// ME3 Head Enhancement Mods / Hair / Complexion / Skin
#201
Posté 03 juillet 2012 - 01:04
Mods like this make me wish I played on the PC.
#202
Posté 03 juillet 2012 - 03:14
#203
Posté 03 juillet 2012 - 09:40
Thanks!
#204
Posté 03 juillet 2012 - 01:05
deuce985 wrote...
Any eta on the female facial overhaul mod and head?
I'm also wondering about this. No pressure, just wondering if there's a vague idea of when you might start in on it.
#205
Posté 05 juillet 2012 - 05:38
Over the weekend, I'm aiming to release the Head Enhancement Pack 2.
This one will include Type Admiral, Type Captain, Type Zaeed. These line-up is aimed to give you older looking Shepard. Type Admiral actually kinda looks great on Captain Bailey as well on Shepard.
Oh and you know people can post their screenshots which uses my MOD, just to show some new folks what it does. (Plus I don't think their is dedicated thread about 'tex-modded' Shepard).
Dewa-mata!
#206
Posté 05 juillet 2012 - 05:40
Sazaesang wrote...
Just a heads up.
Over the weekend, I'm aiming to release the Head Enhancement Pack 2.
This one will include Type Admiral, Type Captain, Type Zaeed. These line-up is aimed to give you older looking Shepard. Type Admiral actually kinda looks great on Captain Bailey as well on Shepard.
Oh and you know people can post their screenshots which uses my MOD, just to show some new folks what it does. (Plus I don't think their is dedicated thread about 'tex-modded' Shepard).
Dewa-mata!
Thanks awesome! Type Zaeed is just what I was waiting for!
Great work so far. I can't wait to see what's next.
#207
Posté 05 juillet 2012 - 10:41
#208
Posté 06 juillet 2012 - 12:50
Modifié par Sazaesang, 01 novembre 2012 - 10:39 .
#209
Posté 06 juillet 2012 - 04:48
#210
Posté 07 juillet 2012 - 06:31
#211
Posté 07 juillet 2012 - 08:27
#212
Posté 07 juillet 2012 - 12:28
#213
Posté 07 juillet 2012 - 02:15
OchreJelly wrote...
It's a real shame you even have to fix the artifacts in the first place. There's so many of them in comparison to ME2. :<
I was looking through some of the textures inside the game files and found an indication of original size of the texture and alot of them are resized to meet the xbox360 standard. These optimization for texture size can be done by simply selecting options before archiving "cooked" files for release. I really wish Bioware Devs would go back to this and optimize it for the PC because this process shouldn't take month but few days. (To check the result and it's impact and trade off between FPS.) Changing format and size is done through Unreal 3 dev tool with option menu, so it's really s point and click task and not going back all the way to Photoshop and resizing.
Maybe we could do a petition to demand 'Texture output Optimization' for PC. Because I'm not asking for 1024x1024 texture to be 2048 x 2048 which is a huge leap and will impact frame rate. (ME2 actually had 2048 x 2048 textures) However asking for 128 x 128 --> 256 x 256 and perhaps 256 x 256 --> 512 x 512 would make a huge difference with little trade-off. Not all textures needs this but some normal map on uniforms/constumes could really make use of it. For example EDI's body normal map is only 256 x 256 for the entire body, changing that to 512 x 512 would perhaps make her look alot sharper around the edge details. (We can even provide the Devs with information with specific file, so they don't need to search themselves.)
#214
Posté 07 juillet 2012 - 11:32
You can download it from the top page.
I might continue to Pack 3 (Type TIM, Type Udina, Type Joker) but no real release date yet..
For FemShep fans, 'FemShep Facial Overhaul' is in progress but because I bought few games during the sale season, I haven't had time to work on them. So don't expect to see them any sooner.
#215
Posté 08 juillet 2012 - 03:25
Thanks for your hard work as usual!
#216
Posté 08 juillet 2012 - 04:15
It's been a while since I did any major modding, not since my Dead Rising and Star Wars Unleashed days. But maybe I'll take a poke around. I've got a knack for breaking things in ways you're not meant to.
Modifié par Selvec_Darkon, 08 juillet 2012 - 04:17 .
#217
Posté 08 juillet 2012 - 08:24
Going to test these in the Earth opening later today.
#218
Posté 08 juillet 2012 - 08:43
#219
Posté 08 juillet 2012 - 11:20
This would be awesome!
p.s. could you do it for all Mass Effect games? 1 and 2 as well?
#220
Posté 08 juillet 2012 - 03:26
Selvec_Darkon wrote...
I find that the biggest problem with the male Shepherd is the lack of truly different hair-styles. They all look pretty much the same, no matter what you do. In ME2 you could use Jacks Mo-Hawk on Male sheps and that gave one extra choice, but otherwise its four or five hair-do's repeated twice, with very very slight variations. It makes creating a unique look very hard.
Yeah, the variation are quite limited and female Shepard also have repetitive 'high bun' hair style. Wish I had an option to directly alter the polygon.
GeneralBacon339 wrote...
Should offer to sell this mod to bioware and have them implament it on all systems as DLC or somethingHave your name in the credits
This would be awesome!
p.s. could you do it for all Mass Effect games? 1 and 2 as well?
That would be something, hahaha. At least the hair-line improvement might be nice to see as standard.
As for implementing the mods over ME 1 & 2, in theory it's possible. (Only the Face Enhancement Mods)
I guess it's more of how much free time I can afford. :happy:
#221
Posté 09 juillet 2012 - 09:45
The tricks is to use this
BIOG_HMM_HIR_PRO_R.Hair_Mohawk.HMM_HIR_Mhk_MDL
HAIR_Diff : BIOG_HMM_HIR_PRO_R.Hair_James.HMM_HIR_James_Diff
Everything scalp related is none, unless you want some stubble, in which case use
HED_Scalp_Diff: BIOG_HMM_HIR_PRO_R.Hair_BaldWillis.HMM_HIR_Wls_Diff
HED_Scalp_Norm: BIOG_HMM_HIR_PRO_R.Hair_BaldWillis.HMM_HIR_Wls_Norm
HED_Scap_Spec: BIOG_HMM_HIR_PRO_R.Hair_BaldWillis.HMM_HIR_Wls_Mask
Oh and you said you wanted pictures, so here's one.

Using mark and kaidan I believe, not sure what was Diff and what was Norm. I eventually switched to James norm and Kaidan diff. I was using the older textures, but since my sheps bedding Ashley, I figured she'd probably go for someone who looks 29 rather then someone who looks older then Anderson.
Modifié par Selvec_Darkon, 09 juillet 2012 - 12:10 .
#222
Posté 09 juillet 2012 - 12:58
could anyone provide a simple how-to guide ? beside chosing the tpf file and applying it via texmod, what else is there to be done ? should I edit the coalesced file ? and if so how ?
thank you so muck in advance !
#223
Posté 09 juillet 2012 - 04:22
Simply BRAVO!!:lol:Makes me want to use this one and playthrough again.This one inspires me to try anf recreate Robert De Niro as Travis in Taxi Driver. Selvec_Darkon wrote...
Using ELE08's gibbed guide, I was able to add a sweet mohawk to my male character, works perfectly and would absolutely look amazing combined with the tat's you have in mind.
The tricks is to use this
BIOG_HMM_HIR_PRO_R.Hair_Mohawk.HMM_HIR_Mhk_MDLHAIR_Diff : BIOG_HMM_HIR_PRO_R.Hair_James.HMM_HIR_James_Diff
Everything scalp related is none, unless you want some stubble, in which case use
HED_Scalp_Diff: BIOG_HMM_HIR_PRO_R.Hair_BaldWillis.HMM_HIR_Wls_DiffHED_Scalp_Norm: BIOG_HMM_HIR_PRO_R.Hair_BaldWillis.HMM_HIR_Wls_NormHED_Scap_Spec: BIOG_HMM_HIR_PRO_R.Hair_BaldWillis.HMM_HIR_Wls_Mask
Oh and you said you wanted pictures, so here's one.
Using mark and kaidan I believe, not sure what was Diff and what was Norm. I eventually switched to James norm and Kaidan diff. I was using the older textures, but since my sheps bedding Ashley, I figured she'd probably go for someone who looks 29 rather then someone who looks older then Anderson.
n0l4n, Type Admiral should work right out of the box, no save editing required. However I'd say maid man hair style in white works nicely it. Type Zaeed would look pretty furious with hiis eye preset that comes with gibbed. (But face portion doesn't require save editting at all.)n0l4n wrote...
hey there, the new head enhancements pack is just great !! I'm really looking forward to apply admiral type to my shep..
could anyone provide a simple how-to guide ? beside chosing the tpf file and applying it via texmod, what else is there to be done ? should I edit the coalesced file ? and if so how ?
thank you so muck in advance !
BTW loading C2_Type_Admiral_Diff.tpf + C3_Type_Admiral_Normal.tpf along with your own complexion choice would give Captain Bailey a looks of Hackett.
#224
Posté 09 juillet 2012 - 09:53
In other new's I calculated that you'd need roughly 42 slots for the complexion to contain every complexion combination. Which would mean 42 different files. Might not be worth it, unless it was all done in one TexMod file, then it might be okay. I've found a path from the colascend.bin to a PCC file that may have the character creator variables and such in them. Hopefully that will mean I can change the number of complexion slots available for use.
My search last night brang up very little to do with the character creator in the colascend.bin sadly. I'd have thought the variable for max slots available with complexion would have been in the colascend.bin, but alas, it seem's not.
#225
Posté 10 juillet 2012 - 12:46

Commander Erik Shepard reporting for duty again, Madam.
(c3 zaeed + scar3 + hair 11)





Retour en haut




