Bringing Coalesced editor to ME3Explorer
#1
Posté 30 septembre 2012 - 07:14
Maybe some of you guys have heard of the ME3Explorer project.
In short, it's a soft curently in developement that will allow you, anyone, to mod and edit Mass Effect 3.
Have you ever dreamed of adding new textures/meshes even maps or mission to Mass Effect 3 ?
Well dream no more, for that if this project succed you'll be able to do so.
You can actually start using the tool by following the instruction on the facebook page.
A texture/mesh/map explorer is already available as well as a few other usefull tool.
But today, we start building another tool for this editor, the Coalesced editor.
Maybe you guys don't know, but Coalesced is kind of a backbone for ME3, editing it allowing customizing weapons, armor, systems and so on.
Because of the great number of option to edit in the Coalesced, we cannot simply list them all and hope the user will be able to find his way through them all.
We are going to need a fully functional GUI designed specially to help both the basic and advanced user do what they want the fastest way possible.
To do so, i'll be working with Eudaimonium who will have the hard task not only to guide me though a coalesced i barely know but to code every aspect of this editor.
What we need right now is to organize this variety of different options in different categories and figure a way to display them in a nice way.
After some discussions, we think the best way might be using tabs regrouping options of the same type.
For example, a "Weapon tab" to edit, well, everything weapon-related,
A "Engine" tab to edit every environmental options.
And a raw source tab to display the row code, allowing expert modifications.
We also do need a search bar to jump from one line to another.
Where we do need some help is on figuring what tab should there be, and what option should be there, with which presets.
I'll start posting some concept-art of Interface;
But please, feel free to post any ideas / feedback / insight on this project, as we do need them.
Thank you everyone.
D
Weapon tab concept art
Using the "tabbed concept"
This shows what the "Weapon" tab could look like. As you can see the user's able to select a weapon in a weapon list, that's generated directly from the coalesced.
He then can assign a preset to it (infinite ammo/no reload, ect ect)
or directly look for the variable he want to change from the raw code and change it's value.
Keep in mind this is only a concept. There's still some space left, so if you see any function that's not in this concept you'd like implemented feel free to ask !
#2
Posté 30 septembre 2012 - 07:29
#3
Posté 01 octobre 2012 - 08:36
Currently the features of the editor are as follow (non-exhaustive list) :
-Basic Coalesced Editor
-Basic Level Editor
-Basic Kismet Editor
-Unreal Script Decompiler
-Convert between XBox360(*.xxx) and PC(*.pcc)
-Game Content Explorer (Asset Explorer)
-Load,Edit and Save PCC files (packages)
-Load,Edit and Save PCConsoleTOC.bin
-Load,Edit and Save DLC archives
-Load,Edit and Save Conditionals
-Load,Edit and Save TLK files (dialogs)
-Extract/Import Skeletal Meshes
-Extract/Import Static Meshes
-Extract/Import Textures
-Extract and convert AFC files
-Extract movies from Movies.tfc
-Select ingame language (voice + text)
Right now we are focusing on the Coalesced editor and everything mesh-related.
You'll find the latest version of the software here :
http://sourceforge.n...ts/me3explorer/
#4
Posté 01 octobre 2012 - 06:16
Does that mean, we can now update to HD-textures without texmod?Superd22 wrote...
-Extract/Import Textures
#5
Posté 01 octobre 2012 - 07:39
#6
Posté 02 octobre 2012 - 06:53
#7
Posté 11 octobre 2012 - 07:50
More information to be found here :
http://me3explorer.f...st377.html#p377
#8
Posté 12 octobre 2012 - 12:50
Superd22 wrote...
Hi,
Currently the features of the editor are as follow (non-exhaustive list) :
-Basic Coalesced Editor
-Basic Level Editor
-Basic Kismet Editor
-Unreal Script Decompiler
-Convert between XBox360(*.xxx) and PC(*.pcc)
-Game Content Explorer (Asset Explorer)
-Load,Edit and Save PCC files (packages)
-Load,Edit and Save PCConsoleTOC.bin
-Load,Edit and Save DLC archives
-Load,Edit and Save Conditionals
-Load,Edit and Save TLK files (dialogs)
-Extract/Import Skeletal Meshes
-Extract/Import Static Meshes
-Extract/Import Textures
-Extract and convert AFC files
-Extract movies from Movies.tfc
-Select ingame language (voice + text)
Right now we are focusing on the Coalesced editor and everything mesh-related.
You'll find the latest version of the software here :
http://sourceforge.n...ts/me3explorer/
So how, exactly, does the current interface function? Looking at this, it seems like we should, right now, be capable of going in and, say, replacing Ashley's horrific faux-armor catsuit nonsense with the standard Alliance marine blues, so when she's walking around the ship she looks like the rest of the crew the way Kaidan does. But I've been trying to figure out how to hack that since the first time I heard of ME3Explorer and haven't even managed to successfully extract a file, much less swap and repack it.
#9
Posté 12 octobre 2012 - 02:49
To answer your question, i'll direct you to our wiki http://me3explorer.wikispaces.com/
Should you still not be able to work you way out of this, the dev will be glad to guide you step by step through the procedure on our forum
http://me3explorer.freeforums.org





Retour en haut







