Mass Effect 3 - High-Resolution Project / Texplorer
#226
Posté 02 mars 2013 - 06:34
#227
Posté 02 mars 2013 - 08:30
Didact2401 wrote...
I still have a bunch I need to upload. But yeah, do people not realize that using .mod files means you don't have any performance degradation?
Great news. I like the .mod file method. It looks like the best way.
Do you still have to modify anything else like the coalesced file?
Modifié par Maz-D, 02 mars 2013 - 08:30 .
#228
Posté 02 mars 2013 - 09:45
saltisgood wrote...
As for the mod files, Didact is definitely the one making most use of the function. To be honest I'm kind of disappointed by the lack of interest in making them. Unfortunately there's nothing I can do about that though.
I personally plan to, but my mods aren't 'complete' AKA I don't see the point yet.
I'm not stopping anyone from packing my mods though, feck knows making texmods is time-consuming as all hell, so I'd rather personally do it when I know it's a final version rather than before. Bending myself backwards right now to push out some mods before the last DLC releases. I haven't had time to look into ME3 Explorer at all.
Anywhose, don't be too disappointed I'd say. Atleast from my end it's that, and nothing else, certainly not because I don't see the merit of it or somesuch =)
Also, let me just say again, thank you for all your hard work.
Modifié par Ottemis, 03 mars 2013 - 01:47 .
#229
Posté 02 mars 2013 - 10:23
Salty's liara and revenant work ok...tried one other of didact's so far and seems to be ok as well...
debug follows
Loading file AshleyDefault.mod
Loading @ 100%...
Loading complete!
Reading Content...
Found 3 Jobs
Add Job "Upscale (with MIPs) texture: HMF_ARM_ASHa_Diff"
Add Job "Upscale (with MIPs) texture: HMF_ARM_ASHa_Norm"
Add Job "Upscale (with MIPs) texture: HMF_ARM_ASHa_Spec"
Done.
Now installing mods. 3 mod/s selected.
Now installing job: Upscale (with MIPs) texture: HMF_ARM_ASHa_Diff
Now replacing textures in texture: HMF_ARM_ASHa_Diff
Replacement complete. Now saving pcc: D:\\Origin Games\\Mass Effect 3\\BIOGame\\CookedPCConsole\\BioD_Cat003_780FinalConvos.pcc
Now saving pcc: D:\\Origin Games\\Mass Effect 3\\BIOGame\\CookedPCConsole\\BioD_CitHub_Hospital_AshT1.pcc...done.
Now saving pcc: D:\\Origin Games\\Mass Effect 3\\BIOGame\\CookedPCConsole\\BioH_Ashley_00.pcc...done.
Now saving pcc: D:\\Origin Games\\Mass Effect 3\\BIOGame\\CookedPCConsole\\BioH_Ashley_00_Explore.pcc...done.
Now saving pcc: D:\\Origin Games\\Mass Effect 3\\BIOGame\\CookedPCConsole\\BioH_Ashley_00_NC.pcc...done.
Now installing job: Upscale (with MIPs) texture: HMF_ARM_ASHa_Norm
Now replacing textures in texture: HMF_ARM_ASHa_Norm
Replacement complete. Now saving pcc: D:\\Origin Games\\Mass Effect 3\\BIOGame\\CookedPCConsole\\BioD_Cat003_780FinalConvos.pcc
Now saving pcc: D:\\Origin Games\\Mass Effect 3\\BIOGame\\CookedPCConsole\\BioD_CitHub_Hospital_AshT1.pcc...Now installing mods. 3 mod/s selected.
Now installing job: Upscale (with MIPs) texture: HMF_ARM_ASHa_Diff
Now replacing textures in texture: HMF_ARM_ASHa_Diff
Replacement complete. Now saving pcc: D:\\Origin Games\\Mass Effect 3\\BIOGame\\CookedPCConsole\\BioD_Cat003_780FinalConvos.pcc
Now saving pcc: D:\\Origin Games\\Mass Effect 3\\BIOGame\\CookedPCConsole\\BioD_CitHub_Hospital_AshT1.pcc...done.
Now saving pcc: D:\\Origin Games\\Mass Effect 3\\BIOGame\\CookedPCConsole\\BioH_Ashley_00.pcc...done.
Now saving pcc: D:\\Origin Games\\Mass Effect 3\\BIOGame\\CookedPCConsole\\BioH_Ashley_00_Explore.pcc...done.
Now saving pcc: D:\\Origin Games\\Mass Effect 3\\BIOGame\\CookedPCConsole\\BioH_Ashley_00_NC.pcc...done.
Now installing job: Upscale (with MIPs) texture: HMF_ARM_ASHa_Norm
Now replacing textures in texture: HMF_ARM_ASHa_Norm
Replacement complete. Now saving pcc: D:\\Origin Games\\Mass Effect 3\\BIOGame\\CookedPCConsole\\BioD_Cat003_780FinalConvos.pcc
Now saving pcc: D:\\Origin Games\\Mass Effect 3\\BIOGame\\CookedPCConsole\\BioD_CitHub_Hospital_AshT1.pcc...
Modifié par someone else, 02 mars 2013 - 10:26 .
#230
Posté 03 mars 2013 - 11:42
@someone else: I'll take a look at it when I get time. There are a few other things that need my attention and also uni's starting back for me tomorrow so I may have less free time soon.
In other news, after a bit of work I'm getting to the final stages in redoing my mod! That is, the thing that spawned all of my efforts with the various Texplorers for the 3 games. Right now I feel like the installer is pretty much complete with just a few GUI additions to go. The Switcher is pretty much complete GUI-wise but needs some more testing under the hood. I've uploaded the textures that are going to be used in the first version of this new mod in 2 parts and I've also uploaded a test run of the installer program. This is so that any potential bug testers can get their hands on it right now and hopefully find any issues before I start thinking I'm finished.
I won't be changing the textures so you can download those right now and keep them for when I release the main version. I will be changing the program, which is why it's a separate download (200KB so nothing major). As I've said this is just a test of the installer so there's no switcher included.
Download links:
Textures - Part 1
Textures - Part 2
ME3 HR Project Installer MK2 Test 1
Instructions:
Download all files then extract them. You'll find that the installer has a folder inside called "InputTextures". Drag and drop all of the texture files into there. Then you can start up the installer and press go. The program will resize and you'll see a textbox come up describing what's happening. Then you just have to wait. It will take a lot longer than the previous versions. This is because it's effectively running the same operations as the Texplorer but over a LOT of files. If it throws any errors then depending on where it occurs it may or may not handle them and note them down.
Debugging:
Once the install finishes it will produce a log.log file in the exec folder. You can open it up in Notepad++, or Notepad if you're desperate. At the bottom it'll tell you whether it had any errors during the running (hopefully not).
If there was an unhandled exception it may finish early and not produce this. In that case, make a new text file and copy across the text from the textbox as well as a detailed description of what came up in the error box. A word for word transcribing is even better. If any errors do occur please let me know.
Features:
This mod contains every single texture upgrade from the previous versions and replaces every single instance of those textures in the stock game. It also has the improvements from the Texplorer that allow texture upscaling without Coalesced mods or black textures/ DLC crashing.
It should also maintain any mods that you've added yourself.
It also has a TOC.bin updater built in which you can use at any time, without installing the mod if you so wish.
As before you can change the path of the CookedPC folder to allow for non-default installations.
Final note:
Don't worry about some of the menu items and links not working. As I said before I haven't implemented them yet.
The mod was working fine in the few places that I tried it out, so I'm hoping it will work well for you too. All feedback is welcome.
#231
Posté 03 mars 2013 - 12:19
#232
Posté 03 mars 2013 - 04:56
#233
Posté 03 mars 2013 - 08:47
in using your new installer, should I reset all the switcher mods to default and use my backup cookedpc or just use a plain vanilla install - ie one w/out your coalesced.bin etc?
ps sorry for all the dumbz questions - i is well into geezerhood and have zero training in all dis stuff...
#234
Posté 03 mars 2013 - 09:03
#235
Posté 03 mars 2013 - 09:48
#236
Posté 03 mars 2013 - 11:41
Here's the first of many, many changes [ME3 Liara to ME1].

I do have a question though, with ME1's Texplorer can we upscale the textures or is that only a feature of ME2-3's Texplorer?
Modifié par DragonIroh001, 03 mars 2013 - 11:45 .
#237
Posté 04 mars 2013 - 03:43
#238
Posté 04 mars 2013 - 04:05
Okay, there should be a line above the error line that says something about PCConsoleTOC.bin and it should tell you how many files it updated. Can you check that it did in fact update all the files? You can also confirm that by just going into ME3Explorer and running the TOCbinUpdater tool. If there are any updates then try starting the game again. Also were you installing to a non-default path?NatP wrote...
Huh, now this is weird... I installed that new program just fine but then, I tried to start ME3 up and it froze up after the intro. I went to check if it had any errors on that log file and it had 0 errors. So yeah, I don't know what's going on. Maybe it's because I had already modded it?
If your TOC.bin file is updated and you're still getting issues then could you please narrow down which file is causing the problem. The way I did this when I was testing was I got all the original versions of the files that got modded and put then in a folder, then got the modded versions from my CookedPC folder and put them in another folder for safe keeping. Then I'd copy across half the originals into the CookedPC folder, update TOC.bin and launch the game to check whether it was working. By alternating between the stock and modded files and halving the amount of files used you can pretty quickly nail down which file is causing the issues.
At the very least, what mods did you have installed before you started?
Cool!someone else wrote...
@salt - mod seems to be working perfectly
Yeah man, you can do whatever you want. There are still a few issues to sort out but for most things it's working fine. In ME1 you're better off working in the multi-file mode due to the file structure.DragonIroh001 wrote...
I do have a question though, with ME1's Texplorer can we upscale the textures or is that only a feature of ME2-3's Texplorer?
#239
Posté 04 mars 2013 - 03:52
Also...how can I use textures I have downloaded for use with Texmod? Can I add those files to the inputtexture folder and will your installer know what to do with them?
Thanks so much for your work! My biggest pet peeve for these games were the textures and I don't have the time/energy/artistic ability to fix these myself!
Modifié par PSUHammer, 04 mars 2013 - 04:20 .
#240
Posté 04 mars 2013 - 08:45
One of the biggest issues I had with Texplorer is knowing where the specific textures are located and if the new ones are completely different from the original ones, confirm that I'm replacing the correct one. Having to extract the .dds from .tpf files and then going through Texplorer to find the individual textures was painstakingly time-consuming especially if the preview .jpgs don't show comparisons between the default and new versions of every texture in the .tpf.
Your nifty little program would be godsend if it is as simple as it sounds.
EDIT: Nevermind. After looking closer at your replies in the past, it sounds like the program is hardcoded to look for specific filenames in the InputTextures folder and then replacing select default textures with those new ones meaning that your program cannot replace any texture of my choosing unless that particular texture is linked to in the code.
Modifié par Phrozzy, 04 mars 2013 - 10:15 .
#241
Posté 05 mars 2013 - 09:14
The texture list is the same as for the last version of the mod. You can check the first page of the thread for the full list. I've just realised that the brute isn't included but that's okay for the moment.PSUHammer wrote...
Salt....did you add any new textures to this beta install? Is there a simple list of what was included, texture wise?
PSUHammer wrote...
Also...how can I use textures I have downloaded for use with Texmod? Can I add those files to the inputtexture folder and will your installer know what to do with them?
Phrozzy wrote...
Salt, do the textures that I put into the InputTextures folder have to
have a specific name or format? I can't try it out until tonight, but
I'm curious how it knows to differentiate between a texture that is
meant to replace Liara's armor and a texture meant to replace the
holoscreens without some sort of input from the user.
Let me clear it up a bit. The installer as it is, is 100% hard coded to just work with the textures that I've included. That's why you have to have the exact files and filenames that I've uploaded. If you maintain the same naming convention and file format you could of course replace the versions I've included with whatever you want but they'll still be installed over the same textures in the game. That's part of the new approach I'm taking with this version in that it's a bit more customisable than the last.
I know some people want a simpler approach to modding textures than the Texplorer and that something like my mod looks like that system. What you don't see is that all of that finding textures and correct naming schemes all takes place behind the scenes in the installer. And it's something that I've done semi-manually (I do write custom tools that help me out a little) by myself.
The problem is that for a program to automatically replace whatever textures you want, it needs 2 things for a unique texture identification.
1. The uncooked package location of the texture
2. It's name
Without that information it's not possible to identify the texture you want to replace. So as much as I'd like to help people out with a simpler method of replacing textures, the Texplorer is really as good as it gets.
------------------
In other news, the mod's still progressing pretty well. I've pretty much got the new Switcher working correctly and I added a time estimator when you're installing the mods. I'm not 100% convinced of its accuracy (I haven't tried timing stuff in a program before so it's a whole new experience) but it's better than nothing. The new Switcher also let's you customise the pictures that are shown inside the program when you mouse over the mod options and stuff. It's a little feature but kind of fun.
------------------
Off-topic edit: I just watched the Citadel DLC Trailer and it looks SWEET! I'm pretty excited for that. I have a feeling it's going to be great to do a ME1 - ME3 playthrough and get to play that near the end.
Modifié par saltisgood, 05 mars 2013 - 09:18 .
#242
Posté 06 mars 2013 - 07:18
Edit: And because I'm becoming "That guy who asks too many questions" anyway, I guess I'll ask how Texplorer upscaling is going in ME3 for DLC as well?
Sorry.
Modifié par Tarkov33, 06 mars 2013 - 07:49 .
#243
Posté 06 mars 2013 - 09:05
For ME3 the situation is the same as it's been for a long time. DLC editing is easy enough to do, it's just that you will lose authorisation for that DLC when you start the game. The only way around it is a crack and I'm not too keen to endorse cracks or to make people use them, especially when I don't know the repercussions with MP.
#244
Posté 06 mars 2013 - 09:36
There's a 'DLC Fix' thing in ME2 Explorer, the entitlementcache thing. I thought it wasn't there before, but perhaps it was. Shepard's DLC armor and stuff wouldn't display right until after I had used that, they were black texture glitching everywhere. I guess I just assumed it was new >.>
ME3:
I actually accidentally launched multiplayer with my cracked install by accident one time and it worked in-game in MP and everything (didn't even auto-open Origin either, it just started up), until I realized what I'd done and closed it out just in case. I guess all you need is to have a real EA/ME3 account tied into the game for it to work
#245
Posté 06 mars 2013 - 02:18
For ME3, yes I have heard that people can still play online with a crack with no problems. If it skips Origin it sort of raises the question, how is the game tied to your account if not through Origin? I dunno man. Now that the last DLCs are out perhaps I will start to enable DLC editing. It will take a while to do but I guess at that point we can throw out TexMod forever. Watch this space I guess.
---------
Off-topic: Speaking of the last DLC. I just finished a playthrough of Citadel. Wow, that was good. So many throw backs to the series and to all the characters that made it special. Plus there was a lot of humour that I wasn't expecting. I was pretty much smiling throughout the whole thing. Once I finally get to play the games for real again I'm going to love revisiting this. Thanks BioWare for everything!
Though as a Talimancer, I did feel like you were teasing me a bit about taking her mask off....
Modifié par saltisgood, 06 mars 2013 - 02:19 .
#246
Posté 06 mars 2013 - 03:13
P.S. Great work saltisgood!
Modifié par Lucas1987Dion, 06 mars 2013 - 03:13 .
#247
Posté 06 mars 2013 - 07:16
I've been replacing a bunch of textures for the past couple of days, all of Smartek's and some others as well so there's alot of them. Anyway I've gotten to 341 individual textures (yes 341!) and then when trying to add another the texture added fine but when I double clicked to preview it I got this error message
Unhandled exception has occurred in your application.
If you click Continue, the application will ignore this error and attempt to continue.
If you click Quit, the application will close immediately.
An attempt was made to move the file pointer before the beginning of the file.
Details:
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************System.IO.IOException: An attempt was made to move the file pointer before the beginning of the file.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.SeekCore(Int64 offset, SeekOrigin origin) at System.IO.FileStream.Seek(Int64 offset, SeekOrigin origin) at ME3Explorer.Texplorer.SaltTexture2D.extractImage(ImageInfo imgInfo, String archiveDir, String fileName) at ME3Explorer.Texplorer.SaltTexture2D.extractImage(String strImgSize, String archiveDir, String fileName) at ME3Explorer.Texplorer.Texplorer.previewToolStripMenuItem_Click(Object sender, EventArgs e) at ME3Explorer.Texplorer.Texplorer.listView1_DoubleClick(Object sender, EventArgs e) at System.Windows.Forms.Control.OnDoubleClick(EventArgs e) at System.Windows.Forms.ListView.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.296 (RTMGDR.030319-2900) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll----------------------------------------ME3Explorer Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/Bella/Documents/Bioware/ME%20Utilities/ME%20Downloads/ME%20Explorer/ME3Explorer.exe----------------------------------------System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1002 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll----------------------------------------System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1001 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll----------------------------------------System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1001 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll----------------------------------------PresentationCore Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.298 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/PresentationCore/v4.0_4.0.0.0__31bf3856ad364e35/PresentationCore.dll----------------------------------------WindowsBase Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.298 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll----------------------------------------System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll----------------------------------------System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll----------------------------------------AmaroK86.ImageFormat Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/Bella/Documents/Bioware/ME%20Utilities/ME%20Downloads/ME%20Explorer/AmaroK86.ImageFormat.DLL----------------------------------------AmaroK86.MassEffect3.ZlibBlock Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/Bella/Documents/Bioware/ME%20Utilities/ME%20Downloads/ME%20Explorer/AmaroK86.MassEffect3.ZlibBlock.DLL----------------------------------------Gibbed.IO Assembly Version: 1.0.4807.40086 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/Bella/Documents/Bioware/ME%20Utilities/ME%20Downloads/ME%20Explorer/Gibbed.IO.DLL----------------------------------------ICSharpCode.SharpZipLib Assembly Version: 0.86.0.518 Win32 Version: 0.86.0.518 CodeBase: file:///C:/Users/Bella/Documents/Bioware/ME%20Utilities/ME%20Downloads/ME%20Explorer/ICSharpCode.SharpZipLib.DLL----------------------------------------AmaroK86.ImageMipMapHandler Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/Bella/Documents/Bioware/ME%20Utilities/ME%20Downloads/ME%20Explorer/AmaroK86.ImageMipMapHandler.DLL----------------------------------------
************** JIT Debugging **************To enable just-in-time (JIT) debugging, the .config file for thisapplication or computer (machine.config) must have thejitDebugging value set in the system.windows.forms section.The application must also be compiled with debuggingenabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /></configuration>
When JIT debugging is enabled, any unhandled exceptionwill be sent to the JIT debugger registered on the computerrather than be handled by this dialog box.
So I then closed the program and went to start Mass Effect 3 and I got this error message when it was checking for DLC
The following modules were created for another build. Please install or build the DLC for the version you are running.
Then it listed all of my dlc.
I figured I must have just corrupted my files on accident, luckily I had made a backup of my files about 10 or so textures back. So I went ahead and replaced my new files with my backup, went back to replacing the textures that were in the files I deleted, everything went fine until I got to the 342nd texture (this time I made a backup right before just in case) and the same thing happened. So that's why I thought the program or ME3 might have a limit or something.
Not that I meant to come and complain, I just thought you might want to be aware of any bugs anyone came across. I'm still able to use the textures I've already added fine thanks to my backup file, I just can't add any more, not that it's a big deal. I doubt that most people would be adding 300+ textures anyway ha
#248
Posté 06 mars 2013 - 08:58
#249
Posté 06 mars 2013 - 09:29
peggster wrote...
I came across the same error a couple of weeks ago myself Alurah. Forgot to report 'cos I've been busy with DMC and coursework.
Did you ever find a fix to it?
#250
Posté 06 mars 2013 - 10:08
On a side note some of my mods can be found here:
Dropbox
No pictures as of yet, but I've made the filenames as obvious as possible and included the original creator/s in the title so in the interim you should be able to hunt them down.
Modifié par peggster, 07 mars 2013 - 04:47 .





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