone was a huge improvement for sure, but it didn't look as good as it could. In fact some of the detail in the new textures weren't showing up without the right files to go along with it. I have remedied that problem.

The updated version 1.3 contains new specular maps and normal maps for a total of six files. (Armor + Helmet) 

You can download it here.

Modifié par Dead_Meat357, 16 juillet 2012 - 01:40 .


#2185
Guiile_Sheppard

Guiile_Sheppard
  • Members
  • 171 messages
PLS can i make a request? im trying to retex the n7 armor (multiplayer) for infiltrators + enginners .. its IMPOSSIBLE TOOO HARD

can anyone make a hd version ? this is bad in game. x.x

#2186
Dead_Meat357

Dead_Meat357
  • Members
  • 1 122 messages
M-55 Argus in high resolution on the way.

#2187
N7Calibrator

N7Calibrator
  • Members
  • 116 messages
You sir are a genius.
Thank you so much for all these mods, including of course the others who cooperated as well. Started up a new playthrough just to try all these out. Amazing job!

#2188
Guest_GoldenSkans9_*

Guest_GoldenSkans9_*
  • Guests

Guiile_Sheppard wrote...

PLS can i make a request? im trying to retex the n7 armor (multiplayer) for infiltrators + enginners .. its IMPOSSIBLE TOOO HARD

can anyone make a hd version ? this is bad in game. x.x


working on it now. armor is done, still have to do the helmet and meshing underneath the armor.

#2189
Guiile_Sheppard

Guiile_Sheppard
  • Members
  • 171 messages

GoldenSkans9 wrote...

Guiile_Sheppard wrote...

PLS can i make a request? im trying to retex the n7 armor (multiplayer) for infiltrators + enginners .. its IMPOSSIBLE TOOO HARD

can anyone make a hd version ? this is bad in game. x.x


working on it now. armor is done, still have to do the helmet and meshing underneath the armor.



cant wait!

#2190
Selvec_Darkon

Selvec_Darkon
  • Members
  • 722 messages

Dead_Meat357 wrote...

Selvec_Darkon wrote...

Dead_Meat357 wrote...

Selvec_Darkon wrote...

Correct me if I'm wrong, but Texmod pulls stuff from the RAM and replaces it correct? which is why these textures require so much Ram to use together.

At what point will there be to much textures to realistically expect people to run them all? Do you have a limit of around 8gb's or so?


Yes. That is how Texmod works. So far it seems numbers in the 70's to 80's are the limit. But again this doesn't impact the system RAM at all. Texmod itself uses very little RAM. It seems to move the files into VRAM if they are in the .DDS format. System RAM if they are in another format. These remain loaded as long as the application and game are running. But Texmod itself only shows to use about 13MB of RAM or so at any time on my system.

Settings and VRAM play a huge role in how many mods are feasable. On my system I've got 3GB of VRAM. I can run 90 mods at once with the game running on one monitor at 2560x1600 with only FXAA. With FXAA and MSAA, I can only run about 70. With the system using FXAA only and the game being displayed on three monitors at 7680x1600, I can only run about 60 or so mods before I run into problems.


Ah. So if you could load these all up by replacing the actual in game textures, it would be more effecient yes? I ask because thats pretty much what I've been trying to do for the last month. So far its a no go with the tools avaliable, though a budding game dev friend of mine suggested I look at the free unreal SDK and see if that allows us to repackage the .pcc files so ME3 reads them.


Yes it would. You wouldn't have Texmod's overhead and the game wouldn't need to load all the textures at once. The way it is now, all the mod textures are loaded into VRAM or RAM 100% of the time even if you don't actually need them all. If they replaced the stock game textures, it would only pull what was needed for a given map. It would be far more efficient. Game memory usage might go up slightly, but not enough to be concerned about.

It would still hit VRAM harder than the stock textures, but no where near like it does with the mods. This would allow you to use all the mods regardless of VRAM so long as your computer was powerful enough to handle the game with the upgraded textures. It would allow for higher settings than we can use at present. The default game runs great at 2560x1600 with 8xMSAA + FXAA on my machine. With all the textures I can still do that, but at 7680x1600 I have to drop the 8x MSAA entirely so I run only FXAA. With the textures replacing the stock ones, I can probably add some MSAA back into the mix.

And there is another tool that does allow you to replace the game textures I believe. But the only tool that did that other than Texmod or uMod as far as I know only allowed for textures up to 1024x1024 or something like that. Not nearly as high resolution as what we are doing with Texmod.

And at this point most of the weapons I care about are modded, but I'll continue working on single player textures. I'll tackle all of Shepard's armors. I'll finish with the Blood Dragon armor hopefully Monday, and then I'll start on Ariake or Hahne-Kedar armors.  


Right, so going to try and find a way then. I can run 7 textures maximum on my 1.5gb Vram video card. Nuts.

#2191
Fredy AG

Fredy AG
  • Members
  • 1 355 messages

Selvec_Darkon wrote...


Right, so going to try and find a way then. I can run 7 textures maximum on my 1.5gb Vram video card. Nuts.


You can not use more than 7 MODs with all that Vram? :blink:

//////

Modifié par smarteck, 17 juillet 2012 - 12:41 .


#2192
ref

ref
  • Members
  • 760 messages
I'm running about 80 with 1GB of VRAM and 99% of the time it's smooth...

Modifié par Refara, 17 juillet 2012 - 12:39 .


#2193
Fabulist961

Fabulist961
  • Members
  • 77 messages
smarteck I was wondering whether you are planning to implement wadres's texture work on Citadel's cars and others, or whether you are planning on improving the hideous car that appears behind you after you crash (Kai Leng scene): http://imageshack.us...2/90345857.jpg/ - I cannot find the proper screenshot, it is right after the crash the moment you take control of your character.

As far as I remember last time I played with your work it was textured as it is at default, this specific car is a cornerstone, for me at least, on how graphics deteriorated in ME3, I hoped maybe others feel that way too.

-

Also, guys am I the only one finding the multiplayer's whitish missile launcher really bad looking? Is anyone planning on changing is color? A "N7" edition style retexture would be canon imho!

Again thanks for everyone's work!

#2194
Dead_Meat357

Dead_Meat357
  • Members
  • 1 122 messages
As I've stated several times already. The amount of mods you can run depends on several factors. The amount of VRAM you have is just part of the equation. The demands on VRAM increase dramatically as the monitor / game resolution increases. The demand also increases considerably as anti-aliasing is applied. The in-game FXAA doesn't really hit VRAM hardly at all, but forcing 8xMSAA in the control panel will dramatically the VRAM the game uses. Just because one person can run 80 mods with 1GB of VRAM doesn't mean another can run 60 with 3GB of VRAM.

At 2560x1600 I can run about 80. At 7680x1600 I can run about 60 or so before running into trouble. On my girlfriends machine I can run around 90+ or so with half the VRAM. Why? The resolution on her monitor is low compared to mine. Hers is 1680x1050 which is considerably less demanding than 2560x1600 or 7680x1600. So her VRAM goes farther even though she's got half what I do. (1.5GB vs. 3GB.) The number of mods you can run will also vary depending on the size of the mods. Many of the mods here don't have specular maps or normal maps included. Those will run more easily because they are smaller. All my recent mods are larger because they include all three of these files. The Zona C compilation is huge. That dozens of mods all combined together. If you have that one and some of the other larger ones, yeah, you could be stuck running only 7 depending on your configuration.

You also want to ensure that your coalesced.ini file is setup to run 4096x4096 sized textures. If it isn't, you will run into problems.

Modifié par Dead_Meat357, 17 juillet 2012 - 12:57 .


#2195
Fredy AG

Fredy AG
  • Members
  • 1 355 messages

Fabulist961 wrote...

smarteck I was wondering whether you are planning to implement wadres's texture work on Citadel's cars and others, or whether you are planning on improving the hideous car that appears behind you after you crash (Kai Leng scene): http://imageshack.us...2/90345857.jpg/ - I cannot find the proper screenshot, it is right after the crash the moment you take control of your character.

As far as I remember last time I played with your work it was textured as it is at default, this specific car is a cornerstone, for me at least, on how graphics deteriorated in ME3, I hoped maybe others feel that way too.


I have given the Mods of the story mode for closed. I think there will be no further modifications for my part, unless that appears some DLC for the Single player.

Now, I'll wait until the Multiplayer DLC Earth and see if those textures need some help.

Salu2. ;)

//////

#2196
Fabulist961

Fabulist961
  • Members
  • 77 messages

smarteck wrote...

I have given the Mods of the story mode for closed. I think there will be no further modifications for my part, unless that appears some DLC for the Single player.

Now, I'll wait until the Multiplayer DLC Earth and see if those textures need some help.

Salu2. ;)

//////


Alright, I was having some hope for that car though!

Also thanks for combining all maps together to a single map pack, it did help me. However I am unable to identify whether it is because duplicates are now not present or whether the combination itself helped.

And I will keep my fingers crossed hoping for someone to make a missile launcher texture.

Thanks again!

#2197
Dead_Meat357

Dead_Meat357
  • Members
  • 1 122 messages

Fabulist961 wrote...

smarteck wrote...

I have given the Mods of the story mode for closed. I think there will be no further modifications for my part, unless that appears some DLC for the Single player.

Now, I'll wait until the Multiplayer DLC Earth and see if those textures need some help.

Salu2. ;)

//////


Alright, I was having some hope for that car though!

Also thanks for combining all maps together to a single map pack, it did help me. However I am unable to identify whether it is because duplicates are now not present or whether the combination itself helped.

And I will keep my fingers crossed hoping for someone to make a missile launcher texture.

Thanks again!


I'm going to continue to work on single player content myself. Mostly Shepard's various armors. However, I'll continue to work on weapons as well which can be used for both single and multiplayer modes with a few exceptions being limited to either single or multiplayer specifically.

#2198
Guest_GoldenSkans9_*

Guest_GoldenSkans9_*
  • Guests
once ive finished the human engineer / infiltrator I'll take a look at the missile launcher.

#2199
Fabulist961

Fabulist961
  • Members
  • 77 messages

Dead_Meat357 wrote...

I'm going to continue to work on single player content myself. Mostly Shepard's various armors. However, I'll continue to work on weapons as well which can be used for both single and multiplayer modes with a few exceptions being limited to either single or multiplayer specifically.


That is very nice to hear, I hope you too find the crashed car and the white missile launcher in multiplayer ugly :P

Also since you mentioned weapons, is there a chance that any of your current textures work with the default human armor on multiplayer? You know; the one that looks like your average marine in SP and you wear as human inflitrator, adept etc. 

I don't know if this is just me, but the human / quarian armors look really bad in MP while the DLC characters look a lot better.

GoldenSkans9 wrote...

once ive finished the human engineer / infiltrator I'll take a look at the missile launcher.

 

Really?

I cannot way to see your work too, I am very excited!

-

Thanks again guys!

Modifié par Fabulist961, 17 juillet 2012 - 03:48 .


#2200
Dead_Meat357

Dead_Meat357
  • Members
  • 1 122 messages
New texture for the Hydra missile launcher is done. I'm working on the normal map and the other later right now.

Modifié par Dead_Meat357, 17 juillet 2012 - 04:42 .