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Jean-Luc's High Res Textures: Trilogy Edition


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#401
April89

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Jean Luc, thank you for your dedication. You created some amazing stuff which is outstanding.

And thanks again for making ME 2 a better game to look at!

Modifié par April89, 05 février 2013 - 10:49 .


#402
antebellum13

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I cannot for the life of me find anything about how to make a TexMod.log file. Basically what I did was this:

I made a high-resolution armor for EDI using the Mass Effect 3 Explorer and umodel to extract from one of the BioH EDI .pcc packages. I took out the armor located in her EdiB folder, recolored it, resized it to 4096x4096, sharpened it up and cleaned up a couple semi-pixelated areas, and saved it as a .dds. I extracted the Spec map and resized to 4096x4096 as well, but I could not do this to the normal map because Photoshop saves it incorrectly (opening it after saving reveals a way light color than it is supposed to be) and using DirectX Texture Tools doesn't work either, because the Texplorer (or Asset Explorer, I've tried both ways) will tell me the file has no mip-maps and I can't figure out how to make the Texture Tools save it with mip-maps. I tried keeping it lower-res and replacing just the Diff, but it refuses to show up in-game.

So on to another battle plan. I decided to download the texmod file that someone had made for EDI's secondary outfit. I figured I could live without the darker version as long as I got my damn recolored armor that I spent an hour on and desperately want to see on her. I used TPFExtract to extract the files from the mod, and got 2 .dds files and a .def file that I can open in notepad. The was no spec map and no normal map files. Both files were of the same image, but one was saved as DXT1 and one was DXT5, so I just pasted in my original 4096x4096 recolored dds (using the Opacity control, I confirmed that all the pieces are in the correct spot and there are no differences other than color and a different pattern on the leg stripes) into both files and saved them accordingly (one as DXT1 and one as DXT5) and I left the name as was to avoid messing anything up.

The .def file said:

0x6ADA93CE|MASSEFFECT3.EXE_0x6ADA93CE.dds
0xEDC36D3F|MASSEFFECT3.EXE_0xEDC36D3F.dds

The 0x--------- numbers look like FNV32 codes that I recognize from making mods for The Sims 3 (text-to-hash), but I'm not really sure what the purpose is here. Is this how the game will recognize what texture it needs to replace? If so, why did I need two of the same file saved in different .dds formats, and why are their codes different?

From here, I have no clue how to write a TexMod.log file. I know you do it in notepad, but I can't find any tutorials that tell me exactly what a TexMod.log file should look like, and I also don't really know how to build a .tpf file other than to go to Package Build in TexMod and where it says "Definition File" I would direct it to my Texmod.log file. I'm also concerned about the spec and normal maps. Will the game just use the ones already there or do I have to include these files?

It seems like everyone just knows how to do this, and I hate being a "noob" at it, but I have the photoshop skill and just want to use it in a game that I love playing. Sorry for the long post, but I didn't want to start a new thread because I didn't want to ask a completely dumb question that I am sure is common sense to everyone else. I guess I have to start somewhere, right?

Modifié par antebellum13, 05 février 2013 - 10:24 .


#403
saltisgood

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@antebellum13: It's okay mate, everyone's got to start somewhere. Let me help you out.

1. You can generate mipmaps in the DirectX Texture Tool by clicking on Format/ Generate Mip Maps.

2. The 0x--- numbers are hexadecimal numbers that are used by TexMod to identify which textures to change. I think they're like a checksum that TexMod runs over each texture. I can't say why the mod maker used 2 versions of the same mod, but the 2 different checksums means they're being applied to 2 different textures in-game. Perhaps the second was just a shortcut to doing the spec map.

3. The format of a TexMod *.log or *.def file is as follows:
hex checksum|filename

So you saw in the extracted *.def file there was the hex number on the left, then a vertical bar and finally the filename on the right. There are no spaces between any of the components and the filename can be an absolute reference (i.e. instead of just MASSEFFECT3.EXE_0xEDC36D3F.dds, you can have your file in another directory and put C:\\Games\\MASSEFFECT3.EXE_0xEDC36D3F.dds).

4. If you don't include the texture in your mod file it won't be touched in game. So if you don't include a normal map it'll just use the default one. Therefore if you want to use a modded version you need to include it.

5. What you posted is exactly how you make a *.tpf, so you already understand that. The other thing you can do is use your *.log or *.def file in-game before you make it into a *.tpf by setting it as the DefFile in TexMod's logging mode. That allows you to check that your log file is in the correct form before you build the mod package.

Hope that helps.

#404
antebellum13

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Ah! Thank you so much! It worked! 

I didn't need both .dds files. They made the armor do this weird clipping thing in the arms and legs where every time EDI moved (which is all the time), portions of the original armor would come through. I removed one of the files and voila! It works perfectly! I can't wait to start messing around with other things now...

Image IPB

#405
ElectronicPostingInterface

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Looks pretty nice! Like the red.

#406
JeanLuc761

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Well, while I don't have anything major on the way, this snowstorm in New England has given me a little bit of time to have a bit of fun with some of my Mass Effect 2 textures. It's silly, but you folks might expect a few "Alternate Appearances" on the way over the next day or two ;)

#407
MrDbow

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JeanLuc761 wrote...

Well, while I don't have anything major on the way, this snowstorm in New England has given me a little bit of time to have a bit of fun with some of my Mass Effect 2 textures. It's silly, but you folks might expect a few "Alternate Appearances" on the way over the next day or two ;)


My Voodoo Snow Goddess Prayer worked it seems......

#408
ElectronicPostingInterface

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JeanLuc761 wrote...

Well, while I don't have anything major on the way, this snowstorm in New England has given me a little bit of time to have a bit of fun with some of my Mass Effect 2 textures. It's silly, but you folks might expect a few "Alternate Appearances" on the way over the next day or two ;)

I'm excited for this - I love ME2 stuff! Getting a unique thing is fun on its own.

Thanks Jean-Luc.

#409
JeanLuc761

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MrDbow wrote...

JeanLuc761 wrote...

Well, while I don't have anything major on the way, this snowstorm in New England has given me a little bit of time to have a bit of fun with some of my Mass Effect 2 textures. It's silly, but you folks might expect a few "Alternate Appearances" on the way over the next day or two ;)


My Voodoo Snow Goddess Prayer worked it seems......

Don't get too excited now.  This isn't a complete character overhaul.  I am toying with the idea of "TEAM FABULOUS" for giggles, but I'm not sure if I'll actually go through with that.

Plenty of other cool, non-lore shattering ideas though.

Modifié par JeanLuc761, 10 février 2013 - 02:21 .


#410
Didact2401

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Heh, sounds like fun.

Any chance I could request your help in creating specular / normal maps from some diffs I made? Since the specular for them requires the alpha channel, I'm out of luck with GIMP.

https://skydrive.liv...ADfBYf16X6rObJ4

The zips include my diffs, while the other files are the original spec maps for reference.

Any help you could offer would be very much appreciated!

Modifié par Didact2401, 10 février 2013 - 07:44 .


#411
Lawrence0294

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JeanLuc761 wrote...

Well, while I don't have anything major on the way, this snowstorm in New England has given me a little bit of time to have a bit of fun with some of my Mass Effect 2 textures. It's silly, but you folks might expect a few "Alternate Appearances" on the way over the next day or two ;)

Oh that's sounds lovely indeed !

#412
Cyansomnia

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I'm so happy to see you are making things for ME3! My squeeing cannot be contained. <333

#413
Didact2401

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All I need are Garrus and those Dress Blues. After that (ignoring alternate costumes and other such), I'll have pretty much every main and secondary character with some quality high res textures. Well, assuming that someone can make those spec maps I needed...

Modifié par Didact2401, 14 février 2013 - 01:44 .


#414
Didact2401

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Here's something else I've been working on...
http://i46.tinypic.com/21ah9iv.png
Image IPB

Modifié par Didact2401, 15 février 2013 - 08:34 .


#415
Didact2401

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JeanLuc761 wrote...

Also, before I run off to work, here's a little tease of the next release (which should be out within the next 12 hours).

Image IPB

Whatever happened to these anyway? They look awesome!

#416
Didact2401

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Sorry to keep bumping the thread, but is there a version of EDI without the glowing Cinderella shoes?

#417
Tarkov33

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Here you go, Didact2401
It was pretty simple, the Blue Channel in spec maps usually controls glow :)



Link  (This is not my property, I merely altered JeanLuc761's work)

Image IPB

Modifié par Tarkov33, 22 février 2013 - 10:08 .


#418
Didact2401

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Thanks a lot. I'm trying to keep my HR texture compilation as close to the originals as possible.

EDIT: Tried the files provided and it still glows...

Image IPB

Modifié par Didact2401, 22 février 2013 - 11:07 .


#419
Tarkov33

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Dang, the soles were elsewhere on the specmap, sorry about that.

Fixed version

Image IPB

Edit: Pic provided

Modifié par Tarkov33, 23 février 2013 - 12:24 .


#420
samzala

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Hi JeanLuc, big fan of your texture work.
I'd like to know what's the status on some of the me2 retextures which weren't a high priority on your list (volus, elcor and a lot of the generic NPC clothes and armor textures for example). Completely dead and buried or some hope for revival?

#421
Tarkov33

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Miranda's high-res Mass Effect 3 skin isn't up anymore, would anyone who has it or knows where I could find it let me know, I'd really like to check it out :)

Edit: Nevermind, found a mirror on a separate site, but it was a weird German site so I won't link it here, so here's a new mirror I uploaded to mediafire for anyone else who wants it: Miranda(4096).tpf

Modifié par Tarkov33, 25 février 2013 - 07:17 .


#422
Didact2401

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What I would give for a HR Garrus and Liara right now...

#423
Flotito

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@ Didact 2401: Church 0071 made a HR Garrus version that looks very nice
http://social.biowar...m/project/8693/
she (?) is a talented one.
as for liara, i haven't seen one yet. and her me2 hr textures (lotsb) don't really fit into the me3 style, i tried that myself.

#424
ElectronicPostingInterface

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I looked at that Garrus face - it's generally a good adaption, but parts of it seem to be of higher resolution than other. Like the headfringe is more pixelated than the face.

#425
ElectronicPostingInterface

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 Anyone have a mirror of Jean-Luc's Miranda? I deleted my copy it seems and it's not in the first post.

Smarteck's is very nice, but has a different texture feel and I'd like to swap between the two versions depending on my mood.

Modifié par PKchu, 05 mars 2013 - 07:04 .