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Mass Effect 3 - High-Resolution Project / Texplorer


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#276
Ottemis

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saltisgood wrote...

Question to anyone reading: If you could have 6 new mods in the next release what would you want them to be?

Well, I'm a modder myself, and I focus on the armorsets for a reason, so personally, those.
That and NPC outfits because it provides such a huge increase over little recources.

@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.

No matter, it's a huge project. With the armor though, re-releasing all armor sets for male and female shep, every set has such a size that it will almost automatically require to be done via Texplorer. The sets run between 30-50mb per depending on how many unique textures each gender has. There's 7 unique sets total, do the math.
It's good I won't have to rerelease, hassle otherwise. Wanted releases to be final once converted, good for me too to be able to say something is 'done'.

I think Didact already ran into such a problem yes, with the fourth casual, names being the same between the bloody and male/female versions of the texture. I reckon it'll help if I report any occurrence of this issue I run into? Or is this not something you'll be manually coding in to restrict or allow tree-collapse for individual textures or groups?

Modifié par Ottemis, 12 mars 2013 - 10:52 .


#277
saltisgood

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Ottemis wrote...

I think Didact already ran into such a problem yes, with the fourth casual, names being the same between the bloody and male/female versions of the texture. I reckon it'll help if I report any occurrence of this issue I run into? Or is this not something you'll be manually coding in to restrict or allow tree-collapse for individual textures or groups?

That's the main occurrence that I'm aware of. If you find some more instances of it happening then let me know because it's handy when I'm testing out my work. But no, it's not going to be hard coded. Whilst the texture names aren't unique, the package and texture names combined is unique (I think). So whilst I'm building the tree I just need to build in some logic about recognising the packages as well. It shouldn't be too hard really. The only tricky part is that occasionally you'll find that a package's uncooked location is the full path + the pcc filename.

Re: Next version of the mod
Keep the suggestions coming guys. :happy:

#278
Ottemis

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Btw Salt, thanks for the vid-tutorial on making .mods with the Mod-Maker, made it a lot easier =)
Also, you know how sometimes you run into a tutorial and you just can't stand to listen to the narrator?
That's not you, pleasant to listen to! =P

Modifié par Ottemis, 12 mars 2013 - 01:27 .


#279
ElectronicPostingInterface

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Also this version of Garrus just came out, and I think it looks better than Smarteck's personally. If it's possible to add it to the switcher, I think it's a good option.

And this is probably overly optimistic on my part, but I really think this more robotic and glowing EDI made from unusued stuff on the spec map* looks really cool and stylized and would be really cool as an optional switch. But my like for that mod is probably a minority opinion.

Beyond that, yeah, agree with Peggster Ash/Kaidan/EDI would be good. ...I do think no one has done Ash's default though. I remember there being some weird thing not done on Ash. Maybe the casualish outfit on the Citadel? Dunno.

* That's my understanding, that it was cut content.

Modifié par PKchu, 12 mars 2013 - 02:15 .


#280
llllshadowllll

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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.
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.

I know that, but when i try to upscale the texture, i can't, because i'm stuck in this window telling me to select the archive path, which i assume would be be the .tfc but when i select it nothing happens the window just opens again and it's like this forever!

#281
itaylorwill

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llllshadowllll wrote...

 

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.
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.

I know that, but when i try to upscale the texture, i can't, because i'm stuck in this window telling me to select the archive path, which i assume would be be the .tfc but when i select it nothing happens the window just opens again and it's like this forever!

 
You Have to take the pcc,tfc, and the .bin files from the dlc and put them in an external archive(just create another mass effect 3 install folder somewhere other than your main install or you'll get that windows that keeps popping up) and that should work.

#282
itaylorwill

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@saltisgood I've tried replacing textures in omega and leviathan and i'm getting crashes every time making sure the file sizes are updated, is there something i'm doing wrong?

#283
NatP

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"Question to anyone reading: If you could have 6 new mods in the next release what would you want them to be? "
Easily Kaidan, Ashley and EDI. Also, it would be awesome it if you could do the Normandy and the Kodiak textures, since you see those all the time during the main game. The default MP characters would be great too.

A bit off-topic-y, anyone know a good sharing site? I made some .mod files, and I'd love to see if they actually work, lol. :P

#284
Ottemis

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@NatP: I use mediafire, I'm happy with that.

#285
NatP

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Alright, thanks for the advice. Now can anyone do me a favor and try out these mods I've made to see if they're working properly: http://www.mediafire...p#2iao8cjriu1n9 . If there's something wrong let me know.

#286
mmmu

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PKchu wrote...

And this is probably overly optimistic on my part, but I really think this more robotic and glowing EDI made from unusued stuff on the spec map* looks really cool and stylized and would be really cool as an optional switch. But my like for that mod is probably a minority opinion.

Seconding that. I think it looks spectacular. However, it had a huge filesize and I couldn't really use it with Texmod without issues personally. Would love to see it implemented, it gives EDI an awesome vibe.

@Ottemis, would love to see your armor compilations included as well (I know you've been working toward getting them converted) because having them all readily available just makes sense, plain and simple ^^

#287
ElectronicPostingInterface

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The file size is huge because the normal map on it is 4096 instead of 2048. It's about 42 MB once you halve the normals.

Still big, not as outrageous as 70+.

Modifié par PKchu, 12 mars 2013 - 08:45 .


#288
Relwyn

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For some reason Texmod has stopped working for me, it simply won't load up the game if I use any High resolution texture (doesn't matter which). It loads for a while then crashes to desktop with no error (the game crashes, not Texmod)

Any idea as to why this keeps happening? It was working fine a week or so before the Citadel DLC. Also some mods such as the Dark Ajax armor stopped working after a few weeks, and reverted back to the white-ish Cerberus armor.

*sighs*

#289
Jezehbell

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Hello everyone !

At first, i'm a big newbie (and a french guy), i have difficulties to understand this thread, so... Anyway, the process to modding ME3 is simple but i want to mod Mass Effect 1, especially, the face textures of Wrex, Saren, Liara, Udina, Anderson and Garrus. I have .tpf files (for Texmod) but I want to use them with ME1 Explorer. Is it possible ? How can I do ?

And i just want to say "wow, amazing job !" ;)

#290
itaylorwill

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@Jezehbell me3explorer.freeforums.org/using-the-texplorer-t145.html

Modifié par itaylorwill, 13 mars 2013 - 07:02 .


#291
Jezehbell

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Thank you !

Seems complicated but i'll do it slowly.

#292
llllshadowllll

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Man, i gotta tell ya, edit dlc is a pain in the ass!

#293
Jezehbell

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 Hello

I wanted to mod my ME1 Wrex but i'm stuck. In Texplorer, i have 3 files, like this :

i.imgur.com/tGiEjYz.png


And when I use TPFExtract on the texture mod, i have this :

http://i.imgur.com/l89Gian.jpg


How can i do, to know wich file i have to replace (diff, norm, spec) ?

And the files in the texture mod have différent resolutions...

Thank to help me and sorry for my pretty bad english. :unsure:

Modifié par Jezehbell, 13 mars 2013 - 06:01 .


#294
itaylorwill

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@Jezehbell Saltisgood made videos that explain the types of files u replace that helped me at first, link on first page.www.youtube.com/playlist 

Modifié par itaylorwill, 13 mars 2013 - 07:02 .


#295
Jezehbell

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I've finally made it. I guess the hardest part is to find the textures I want to replace.

#296
llllshadowllll

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@saltisgood
It would be nice if with the time you add textures from the dlcs in the the HR installer, considering dlc is more complicated to edit for a normal user.

#297
Fog.Gene

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@Jezehbell,

There's a list with some common ME1 textures at the ME3Explorer's wiki:
http://me3explorer.w...er Texture List

Feel free to update the list if you find anything not listed there.

Modifié par Fog.Gene, 13 mars 2013 - 10:55 .


#298
PSUHammer

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saltisgood wrote...

Question to anyone reading: If you could have 6 new mods in the next release what would you want them to be?


I agree that environment textures are probably low priority.  Only ones that really might make a difference are the Kodiak and exterior Normandy.  The real offenders in the game are the clothing and armor.  Enemies and NPCs are common and are probably where the most focus should be.  Even if those are the only mods added, it is a big improvement.

For most environments, improvements are diminishing returns from what I have seen.

#299
saltisgood

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So the general concensus for the next patch seems to be to finish off the rest of the squad, do plenty of NPCs and have a go at the Normandy and Kodiak. Rightio, so here's a tentative list (it will mainly depend on the quality/ existence of the mods I can find as well as the ease of adding them):

1. EDI Primary Appearance (PK's suggestion looks pretty good, though I'll be reducing some file sizes)
2. Ash Default Armour (Perhaps DeadMeat's version)
2. Ash Casual Appearance (Maybe garry_g's version - I'll have to check it out in-game)
3. Kaidan Default Armour (maybe smarteck's version)
4. Normandy Exterior (smarteck)
5. Some Normandy Interior (smarteck)
6. Kodiak Interior/ Exterior (smarteck)
7. Some NPCs (Ottemis' look pretty good. I hadn't realised you'd done so many!)
8. If I've got time then some armours as well

Comments?

Jezehbell wrote...

I've finally made it. I guess the hardest part is to find the textures I want to replace.

Pretty much yeah. There are still a few issues to sort out with the ME1 modding, but on the whole it's pretty good.

llllshadowllll wrote...

@saltisgood
It would be nice if with the time you add textures from the dlcs in the the HR installer, considering dlc is more complicated to edit for a normal user.

I'm not going to be doing DLC anytime soon. There are plenty of things to fix in the stock game first and since it's an automated installer I don't want to force anyone to have to use a crack. Plus, to be blunt, not everyone has all the DLCs while everyone has the stock game. So the potential benefit is lower for DLC stuff.

#300
PolBear

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saltisgood wrote...

1. EDI Primary Appearance (PK's suggestion looks pretty good, though I'll be reducing some file sizes)
2. Ash Default Armour (Perhaps DeadMeat's version)
2. Ash Casual Appearance (Maybe garry_g's version - I'll have to check it out in-game)
3. Kaidan Default Armour (maybe smarteck's version)
4. Normandy Exterior (smarteck)
5. Some Normandy Interior (smarteck)
6. Kodiak Interior/ Exterior (smarteck)
7. Some NPCs (Ottemis' look pretty good. I hadn't realised you'd done so many!)
8. If I've got time then some armours as well

Comments?


Sounds awesome :D