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


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#2426
Emeka Uwazurike

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Not sure if anyone here still follows JeanLuc761, he was the first modder I followed, but only had mods for ME2. A few of the ME2 squad textures we use here were retrofitted from his work. Well he just released his first ME3 mod a few days ago and luckily, its one we don't yet have here, Tali.

http://social.biowar.../index/13422555

Modifié par Emeka Uwazurike, 02 août 2012 - 03:50 .


#2427
Guiile_Sheppard

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man your me2 texture is impressive ... using your tali in me3 btw =P GJ!

#2428
Dead_Meat357

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Apparently the imported textures don't feature normal maps. He's doing ports of his own of those into ME3 with some other changes.

#2429
Fredy AG

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Guiile_Sheppard wrote...

someone promissed in this topic N7 HD PACK ahahaha =X


I have nearly finished with the demolisher, the multiplayer armors are very difficult to improve (because of the way of customization, I think). Last night I thought it would end, but today I will try to improve it a little more. But what I have advanced, it looks quite acceptable.

@DodgersDude99 is working for several days in the rest of the characters, I think we will soon have, thanks to him, the rest of the characters. I have only available the demolisher DESTROYER and the Paladin.

I have not had much luck in finding those characters on packages of spectrum, but yesterday, I found the demolisher DESTROYER in a veteran pack. :D

Salu2.

//////

Modifié par smarteck, 03 août 2012 - 12:42 .


#2430
Dead_Meat357

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smarteck wrote...

Guiile_Sheppard wrote...

someone promissed in this topic N7 HD PACK ahahaha =X


I have nearly finished with the demolisher, the multiplayer armors are very difficult to improve (because of the way of customization, I think). Last night I thought it would end, but today I will try to improve it a little more. But what I have advanced, it looks quite acceptable.

@DodgersDude99 is working for several days in the rest of the characters, I think we will soon have, thanks to him, the rest of the characters. I have only available the demolisher and the Paladin.

I have not had much luck in finding those characters on packages of spectrum, but yesterday, I found the demolisher in a veteran pack. :D

Salu2.

//////


The main thing is to leave the light map the default color. If you don't, it won't customize correctly. Smartek's male soldier texture is that way. He went with the green tint instead of the orange, and you can't do metalic color schemes anymore.

Example: Try a black base coat on any armor. Then use any color as a highlight color and you'll end up with a metalic looking color scheme. After loading Smartek's male soldier MP texture, I can't do that. It basically kills the highlight colors entirely. I can adjust the base color, but not the highlights. They are washed out by the base color now.

This is why you don't get creative with the lighting layers in this game. Doing so creates odd artifacts, extra lights, and either makes things too reflective or kills the reflective aspect of the item entirely. Whatever color the original lightmap is supposed to be is what you need to strive for.

#2431
Fredy AG

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Dead_Meat357 wrote...

The main thing is to leave the light map the default color. If you don't, it won't customize correctly. Smartek's male soldier texture is that way. He went with the green tint instead of the orange, and you can't do metalic color schemes anymore.

Example: Try a black base coat on any armor. Then use any color as a highlight color and you'll end up with a metalic looking color scheme. After loading Smartek's male soldier MP texture, I can't do that. It basically kills the highlight colors entirely. I can adjust the base color, but not the highlights. They are washed out by the base color now.

This is why you don't get creative with the lighting layers in this game. Doing so creates odd artifacts, extra lights, and either makes things too reflective or kills the reflective aspect of the item entirely. Whatever color the original lightmap is supposed to be is what you need to strive for.


Demolisher DESTROYER is different .. by default is completely green. The customization works well on him, only I need to improve the quality of the metal of his armor, I think I'll have to replace it completely.
But you mentioned about the normal soldier, it is true, the problem is that without that shade of green, metal texture is not noticeable. Perhaps with the Demolisher DESTROYER I discover something and can correct that MOD.

Salu2. :)

//////

Modifié par smarteck, 03 août 2012 - 12:54 .


#2432
Fredy AG

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 ///

Rectify, I'm working on the Destroyer, before, I mixed up their names. Sorry for my English, their names appear to be synonyms.

I'm doing this:

Posted Image


Salu2. :P

//////

Modifié par smarteck, 03 août 2012 - 07:30 .


#2433
Guiile_Sheppard

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cant wait Smarteck!

#2434
Guest_GoldenSkans9_*

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Ok, these characters are taking a lot longer than i thought they would and each one has presented their own set of problems. So i will release them all individually (minus destroyer since smarteck has done that) and as I fix what's wrong with each i will release them and then when all are released i will make them into a pack for easier use in TexMod.

First up, N7 Fury Adept. I hated the shiny-ness of her original hood, so I opted for a more Kasumi/Quarian style hood where you could see the stitching more. This also includes her pattern files for her stripes and camo, which turned out really good IMO.

http://www.mediafire...aykd7av7t9gbhuk

Larger Images: 
http://imgur.com/a/pZil3 

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Modifié par GoldenSkans9, 04 août 2012 - 02:25 .


#2435
Fredy AG

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 ///

Okay, Destroyer is done.

As GoldenSkans9 said, these Armors / Suits are very difficult to improve, twice the work that from the story mode.


After much work I think it looks great. :D


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>>> The Options:

Posted Image > N7 Destroyer Soldier SILVER Mask HR 4096: www.mediafire.com/

Posted Image > N7 Destroyer Soldier RED Mask HR 4096: www.mediafire.com/

Posted Image > N7 Destroyer Soldier GOLD Mask HR 4096: www.mediafire.com/

Posted Image > N7 Destroyer Soldier BLUE Mask HR 4096: www.mediafire.com/



Salu2. ;)


////// 

Modifié par smarteck, 04 août 2012 - 01:14 .


#2436
Guiile_Sheppard

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OMG cant wait to get home to test this x.x

GOOOD job smarteck and goldenskans *-*

how about going for n7 slayer? *-*

#2437
Guest_GoldenSkans9_*

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maybe next i will, I'm hopefully putting the finishing touches on Paladin now.

#2438
DJepic112

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Smartteck, are you skilled at working with face/skin textures? I want to ask you something. I'm having trouble finding anyone willing to help me.

#2439
Dead_Meat357

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smarteck wrote...

Dead_Meat357 wrote...

The main thing is to leave the light map the default color. If you don't, it won't customize correctly. Smartek's male soldier texture is that way. He went with the green tint instead of the orange, and you can't do metalic color schemes anymore.

Example: Try a black base coat on any armor. Then use any color as a highlight color and you'll end up with a metalic looking color scheme. After loading Smartek's male soldier MP texture, I can't do that. It basically kills the highlight colors entirely. I can adjust the base color, but not the highlights. They are washed out by the base color now.

This is why you don't get creative with the lighting layers in this game. Doing so creates odd artifacts, extra lights, and either makes things too reflective or kills the reflective aspect of the item entirely. Whatever color the original lightmap is supposed to be is what you need to strive for.


Demolisher DESTROYER is different .. by default is completely green. The customization works well on him, only I need to improve the quality of the metal of his armor, I think I'll have to replace it completely.
But you mentioned about the normal soldier, it is true, the problem is that without that shade of green, metal texture is not noticeable. Perhaps with the Demolisher DESTROYER I discover something and can correct that MOD.

Salu2. :)

//////


Actually, you can correct the problem on the soldier. I've tested it. Unfortunately, you have to do twice the work as you have to edit each texture the same way. Manually in fact. But I can actually make the metallic textures work and show the work done.

#2440
Fredy AG

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Dead_Meat357 wrote...

Actually, you can correct the problem on the soldier. I've tested it. Unfortunately, you have to do twice the work as you have to edit each texture the same way. Manually in fact. But I can actually make the metallic textures work and show the work done.


How have you solved?


//////

#2441
Lokiwithrope

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This thread is incredible! The detail and the fixes... my mouth just waters at it.

#2442
Razhathael

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All those awesome multiplayer armor textures. Makes me really wish someone could add them to Shepard's armory.

#2443
Guest_GoldenSkans9_*

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Ok, finally fixed and finished the N7 Paladin Sentinel. Should have been done hours ago, but I made a dumb mistake and couldn't figure out what I did wrong until about an hour ago. Includes his Pattern textures as well (Stripes and Camo). Hope you guys like it.

http://www.mediafire...hcz2h1fz9107owi


Larger Images: http://imgur.com/a/XabsS 

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3 down, 3 to go.

Modifié par GoldenSkans9, 04 août 2012 - 02:24 .


#2444
MajorKusanagi

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sry if somebody already asked b4,but does anybody know why i cant get the fxaa tool to work with texmod?
both programs run fine alone,but the moment i try running both at the same time,the game crashes at titlescreen.
and thumbs up for those great mods,really love them.

#2445
Dead_Meat357

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smarteck wrote...

Dead_Meat357 wrote...

Actually, you can correct the problem on the soldier. I've tested it. Unfortunately, you have to do twice the work as you have to edit each texture the same way. Manually in fact. But I can actually make the metallic textures work and show the work done.


How have you solved?


//////


It varies based on the complexity of the texture. The short answer is to make sure that the new light map (red / orange / green / multicolor) texture is perfectly color matched to the original light map. Also, the layer that consists of primary colors and nothing else? Don't touch that. There is no detail lost or gained by that. It's a color filter and nothing else. This is most notably used on things that you can change the color of like Shepard's armors, weapons, or multiplayer characters. Leave it alone. You don't need to edit that. No detail is lost or gained by doing it, and unlike squad mate armors in the single player game, the texture map doesn't necessarily control light sources on the object. Again that's the funny looking layer with red, green or other plain color textures in non-detailed patterns. You don't need to touch it.

And the key to ensuring that your textures and changes appear right on the mesh is to make a good normal map. I can't stress this enough. The stock normal maps will obscure your work. Same as a difference in the light map will. Wadres said a long time ago that you have to get all three textures done right or it won't matter how good your texture layer is. The more I do this, the more that truth is burned into my mind.

Now, some textures are very forgiving about that. And just a texture and light map change does look good, but on stuff that you do not necessarily rebuilt entirely, you've got to have that normal map. I've noticed that many of your mods don't have them. I know Darkfalkon has done some for you in the past or InBleedingRapture did them too. There is a trick to it which he tried to teach me and it took me forever to get it down right. My two mods with the best lighting properties are the N7 Defender armor and the Collector Armor. That's all the normal maps at work.
 
Your texture work is awesome. Do not get me wrong. I love your work. But adding normal maps makes them even better. I can make them for you if need be. Believe it or not making a normal map is the FASTEST thing to do for these mods. It takes me about 2 minutes to make one.

Your soldier texture has the light map in green. This is where the problem actually is on that mod. It needs to be orange, with parts like the area around the eyes in green. It needs a normal map because the stock game normal is fuzzy. Do those two things and the color customizations will work as they did before and it will look good. The texture looks good. But the reason you can't see anything is due to the way the light map and stock normal map change it.

Every texture is a bit different too. The N7 Destroyer as you pointed out is supposed to do what your soldier mod does. The highlight colors BARELY change anything. That's how it is in the stock game. The soldier on the other hand isn't.

Update:

I am testing Ashley 1.5. She has a new carbon fiber texture on her shoulders and upper chest and I fixed an area on her arm which I literally didn't edit correctly on the earlier versions. You can't normally see it, but trust me, I screwed up BAD. I have remedied this problem. I will give Liara's armor the same treatment. This is the same brand new carbon fiber texture I did for the Defender Armor and the Collector Armor. It matches the scale of the default carbon fiber texture in the game as perfectly as I think is likely possible.

It looks GREAT in my opinion but I'll let you guys be the judge of that. I'm also going to be releasing the Cerberus Harrier shortly as well.

Modifié par Dead_Meat357, 04 août 2012 - 04:16 .


#2446
SSV Enterprise

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Hey, I can't seem to get texmod to work. I try the batch file and Texmod tells me "AWC.dll load failed". Anyone know how to fix this?

#2447
Hobbit

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Have you tried inserting QualityBloom=True, FilmGrain=True, LightEnvironmentShadows=True and EnableLightEnvSHLights=True into Gamersettings.ini and increasing resolution in the same ini? It gave me really nice effect.

#2448
Guiile_Sheppard

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jhgu wrote...

Have you tried inserting QualityBloom=True, FilmGrain=True, LightEnvironmentShadows=True and EnableLightEnvSHLights=True into Gamersettings.ini and increasing resolution in the same ini? It gave me really nice effect.




are u using the ilumination fxaa tool 1.5 by smareck ? plus this configs? can u post some screens ???

#2449
Guiile_Sheppard

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GoldenSkans9 , thank u sooo muchhhhhhhh! omg PALADIN looks great now *-*

btw,
waiting for the cerberus harrier retex. i think it is the most powerfull rifle oO

#2450
Guest_GoldenSkans9_*

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No problem, im glad you like it. I'm wrapping up the Demolisher now, it should be up soon assuming I've fixed everything.