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


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#2251
Dead_Meat357

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Fabulist961 wrote...

Dead_Meat357 wrote...
Which version? The last one I did got a proper light map and a normal map. The first one doesn't have that.

Here is this one. I can still go darker, than that, but it will start to lose detail if I take it too much further. You can go all black but then your detail lines have to become light instead of dark, which means redrawing them or processing them as inverted. (If separate.) I can also change the green out for something else. I liked it on the gray one but I'm not sure I like it here.

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I use this one right here: 

Dead_Meat357 wrote...

Nice work. Glad to see it as this is one of my favorite outfits for Shepard. Did you change anything compared to the version I tested? 

And BTW: 

High resolution M-98 Widow / Black Widow rifles are now available. :) 

Screenshots:
http://i38.photobuck...Comparison1.jpg
http://i38.photobuck...Comparison1.jpg

Download

 
Is there a newer version than this one?

Also from the screenshot I think the darker version looks perfect, but I will load it up and use it tomorrow and give you feedback, thanks for sharing!

@ smarteck

It would be nice to see your additions on the Missile Launcher too!


That's the old version. Here is the newer one. The new one actually has normal maps and light maps included. The texture is a little different as well. The main fix, being that with the scope's numbering being made clearer and consistent between the two rifles still exists. Most importantly though, the regular M-98 Widow in the new version is better than the last one. (I think anyway.) It saw the most changes.

#2252
Selvec_Darkon

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Dead_Meat357 wrote...

Selvec_Darkon wrote...

This is odd. I've upgraded to 8Gb's. It still takes almost 30 minutes to load ME3 with all the mods. Strange...Do the recommended specs need updating perhaps?


It takes me six to 8 minutes to load 68 textures when starting up the game. RAM by itself doesn't improve performance in games. It simply speeds up loading and prevents disk swapping which can lead to hitching. Are you running a 32bit copy of Windows or a 64bit?

Testing "Dark Edition" of the Cobra Missile Launcher now.


x64, because anymore then 3gb's of RAM can't be used by a x86 (32) operating system. Yea, I know about the performance. The game works fine once it actually loads, but it takes 30 minutes to load up for some odd reason. Which it shouldn't given all the things that effect its load times are all top notch. Games installed on a 1TB WD Black in the C drive, I'm using 8gb of DDR3, and I've got a 6 core AMD processor. It shouldn't take that long to load you know.

Modifié par Selvec_Darkon, 18 juillet 2012 - 10:15 .


#2253
Dead_Meat357

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Selvec_Darkon wrote...

Dead_Meat357 wrote...

Selvec_Darkon wrote...

This is odd. I've upgraded to 8Gb's. It still takes almost 30 minutes to load ME3 with all the mods. Strange...Do the recommended specs need updating perhaps?


It takes me six to 8 minutes to load 68 textures when starting up the game. RAM by itself doesn't improve performance in games. It simply speeds up loading and prevents disk swapping which can lead to hitching. Are you running a 32bit copy of Windows or a 64bit?

Testing "Dark Edition" of the Cobra Missile Launcher now.


x64, because anymore then 3gb's of RAM can't be used by a x86 (32) operating system. Yea, I know about the performance. The game works fine once it actually loads, but it takes 30 minutes to load up for some odd reason. Which it shouldn't given all the things that effect its load times are all top notch. Games installed on a 1TB WD Black in the C drive, I'm using 8gb of DDR3, and I've got a 6 core AMD processor. It shouldn't take that long to load you know.


That is incorrect. 32bit operating systems can address and use up to 4GB of RAM and more if they support PAE. CPUs from the Pentium Pro onward actually support 36 bit memory addressing. This is known as "physical address extensions." Up to 64GB of RAM can be supported if the chipset and OS support these extensions correctly. The problem lies in how I/O device mapping works. Essentially many I/O devices, video cards and especially anything on the PCI bus have to be mapped to memory addresses below the 4GB limit which would normally be occupied by system RAM. This reduces the available RAM in Windows by variable amounts based on system configuration. I've seen systems with as much as 3.95GB of usable RAM in such configurations and as little as 2.5GB.

Windows XP 32bit is further limited in that it can allocate more than 2GB of RAM to any one application as 2GB is reserved for the OS and resident processes as well as anything else needed by the system. In other words 2GB for user applications and 2GB for everything else. The /PAE environment switch / work around allows you to allocate up to 3GB for user programs and reduce available system resources to 1GB of RAM. However there is a huge performance hit for doing this.

In the server world, where Windows isn't always king, 32bit software has been able to address well in excess of 4GB of RAM for over a decade. On the desktop side that's another story. With proper BIOS support for memory ramapping above the 4GB limit, you can actually get all 4GB of close to it usable in Windows.

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Anyway, here are some new screenshots of the Ashley high resolution armor and the latest and hopefully last N7 Defender armor. I still need to finish up a few more mods. Once I update a few, and finish what I've been doing I'll move onto other mods. Hopefully finish the rest of Shepard's armors, any other ME3 weapons and of course field any requests I've received.

The other purpose of this post is to consolodate some of my work here. :) Click on any image for a full resolution screenshot.

N7 Defender Armor v1.52Posted Image
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Paint detail (Also includes Revenant shot)
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Regular in game shot with Spectre pack mod:
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Another paint shot:
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Shot with helmet:
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Ashley and Shepard's Defender Mods together:
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Another detail shot I couldn't resist sharing.
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Group shot includes N7 Defender v1.45, Smartek's James Vega Defender aror and my Liara default armor mod.
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Updated N7 Defender now includes helmet.
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Shot of the N7 Defender v1.52 and Ashley v1.8 mods
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N7 "Desert" Defender
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Battlefield 3 Single Player Armor (Must enable through coalesced.bin to unlock)
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With and Without Fire
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Default Male Shepard N7 Armor
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Kasa Fabrication Armor Ultra-HD v1.0
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Cerberus Ajax Armor (Modified version of Smartek's texture.)
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Squad Mate Outfits and Mods
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Ashley Williams v1.9 (Gold & Silver Editions)

Gold Edition
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Silver Edition
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Ashley from Ashes DLC Armor v1.0
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Liara T'Soni v1.5
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As promised. Liara alternate outfit / default armor v1.2.

Changes:
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Liara's Alternate Armor v1.5 (New strap textures, color / contrast adjustments, added breath mask.)
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Liara Default Armor (Alternate Outfit 1) v1.6 (Adds blue and gold versions.)
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Liara's From Ashes DLC Armor version 1.4S
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Alliance Uniform Recolor (Smartek's textures)
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Now with clean hands!
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Alliance Combat Fatigues (MaleShepard Only, now includes blood texture and normal map.)
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Recon Hood v1.1
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Collector Armor v1.3
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Works with FemShep as well.
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.
Note the eyes.


Blood Dragon Armor
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EDI Alternate Outfit (Smooth style) v1.0
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Dr. EVA and EDI's white outfit v1.0
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James Vega's Collector's Edition Armor
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Terminus Armor
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M-11 Wraith
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Black Widow v1.3
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M-98 Widow (Comparison with original texture)
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Graal Spike Thrower

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M-96 Mattock v1.1
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In game M-96 Mattock shots:

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M-55 Argus v1.0
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N7 Valkyrie v1.3
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N7 Piranha Shotgun
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N7 Typhoon
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Cerberus Harrier - No color change
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Blood Pack Punisher v1.0 (Punisher Edition)
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N7 Eagle HR2048 v1.0
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M-77 Paladin v1.3
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M-76 Revenant
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M-76 Revenant v1.5 Rough Edition
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M-300 Claymore Shotgun
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M-6 Carnifex Hand Cannon v1.0
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Alliance Valkyire Mod
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Cobra / Hydra Missile Launchers for SP And MP
Standard
http://i.imgur.com/YODNU.jpg
Gray / Used
http://i.imgur.com/qRXKw.jpg
Dark
http://i.imgur.com/nTs7X.jpg

DOWNLOADS

Armor / Character Mods

Ashley Default Armor v1.9 (Gold)
Ashley Default Armor v1.9 (Silver)
Ashley From Ashes DLC Armor v1.0
Battlefield 3 Single Player Armor v1.0 (With fire effect, requires unlocking through coalesced.bin)
Battlefield 3 Single Player Armor v1.0 (Without fire effect, requires unlocking through coalesced.bin)
Blood Dragon Armor v1.0
Collector Armor v1.3
Default Male N7 Armor v1.52
Liara Default Armor (Alternate Outfit 1) v1.6 (Gold)
Liara Default Armor (Alternate Outfit 1) v1.6 (Blue)
Liara From Ashes DLC Armor v1.4S
N7 Defender v1.62 (Includes helmet)
N7 "Desert" Defender v1.0 (Includes helmet, replaces stock green texture.)
Alliance Standard Uniform (Blue Shoulders)
Alliance Standard Male Uniform (Clean hands)
Alliance Battle Fatigues v1.2 (Battle damaged version included)
Recon Hood v1.1
EDI Alternate Outfit (Black, smooth style) v1.1
EDI & Dr. EVA white outfit v1.1
Terminus Armor v1.1 (Updated with a new normal map.)
Kasa Fabrication Armor Ultra-HD v1.0
James Vega's Collector's Edition Armor v1.0 (Similar to Shepard's Desert Defender)
Cerberus Ajax Armor v1.0 (Smartek's texture with Cerberus logos restored.)

Weapon Packs:
SPECTRE Pack v1.2A (Includes Black Widow, M-11 Wraith & M-77 Paladin.)
 
Weapons
Cobra Missile Launchers
Standard High Resolution
Gray / Well used
Black Version

Weapons / General
M-6 Carnifex Hand Cannon v1.0
M-11 Wraith (Download newer version in the Spectre Pack.)
Black Widow v1.2 (Download newer version in the Spectre Pack.)
M-98 Widow v1.4
M-96 Mattock v1.2
M-76 Revenant v1.5 (Clean Version)
M-76 Revenant v1.5RE (Rough Edition)
M-77 Paladin (Download newer version in the Spectre Pack.)
M-55 Argus Rifle v1.0
N7 Valkyrie v1.3
N7 Piranha v1.0
N7 Typhoon v1.3
N7 Eagle v1.0
Cerberus Harrier v1.3 (No color change when mods are applied.)
Blood Pack Punisher v1.0 (Punisher Edition)
M-300 Claymore Shotgun v1.0
Alliance Valkyrie v1.0 (Requires N7 Valkyrie Rifle)

Compilation Packs (Not created by me necessarily, but compiled by me.)
Reaper Troop Collection v1.1 Includes Wadres's Banshee and Cannibal, and Smartek's Husk and Brute.
 
Various Multiplayer Mods
Clean Geth Hunter Mode
Clean N7 Destroyer Mode

[b]Group Shot:
Ashley's Default Armot v1.8
Collector Armor v1.3
Liara High Resolution v1.5
M-76 Revenant v1.3
Spectre Pack v1.1 (Black Widow, M-11 Wraith, M-77 Paladin)

http://i.imgur.com/x2jXb.jpg

Modifié par Dead_Meat357, 07 janvier 2013 - 05:08 .


#2254
Fredy AG

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 ///

Good @Dead_Meat357 !! Thanks for that files.


For my part, the experiment for create a missile launcher N7, turned out pretty well. :D

It was a very good idea @Fabulist961, the results?



Two N7 Editions :

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> White N7 Edition.



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> Dark N7 Edition.

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I hope you like any of the 2 designs. ;)


> Download both at the following link: www.mediafire.com/



Salu2.

//////

#2255
Dead_Meat357

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I'm redoing the Widows again. The problem is that both textures are different, yet share the same normal map. (Thanks for that BioWare.) So I'm going to redo the normal map and update the texture of the M-98 Widow to be more like the Black Widows to compensate for this problem. I could separate the mods, but which ever has priority in Texmod will override the other's normal map.

Definitely separating them. It's the only way to solve certain issues. This will actually improve both of them, but will still degrade one or the other if you load them both.

Modifié par Dead_Meat357, 19 juillet 2012 - 04:13 .


#2256
Selvec_Darkon

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Dead_Meat357 wrote...

Selvec_Darkon wrote...

Dead_Meat357 wrote...

Selvec_Darkon wrote...

This is odd. I've upgraded to 8Gb's. It still takes almost 30 minutes to load ME3 with all the mods. Strange...Do the recommended specs need updating perhaps?


It takes me six to 8 minutes to load 68 textures when starting up the game. RAM by itself doesn't improve performance in games. It simply speeds up loading and prevents disk swapping which can lead to hitching. Are you running a 32bit copy of Windows or a 64bit?

Testing "Dark Edition" of the Cobra Missile Launcher now.


x64, because anymore then 3gb's of RAM can't be used by a x86 (32) operating system. Yea, I know about the performance. The game works fine once it actually loads, but it takes 30 minutes to load up for some odd reason. Which it shouldn't given all the things that effect its load times are all top notch. Games installed on a 1TB WD Black in the C drive, I'm using 8gb of DDR3, and I've got a 6 core AMD processor. It shouldn't take that long to load you know.


That is incorrect. 32bit operating systems can address and use up to 4GB of RAM and more if they support PAE. CPUs from the Pentium Pro onward actually support 36 bit memory addressing. This is known as "physical address extensions." Up to 64GB of RAM can be supported if the chipset and OS support these extensions correctly. The problem lies in how I/O device mapping works. Essentially many I/O devices, video cards and especially anything on the PCI bus have to be mapped to memory addresses below the 4GB limit which would normally be occupied by system RAM. This reduces the available RAM in Windows by variable amounts based on system configuration. I've seen systems with as much as 3.95GB of usable RAM in such configurations and as little as 2.5GB.

Windows XP 32bit is further limited in that it can allocate more than 2GB of RAM to any one application as 2GB is reserved for the OS and resident processes as well as anything else needed by the system. In other words 2GB for user applications and 2GB for everything else. The /PAE environment switch / work around allows you to allocate up to 3GB for user programs and reduce available system resources to 1GB of RAM. However there is a huge performance hit for doing this.

In the server world, where Windows isn't always king, 32bit software has been able to address well in excess of 4GB of RAM for over a decade. On the desktop side that's another story. With proper BIOS support for memory ramapping above the 4GB limit, you can actually get all 4GB of close to it usable in Windows.


I've been told three by some people, and four by others. I generally go with three because anything above three tends to require extra effort to get it working, which isn't often plauisable for an average user.

Server's are an entirely different beast. I'm aware Windows is not king in the server world, no OS is. The best setups are ones that use appropriate OS's for the appropriate job. Unix/Linux for things that require easy destro's, firewalls, internet publishing etc etc. Windows for things that require less experienced technicans to access AD or the likes, or if I'm working in a goverenment department, for IPSEC setups. In a server world, I wouldn't be using 8 gb's of RAM. I'd be using several blades with various setups to push out what is needed.

But its all really beside the point because none of it explains why it takes 30 minutes for ME3 to load with mods on my setup. The only thing that is the weak point as such at the moment is the VRAM. But others with similar setups don't seem to have the same issue. I'm kinda stumped.

Modifié par Selvec_Darkon, 19 juillet 2012 - 03:51 .


#2257
Dead_Meat357

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Selvec_Darkon wrote...

Dead_Meat357 wrote...

Selvec_Darkon wrote...

Dead_Meat357 wrote...

Selvec_Darkon wrote...

This is odd. I've upgraded to 8Gb's. It still takes almost 30 minutes to load ME3 with all the mods. Strange...Do the recommended specs need updating perhaps?


It takes me six to 8 minutes to load 68 textures when starting up the game. RAM by itself doesn't improve performance in games. It simply speeds up loading and prevents disk swapping which can lead to hitching. Are you running a 32bit copy of Windows or a 64bit?

Testing "Dark Edition" of the Cobra Missile Launcher now.


x64, because anymore then 3gb's of RAM can't be used by a x86 (32) operating system. Yea, I know about the performance. The game works fine once it actually loads, but it takes 30 minutes to load up for some odd reason. Which it shouldn't given all the things that effect its load times are all top notch. Games installed on a 1TB WD Black in the C drive, I'm using 8gb of DDR3, and I've got a 6 core AMD processor. It shouldn't take that long to load you know.


That is incorrect. 32bit operating systems can address and use up to 4GB of RAM and more if they support PAE. CPUs from the Pentium Pro onward actually support 36 bit memory addressing. This is known as "physical address extensions." Up to 64GB of RAM can be supported if the chipset and OS support these extensions correctly. The problem lies in how I/O device mapping works. Essentially many I/O devices, video cards and especially anything on the PCI bus have to be mapped to memory addresses below the 4GB limit which would normally be occupied by system RAM. This reduces the available RAM in Windows by variable amounts based on system configuration. I've seen systems with as much as 3.95GB of usable RAM in such configurations and as little as 2.5GB.

Windows XP 32bit is further limited in that it can allocate more than 2GB of RAM to any one application as 2GB is reserved for the OS and resident processes as well as anything else needed by the system. In other words 2GB for user applications and 2GB for everything else. The /PAE environment switch / work around allows you to allocate up to 3GB for user programs and reduce available system resources to 1GB of RAM. However there is a huge performance hit for doing this.

In the server world, where Windows isn't always king, 32bit software has been able to address well in excess of 4GB of RAM for over a decade. On the desktop side that's another story. With proper BIOS support for memory ramapping above the 4GB limit, you can actually get all 4GB of close to it usable in Windows.


I've been told three by some people, and four by others. I generally go with three because anything above three tends to require extra effort to get it working, which isn't often plauisable for an average user.

Server's are an entirely different beast. I'm aware Windows is not king in the server world, no OS is. The best setups are ones that use appropriate OS's for the appropriate job. Unix/Linux for things that require easy destro's, firewalls, internet publishing etc etc. Windows for things that require less experienced technicans to access AD or the likes, or if I'm working in a goverenment department, for IPSEC setups. In a server world, I wouldn't be using 8 gb's of RAM. I'd be using several blades with various setups to push out what is needed.

But its all really beside the point because none of it explains why it takes 30 minutes for ME3 to load with mods on my setup. The only thing that is the weak point as such at the moment is the VRAM. But others with similar setups don't seem to have the same issue. I'm kinda stumped.


Can you give me more details about your setup? Models, BIOS revisions, BIOS settings anything can help. Is the drive part of a RAID array, and if so I've got a lot more questions. Which slot is the graphics card in on the board, etc. You might even want to take this discussion to private messages so as not to take up tons of thread space.

Modifié par Dead_Meat357, 19 juillet 2012 - 04:15 .


#2258
Guiile_Sheppard

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dead meat, how u got a perfect AA O_O your screens have NO "SERRATED graphics""

did u configure on amd catalyst or just enable the aa in game ?



[[ PPL, HOW ABOUT a geth hd tex pack for multiplayer? ]] :blink:

Modifié par Guiile_Sheppard, 19 juillet 2012 - 09:24 .


#2259
Guest_GoldenSkans9_*

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i would love to do a geth hd pack. i play the geth engineer all the time in multiplayer. i would like to figure out why adding colors to armors ruin the HD texture first before i continue with multiplayer mods. this is a very frustrating thing, because i don't know what else i can do to the texture to make it accept other colors.

#2260
Fabulist961

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Dead_Meat357 wrote...

That's the old version. Here is the newer one. The new one actually has normal maps and light maps included. The texture is a little different as well. The main fix, being that with the scope's numbering being made clearer and consistent between the two rifles still exists. Most importantly though, the regular M-98 Widow in the new version is better than the last one. (I think anyway.) It saw the most changes.

I followed the link posted by smarteck in the main page - I should have looked in the Texture Mods Group.

The Widows look fantastic and the missile launcher looks fantastic too, I do not know if a "darker" version will look better, but this one is amazing.

Thanks for all your hard work, I will be impatiently waiting for more goodies!

@ smarteck
The N7 special looks :wub:

However, the size is significantly reduced; did it suffer any quality loss?

@ GoldenSkans9

Really looking forward for a Geth HD pack!

Modifié par Fabulist961, 19 juillet 2012 - 01:00 .


#2261
Dead_Meat357

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Guiile_Sheppard wrote...

dead meat, how u got a perfect AA O_O your screens have NO "SERRATED graphics""

did u configure on amd catalyst or just enable the aa in game ?



[[ PPL, HOW ABOUT a geth hd tex pack for multiplayer? ]] :blink:


You like that? Combination of in-game FXAA and 4xMSAA in the Catalyst control panel. I used to run 8xMSAA, but I can only do that at 2560x1600. At 7680x1600 my rig isn't powerful enough to keep playable frame rates. I also have every other setting maxed out in the game's configuration menu. I also set texture quality to highest quality in the CCC.

#2262
Dead_Meat357

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Fabulist961 wrote...

Dead_Meat357 wrote...

That's the old version. Here is the newer one. The new one actually has normal maps and light maps included. The texture is a little different as well. The main fix, being that with the scope's numbering being made clearer and consistent between the two rifles still exists. Most importantly though, the regular M-98 Widow in the new version is better than the last one. (I think anyway.) It saw the most changes.

I followed the link posted by smarteck in the main page - I should have looked in the Texture Mods Group.

The Widows look fantastic and the missile launcher looks fantastic too, I do not know if a "darker" version will look better, but this one is amazing.

Thanks for all your hard work, I will be impatiently waiting for more goodies!

@ smarteck
The N7 special looks :wub:

However, the size is significantly reduced; did it suffer any quality loss?

@ GoldenSkans9

Really looking forward for a Geth HD pack!


Smartek can correct me if I'm wrong, but I believe he uses smaller light maps and smaller normal maps than I do. Loss of quality is debatable. Some see it, some don't. But with .DDS files cutting the resolution of a texture in half cuts it's size in half. I believe his normal maps and light maps are 1024x1024 and 2048x2048 or 512x512 and 1024x1024 respectively. I'm not sure which. I don't go pulling apart all his mods. In fact I use most of his mods as they are.

I use light maps which are the same size as the texture as I feel that yields the best quality. Normal maps I tend to increase to 4x their original size, but that varies. Some, like Shepard's armors seem to look better to me with 2048x2048 normal maps. But then again that varies. I'd say it's true of the Collector Armor and the N7 Defender, but not true of the Blood Dragon armor and some others. In fact, using the N7 Defender in a .TGA version instead of .DDS still yields higher quality as it always has. That texture is very sensitive to changes. But I opted for .DDS for performance reasons.

You can take my mods apart with .TPF extractor and reduce their file sizes if you want to, if you feel that the higher quality isn't needed. On 1920x1080 setups and lower, that might actually be the case. I make everything look good at 2560x1600 for me. But it is easier to take a higher quality image and reduce it, then to take a lower quality one and increase it. Hence the reason we go to such great lengths making these textures. The pitiful 1024x1024 (or worse) textures with their 512x512 (and sometimes worse) light maps, and 256x256 (or worse, yes there is worse) normal maps the game uses by default are just sad. They should have used 2048x2048 or higher textures and then scaled them back for the console releases. Seriously, you can use a batch program to do that. Not a lot of work at all.

Of course the actual main texture is the most important factor in making the objects in game look good. Secondly is the light map, thirdly is the normal map. In fact many textures still look pretty good with stock normal maps. But the light map differences can obscure detail. Especially in the more complex textures like my Ashley and Liara mods which have a lot of little surface scratches on their armor. I sort of backed myself into a corner with those as the base textures I've chosen to use for modding are often quite sensitive to changes. Or maybe it's just that I see things looking at them all the time. One thing is for certain, Ashley and Liara's mods look a lot better with proper light maps and normal maps.

And yeah, I'm surprised no one tackled the Geth before now. I've thought about it and even pulled some of the textures to do it, but I haven't got around to it yet.

Updates:

Oh and separation of the Black Widow and M-98 Widow did the trick. I also improved the M-98 Widow's texture again. Just keep in mind that using both of them effectively cancels out the lower priority one in the list as BioWare has them using the same file. I figure most will use the Black Widow over the M-98 as I do, so I've named the files to automatically create priority for the Black Widow if you ever load both.

Screenshots of the improved widow rifles is incoming. The Black Widow is essentially unchanged in texture and light maps, but it now has a normal map of it's own. So it should look a little better than it did though I don't expect the difference to be earth shattering. The M-98 on the other hand is substantially improved again.

I've also now updated Ashley to 1.4 with much improved shoulder texturing and I did a bit of work on the chest plate making the same improvement where the shoulder texture was used. I have also done the same with Liara's armor. Both have had their forearm textures redone. That protective pad never looked right to me, so I've fixed that for both. 

I updated my earlier post with new screenshots and download links to the new versions. Now that I think I'm happy with what I've done so far, I'll move on to other mods. I'll probably finish the Collector armor first, then anything else I've got going.

Modifié par Dead_Meat357, 19 juillet 2012 - 05:27 .


#2263
Fredy AG

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Fabulist961 wrote...

@ smarteck
The N7 special looks :wub:

However, the size is significantly reduced; did it suffer any quality loss?


No loss of quality. This time, we were lucky because the 2 main files do not require use of alpha channels, reducing the size of DDS files (in MBs) considerably. The main resolution is 2048x2048, most that I've used in weapons.
Also, for me, is the weapon that result in greater quality of which I edited, I loved it. :D

Salu2.

//////

#2264
Dead_Meat357

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Collector Armor is done. The sucker ended up larger than any other armor due to the fact that there are six files. Three for the armor and three for the helmet. New light maps and normal maps all around for it.

I updated my post above and included screenshots as well as added a download link.

IMPORTANT (If you use the Ashley 1.4 mod) 

My appologies for Ashley 1.4. I screwed up and the lights on the back of her armor weren't working right. I have since fixed that with version 1.41. That should be the last time I have to mess with that file unless someone else reports an issue.

Modifié par Dead_Meat357, 20 juillet 2012 - 02:35 .


#2265
Guiile_Sheppard

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Dead_Meat357 wrote...

Guiile_Sheppard wrote...

dead meat, how u got a perfect AA O_O your screens have NO "SERRATED graphics""

did u configure on amd catalyst or just enable the aa in game ?



[[ PPL, HOW ABOUT a geth hd tex pack for multiplayer? ]] :blink:


You like that? Combination of in-game FXAA and 4xMSAA in the Catalyst control panel. I used to run 8xMSAA, but I can only do that at 2560x1600. At 7680x1600 my rig isn't powerful enough to keep playable frame rates. I also have every other setting maxed out in the game's configuration menu. I also set texture quality to highest quality in the CCC.






 NICE! can u give me the locations for this edits on CCC ? i`m searching with no results. =(( ive got a hd6870, running in 1980x1080 , mby i will get some laggy LOL. :pinched:

=T


edit: no probs ATM with ashley 1.41 , seens OK and hot ahahaha

Modifié par Guiile_Sheppard, 20 juillet 2012 - 04:42 .


#2266
Guiile_Sheppard

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smarteck did u noticed the color problem with textures in MP ? any sugestions to fix? x.x

sometimes, when u paint your armor (with hd textures loaded) it gets some... color pixels... dunno how to explain lol.

#2267
Dead_Meat357

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Guiile_Sheppard wrote...

Dead_Meat357 wrote...

Guiile_Sheppard wrote...

dead meat, how u got a perfect AA O_O your screens have NO "SERRATED graphics""

did u configure on amd catalyst or just enable the aa in game ?



[[ PPL, HOW ABOUT a geth hd tex pack for multiplayer? ]] :blink:


You like that? Combination of in-game FXAA and 4xMSAA in the Catalyst control panel. I used to run 8xMSAA, but I can only do that at 2560x1600. At 7680x1600 my rig isn't powerful enough to keep playable frame rates. I also have every other setting maxed out in the game's configuration menu. I also set texture quality to highest quality in the CCC.






 NICE! can u give me the locations for this edits on CCC ? i`m searching with no results. =(( ive got a hd6870, running in 1980x1080 , mby i will get some laggy LOL. :pinched:

=T


edit: no probs ATM with ashley 1.41 , seens OK and hot ahahaha


Yeah I tested Ashley 1.41 while playing the actual game tonight. Hopefully I don't have to do anymore work on any of the above mods. I'm extremely pleased with the current state of most of them. Sure I think of some tiny areas that need improvements, but for the most part I'm happy with them. I thought the Collector Armor turned out especially well with fairly little effort. I was afraid the eye detail couldn't be seen in game but it does show up at the right angles.

I also added a second Radeon HD 7970 to my rig. My VRAM usage may still be too high to enable additional levels of anti-aliasing, but at least I've got the raw GPU power to help out when I get some slow down here and there. 7680x1600 is just demanding as hell.

Speaking of, all I did was enable the in-game FXAA in the game's configuration and enabled 8xMSAA in the CCC. You use the "enhance application" setting. This combines the two. Additionally you will see far less jaggies because all my shots were taken at 7680x1600, then cropped to a smaller size. There are a lot of reasons why those shots are so pretty. 

Guiile_Sheppard wrote...

smarteck did u noticed the color problem with textures in MP ? any sugestions to fix? x.x

sometimes, when u paint your armor (with hd textures loaded) it gets some... color pixels... dunno how to explain lol.


Something happens in multiplayer. In fact, I noticed this with my M-98 Widow mod. It looked considerably worse in MP than in SP. I could still see some of the custom texture work, but it looks like the game might do something with the normal or light maps in MP. It looked like the stock normal map replaced my custom normal map in MP. I don't know that this is what is specifically going on, but that's what it looked like.

Modifié par Dead_Meat357, 20 juillet 2012 - 05:39 .


#2268
Guest_GoldenSkans9_*

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Great news everyone! I fixed the color problem, and can move forward with re-texturing multiplayer characters. I'll have fixes for my previous 3 mods plus a Geth HD pack at some point today.

#2269
Dead_Meat357

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GoldenSkans9 wrote...

Great news everyone! I fixed the color problem, and can move forward with re-texturing multiplayer characters. I'll have fixes for my previous 3 mods plus a Geth HD pack at some point today.


You had sparking dots on objects didn't you? I wish I had understood your post better. I'd have told you how to fix that. It's always in the "orange" texture. I realize that's not always orange. Some objects, depending on how reflective they are supposed to be, and what colors the texture actually are will need different colors. Some need to be on the orange side, or red, while others can be green. Anything blue or white needs to be "washed" out with another color to prevent them from appearing as light sources. Yellow layers over the texture set to "darken" is what I use to get rid of white light sourcing. The color of the original light map tells you what you ultimately need to shoot for.

Some textures are more forgiving than others. Liara's armors aren't because they have a lot of white in them. Ashley's was bad due to the white stripes. The Black Widow on the other hand is an extremely forgiving texture to work with.

How are your normal maps? Does it look like there is a seam down the middle of the character where it seems to handle shading / shadowing on only one side at a time? If so there is a very simple trick to dealing with that.

Modifié par Dead_Meat357, 20 juillet 2012 - 03:17 .


#2270
Guest_GoldenSkans9_*

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yes, there were pixel spots on the armors for the humans. and you are correct the problems are in the orange texture. That was whats taken so long is figuring out what was causing the color problems. It is definitely the orange texture. While working on the Geth Engineer this morning I was looking at the Quarian Male's "Orange" texture and noticed when i had made him i made a mistake and made this texture mostly green. But the green if im not mistaken means the game reads the main texture "as is" instead of adding anything from the orange texture in those areas. So I tried this with the Geth and it worked out pretty well. All colors show HD texture and it looks good. Sadly when applying this to the Humans, it made their armor colors darker and the male still has a lot of pixels on his shoulder. So I'm still testing out different things with them. I've finished the Male Quarian and Geth Engineer but the Humans can't help but keep holding me up.

Yes, the Male Quarian and Geth seem to be very easy to work with while the Humans and Female Quarian have proven difficult. This was actually something I thought about the other day that the DLC characters were likely to be easier to work with than the characters that came with the game just because of how well the Male Quarian turned out. And then how poorly the Female Quarian and Human Engineers turned out. But I'm hoping I can fix this.

the normal maps seem fine, but its hard to tell because in game the orange texture goes on top of it and that seems to be the main one we see. The only time i can see the normal maps clearly is if i make the armor white. I would be interested in hearing about this trick though for future reference.

#2271
Dead_Meat357

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GoldenSkans9 wrote...

yes, there were pixel spots on the armors for the humans. and you are correct the problems are in the orange texture. That was whats taken so long is figuring out what was causing the color problems. It is definitely the orange texture. While working on the Geth Engineer this morning I was looking at the Quarian Male's "Orange" texture and noticed when i had made him i made a mistake and made this texture mostly green. But the green if im not mistaken means the game reads the main texture "as is" instead of adding anything from the orange texture in those areas. So I tried this with the Geth and it worked out pretty well. All colors show HD texture and it looks good. Sadly when applying this to the Humans, it made their armor colors darker and the male still has a lot of pixels on his shoulder. So I'm still testing out different things with them. I've finished the Male Quarian and Geth Engineer but the Humans can't help but keep holding me up.

Yes, the Male Quarian and Geth seem to be very easy to work with while the Humans and Female Quarian have proven difficult. This was actually something I thought about the other day that the DLC characters were likely to be easier to work with than the characters that came with the game just because of how well the Male Quarian turned out. And then how poorly the Female Quarian and Human Engineers turned out. But I'm hoping I can fix this.

the normal maps seem fine, but its hard to tell because in game the orange texture goes on top of it and that seems to be the main one we see. The only time i can see the normal maps clearly is if i make the armor white. I would be interested in hearing about this trick though for future reference.


The "orange" textures determine how reflective an object is in the game. It also determines what parts light can reflect off of. It can control how dark a texture appears, matte finish, non-reflective surfaces, etc. Yellow is frosting type reflectiveness that obscures detail. Red is an absense of reflection. Everything else is inbetween. Armors tend to have orange textures as they are "medium" in terms of reflectiveness. I'm not precisely certain what green does, but it doesn't allow the game to read the texture as is. At least, that's not how it seems to work. Green on any textures I've done allows grey or silver to light up pink. In the case of Liara's armor, which is entirely covered in green on that texture, it gives her armor a slight reflective surface. If you replace Liara's armor texture with Ashley's, the green layer will cast a silver reflective surface over the blue making the armor appear silver overall.

So I'm uncertain what it does. I've used it where applicable but on some textures I needed to switch part of the texture to red to get it to look right. The M-11 Wraith is a great example of that. Areas which were normally silver on the weapon were green in that texture. Red was required to prevent those areas from lighting up pink. It may simply be that the green can't defuse the subtle white scratching found on many of the metal textures I use when editing these things. To match the original reflective properties I have to use orange, or a darkened / color burned yellow to do it.

Modifié par Dead_Meat357, 20 juillet 2012 - 04:23 .


#2272
Askeladden

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And now I wish I had ME3 for pc.....

#2273
Dead_Meat357

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OK, so I finally started a game with FemShep. The Defender armor is different. So the mod above will not work for FemShep. Also odd that BioWare has the lights on the female version of the Defender armor in red, and blue for the male version. Uncertain about some of the others, but I'll check.

I have confirmed however that the Collector Armor mod works for both male and female Shepard. What sucks is the Collector Armor was fairly easy to improve. The N7 Defender, not so much.

Modifié par Dead_Meat357, 20 juillet 2012 - 05:41 .


#2274
Guest_GoldenSkans9_*

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I don't know what the color Green does either i guess, but I can't argue with the results:

New Optimized Geth Engineer: http://www.mediafire...xf9k95lcf9hxabb
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New Optimized Geth Infiltrator: http://www.mediafire...wzrw6f15r8co375
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Modifié par GoldenSkans9, 18 août 2012 - 12:46 .


#2275
Dead_Meat357

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Just tried the Geth Infiltrator. Looks awesome in game.

Now finishing Liara's From Ashles DLC Armor and I've started work on the N7 Valkyrie.

Modifié par Dead_Meat357, 21 juillet 2012 - 12:12 .