Using Texmod with Mass Effect 3
#1
Posté 14 mars 2012 - 06:03
P.S. I realize that this is more of a modding post but since there doesn't seem to be a section of the forums that is dedicated to modding I threw it in here instead.
#2
Posté 14 mars 2012 - 06:52
The entire game's body/clothing textures needs a serious overhaul.
#3
Posté 14 mars 2012 - 07:02
#4
Posté 14 mars 2012 - 07:28
#5
Posté 16 mars 2012 - 12:19
1. Copy your Texmod exe into the folder where your MassEffect3Demo.exe is located
2. Rename your Texmod exe into MassEffect3Demo and the MassEffect3Demo into whatever name you please
3. Start Origin and click onto the Demo
4. Now it should load the Texmod exe
5. After that go back to your folder and change the name of your Texmod exe and Demo exe
6. Now go back to Texmod and browse the demo exe and run it
That was for the ME3 demo, I think the executable file is just called MassEffect3.exe now. Good luck.
Modifié par neilthecellist, 16 mars 2012 - 12:20 .
#6
Posté 16 mars 2012 - 03:13
#7
Posté 17 mars 2012 - 04:41
#8
Posté 23 mars 2012 - 11:02
neilthecellist wrote...
Hacknight, where did you find custom textures for Mass Effect 3? I can't find them anywhere. I remember a high resolution character pack back in the days of Mass Effect 2 (released around Nov 2011) but since then I haven't found squat for Mass Effect 3. Let me know if you find anything.
Yeah I know what you mean. So far I haven't seen anyone who has published some texture tweaks for ME3. Right now all the textures that I have been tweaking were ones that I extracted from the game using Texmod's Logging Mode. So far I have had a lot of success although the work that I have done is just some person prefrences and I don't think that I would ever end up posting them. I will tell you one thing though. Messin with the textures is a good way of blasting away 5-6 sometimes even 10 hours a day.
#9
Posté 25 mars 2012 - 08:23
1. The actual map that includes the colors of the mesh, is called Diffuse.
2. Another which simulates height, called Height or Normal map.
3. And a map that simulates mirroring and "shinyness", which is called Specular Map.
It's probably TexMod which makes some of those maps look weird. I've been trying out a few things myself there and haven't really gotten around to all of it.
For example Miranda's got a new hair mesh now (finally some foliage stuff and not the bulky "real" hair mesh like in ME2). Sadly the game (or maybe it's TexMod) uses a green texture for Miranda's black hair. Weird. If you change the color, though, it just turns from black to a kind of Sepia/Reddish thingy.
#10
Posté 25 mars 2012 - 08:27
Normal Maps..tend not to get exported by TexMod for some odd reason. Best thing I can tell is to screencap the texture so you'll get the name of it and create something for it.ltsheppard wrote...
I don't know about Mass Effect 3 (because, well CookedPackages, you know) but generally games use at least 3 different textures:
1. The actual map that includes the colors of the mesh, is called Diffuse.
2. Another which simulates height, called Height or Normal map.
3. And a map that simulates mirroring and "shinyness", which is called Specular Map.
It's probably TexMod which makes some of those maps look weird. I've been trying out a few things myself there and haven't really gotten around to all of it.
For example Miranda's got a new hair mesh now (finally some foliage stuff and not the bulky "real" hair mesh like in ME2). Sadly the game (or maybe it's TexMod) uses a green texture for Miranda's black hair. Weird. If you change the color, though, it just turns from black to a kind of Sepia/Reddish thingy.
As for Miranda's hair, the green is there so it can be manipulated by the game engine. Like some of the clothing and all eye colors, it's set so the programmer can assign color values. It's a hard-coded part of the game. It just makes it faster for them to create characters without having to go back and create a dozen different textures.
#11
Posté 25 mars 2012 - 08:32
MACharlie1 wrote...
As for Miranda's hair, the green is there so it can be manipulated by the game engine. Like some of the clothing and all eye colors, it's set so the programmer can assign color values. It's a hard-coded part of the game. It just makes it faster for them to create characters without having to go back and create a dozen different textures.
So there's no way to actually change the hair color to something of your own design? Other than making it brighter? Damn, that's a shame.
#12
Posté 31 mars 2012 - 03:53
What I am trying to figure out now is how to remove the shiny specular look from armor to make it more like the way skin would look. So far I have tried everything I can think of. I have only tried using the pre-existing colors on the specular map plus black and white. I am afraid to use any other colors because of what it will do to the game. I have already had the game get angry at me when it loaded my save inside a wall and later a planet. However using the darkest shade of blue on the normal map will make the texture appear brighter but also make it more shiny. Then I tried using the brightest shade of blue and that made it less shiny but the trade off was that it made the texture darker like the armor was made of tinted latex.
#13
Posté 03 avril 2012 - 03:17
#14
Posté 03 avril 2012 - 03:34
Liara_t_bone_i wrote...
lol
Um?
#15
Posté 03 avril 2012 - 03:35
#16
Posté 03 avril 2012 - 03:41
To some people, myself included, that isn't enough. We want more.
#17
Posté 09 juillet 2012 - 03:30
neilthecellist wrote...
Quoted from a different thread that I can't find now:1. Copy your Texmod exe into the folder where your MassEffect3Demo.exe is located
2. Rename your Texmod exe into MassEffect3Demo and the MassEffect3Demo into whatever name you please
3. Start Origin and click onto the Demo
4. Now it should load the Texmod exe
5. After that go back to your folder and change the name of your Texmod exe and Demo exe
6. Now go back to Texmod and browse the demo exe and run it
That was for the ME3 demo, I think the executable file is just called MassEffect3.exe now. Good luck.
So do you go through that procedure every time you want to launch up Mass Effect 3 with Texmod?
#18
Posté 09 juillet 2012 - 03:43
Yes, though you can make life a little easier by using a batch file or launcher to do the renaming.Lobstrich wrote...
So do you go through that procedure every time you want to launch up Mass Effect 3 with Texmod?
Mass Effect 3 Texture Mods » Automatic Origin Texmod launcher
http://social.biowar...scussion/22883/
I used a batch file* and haven't tried the script in the link above yet.
* What I used can be found here:
http://social.biowar...ect/8115/#files
Item name: ME3BatchFile.zip
EDIT: I made the batch file downloadable by non-group members.
Modifié par Sundance31us, 09 juillet 2012 - 03:45 .
#19
Posté 11 décembre 2012 - 09:21





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