You can rip out sound this way.Saito404 wrote...
Sure, but how to replace the music and delete that "The Shepard" conversation?MrFob wrote...
Easy enough. Just make a video out of that image that has the same number of frames a the "end004.bik" in the main game CookedPCConsloMovies" folder, convert your movie to a bik with RAD tools, replace the original end004.bik file with your new one and update the PCConsoleTOC.bin. Done.
MEHEM - the Mass Effect (3) Happy Ending Mod - No more star kid, no more deaths and a reunion
#4276
Posté 09 avril 2013 - 09:59
#4277
Posté 09 avril 2013 - 05:37
cfs3corsair wrote...
actually there are mods that replace that Tali picture with pretty much anything you want
Nice!
Thanks,
Eric
Edit: Nevermind...someone else asked for and received the link already.
Modifié par erc1971, 09 avril 2013 - 05:40 .
#4278
Posté 10 avril 2013 - 04:06
also after playing the Citadel DLC my Shepard really does need a good ending never really seen how far his friendship went with his companions until i played it and if you are thinking about buying it buy it. It is worth it.
#4279
Posté 10 avril 2013 - 04:14
Destroyer201z wrote...
I guess I'm late to download this mod Ive seen YouTube videos of it and I think it's about time my Shepard get's a happy ending.
also after playing the Citadel DLC my Shepard really does need a good ending never really seen how far his friendship went with his companions until i played it and if you are thinking about buying it buy it. It is worth it.
Definitely, or just use MEHEM and play the Citadel DLC after the ending. Just make sure to keep another save file for before the raiding the Cerberus base.
Using either MEHEM or Citadel DLC, they both are good endings and leave you feeling better after it's over.
#4280
Posté 10 avril 2013 - 07:13
Just to let you know, that I'm still on business
#4281
Posté 10 avril 2013 - 09:00
Nice! Wish you best of luck...Ironhandjustice wrote...
Development update: I'm entering in the scary world of fracturing stuff on the UDK engine.
Just to let you know, that I'm still on business
#4282
Posté 10 avril 2013 - 10:07
Ironhandjustice wrote...
Development update: I'm entering in the scary world of fracturing stuff on the UDK engine.
Just to let you know, that I'm still on business
Best of luck! I'm sure the end product will be spectacular
#4283
Posté 10 avril 2013 - 10:24
#4284
Posté 10 avril 2013 - 11:36
#4285
Posté 11 avril 2013 - 12:42
MrFob wrote...
Easy enough. Just make a video out of that image that has the same number of frames a the "end004.bik" in the main game CookedPCConsloMovies" folder, convert your movie to a bik with RAD tools, replace the original end004.bik file with your new one and update the PCConsoleTOC.bin. Done.
@-Skorpious-: I'll see if I can look it up when I am around my files.
Thanks for the consideration, I really appreciate it!
#4286
Posté 11 avril 2013 - 01:40
Getorex wrote...
@MrFob a question. I have been dinking around with ME3Explorer trying to figure out how to extract textures (right now, Ashley's face texture) so I can replace it with a different tpf file so I don't have to use Texmod to load it. I checked the tutorial at the ME3Explorer page but it must refer to an outdated version of Explorer because none of the instructions/image captures of the process match current ME3Explorer interface. Can you point me to a tutorial (perhaps one you have created) that explains how to extract and replace face textures (and other textures) in ME3?
The tutorial you mean would be the following...?
me3explorer.freeforums.org/using-the-texplorer-t145.html
There's another, fairly recent one that does appear to refer to the newest version of ME3Ex.:
http://me3explorer.freeforums.org/tutorial-installing-mod-files-t321.html
Looks simple enough to follow along.
(Removed incorrect assumptions.
Modifié par Chashan, 11 avril 2013 - 11:51 .
#4287
Posté 11 avril 2013 - 02:12
Chashan wrote...
Getorex wrote...
@MrFob a question. I have been dinking around with ME3Explorer trying to figure out how to extract textures (right now, Ashley's face texture) so I can replace it with a different tpf file so I don't have to use Texmod to load it. I checked the tutorial at the ME3Explorer page but it must refer to an outdated version of Explorer because none of the instructions/image captures of the process match current ME3Explorer interface. Can you point me to a tutorial (perhaps one you have created) that explains how to extract and replace face textures (and other textures) in ME3?
The tutorial you mean would be the following...?
me3explorer.freeforums.org/using-the-texplorer-t145.html
There's another, fairly recent one that does appear to refer to the newest version of ME3Ex.:
http://me3explorer.freeforums.org/tutorial-installing-mod-files-t321.html
Looks simple enough to follow along. The '.mod'-files it talks about is a simple matter of renaming .rar and/or .tpf-files to .mod, then follow Pawper's instructions there. May take a while, as he warns...
Thanks. The tutorial I tried using from the site was a pdf and appeared to refer to an old and outdated Explorer. None of the menu items matched with the current version.
#4288
Posté 11 avril 2013 - 04:46
Chashan wrote...
... The '.mod'-files it talks about is a simple matter of renaming .rar and/or .tpf-files to .mod, then follow Pawper's instructions there. May take a while, as he warns...
nope, thats plain wrong, you create them with different tools like texplorer. A single modjob always consists out of a C# script and a binary data file. Its both saved as big list into the .mod file, so no you cant simply rename it! btw, the idea is to have the entire code base of me3ex exposed to the script and so the possebillity to automate any process, you would normally do per hand.
greetz WV
#4289
Posté 11 avril 2013 - 04:30
@McBlade223
Thanks! Once this point is achieved, only a few fixes to go. I hope to have it ended in few months (sadly, is still months), but I assure that the final result is going to be at last, acceptable. The research/discovering phase is coming to end with the brekeable objects. I almost have all the pieces.
Still missing an asari ship, but not "very" important. The best part is that the scenes are going to be pre-programed, so we can re-record with improvements at almost 0 cost. 15 minutes after a change if we don't add seconds. For example, someone sees that a texture is in bad condition. Someone else fixes it, recompile, rerecord, and re-assembly the video. Everyone happy in less than an hour.
Probably will require some manual improvements on the final version (after all, is NOT cgi video), but...
We will see, we will see.
My next priority objective is to make a package and share. No one is safe of having an issue, and I do not want my work wasted if something happens to me
#4290
Posté 11 avril 2013 - 05:47
Ironhandjustice wrote...
@cfs3corsair
@McBlade223
Thanks! Once this point is achieved, only a few fixes to go. I hope to have it ended in few months (sadly, is still months), but I assure that the final result is going to be at last, acceptable. The research/discovering phase is coming to end with the brekeable objects. I almost have all the pieces.
Still missing an asari ship, but not "very" important. The best part is that the scenes are going to be pre-programed, so we can re-record with improvements at almost 0 cost. 15 minutes after a change if we don't add seconds. For example, someone sees that a texture is in bad condition. Someone else fixes it, recompile, rerecord, and re-assembly the video. Everyone happy in less than an hour.
Probably will require some manual improvements on the final version (after all, is NOT cgi video), but...
We will see, we will see.
My next priority objective is to make a package and share. No one is safe of having an issue, and I do not want my work wasted if something happens to me
Hey its great you are making progress!
#4291
Posté 11 avril 2013 - 08:03
The Destiny ascension is in it. Or will be, to be precise. The problem is when we don't have it. We should have a couple of asari destroyers, or something.
I actually have a Destiny ascension model. That I don't have is enought time to transform it into a normal asari vessel
If someone is interested, I can send the files by mail.
#4292
Posté 11 avril 2013 - 08:09
Ironhandjustice wrote...
#cfscorsair
The Destiny ascension is in it. Or will be, to be precise. The problem is when we don't have it. We should have a couple of asari destroyers, or something.
I actually have a Destiny ascension model. That I don't have is enought time to transform it into a normal asari vessel
If someone is interested, I can send the files by mail.
Oh, if the Destiny Ascension is in it, then I have absolutely no complaints.:OFitting, considering it was the first ship to tangle with the Reapers
Wish I could help you with the other Asari ship modeling, but I am not very good at 3d modeling of that quality
#4293
Posté 11 avril 2013 - 09:40
... yes i play to much Eve Online
Modifié par creapsmantic, 11 avril 2013 - 09:41 .
#4294
Posté 11 avril 2013 - 09:46
creapsmantic wrote...
the Destiny Ascension doesnt have any guns though its just a big Target that Tanks in Armor
... yes i play to much Eve Online
...What? The Destiny Ascension is the Asari flagship, and in ME1 it is mentioned that its gun can tear through any ship in the fleet
#4295
Posté 11 avril 2013 - 09:59
cfs3corsair wrote...
creapsmantic wrote...
the Destiny Ascension doesnt have any guns though its just a big Target that Tanks in Armor
... yes i play to much Eve Online
...What? The Destiny Ascension is the Asari flagship, and in ME1 it is mentioned that its gun can tear through any ship in the fleet
Maybe the main gun is shaped more like a particle accelerator than a rail gun. The projectile spins around the center oval of the ship.
On another note, the Destiny Asecension is not guaranteed to be present during ME3.
#4296
Posté 11 avril 2013 - 10:43
But keep up the good work!
#4297
Posté 11 avril 2013 - 11:16
#4298
Posté 12 avril 2013 - 12:20
As for the Destiny Ascension, I was always wondering who Asari guns worked. In the codex they say that basically the length of a mass accelerator determines it's impact (which makes sense and which why all the other ships are basically giant barrels with a ship around them. Only the Asari ships seem to do something differently but it's never mentioned anywhere. Good idea about the particle accelerator wwinters but it seems much more complicated a design than a barrel to me. Ah who knows.
Anyway, isn't the normal Asari ship just the DA, downscaled and with the top peak shaved off? Maybe we can modify the DA model to make them (probably not for close ups but at least in the background somewhere.
@WV: That would definitely be cool for future mods. Probably not for MEHEM though. I'll never get around and redo every single change I made so far (never documented anything, silly me). Besides, the main portions of the size of MEHEM comes from the new videos which would have to be added one way or another. But for future mods this would be great (especially if I can pull off my little "side project"
#4299
Posté 12 avril 2013 - 12:25
#4300
Posté 12 avril 2013 - 03:05
though no such image would exist
Modifié par creapsmantic, 12 avril 2013 - 03:09 .





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