Mass Effect 3 - High-Resolution Project / Texplorer
#251
Posté 07 mars 2013 - 06:46
#252
Posté 07 mars 2013 - 02:20
Download Links:
Texture Pack 1
Texture Pack 2
ME3 High Resolution Project MK2 Beta V1 Programs
Installation Instructions:
0. BACK UP ALL YOUR FILES!!!
1. Download and extract all the files.
2. Place all the textures into the InputTextures folder of the installer.
3. Open the installer program. You can then change the install path if you want to install the mod into a non-default location or if you have issues with the program finding your install. Check under the advanced menu for that option.
4. Run the program. It will take a long time so it's best just to leave running in the background. It will give you a reasonable time estimation for completion as it's progressing.
5. Once finished you can start up the game and check on the mods or have a look at the log file to see what was changed.
Switcher Instructions:
The Switcher returns in all its glory with the MK2 version of the mod. For those who don't know, it allows you to switch between the different versions of any of the modded textures with just a few clicks. The primary reason for this is so that you can go back to the stock textures if you want to override them with TexMod, but there can also be multiple versions of a mod installed for some textures (e.g. Soulful Eyes & ELE Eyes).
0. Make sure you've installed the mod first!
1. The first time you start this program it will have some confirmations for you. First of all it'll look for an info file that's created by the installer when installing the mod. That is automatically created in the installer folder and should be automatically detected. If not, then select the created file in the file browser dialog box. If it's found then the program won't prompt you for it.
2. Next it will confirm your installation location. If the program has it wrong then select the correct one and continue.
3. Once those checks are done you won't have to do it again. While it's starting up, the program will also do a check to see which mods are currently installed. You can prompt it to check again from the Functions menu. A quick search only checks the first files, while the full search is very thorough and will check all the files (still extremely fast).
4. Now that the program's open you can browse through the sections to see what's currently installed and what you want to change to. To change mods just click on the combo-box and select another option. The status label should change to say that there are mods to apply. You can then go to the functions menu and say Switch Mods.
5. Launch the game through the functions menu.
Customisations:
This mod is designed to be extremely user friendly, but there are a few manual modifications you can make to it to change it to your liking.
1. Installation path: This has been covered in the previous sections. Instead of installing to the default location you can choose to install the mod to whatever install you want.
2. Texture modifications: All of the input textures are in the InputTextures folder with the installer. If you so desire you can change those textures to whatever you want before they're installed. You will have to take care to ensure they're still the correct format and name otherwise you'll run into errors. Only for advanced users.
3. Switcher Pictures: When you mouse over a combo-box in the switcher it'll show you a little picture to the right that's a preview of what the texture looks like in-game. Those pictures are stored in the Pictures folder of the switcher and you can change them to whatever you want as long as you don't change the filename.
Mod List:
1. smarteck's Default N7 Armour (Male and Female)
2. magnusloki's Combat Fatigues (Male)
3. Dead_Meat's Terminus Armour (Male)
4. smarteck's "Standard Alliance Suit" (Male and Female)
5. saltisgood's Romance Outfit (Female)
6. ELE08's ELE Eyes and Ellise's Soulful Eyes (Global - Shep & NPCs)
7. smarteck's Default Liara Outfit
8. Jean-Luc's Default Tali
9. smarteck's Default Garrus
10. smarteck's Default Javik
11. smarteck's Default Vega
12. smarteck's Vega Casual
13. smarteck's TIM
So that's it! Let me know if you run into any issues/ want to make requests about new textures to add. Now that the new versions of the programs are finished I should probably be able to make some new mods to add fairly quickly (limited of course by my free time).
-------------------------
@peggster: Thanks for posting the download links. I'm always glad to see someone posting more mod files for people to use.
@Alurah: Now this is interesting. On the surface of it, I would have said that there shouldn't be an upper limit on the amount of mods you can install apart from the size of your texture caches.
Prepare for some geek-speak: The Texplorer reads and writes values for the file offsets as signed int32s. This gives a max file size of around 2GB. If however, the UE3 uses unsigned int32s then that's a max size of around 4GB. I hadn't really given it much thought before now but that could be a problem. That's almost certainly the reason that it throws an error when you try and preview your texture since, as I understand it, a positive value which overflows a signed int32 when cast will be stored as negative.
Whether or not that's what's causing the authorisation issues is tough to say. Whilst I was goofing around with my files a few days ago I did get the same error as you when starting the game. Unfortunately I don't quite know how I triggered it because I was restoring and overwriting files at a rate of knots.
I did an Origin restore of my files and then reapplied my mod and it started working again though. Given the error message, I felt like the problem might have been I accidentally started using an old exe file and since restoring I haven't had the problem reoccur yet. But it is still strange. Perhaps a crack would act differently.
I'll have to fix that Texplorer issue then. I didn't think anyone would reach the 2GB limit so quickly.
#253
Posté 07 mars 2013 - 02:39
#254
Posté 07 mars 2013 - 03:14
Salt, I should link any completed mods to the other forum I assume? Or did the location for these migrate?
Modifié par Ottemis, 07 mars 2013 - 03:18 .
#255
Posté 07 mars 2013 - 04:16
#256
Posté 07 mars 2013 - 04:44
#257
Posté 07 mars 2013 - 04:53
@Didact2401: Ohh, do you have them linked on the other boards or just for yourself atm? Cause I swear I went up and down the thread there and pulled up a folder with some of the mods you converted, but none were in that listing. Maybe I'm blind, I'm good at that. Do you wanna collaborate over PM maybe? Dunno what's handy.
Modifié par Ottemis, 07 mars 2013 - 05:09 .
#258
Posté 07 mars 2013 - 07:30
Well, DXT5 is same **** but with interpolated alpha. Same quality for pure diffs. In fact, for textures without alpha I'd rather use DXT1, smaller size (no alpha).Ottemis wrote...
Right, so I took some time today and actually had a look at all of this in an effort to educate myself as to the inner workings of making .mod-files for my texture-replacements and I've successfully replaced the N7 chest atm, so yay @ a tiny victory =) Also, booh Bioware for using DXT1 =(
Salt, I should link any completed mods to the other forum I assume? Or did the location for these migrate?
Modifié par Tup3xi, 07 mars 2013 - 07:35 .
#259
Posté 07 mars 2013 - 08:47
#260
Posté 08 mars 2013 - 01:07
#261
Posté 08 mars 2013 - 02:44
#262
Posté 08 mars 2013 - 02:50
#263
Posté 08 mars 2013 - 12:19
#264
Posté 08 mars 2013 - 04:04
#265
Posté 08 mars 2013 - 06:03
But on another note, I'm having some issues with something else. As always.
EDIT: Nevermind, turns out this just doesn't work on the Armax arena. Which is weird but I believe it works everywhere else.
Modifié par NatP, 08 mars 2013 - 08:12 .
#266
Posté 10 mars 2013 - 02:33
#267
Posté 10 mars 2013 - 01:10
Broey Moween wrote...
Can we use texplorer to replace the textures in multiplayer dlc?
http://me3explorer.f...1564.html#p1564
Here is the answer.
#268
Posté 10 mars 2013 - 02:06
Otherwise...AWESOME work.
#269
Posté 10 mars 2013 - 07:20
PSUHammer wrote...
Salt...great job. Only thing I have is a request to add more textures to your list. Cerberus units, Atlas, Reapers, maybe some environment textures like the Kodiak, Normandy, etc. Also some common NPC clothing. I see a ton of available textures listed in the Texmod thread.
Otherwise...AWESOME work.
Agree, hoping more textures to be added with the installation.
Btw, I did install this yesterday. It was very easy and everything went smooth, no crashes or anything. Good work, appriciated a lot.
#270
Posté 11 mars 2013 - 03:33
#271
Posté 12 mars 2013 - 03:56
I managed to pack up my first .MOD just now.
Full Kassa armor re-texture, custom normals, everything's functional =)
Didact2401 is helping me too with packing some of my other sets so hopefully before long I'll have ALL armor-sets ready for release as a .MOD and TPF! I'm horribly excited.
I'll be creating my own thread to feature and share my (tex)mods more effectively, so for those interested, keep an eye out!
Salt, rockage. This is such sex, honestly.
Modifié par Ottemis, 12 mars 2013 - 04:00 .
#272
Posté 12 mars 2013 - 04:23
#273
Posté 12 mars 2013 - 08:18
That's the plan. I will probably start with the rest of the henchmen and then perhaps some enemies and NPCs. I always balk at the environmentals because they're so hard to trace, but the Kodiak and Normandy are pretty easy. Eventually I do hope to do most of the environments.PSUHammer wrote...
Salt...great job. Only thing I have is
a request to add more textures to your list. Cerberus units, Atlas,
Reapers, maybe some environment textures like the Kodiak, Normandy, etc.
Also some common NPC clothing. I see a ton of available textures
listed in the Texmod thread.
Otherwise...AWESOME work.
Question to anyone reading: If you could have 6 new mods in the next release what would you want them to be?
I know it's a little confusing, but this thread is for discussion on a mod that I made (the ME3 High-Res Project), as well as a tool in the ME3Explorer toolset called the Texplorer. The mod is a super simple, non-customisable installer, whereas the Texplorer gives you the freedom to do whatever you want, but you need to know what you're doing. It's not difficult, you just need some patience to find what you're looking for. Here's a guide to get you started.Deadinred wrote...
i'm a bit confused on what we can do with this, is it just for the textures listed in the mod list or can apply everything up to the 2gb limit? for instance can we use the hd building and area textures, weapon textures and such from the other thread?
The 2GB limit is a mistake on my part that will be rectified soon. Once it's fixed then the limit will be ~4GB. After that we'll need to find another solution (not too hard). That limit is the file size of a texture cache. It starts off at around 700MB, so to hit 4GB you'd have to add a hell of a lot of textures.
In ME3 (and ME2) textures aren't just stored in the pcc file; for large textures most of the data is in a texture file cache or an archive. You'll know it when you see it because they're very large and have the extension ".tfc". If the Asset Explorer (I assume that's what you're using) can't find the archive then it's probably inside the DLC sfar file. You'll need to extract that as well as the pcc and then point to it when using the Asset Explorer.llllshadowllll wrote...
Can anybody explain to me how do i
edit dlc in ME3, i'm trying to edit some of the mp dlc, but when i try
to replace the texture i have to "select the archive path" and i don't
know what that means, can anyone help?
Once you've successfully edited the pcc and tfc files you'll have to update the PCConsoleTOC.bin file inside the DLC. Extract that out of there then open it in the TOC.bin editor in ME3Explorer. It'll list a bunch of filenames and sizes. Find the pcc and the tfc that you've edited in the list and change their file sizes to the new size (in windows explorer right-click on the file and look at the properties. The size in bytes is what you're looking for), then save the new file. Finally, import all these files back into the DLC and save the changes.
Don't forget: This will lose DLC authorisation when you start the game! The only way past it is with a crack. You can edit DLC and stay authorised but your options are more limited. Only direct replacement, no upscaling. You can see how here. Hope that helps.
@Ottemis: That's great! Now's probably a good time to mention that there's going to be a lot of rewriting the behind the scenes code in ME3 Texplorer soon. It's mostly to fix the identical texture name issue, but I'll also change the saving method. To the mod makers out there, don't worry, I've decided to make it backwards compatible. Having said that, once finished the new version will produce slightly different mod files. As I said, that's because of identical texture names, so I need an extra piece of information to guarantee uniqueness. The issue is that on extremely rare occasions (apart from cubemaps) you'll find a texture with the same name as another but is not identical. The Texplorer wasn't set up to handle that and so ended up replacing both (or the incorrect one) with the same texture.
#274
Posté 12 mars 2013 - 09:32
Normandy and Citadel textures. They're fundamental and omnipresent throughout any playthrough and are the largest space killers for me. Kodiak would be good too. Really, anything heavy that you're running often and has considerable size to it. Stuff like these NPC council textures.
Modifié par PKchu, 12 mars 2013 - 09:38 .
#275
Posté 12 mars 2013 - 09:47
Definitely have to second this. Finishing off the squaddies textures (EDI, Ashley and Kaidan) would be awesome too.PKchu wrote...
"Question to anyone reading: If you could have 6 new mods in the next release what would you want them to be?"
Normandy and Citadel textures. They're fundamental and omnipresent throughout any playthrough and are the largest space killers for me. Kodiak would be good too. Really, anything heavy that you're running often and has considerable size to it. Stuff like these NPC council textures.





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