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Mass Effect 3 - High-Resolution Project / Texplorer


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#451
saltisgood

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And some more stuff for the lovely people of the BSN. :wub:
Those of you who visit the ME1/2 boards may have noticed that I released a mod there a few days ago. That's a direct product of TPF matching stuff that I last showed here. For those of you who haven't seen it, I repacked almost all of CDAMJC's big ME1 mod into .MOD files. Original post here. The only things missing from it are the lightmaps (which you can do now in ME1Explorer). So if you want to perma-mod some of that stuff in preparation for a trilogy playthrough (like me!) head on over there and check it out.

Second on the list is the first working version of the Mod Generator (TPF->.MOD). This is what I was teasing last time and now it's implemented in ME1. The beta is live on the SVN now so you can check it out. Full instructions are here. But it's fairly self-explanatory. The only real limitations are that it won't auto-format textures for you, though it will tell you what's wrong, and that normals won't get auto-matched. It will let you fix up this stuff manually though. Hopefully this may encourage modders to create tpfs with textures in the correct format for once (grrrrrr)!

Since this is still a beta there are some rough edges, but on the whole it looks reasonably good to me. Let me know if you like how it works, because then I'll be porting it to ME2/3.

Modifié par saltisgood, 29 juin 2013 - 05:55 .


#452
NatP

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Wait wait wait... Did you just say a TPF to .mod converter?! That's huge! Thank you so much! Can't wait for you to port this over to ME2!

Also, I have a question. Let's say I install a .mod file of one of Smarteck's texture but I want to replace it with one of Ottemis' version. How do I actually replace it? Just installing Ottemis' mod file doesn't seem to work.

#453
saltisgood

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That's exactly how it should work. The only thing you have to remember is that if the original is a higher resolution than the replacement then the higher level mips of the original will still be displayed. What you'll see in game is that from a distance it will look like one version and then as you get closer it will change to the other. I should probably change that one of these days... We'll see.

#454
NatP

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Oh alright. The specific problem I was having is that I was trying to switch from Smarteck's Alliance casual outfit to Ottemis' but when I did everyone got 'dirty hands' for some reason. But it was probably just because of this particular change then. Thanks again!

#455
Ottemis

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If you want, NatP, screenshot it and (add me to friends / ) PM me, we can figure it out.

Not ignoring your porn btw Salt, trying not to come across like a creepy fangirl =P Carry on with awesome.

Modifié par Ottemis, 29 juin 2013 - 06:47 .


#456
Tup3x

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@saltisgood
Great news! Good thing that I'm away from my PC and will be for some time so I can wait and I hope things are nicely stable when I get back.

#457
HellBovine

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Hey saltisgood, I've been trying to use Texplorer to import Jean-Luc's latest Tali textures into the game but it doesn't turn out the same as when I use Texmod. I've used your Hi res project too, but that uses an older set of textures.

What could I be doing wrong that causes the texture to have a bunch of seams when imported through texplorer that it doesn't have when using Texmod?

Modifié par HellBovine, 12 juillet 2013 - 10:31 .


#458
saltisgood

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Sounds like an incorrectly formatted normal map. The normals in ME3 are almost all in V8U8 format and it's recommended to use the DirectX SDK to get them into that format. Whilst the NVIDIA photoshop plugin can do it, it sometimes causes glitchy appearances like what you're saying.

#459
HellBovine

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I did convert it to V8U8 using the SDK, so that isn't the problem ><. Anyways I can't even apply textures using texplorer if they aren't in v8u8 format. Might be because I cannot get texplorer to work properly with newer versions of Me3 explorer.

Keep getting an error that the image doesn't have any mipmaps at AmaroK86.ImageFormat.ImageMipMapHandler..ctor(StringimageWithMipMaps) when the SDK shows that the normal map does have mipmaps enabled.

Modifié par HellBovine, 13 juillet 2013 - 02:51 .


#460
saltisgood

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^Update your SVN copy, it's fixed now

Edit: And I should mention that with this update all ME3 DLC editing, including Texplorer/.mod installs, should now be working. So you can create/install DLC mesh and texture mods if you like.

Modifié par saltisgood, 13 juillet 2013 - 07:07 .


#461
HellBovine

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I just keep having problems, latest SVN version isn't doing the initial scan properly so I end up missing the vast majority of files from the list when browsing texplorer.

#462
saltisgood

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Well I haven't changed anything in the ME3 scan for ages... I suggest you head over to our bug reports forum if you want to discuss what could be going wrong for you.

#463
saltisgood

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As much as I don't like double-posting I'll do it in this case because of an important announcement. ME3Texplorer now has automatic .Mod Generation from TPF files. Full changelog is on the ME3Explorer forums. You can get the update on the SVN and we may post it onto sourceforge pretty soon. This update does require a Texplorer rescan! Remember that if you want the TexMod hashes to match from your game to any TPF files you must revert your files to the originals before performing the scan. After that it doesn't matter.

For the instructions just check out the post at the top of this page, it works exactly the same in ME3 as it does for ME1 (ME2 version to follow).

#464
NatP

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Awesome stuff Salt! In fact, I'm actually going to delete my current game files and I'm going to start anew with this program! This works for the DLC's too right? Because that would save me SO much time!

#465
saltisgood

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^^Yep, works for everything, including the LightMaps, which until now had been missing from the program.

#466
NatP

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Ugh, so I'm trying to make a .MOD file for Smarteck's big Citadel DLC .tpf file and I came across an old issue that I forgot how I'm supposed to fix. I tried converting a texture from DXT5 to DXT1 and the texture became a lot darker for whatever reason. What am I supposed to do to fix this? :/

Modifié par NatP, 15 juillet 2013 - 07:57 .


#467
stratataisen

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Hey, I have a question about Texplorer that I'm hoping someone could answer.

I'm having a bit of trouble finding the right texture files in the the Texplorer that I want to replace. A good example would be the Ajax armor. I have a HR of the texture but I can't seem to find the in game texture in the Texplorer. Is there a list somewhere that could tell me where to look in the program for the various mods that are out, or will I have make my own of sorts as I go along?

#468
KFreon

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 @NatP: Sounds like the alpha layer. I remember getting very angry at that, but if you haven't already figured it out, its the alpha layer blending with the rest of the image. You need to delete it before converting it. Photoshop does that well.
@stratataisen:  Things are hard to find, but you eventually start to know where things are and how the naming works. But:  me3explorer.wikispaces.com/search/view/texture+list 
That might help out.  Pretty sure you can add to it if you join up, which would be useful to others :)

Modifié par KFreon, 23 juillet 2013 - 01:37 .


#469
stratataisen

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@KFreon Yeah, I've been searching through things and I managed to find the Ajax armor in the Texplorer but not in the Asset Explorer like the tutorial says. I switched it via the Texplorer but it's not working. >.<

#470
KFreon

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Oh ditch Asset Explorer. I think WV only made that for testing. It has so many holes in it...

Texplorer should work if you have the newest svn version. Any details on why its not working? Errors?

#471
stratataisen

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I didn't get an error. I switched out the files and the preview image showed that I did, but when I go into the game the armor still has it's original graphics. I know I did the process right because I switched out Vega's casual outfit and it worked.

I tried to get the SNV version to work, but I can't seem to get it to. not sure why.

EDIT: Although my game as suddenly decided to start crashing when I try and load a game. >.<  This is after trying to load multiple .mod files and crashing the ME3Explorer

Modifié par stratataisen, 23 juillet 2013 - 11:10 .


#472
KFreon

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If ME3Explorer crashed during an install, you'll have to reset the damaged files, which is unfortunately pretty much everything. The latest svn seems to mostly work. You can even go straight from .tpf to .mod most of the time. It's great.

When you say switched, you mean "Add Biggest Image" right? You're not trying to use someone elses .pcc's? Cos that's the easy route to breaking things.

#473
stratataisen

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Yes, the 'Add Biggest Image' thing. Thankfully I listened to what people said and backed up my stuff. XD

Also I got the SNV version working however I'm getting an error message about it being unable to find a path for the .mod.

.tpf to .mod? I thought I read that only worked for the ME1 version of the Texplorer.

#474
KFreon

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Salt ported his holy grail to ME3 now so it works mostly. Some things like single image upscale doesn't yet.
Mind posting the error message so I can help further?

#475
stratataisen

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This is what I get for the error when I try to apply a .mod file.

[[An exception of type 'System.IO.DirectoryNotFoundException' occurred in mscorlib.dll but was not handled in user code

Additional information: Could not find a part of the path 'C:\\Program Files (x86)\\Electronic Arts\\Mass Effect 3\\BIOGame\\CookedPCConsole\\CookedPCConsole\\CustTextures0.tfc'.

If there is a handler for this exception, the program may be safely continued.]]

Then another box after:

[[Error occurred: Could not find a part of the path 'C:\\Program Files (x86)\\....\\CookedPCConsole\\CustTextures0.tfc']]

EDIT:
I also go this one when I tried to save a changed texture through the TExplorer.

[[An unhandled exception of type 'System.IO.FileNotFoundException' occurred in ME3Explorer.exe

Additional information: DLC Cache Path doesn't exist.]]

Modifié par stratataisen, 24 juillet 2013 - 03:49 .