Unfortunately, I don't know of any texture mods that also update the maps. And further unfortunately, there has yet to be an easy Installer for mods for ME1/2.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.
Mass Effect 3 - High-Resolution Project / Texplorer
#351
Posté 25 mars 2013 - 09:49
#352
Posté 26 mars 2013 - 12:24
Didact2401 wrote...
Is there anyone else that's run into issues using modmaker / texplorer where the game will start correctly but get stuck indefinitely at load screens?
Not while using Texplorer but the same thing happened to me when trying to replace too many textures directly through Asset Explorer before Texplorer had been created.
#353
Posté 26 mars 2013 - 12:50
#354
Posté 26 mars 2013 - 01:33
Hey Salt,
Installed V1 of your ME3 HR Project tool. No problems. Saw you had a V2 of that program with newer Texture packs on your mediashare site and downloaded those. Ran the new EXE and it shows 620.2 MB in 16 updates available. When I start it...it finishes in a second with the following in the log:
"Searching cooked folder for updates...
No updates found. PCConsoleTOC.bin not saved
Finished with 0 errors"
Running Win 7 x64 with default Origin directory for the game.
#355
Posté 26 mars 2013 - 01:37
You need to uninstall the V1. V2 needs is a fresh installation.PSUHammer wrote...
Figured I would post here...possible bug report?
Hey Salt,
Installed V1 of your ME3 HR Project tool. No problems. Saw you had a V2 of that program with newer Texture packs on your mediashare site and downloaded those. Ran the new EXE and it shows 620.2 MB in 16 updates available. When I start it...it finishes in a second with the following in the log:
"Searching cooked folder for updates...
No updates found. PCConsoleTOC.bin not saved
Finished with 0 errors"
Running Win 7 x64 with default Origin directory for the game.
#356
Posté 26 mars 2013 - 01:42
MACharlie1 wrote...
You need to uninstall the V1. V2 needs is a fresh installation.PSUHammer wrote...
Figured I would post here...possible bug report?
Hey Salt,
Installed V1 of your ME3 HR Project tool. No problems. Saw you had a V2 of that program with newer Texture packs on your mediashare site and downloaded those. Ran the new EXE and it shows 620.2 MB in 16 updates available. When I start it...it finishes in a second with the following in the log:
"Searching cooked folder for updates...
No updates found. PCConsoleTOC.bin not saved
Finished with 0 errors"
Running Win 7 x64 with default Origin directory for the game.
Deleted the entire directory where it resided, downloaded it fresh, still same issue. Thanks for helping, though!
#357
Posté 26 mars 2013 - 02:50
I'm going to give this a shot on the next run through the series.llllshadowllll wrote...
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
#358
Posté 26 mars 2013 - 04:51
Okay I'm instigating a new feature in this thread, and anyone else can feel free to follow my lead. When I'm talking about ME3Explorer or any of the Texplorers for ME1/2/3 I'll put a header for that section like this:PolBear wrote...
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
---------------ME3Explorer Related-----------------
And then write whatever.
---------------ME3 HR Project Related---------------
And this is for discussion on the mod.
PolBear, that post was about the Texplorer so no you don't need it. Indeed, there isn't even an update for the mod yet. However, some recent news from AmaroK86 means that we should no longer be limited to any size of textures that we want to add. If you have a look at this post AmaroK's cracked the TOC.bin structure and we can now add new files to it. Hence we can add all the tfcs we want for a theoretically unlimited amount of textures. Nice work AK.
---------------ME3Explorer Related-----------------
Getting an indefinite load screen is the same as the game crashing, there's something wrong with one of the files. If you tried to mod one of the BIOG* files with the Asset Explorer then that could be the problem. For whatever reason the default PCC saving crashes the game with at least those files. Since the Texplorer is different it doesn't seem to share that problem. Of course that might not be the only issue but it's one possible explanation.Didact2401 wrote...
Is there anyone else that's run into
issues using modmaker / texplorer where the game will start correctly
but get stuck indefinitely at load screens?
---------------ME3 HR Project Related---------------
Yeah that's because there's not a new installer for it yet. Plus those were a working copy of the new textures, which are still to be revised. The reason it's been a bit slow coming is that I was having trouble getting the new pack to install. Eventually I realised that it was because the Citadel DLC is overriding some of the Normandy interior. Now that I've got that figured out I'll finish up with the installer.PSUHammer wrote...
Figured I would post here...possible bug report?
Hey Salt,
Installed
V1 of your ME3 HR Project tool. No problems. Saw you had a V2 of that
program with newer Texture packs on your mediashare site and downloaded
those. Ran the new EXE and it shows 620.2 MB in 16 updates available.
When I start it...it finishes in a second with the following in the log:
"Searching cooked folder for updates...
No updates found. PCConsoleTOC.bin not saved
Finished with 0 errors"
Running Win 7 x64 with default Origin directory for the game.
Modifié par saltisgood, 26 mars 2013 - 04:52 .
#359
Posté 26 mars 2013 - 08:25
#360
Posté 26 mars 2013 - 11:27
#361
Posté 26 mars 2013 - 11:30
Check this out: ME3Explorer Forum Threadzeypher wrote...
Saltisgood can you point me on to how i can edit dlc armor textures without using texmod?
#362
Posté 27 mars 2013 - 11:59
I tried adding textures again and unfortunately I ran into the same problem
#363
Posté 29 mars 2013 - 08:45
I have instaled MK2, now if I want to start the switcher, the program requires an info file. According to the instructions it should be in the installer folder, but there is no info file.
How can I now use the switcher?
The problem took care of itself, had to repeat the installation as an administrator.
Modifié par Endos85, 01 avril 2013 - 03:24 .
#364
Posté 30 mars 2013 - 02:45
#365
Posté 02 avril 2013 - 12:12
#366
Posté 02 avril 2013 - 12:26
My eye just spotted you already sorted this on the ME3Explorer forums =o We shall have looks and there shall be cookies. Thanks you!
Modifié par Ottemis, 02 avril 2013 - 12:50 .
#367
Posté 02 avril 2013 - 01:27
@Ottemis: Indeed I have. At least I hope that I have. For anyone reading who's completely in the dark, over the last few days I've been working on some improvements to ME3Explorer. Sourceforge has got all these changes plus WV's ME3OTH tool (modding the game in memory as its running) included in the new download file.
The main changes are significant bug fixes for modding in ME1 and a Mod Maker for ME1 (create/ share/ install mods just as easily as for ME3). But the one that Ottemis is referring to is a change to the Texplorers' (ME1 and ME3) tree construction logic. The program will now not count exclusively on texture names to identify identical textures. This means you're free to modify textures that might share names between genders or some other similarity. You will have to be a bit more cautious when scanning the files though. Full details are here.
These updates also mark the first time we're using the new SVN address. Sourceforge saw fit to move our code repository and so if you want more SVN updates you'll have to do a new checkout with the following address: svn://svn.code.sf.net/p/me3explorer/code/
-----------ME3 HR Project Related--------------
@PolBear: Haha. You should never trust a release date estimation from me because they're always wrong! The problem is that I've been quite busy lately and this mod takes a long time to test. I've gone through stacks of rewrites to fix various problems that crop up and multi-threading it has been proving troublesome. On the whole I think I'm nearing the end but if experience has taught me anything it's that that doesn't mean a thing.
#369
Posté 06 avril 2013 - 06:17
Jezehbell wrote...
Hi guys,
I'm looking for a similar link (like this one ) but for Mass Effect 2.
Finding textures is too hard :/
Thanks !
Hey, I just got finished modding ME2 so if you need any indications or help for anything, just let me know through a PM and I'll try to help.
#370
Posté 08 avril 2013 - 09:16
THEE_DEATHMASTER wrote...
I'm going to give this a shot on the next run through the series.llllshadowllll wrote...
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
Thanks for the link! I'm going to give them a shot in another playthrough.
#371
Posté 09 avril 2013 - 05:39
#372
Posté 09 avril 2013 - 08:55
If your pc is unable to run the amount of textures you have downloaded you will have to pick and choose what you run via Texmod or install them manually using the ME1 Texplorer.
#373
Posté 10 avril 2013 - 10:16
Apparently reducing the maps hurts the tattoo quality a lot.
#374
Posté 10 avril 2013 - 05:02
Maybe a tweak in the .ini file ?
EDIT : It's okay, i found the problem.
Modifié par Jezehbell, 11 avril 2013 - 11:05 .
#375
Posté 13 avril 2013 - 06:06
I decided to check that the texture I was adding was actually for that door, so I loaded in texmod, and it shows up. So I looked for it in the pcc files with asset explorer and found it in bioa_mpnov_white.pcc at full proper resolution.
I suppose I want to know why it doesn't show up in game, or how to tell which pcc file is used for which levels.
EDIT: This is for multiplayer only, I haven't checked single player. And as far as I know, this isn't DLC of any kind.
EDIT2: Seems that the only environment textures that work on these maps are the holograms. May not be limited to these either. Other environment textures work fine on other maps.
EDIT3: Also Saltisgood, why do the dds images need mipmaps if texplorer only takes the biggest anyway?
Modifié par KFreon, 13 avril 2013 - 12:08 .





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