Modifié par Mstark, 29 avril 2013 - 04:51 .
Mass Effect 3 - High-Resolution Project / Texplorer
#401
Posté 29 avril 2013 - 04:50
#402
Posté 29 avril 2013 - 06:05
NatP wrote...
Jezehbell wrote...
So... I made many tries to modd ME2 and the game crashes if you change textures of Legion, Thane and Garrus.
So, if you want to add better textures, don't touch them.
Actually, Thane worked fine for me... Try to mod him again, but not Legion or Garrus.
I don't know, I mod him first and my game crashed in the loading screen. Did you change the face AND the clothes ?
Mstark wrote...
Thane and Garrus worked fine for me but legion crashes every time I touch him. You can't touch normal on thane or garrus though as a heads up or I t crashes then for sure. in reality normal really don't work well in texplorer for ME2
Okay, so i just have to change Diff and Spec ?
Modifié par Jezehbell, 29 avril 2013 - 06:07 .
#403
Posté 29 avril 2013 - 07:57
Jezehbell wrote...
NatP wrote...
Jezehbell wrote...
So... I made many tries to modd ME2 and the game crashes if you change textures of Legion, Thane and Garrus.
So, if you want to add better textures, don't touch them.
Actually, Thane worked fine for me... Try to mod him again, but not Legion or Garrus.
I don't know, I mod him first and my game crashed in the loading screen. Did you change the face AND the clothes ?Mstark wrote...
Thane and Garrus worked fine for me but legion crashes every time I touch him. You can't touch normal on thane or garrus though as a heads up or I t crashes then for sure. in reality normal really don't work well in texplorer for ME2
Okay, so i just have to change Diff and Spec ?
EDIT : Thane works without normal but still not Garrus, maybe I failed something, I don't know.
#404
Posté 01 mai 2013 - 05:44
Jezehbell wrote...
Jezehbell wrote...
NatP wrote...
Jezehbell wrote...
So... I made many tries to modd ME2 and the game crashes if you change textures of Legion, Thane and Garrus.
So, if you want to add better textures, don't touch them.
Actually, Thane worked fine for me... Try to mod him again, but not Legion or Garrus.
I don't know, I mod him first and my game crashed in the loading screen. Did you change the face AND the clothes ?Mstark wrote...
Thane and Garrus worked fine for me but legion crashes every time I touch him. You can't touch normal on thane or garrus though as a heads up or I t crashes then for sure. in reality normal really don't work well in texplorer for ME2
Okay, so i just have to change Diff and Spec ?
EDIT : Thane works without normal but still not Garrus, maybe I failed something, I don't know.
Yes I changed both of their face textures as well. their are two versions of garrus armor. One after he is damaged and one before as well as the loyalty version and the visor. You must change all of them or it will crash. If the undamaged is 1024 and the damaged 4096 it cuases some sort of problem with the game so you have to do both. As well as the loyalty outfits.
#405
Posté 01 mai 2013 - 11:44


As you can see that's the Citadel DLC with a permanently modded texture without using a cracked exe (you'll have to take my word for those last two). The process to replace DLC stuff is identical to the stock game, all the magic happens in the background, so you don't need to learn anything new. Yes, this will also allow .mod files for DLC editing.
I'm adding this for the next update to ME3Explorer so you'll be able to play with it reasonably soon. Mod support might not be there straight away depending on how hard it is to implement.
I'm also taking the opportunity to multi-thread the regular saving process in Texplorer and all of this DLC stuff is done in multi-threading. I hope you all enjoy it once it's finished and thanks for sticking around even when I don't post updates for ages.
#406
Posté 01 mai 2013 - 12:23
#407
Posté 01 mai 2013 - 12:33
#408
Posté 01 mai 2013 - 01:26
I'll be anxiously waiting for mod support, but I'm a patient woman =P
Thanks again for all the effort Salt =)
#409
Posté 01 mai 2013 - 08:21
And... some news about the next texture pack ?
#410
Posté 02 mai 2013 - 01:45
#411
Posté 02 mai 2013 - 02:04
Jezehbell wrote...
Sounds amazing ! Compatible with ME2 ? I wanna mod the ulgy Zaeed's armor.
I, too would like this, but chances are that's rather unlikely in the near future.
Course what I would love even better is that Ottemis, Smarteck and all those wonderous Texture modders who contributed to beautifying Mass Effect 3's characters and locations to go back and revisit the previous titles. But alas, one can dream.
Right back to talking about these new features to ME3Explorer
One word Awesome!!! and to borrow a quote from Nvidia it's becoming closer to "The Way It's Meant to be Played".
#412
Posté 02 mai 2013 - 06:00

/offtopic
Modifié par Ottemis, 02 mai 2013 - 06:07 .
#413
Posté 03 mai 2013 - 11:25
Modifié par Fog.Gene, 04 mai 2013 - 01:40 .
#414
Posté 03 mai 2013 - 05:37
From this point on it's pretty much identical to normal. You can create .mods, or just do your modding yourself in the Texplorer. Once you hit save changes though things are a bit different behind the scenes. First of all, the initial saving of files is now multi-threaded, then it will repack the relevant DLCs. This is also multi-threaded but since you'll typically only be modding one DLC at a time it doesn't really matter. It will take a while to do since the DLCs are massive files and they need to be completely rebuilt. But all of that is taken care of for you, including the TOC.bin inside the DLC. So realistically it should be no more trouble to do DLC stuff than regular old game stuff, it just takes longer.
Mod files are also supported though you will need to do 1 step before you can readily install them. The cache of extracted files needs to be created before you try and install a mod. All you need to do is open the Texplorer and say you want to include DLC files, or you can run this mod to manually do it. That will extract the files so that they can then be modded.
To give you a taste of a mod in action, here's my example one. This is smarteck's HR Liara Citadel DLC Dress:
http://me3explorer.f...file.php?id=140
To any mod makers out there, please tell people before they download it what DLCs, if any, are required for your mod. The program should probably handle the missing files without complaint, but it's bad practice anyway.
As I said before, this is still kind of experimental at this stage so if you run into any problems please post about it on the bug reports forum. For instance, you might find that changing your cooked folder location doesn't quite work at the moment. That's cool, I'm just in the middle of changing the cooked path variable stuff so that you can also install *.mods to locations other than the default.
It will also be made a bit more streamlined in the future to reduce the number of DLC repacks necessary, especially when installing mods.
Anyway, let me know how it goes and good luck!
#415
Posté 03 mai 2013 - 06:21
#416
Posté 04 mai 2013 - 10:55
Also... I examined the DDS textures using Windows Texture Viewer and... the normal maps look absolutely nothing like what I thought a normal map looked like (and I've stared at plenty of the purple monsters modding for Skyrim). Is there some new weird compression format for them that WTV doesn't recognize?
Additionally, is there a way to unpack TexMod files to use with this?
Modifié par MadCat221, 04 mai 2013 - 11:34 .
#417
Posté 05 mai 2013 - 12:31
MadCat221 wrote...
Oh wow, I completely missed this. I always ended up tossing TexMod because it apparently doesn't play nice with ATI cards, and makes the framerate go straight into the crapper.
Also... I examined the DDS textures using Windows Texture Viewer and... the normal maps look absolutely nothing like what I thought a normal map looked like (and I've stared at plenty of the purple monsters modding for Skyrim). Is there some new weird compression format for them that WTV doesn't recognize?
Additionally, is there a way to unpack TexMod files to use with this?
TPF Extract you can use this program to unpack TexMod files. Then use DXTBMP to view/convert the files to their correct format.
#418
Posté 05 mai 2013 - 01:04
DragonIroh001 wrote...
TPF Extract you can use this program to unpack TexMod files. Then use DXTBMP to view/convert the files to their correct format.
Or for maximum options, use the 2010 DirextX SDK.
#419
Posté 05 mai 2013 - 02:22
#420
Posté 05 mai 2013 - 05:07
MadCat221 wrote...
What specific files should I back up before fiddling with textures with this method?
Basically everything in CookedPCC plus PCConsoleTOC.bin and .txt, and everything in DLC if you're editing that.
EDIT: As far as I know...
Modifié par KFreon, 05 mai 2013 - 05:08 .
#421
Posté 05 mai 2013 - 10:20
#422
Posté 06 mai 2013 - 12:57
That's a TexMod issue so it should be fixed by default.Mstark wrote...
So now you have DLC editing in ME3 working any chance of fixing the bug in ME2 where replacing any texture messes up DLC TExtures?
#423
Posté 06 mai 2013 - 01:50
This has not still been fixed some think it has but problem is if you wan to upscale textures in ME2 at all then DLC has this issue. I am patient however just was wondering becuase I have been modding each game as a I find things that bug me as I do a play through and am on ME2 now
Modifié par Mstark, 06 mai 2013 - 06:36 .
#424
Posté 06 mai 2013 - 03:32
Fog.Gene wrote...
That armor looks sic Ottemis, good job. Looking forwards to see the maleshep version.
#425
Posté 06 mai 2013 - 03:59
No, it's a issue with the texplorer, Salt said that he was going to fix it when he have the time to it!MACharlie1 wrote...
That's a TexMod issue so it should be fixed by default.Mstark wrote...
So now you have DLC editing in ME3 working any chance of fixing the bug in ME2 where replacing any texture messes up DLC TExtures?





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