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Mass Effect 3 - High-Resolution Project / Texplorer


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#401
Mstark

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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

Modifié par Mstark, 29 avril 2013 - 04:51 .


#402
Jezehbell

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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
Jezehbell

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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
Mstark

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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
saltisgood

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Hey everyone, I'm back from the dead! I've been super busy at uni and stuff so I haven't really had a chance to work on the mod recently. But I always said that I would enable DLC editing in the Texplorer once we could launch them without authorisation issues. Well with the release of WV's DLC Launcher Program that stops those issues I've been enabling this DLC editing and here's some progress shots:

Posted Image
Posted Image

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.
:wub:

#406
Ottemis

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You underestimate how exciting your updates are salt. I'm regularly hopping on my chair for your posts. Hey, this DLC authenticator WV built, will that mess with our ability to play ME3 MP, or not at all?

#407
saltisgood

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Not in the slightest. I was playing a match with WV last night as we were testing it out and we could even use console commands in-game. It actually allows you to send messages whilst your playing, which I don't think you can do normally. Of course it also allows you to cheat very easily so I'm hoping that BW takes a lenient stance towards its use.

#408
Ottemis

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That's just amazing. Very good to hear!
I'll be anxiously waiting for mod support, but I'm a patient woman =P
Thanks again for all the effort Salt =)

#409
Jezehbell

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Sounds amazing ! Compatible with ME2 ? I wanna mod the ulgy Zaeed's armor.

And... some news about the next texture pack ?

#410
Didact2401

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Excellent news Salt. I look forward to the release.

#411
DragonIroh001

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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
Ottemis

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@DragonIroh001: I have a complete femshep armor overhaul for ME2, with plans to extend that to Maleshep for the parts that are genderspecific, and to create 'normalized' normal maps for all pieces. To that extend, no need to dream =) Right now my focus is on finishing all the sets for ME3 and have those released as mods, I plan to revisit my earlier work on ME2 close after though and finish that project as well as they go hand in hand. Project Page.
Posted Image
/offtopic

Modifié par Ottemis, 02 mai 2013 - 06:07 .


#413
Fog.Gene

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That armor looks sic Ottemis, good job. Looking forwards to see the maleshep version.

Modifié par Fog.Gene, 04 mai 2013 - 01:40 .


#414
saltisgood

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Okay the SVN update is now out with the DLC Texplorer. It's still kind of experimental at this stage but I'm satisfied enough to release it to the public for testing. Once you update your SVN files you'll need to delete the me3tree.bin file to force a rescan, then the program will ask whether or not to include DLC files. If you select yes it will then extract the relevant files and place them in a cache folder in BIOGame. Those files can all be opened and modified in whatever tools you want. They will then be indexed along with the stock game's files to create the tree.

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
Didact2401

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Excellent!

#416
MadCat221

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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?

Modifié par MadCat221, 04 mai 2013 - 11:34 .


#417
DragonIroh001

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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
KFreon

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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
MadCat221

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What specific files should I back up before fiddling with textures with this method?

#420
KFreon

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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
Mstark

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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?

#422
MACharlie1

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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?

That's a TexMod issue so it should be fixed by default. B)

#423
Mstark

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Still occurs with the explorer as well. If you replace any textures then some DLC textures will have issues. salt has confirmed it himself. It is due to the fact that you are adding higher resolution textures and the explorer changes the Texture LOD Groups which cuases the issue. They fixed it in ME1 and ME3 but not in ME2 yet Salt said one month ago he would need to get DLC editing working first so we could remove Null pointers form the DLC files.

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
Ottemis

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Fog.Gene wrote...

That armor looks sic Ottemis, good job. Looking forwards to see the maleshep version.

:ph34r: Soon ™ Thnx =)

#425
llllshadowllll

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MACharlie1 wrote...

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?

That's a TexMod issue so it should be fixed by default. B)

No, it's a issue with the texplorer, Salt said that he was going to fix it when he have the time to it!