Modifié par someone else, 16 mars 2013 - 04:36 .
Mass Effect 3 - High-Resolution Project / Texplorer
#326
Posté 16 mars 2013 - 03:48
#327
Posté 16 mars 2013 - 04:59
Yay for more textures.saltisgood wrote...
Alright, you guys have convinced me. I'll throw in Jean-Luc's alt appearance for Miranda at no extra cost!
But seriously that's the limit then. I think this next patch is already over 600MB uncompressed...
@MACharlie1: I double checked and Ottemis' mod is 2K whereas smarteck's is 4K. So it's not a bug but rather an issue of 2 mods with different resolutions. As I said before, you can use the remove top texture function to fix your problem.
Thats what I assumed regarding the two textures. But I've already did a Repair Installation for another issue so I'll just wait for the next release before I go and play around with the textures again.
#328
Posté 16 mars 2013 - 05:03
#329
Posté 17 mars 2013 - 06:08
#330
Posté 18 mars 2013 - 01:36
EDIT: I think i know what the problem is, when you replace textures with the texplorer on ME2 those lines are added to the GamerSettings.ini
TEXTUREGROUP_Character_Diff=(MinLODSize=32,MaxLODSize=4096,LODBias=0)texturegroup_character_1024=(MinLODSize=32,MaxLODSize=4096,LODBias=0)TEXTUREGROUP_Character_Spec=(MinLODSize=32,MaxLODSize=1024,LODBias=0)TEXTUREGROUP_Character_Norm=(MinLODSize=32,MaxLODSize=1024,LODBias=0)
That what's causing the dlc textures to not show properly, however if i remove those lines, the replaced textures stay on low-res, any way around this?
Modifié par llllshadowllll, 18 mars 2013 - 10:35 .
#331
Posté 18 mars 2013 - 03:54
IF you release an update to your latest patch release, do you have to reinstall the game to apply it?
Also, should I install on a vanilla Coalesced.bin file? Or would the update work installing on one I tweaked the FOV and scanning speeds?
#332
Posté 18 mars 2013 - 04:05
#333
Posté 18 mars 2013 - 07:22
PSUHammer wrote...
Mr. Saltisgood,
IF you release an update to your latest patch release, do you have to reinstall the game to apply it?
Also, should I install on a vanilla Coalesced.bin file? Or would the update work installing on one I tweaked the FOV and scanning speeds?
I have a modified Coalesced.bin and it's works perfectly.
#334
Posté 19 mars 2013 - 03:17
No reinstalls are necessary. The Coalesced file doesn't matter anymore, as Jezehbell said you can use whatever you want.PSUHammer wrote...
Mr. Saltisgood,
IF you release an update to your latest patch release, do you have to reinstall the game to apply it?
Also, should I install on a vanilla Coalesced.bin file? Or would the update work installing on one I tweaked the FOV and scanning speeds?
You're correct, that is indeed what causes the black textures. And no, as far as I'm aware there's no way around it. When I started doing some ME2 modding I did a lot of testing with LODGroups and unlike ME1 and ME3 you can't change the LODGroup without causing errors. So unfortunately we're stuck with this method. The solution is that once DLC editing is properly working in ME2, I can just remove all the null pointers in there, much like what happens in the stock game. I know I promised this a while ago, but it's kind of tough to work on all 3 games at once by myself. *shrugs* It'll get done when it gets done.llllshadowllll wrote...
I want to understand why the dlc clothes and armors gets messed up with black textures when i replace textures(non-dlc) in ME2?
EDIT: I think i know what the problem is, when you replace textures with the texplorer on ME2 those lines are added to the GamerSettings.ini
TEXTUREGROUP_Character_Diff=(MinLODSize=32,MaxLODSize=4096,LODBias=0)texturegroup_character_1024=(MinLODSize=32,MaxLODSize=4096,LODBias=0)TEXTUREGROUP_Character_Spec=(MinLODSize=32,MaxLODSize=1024,LODBias=0)TEXTUREGROUP_Character_Norm=(MinLODSize=32,MaxLODSize=1024,LODBias=0)
That what's causing the dlc textures to not show properly, however if i remove those lines, the replaced textures stay on low-res, any way around this?
----------------------------------------
On the HR mod front, it's going to be delayed for a few days. Long story short, I've been rewriting the installer a few times to try out some things. First of all it was too slow so I put in a bunch of multi-threading to make it faster. Then it was okay but caused a rare crash in-game, then the textures I wanted to replace weren't being replaced.... typical kind of deal.
#335
Posté 21 mars 2013 - 02:19
I don't code myself but my boyfriend does (well I do do markup but that's hardly comparable), I remember him getting frustrated plenty times over how much grief a logical system can give you =P Especially when you think you'll just try something quick, haha.
Thanks so much for all the effort
#336
Posté 22 mars 2013 - 01:42
As a side note has the 2GB limit in Texplorer been resolved? I totally realise it's unlikely to be your top priority what with HR installer and all.
#337
Posté 22 mars 2013 - 03:13
Unfortunately yes, I've done some testing with the 2GB limit and I've found a problem. As soon as the size of a texture cache gets above 2GB you'll run into this problem on startup:peggster wrote...
As a side note has the 2GB limit in Texplorer been resolved? I totally realise it's unlikely to be your top priority what with HR installer and all.

So I'm just working on a system that will detect if the cache is too big and move the data, either to one of the other existing caches or create a new one.
#338
Posté 22 mars 2013 - 03:19
#339
Posté 22 mars 2013 - 04:49
The 4 cache files that it checks are: "CharTextures", "Textures", "Lighting" and "Movies" in that order. If all 4 are almost 2GB then it throws an error. By my rough math, that means a new maximum of around 6.5GB worth of user added textures. After that we're going to have to resort to making our own cache.
#340
Posté 22 mars 2013 - 05:27
Modifié par Tarkov33, 22 mars 2013 - 05:27 .
#341
Posté 22 mars 2013 - 06:42
OK I'm confuses. Which data do I have to download? TextureiNput 1 & 2? And also V4a, b and c? But that is not 6,5 gb either. Need help pls.
Modifié par SiriusXI, 22 mars 2013 - 06:46 .
#342
Posté 22 mars 2013 - 07:45
Thanks Salt!
@ Sirius, we're referring not to Salt's HD mod but to Texplorer itself where we make and install our own mods. If you're only using Salt's installer you don't have to worry.
#343
Posté 22 mars 2013 - 08:40
1. How can I uninstall the mod from my official Install
2. How can I change the path to my second me3 installation, so I can mod that one?
#344
Posté 23 mars 2013 - 03:09
#345
Posté 23 mars 2013 - 03:17
Is the same time as the original without texmod!PowerMetal500 wrote...
how long is the loading times with this mod:) is it has long has with texmod or faster;)
#346
Posté 23 mars 2013 - 03:22
Modifié par PowerMetal500, 23 mars 2013 - 03:23 .
#347
Posté 25 mars 2013 - 08:29
saltisgood wrote...
The latest update (now released) should solve the 2GB problem. If you try and add a texture to a cache the program will figure out whether there's enough space left before it hits 2GB. If there isn't then it will try and find another that will fit it, rip the data from the old one and put it in the new one, add the new texture, and finally update the relevant properties. I've tested it with a CharTextures file that was a few bytes below 2GB and it worked perfectly for me.
The 4 cache files that it checks are: "CharTextures", "Textures", "Lighting" and "Movies" in that order. If all 4 are almost 2GB then it throws an error. By my rough math, that means a new maximum of around 6.5GB worth of user added textures. After that we're going to have to resort to making our own cache.
Do I need to use this update even if it already works for me ? I guess I can just wait until you release a new version with the extra textures, can't I ? Hope it will be soon, already started a new ME3 playthrough ;D
#348
Posté 25 mars 2013 - 06:32
But it's only for characters, and I know some maps that could use a similar treatment.
#349
Posté 25 mars 2013 - 07:06
#350
Posté 25 mars 2013 - 09:17
THEE_DEATHMASTER wrote...
Hey sorry if it's been answered but is there a mod like this for ME1 and/or 2? I found this: http://social.biowar...index/5314761/1
But it's only for characters, and I know some maps that could use a similar treatment.
http://www.moddb.com...mprovements-mod





Retour en haut





