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MEHEM - the Mass Effect (3) Happy Ending Mod - No more star kid, no more deaths and a reunion


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#5301
creapsmantic

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Ser Bard wrote...

This is probably the wrong place to ask but is there a mod that takes out the Normandy pick-up scene?


yes  there is   but  it's  results are the same  it will  be the low  EMS scene  which is alot better 

you can edit yer saves EMS  before  the lazer run then change it back to  w/e

as for removing the pick up  im  not sure  mabey some one else knows :police:  

Modifié par creapsmantic, 30 juillet 2013 - 04:10 .


#5302
wavion

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Origin Update: My Origin just updated to a new version. Repair Install seems to be working again for ME3 DLC.

#5303
cfs3corsair

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Finally!!!
If I update origin I am concerned it will interfere with MEHEM though... Because it is asking for a very large download!

#5304
MrFob

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Oh, great that the updates work again. Thanks for the info wavion.

If you are concerned about MEHEM and f you installed with the v0.3 installer, I'd recommend: Use the uninstaller to restore your backups -> Update Origin -> re-install MEHEM with the installer.


@ruggly: I usually export directly from the game but I know that IHJ found heaps of stuff on the web. He'll have to tell you where though.

@Tali-Fans: I still got this idea in my mind on how to create an LI specific replacement for the stargazer scene. However, it would take some time to make and to test. I won't get around to it before finishing v0.4 for sure, sorry.

@Saito404: Thanks. I plan to put all the relevant info for translations out there after v0.4 is done because there will be some new content in there.

@Ser Bard: Not that I know of. From what I have seen, it stretches over multiple sequences so getting rid of it properly might be quite difficult (it might also be really easy if anyone can find the right trigger). As creapsmantic says, with low EMS you won't get that scene but I think editing your save like that won't work because AFAIK, the EMS score is locked in when you start the Cronos Station mission and any edits after that probably don't matter (anyone, correct me if I am wrong there).

Modifié par MrFob, 31 juillet 2013 - 07:34 .


#5305
Ironhandjustice

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@MrFob

I have to upload this material to the repository. As is mediafire, we can provide ruggly the direct links, I've spoken with her using PM.

Meanwhile, I have to upload the current video cuts and the audio stuff, as well as the Movie Maker files. The second secuence has a file problem. For some reason, it just brokes the voice syncro every time you load the project. Not a big issue, but...

I'll try to upload all the materials I have for the project.

#5306
Patchwork

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I'll try lowering the EMS but wont hold out hope for it working, thanks for the replies guys.

#5307
creapsmantic

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@ MRfob after Harbinger blasts you with his lazier the game auto saves so then you can edit that auto saves ems an so on .... ( i recommend changeing the ems at the base on earth just to be safe )

#5308
Gurluas

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Any chance that the Me2 Harbinger mesh can be ported to Mehem? It looks much better.

#5309
creapsmantic

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Gurluas wrote...

Any chance that the Me2 Harbinger mesh can be ported to Mehem? It looks much better.


Iron   is  makeing a new  one  when  finished  it could  be used for the beam run  most likely

#5310
MrFob

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Hi quick udk update:
I have been working with IHJ these past few days, modifying some of the materials in his awesome (and really hardware hungry) map.

Mainly I tried to improve Earth in the background, referenceing BioWare's cinematic earth, as seen here and here.

Well, Here is what I've come up with so far:
Image IPB

A little Background: This is a 3D object, not a 2D texture and it uses dynamic lighting to create the atmospheric glow on the lit side and show the fires on the dark side. The clouds move in 3 layers, creating the illusion of a boiling storm.
If anyone knows anything about UDK shaders and materials and has ways to improve this, I am really looking for feedback since for now, I am still mainly working with what I learn from tutorials on the web. So let me know.

@creapsmantic: Ah, ok, I didn't know that editing this save still had an influence on the ending. Must be onyl the in game EMS that

Modifié par MrFob, 31 juillet 2013 - 11:18 .


#5311
MrDbow

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MrFob wrote...

Hi quick udk update:
I have been working with IHJ these past few days, modifying some of the materials in his awesome (and really hardware hungry) map.

Mainly I tried to improve Earth in the background, referenceing BioWare's cinematic earth, as seen here and here.

Well, Here is what I've come up with so far:
Image IPB

A little Background: This is a 3D object, not a 2D texture and it uses dynamic lighting to create the atmospheric glow on the lit side and show the fires on the dark side. The clouds move in 3 layers, creating the illusion of a boiling storm.
If anyone knows anything about UDK shaders and materials and has ways to improve this, I am really looking for feedback since for now, I am still mainly working with what I learn from tutorials on the web. So let me know.

@creapsmantic: Ah, ok, I didn't know that editing this save still had an influence on the ending. Must be onyl the in game EMS that



Now that...

That.. is some amazingly impressive stuff.  That looks like it came from the game.  Great job!

#5312
wavion

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Very cool, MrFob, but it definitely needs an "outer glow" effect for the atmosphere, so it's not just a hard line separating the planet and the starscape.

EDIT: Actually, not sure how that would work with the dark side.  But, at the very least some serious antialiasing!

Modifié par wavion, 01 août 2013 - 02:16 .


#5313
Ironhandjustice

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creapsmantic wrote...

Gurluas wrote...

Any chance that the Me2 Harbinger mesh can be ported to Mehem? It looks much better.


Iron   is  makeing a new  one  when  finished  it could  be used for the beam run  most likely


To be precise, I used a model I found on the internet. BDelacroix tokenized it, and I've animated every part individually for the animation.

Now I'm working on the last scene of the video, that is being delayed more than I expected because I want the effects to be as good as possible. Now ,my scope is a emitter that throws sparkles and hull parts :innocent:

Cameras for this scene are being a problem as well, because as I like how the scene is developed, I don't like much the camera positions I have

Meh.<_<

#5314
BDelacroix

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wavion wrote...

Very cool, MrFob, but it definitely needs an "outer glow" effect for the atmosphere, so it's not just a hard line separating the planet and the starscape.

EDIT: Actually, not sure how that would work with the dark side.  But, at the very least some serious antialiasing!


The way it works with the 3ds max earth is a layer set up some distance from surface and using a light/shadow falloff effect if I am recalling right.  The mistiness or apparent thickness was created with a gradient ramp on the self illumination.  Then I had to futz with lights that would only effect the atmosphere object.  Things I don't know that can be done or not with UDK.

Looking at the earth object, I also seemed to opt to make the atmosphere fuzziness the opacity map.  I wonder why I did that?

Ok I re rendered my version after making a copy of the diffuse color falloff into the opacity map.  Then I removed  the lit gradient ramp from the falloff lit portion.  It looked a lot better.  No idea why I just instanced the map from diffuse to opacity.

EDIT: wasn't a Fresnel, it was a light/shadow falloff.

Yes, even on my computer it takes a while to render a wide screen version.

Further edit:

I played with the lights I sent in the earth file.  Turned off the atmosphere only one and changed the normal one I called "sun" to cast shadows and illuminate ALL objects.  I get weird lines in the cloud layers with anything but ray traced shadows on.  Nonetheless, the one light solution seems to work well with the atmosphere glow.  So if UDK doesn't let you have lights that selectively illuminate objects it should be ok anyway.  I don't know if UDK does ray traced shadows, but that's what makes the cloud layer seem to pop out a bit.

Does UDK allow for an ambient light?  You could try to set a very faint ambient light that might lighten up the dark side a bit if that is what you are after.

Modifié par BDelacroix, 01 août 2013 - 10:21 .


#5315
MrFob

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Thanks guys and a special thanks to BDelacroix for sending me that earth, he created in 3DsMac. While unfortunately I couldn't use it (couldn't export it), it gave me a good starting point where to look for textures.
To answer wavion and BDelacroix: As it is, this earth is created in UDK from scratch and lit by light sources, independent of the rest of the map. It's only one sphere at the moment but I have a newer version with two spheres and a thicker atmosphere. I am using a Fresnel, which is plugged into the light vector in order to be only rendered at the lit side and clamped to a point where it doesn't get all white at the edges. The diffuse maps are set up in a similar fashion.
Right now, I am using a point light for the directed light and a skylight (probably the same as an ambient light) for the whole thing (but that one is set to a very dark level atm).
One thing that is still set wrongly in the picture above is that the star background accepts lights, that's why it looks brighter than the dark side of the planet. The other thing to keep in mind is that this is only preview lighting quality (it's essentially a screenshot out of UDK's viewport). I can't built IHJ's map with production lighting because my computer is not nearly strong enough to handle all these objects. I am creating a new map atm for some videos.

#5316
creapsmantic

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@mrfob any plans for a trailer soon ?

an also during the final steps for the next version could the final mission be made with "Alot" of more units cannibals muraders e/c

an is there any plans to add anything more to harbinger during the beam run ?
(like when he is blasting everything) the hover crafts for example )

#5317
BDelacroix

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The earth maps I used are free from NASA's blue marble site. It is at visibleearth.nasa.gov.
Looks like they put up a newer night side map than I used in that object. They just ask that you credit NASA in anything you use them on.

It looks like the new night side map is inherently brighter.

Yea, just rendered it with the new night map and that does look better.  They have HUGE textures, but paintshop or what have you can shrink them to whatever you need.  They even seem to have it divided up by months so you can have a winter terrain or a summer or whatever you like.

Modifié par BDelacroix, 02 août 2013 - 12:42 .


#5318
MrFob

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I created a new ME3Explorer thread to discuss the more technical side of things, involving the UDK video stuff in an effort to keep this thread more general: Check it out.

@creapsmantic: Trailer: It'll still be a while until I have my videos together and in a state where I want to actually show them to people. For now I am mainly creating assets, like materials, shaders, lighting presets, etc. When things have progressed a bit, maybe.
- More units: I haven't looked into unit spawning yet so no, no plans there. Personally, I actually find the final battle quite difficult as it is. :)
- Harby: No, no plans there either. This is an in game sequence and therefore, much more difficult to mod than just videos. For example, adding a Hammerhead (I don't think there is one in there right now) would require adding meshes, et.c to the map, not to mention scripts that have to correctly interact ith what's already there, sounds, paritcle effects, etc. At the same time, the beam run is already part of the EC DLC, which means we can't just add stuff at will but have to throw something out for everything we add because of the DLC checks.

@BDelacroix: Yep, that's where I went for the textures I used in the end as well. I just edited the night light textures to resemble fires instead (still tweaking that one) and created normal maps for them. I am using one of the cloud layers inverted and slightly translucent to get that gray Haze all over the planet. Also, I took quite a bit of color out of the surface diffuse. We should probably move to the new ME3Explorer forums thread for the more technical stuff though.

Modifié par MrFob, 02 août 2013 - 01:40 .


#5319
creapsmantic

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thanks ... an on it being difficulty i wanted to see if we could add a dark souls feeling to it hehehe

but thanks looking forward to more additio'sn someday

#5320
cfs3corsair

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Ya leave the forum for just a few days and it explodes...
Wow MrFob that is really impressive, I am blown away! Can't wait to see what you and IHJ pump out for v0.4; with both of you working on these vids should be quite awesome!
Not exactly sure if these vids you are working on are the same as IHJs, or a new set of vids. Either way if you need someone to work with sound FX I am around, you know I already do it for IHJ anyway

#5321
Ironhandjustice

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@Cfs3corsair

Yes, is the second map that we use for the videos. MrFob is improving some stuff. I'll let u know soon ;)

#5322
Tannerretz

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Could someone tell me where to find the download for the Leviathan fix?

#5323
2112.rush

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Tannerretz wrote...

Could someone tell me where to find the download for the Leviathan fix?


I think it's built into Wavion's installer now, and installs when needed.

#5324
creapsmantic

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what does the leviathan fix do ? was some of the things they say changed ?

#5325
Iakus

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creapsmantic wrote...

what does the leviathan fix do ? was some of the things they say changed ?


It doesn't change anything that we can see.  But because Leviathan adds a line or two to the conversation with the Catalyst, an adjustmant to MEHEM had to be made to account for that,

At least, that's my understanding of it.