Mass Effect 3 - High-Resolution Project / Texplorer
#26
Posté 07 décembre 2012 - 04:24
#27
Posté 07 décembre 2012 - 04:41
Here's a random person's livejournal on the topic.
Modifié par PKchu, 07 décembre 2012 - 04:42 .
#28
Posté 07 décembre 2012 - 04:29
@mmmu: I think Vigil is a pretty good option too. Given how it's used in ME3 it carries a lot of emotional weight to it and is plenty nostalgic.
Just wanted to say that development might slow down a little in the next week or so. I'm working full time all next week and so I won't have as much time to continue the project. But, I am developing a new system which if I can get it right will speed this process up dramatically. Before, I used to use ME3Explorer primarily just to add the images to the caches and then hex edit a lot myself (which is sllllooowwwww....).
Now, I decided to man up and start modifying ME3Explorer myself. So I'm trying to get it such that it does 2 things:
1. Preserves the original data in the new file (that's how my switcher can choose between different versions)
2. Batch process a lot of files at once, so I can replace every instance of a texture with no trouble.
I've already done 1 and now I'm doing 2.
If this works out I might be able to integrate this with the "official" ME3Explorer, which would be great to give back to the hard work of those guys.
#29
Posté 07 décembre 2012 - 04:29
#30
Posté 07 décembre 2012 - 05:37
If you get that working Salt, that'll be awesome. And yeah, send your final findings to WarrantyVoider, something that useful I'm sure would be implemented into the main ME3 Explorer.
Modifié par PKchu, 07 décembre 2012 - 05:37 .
#31
Posté 07 décembre 2012 - 09:13
mmmu wrote...
Vigil, if anything. Crucible by Miracle of Sound actually sounds very passable as well, if you want to freshen the look and sound of the menu. That's just my opinion though.
^
#32
Posté 13 décembre 2012 - 03:09
#33
Posté 13 décembre 2012 - 03:34
In general though, the only textures that we can't add into the game at this stage are the DLC ones. And even then we can still replace the existing textures we just can't upscale them.
#34
Posté 15 décembre 2012 - 06:56
For those of you who don't know what it is, it's a tool that lets you replace every single instance of a texture throughout the game at once. As you might imagine this is quite useful for texture modders, since a texture can crop up in a lot of different places (current record is the master eye texture, which occurred in so many places the list filled up my screen).
If you want to give it a go you'll need to either update your SVN copy of ME3 Explorer (recommended, it lets you keep up to date with any revisions to the program), or you can download a standalone copy of the executable from here.
Then you can go to this post on the ME3 Explorer forums and find out what to do. As I mention there it's going to be streamlined a bit for the regular users, so don't worry if it's complicated at the moment.
So yeah, if you wanna give that a go and tell me either here or there if anything goes wrong, that'd be great. Any bugs I can find now will be much better than bugs I find later.
Some sample screenshots:


Edit: This post is now out of date. The Texplorer is currently being submitted to a new release of ME3 Explorer, and you'll be able to download it from there.
Modifié par saltisgood, 18 décembre 2012 - 09:53 .
#35
Posté 15 décembre 2012 - 02:22
I'll do more later tonight or tomorrow.
Oh, and yeah - this is pretty damn incredible. I just replaced a specular map permanently in five minutes. Amazing.
Modifié par PKchu, 15 décembre 2012 - 02:23 .
#36
Posté 16 décembre 2012 - 12:36
#37
Posté 16 décembre 2012 - 12:43
#38
Posté 16 décembre 2012 - 04:39
P.S. saltisgood, this is HUGE great project.... Can't wait xD
#39
Posté 16 décembre 2012 - 05:34
If you're talking about the high-res mod itself, it's already out, I just update it piece by piece. Check the first post of the thread.
If you're talking about the Texplorer tool, that will be out soon.
#40
Posté 16 décembre 2012 - 09:17
#41
Posté 18 décembre 2012 - 09:45
After some deliberation I have decided that I may go ahead and redo this mod from the start. What I've learnt from my creation of the Texplorer is that if you delete the LODGroup property of a texture object it inherits its properties from the World LODGroup. And that LODGroup doesn't suffer from nearly as many black texture issues as the Character LODGroup. That's why my Texplorer deletes the LODGroup by default. Therefore, if I want to go that way with this mod, the two options I have are to write some script that deletes all the LODGroup references in the existing mod files (hard), or redo the mod from scratch (not hard).
Since I now have the Texplorer at my disposal I can make these mods at a MUCH faster pace and I can also use way more mods per release. So much so that I might even be able to package up all the mods up to this point in a single release.
So what does this mean for the end user?
Well, it primarily means that you'll have to revert back to the vanilla files before you can install the next package. If you've made backups (which you should have, I said it about a million times) then you can just copy them back over the new files. If you didn't make backups (and naughty you) then you can either use the partial backups created by the program to try and restore the original state or just let Origin "update" the game files back to their original forms.
The installers might also be a bit different. I haven't thought about it too hard about how they will work yet, but I can tell you they will take significantly longer to run. Instead of just copying across the game files and patching a few others, it will be doing exactly what the Texplorer does and replacing every instance of a texture at once. And there's not really much I can do about the performance aspect, so you'll just have to grin and bear it.
Since I'm just effectively doing exactly what the Texplorer's doing, you might be asking what's the point? The reason is that there are a lot of people who don't want to go to that hassle themselves and everyone should have access to a gorgeous ME3.
So let me know what you guys think! The end product should be just like what we already know and love but with hopefully less of the dreaded black texture bug.
Modifié par saltisgood, 18 décembre 2012 - 04:17 .
#42
Posté 18 décembre 2012 - 09:48
Modifié par ChandlerL, 18 décembre 2012 - 09:49 .
#43
Posté 18 décembre 2012 - 07:07
#44
Posté 18 décembre 2012 - 10:58
This really blows my mind what you managed to do. Your "easy install" package will inevitably end up becoming a must install for anyone with a PC that can handle it. Personally I'm excited at the prospect of finally not needing to break up my files into four groups. Those structural enhancement files killed my game.
Oh and: sorry for being unhelpful before, my brain was betraying me on strep throat.
#45
Posté 19 décembre 2012 - 12:21
All I need is for some lovely soul working on the ME3Explorer to bring full controller support to the games and I'll buy all three on PC immediately =D
#46
Posté 19 décembre 2012 - 12:30
#47
Posté 19 décembre 2012 - 12:37
PKchu wrote...
I would love controller support for ME3. See all those 4096 textures on my TV.
It's the one thing holding me back from buying ME1 and 2 on PC. Origin and a lack of Controller support are what hold me back from ME3.
#48
Posté 19 décembre 2012 - 12:43
Well... modding it's one of the best side of the PC's gaming xD
saltisgood@, this is a great news! My ''dream'' is that you will include almost all of this mods in your project - https://skydrive.liv...096D995629D!418
Thanks for info.
Modifié par Lucas1987Dion, 19 décembre 2012 - 12:59 .
#49
Posté 19 décembre 2012 - 12:54
I used to be a console gamer so I know where you're coming from but I love me a mouse and keyboard now. Especially in SP I'd hate to have to freeze the game every time I want to use one of my, what is it, like 7 or 8 powers. If you're playing a fast paced class like a vanguard or a power heavy engineer doesn't it really slow down the game play?
The only games I play with controller on the PC are the Assassin's Creed games. Those just feel wrong with a keyboard and mouse.
There are solutions that let you effectively keybind controls to the controller buttons but they feel really wonky on a PC.
#50
Posté 19 décembre 2012 - 01:03





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