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Mass Effect 3 - High-Resolution Project / Texplorer


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#426
ScrltFx

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Finally got the switcher to work :) Any news on what mods may be in the next version? I'd love to know ^_^

#427
saltisgood

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Hey everyone, if you've ever wanted to chat with the people behind ME3Explorer or other modders now's your chance. We're holding a chatroom meeting over at Chatzy if you'd like to join us. Everyone's welcome.

Here's the flyer, see you there :D
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#428
Jezehbell

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Some news about the next texture pack ?

#429
MACharlie1

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Jezehbell wrote...

Some news about the next texture pack ?

I'm actually pretty curious about this myself. ;)

#430
llllshadowllll

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Any news?

#431
DonSwingKing

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I have a question concerning Mass Effect 1 and 2. Is it possible to use Texplorer to integrate tpf Texmods files into the game? so far, i couldn't find any pcc files for ME1.

#432
saltisgood

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^Yeah absolutely you can. The process is identical for ME1 and ME2 as it is for ME3. The only difference with the ME1 files is that they don't use the same file extension as the other games. That one uses *.u, *.upk, *.sfm, etc. But once you've run a Texplorer scan you shouldn't need to bother with any individual file nonsense.
----------------------------------------------------
Okay long awaited update on the HR Project. I know there are a few people out there who like this mod and want to see it continue but honestly I'm getting the feeling that it's becoming obsolete. I first started it before there was any kind of .mod installs and because of that it was the easiest way to get high quality texture mods permanently integrated into your game. But these days with people like Ottemis, Didact and Randy releasing these .mod files for anyone to use and install with a single click, what's the point in carrying on a separate service that only packages up whatever mods I feel inclined to at that time? At this stage I'm just feeling no real motivation to continue on with it.

That doesn't mean however that I'll stop supporting ME3Explorer. ME3Ex has always been my priority because that tool lets you do whatever you want with no real limitations. I will continue to develop that program until at least a time when all 3 games can have quick and simple .mod texture installs, however long that takes. But as for this mod... Well, I'm not so sure.

I will release the source code for it in case anyone wishes to carry on the torch, but I know how few people on these forums are interested in coding (seriously guys, not that hard. Self-taught C# works fine for me).

I know this isn't the news that many of you wanted to hear, but I've put a lot of time and effort into this modding community creating tools, tutorials and even some mods. So I'm content that I've done my bit for the cause, even though I'm certainly not finished yet. And who knows, once the semester finishes and I've got some free time I might have another go... But anyway, thanks for reading and for supporting the project this far. It's good to know there are people out there in the world who I'll never meet and perhaps never speak to directly that have enjoyed the fruits of my labour.

Thanks everyone!

#433
llllshadowllll

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@saltisgood
But what about ME2, will you finish your work?

#434
NatP

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I totally get you saltisgood, while this mod you made is handy, now that so many .mods files are out there... It became obsolete. Maybe you could do a small video explaining how to use and make .mod files, post it here and call it a day?

#435
sharkboy421

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Hello Salt! I don't think I've ever posted here before but since your last post I felt I really should.

First of all, thank you!  You're project was simply amazing and I am so thankful you put in all that time and effort.  ME3 was a great game but it was definitely lacking with its graphics.  Texmod was fine but loading too many textures always really screwed with my frame rate in certain areas.  However thanks to your hardwork and dedication, you opened the way for me to permantly install these wonderful hi-res textures without affecting my computer's performance.

And I do understand how you are feeling now that there is a different method available to people.  If you do decide to put this project on a permenant hiatus I don't think anyone would mind as after all, none of these newer methods would be here without the groundwork you laid out.

So again, thank you so much for your time, hardwork and dedication that has brought me even greater enjoyment to Mass Effect.

#436
saltisgood

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llllshadowllll wrote...

@saltisgood
But what about ME2, will you finish your work?

Yeah absolutely. As I said, I'll definitely continue with the ME3Explorer stuff. The plan for the near future is to fix up a few issues people are having with the ME3 DLC stuff, add the new texture cache stuff to ME3, then add light and shadow maps to all 3 games and fix up ME2 DLC. Plenty of stuff still to go and I'm almost finished all my final assignments for the semester so I might be able to continue pretty soon.

@NatP: There's already a written tutorial on the forums by Pawper but I could make a video as well.

@sharkboy421: Thanks for the kind words. I always like to hear from long time lurkers. :lol:

#437
Bayonet Hipshot

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Your work is awesome saltisgood. As well as other ME3 modders out there.

These mods are the things that made me want to replay the game again. Yes the single player, not the multiplayer. Hopefully Bioware will be more supportive of modders by giving them construction kits for future games.

Modifié par The Sin, 06 juin 2013 - 08:13 .


#438
Fog.Gene

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You know very well there's at least one person that will browse through that source code :P

#439
Progman Omega

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The Sin wrote...

Your work is awesome saltisgood. As well as other ME3 modders out there.

These mods are the things that made me want to replay the game again. Yes the single player, not the multiplayer. Hopefully Bioware will be more supportive of modders by giving them construction kits for future games.


Can you imagine a Mass Effect game with Bethesda Style Mod Tools?

I'd never buy anything else.

#440
Taki17

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I've modified and replaced 2 textures in the Input Textures folder (the new textures have the same name, same file format and same resolution as the originals), installed the textures with the installer, but the new textures are not showing up in the game, the game uses the default low-res textures instead. Any hints what the problem might be?

#441
NatP

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saltisgood wrote...

@NatP: There's already a written tutorial on the forums by Pawper but I could make a video as well.


I know about that, but a video would reach out to a lot more people I think.

Modifié par NatP, 14 juin 2013 - 04:04 .


#442
saltisgood

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So it's exam time for me at uni, but I had some free time and despite the fact that I normally do everything in my power not to engage with TexMod I decided to code up an alternative to the console/ barebones GUI TPFextract program. This is done completely in C# built from the ground up. It has all the features of the regular TPFextract plus more.

Here are the features:
Supports extraction of any or all files from tpfs.
Can preview any contained textures that use a standard ME1/2/3 format without extraction. Images can either be rescaled or left at full resolution.
Can preview a limited number of other common image formats, such as png, jpg and gif (though if you're using gifs for texture replacement you're crazy)
Can preview the texmod.def file without extraction.
Shows the comment on the tpf.
Shows information on all files and/or the tpf itself.

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Download Links:
Binary - Just the program
Source - Program and source files

Instructions (though it's pretty self-explanatory)

Thanks goes to Tonttu (TPFextract) and the makers of opentpf for finding the 2 decryption keys and making the original programs.

If I feel like it and time permits I might possibly add a tpf repack function in there as well since I know the file format now. Let me know if you have any issues running it and enjoy!

Modifié par saltisgood, 18 juin 2013 - 05:55 .


#443
Tarkov33

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I... you... friggin... so... good...can't...words

#444
Ottemis

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*dances in circles around salt*

#445
saltisgood

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Don't worry guys, the improvements keep on coming! So now that I've found out how to generate the TexMod hash from a raw game file, I can match up tpfs to their equivalent in the Texplorer.

Here's an example of the latest iteration of the program (click for enlargement). Using an add-on to Texplorer that's in development I generated a structure of all the TexMod hashes from all the games and DLC then fed it into TPF .NET. Then I opened up Jean-Luc's retexture of Tali for ME2 and clicked on the diff.

The program then reads the hash from the texmod.def file embedded in the tpf and checks it against the hash list that I made earlier. That gives you the result you can see on the right. There are no matches in ME1 since the textures changed between games. But it finds the correct match for ME2 and ME3 and also gives you the full path and filename as it appears in each Texplorer. If you open up your Texplorers and go to those locations those should be the right ones.

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So what does this mean? If you've got a TPF then it can be automatically matched up to its counterpart in ME3Explorer. No more hunting around looking for the right name. Automatic TPF to MOD conversion!
:wizard:

... well, soon enough.

#446
Ottemis

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Omg, omg salt. OMFG. OMG. I erm. I'm broken. You just broke me.

Lemme just erm... go finish my citadel environmental pack.. yeah...

#447
ELE08

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Squeee -- ahem. Very nice work :)

#448
meonlyred

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God Salt, stop posting porn!

#449
KFreon

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That is...it's so beautiful.

#450
Tup3x

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This is great! Looking forward to this! I don't have massive amounts of textures to load and texmod worked fine for that but it would definitely be nice to get rid of it.