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Mass Effect 3 - High-Resolution Project / Texplorer


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#51
AnubisOnly

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^ I don't need consoles for doing that, but my brain :P

I even have Logitech controller but I use it only for some c*ap consoles ports.

Also ''big screen'' for PC is also possible you know? ;-) I will never go back to using consoles after I discovered PC gaming :D


 It just tastes are different, and not the superiority of one platform over the another :)

Modifié par Lucas1987Dion, 19 décembre 2012 - 01:18 .


#52
Sil

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Lucas1987Dion wrote...
^ I don't need consoles for doing that, but my brain :P

I even have Logitech controller but I use it only for some c*ap consoles ports.

Also ''big screen'' for PC is also possible you know? ;-) I will never go back to using consoles after I discovered PC gaming :D


I know big screens can connect to my PC ^^, I play a large number of Steam games using a controller whilst using the big screen tv, I also use it when running Wii games using the Dolphin emulator in 1080p both of which I play from meters away. I just can't play ME on PC unless very close and using a keyboard, not to my tastes sadly!

In regards to this mod, will the texture changes only be for characters/NPCs/weapons/armour or will we be seeing environmental improvements too?

#53
AnubisOnly

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Sil wrote...


In regards to this mod, will the texture changes only be for characters/NPCs/weapons/armour or will we be seeing environmental improvements too?


saltisgood will need to answer that question ;)
Why? Are you planning to use this mod for PC? But ME3 do not supports controllers :D


NWM :P

Modifié par Lucas1987Dion, 19 décembre 2012 - 01:49 .


#54
ElectronicPostingInterface

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Heh, yeah I love the PC and keyboard controls. Way more precise.

It's just, awkward to sit on my couch with a keyboard in my lap when I want to relax. : V

#55
Sil

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Lucas1987Dion wrote...
saltisgood will need to answer that question ;)
Why? Are you planning to use this mod for PC? But ME3 do not supports controllers :D


P.S. I think that textures for environmentals will be much harder to replace/mod, but I may be wrong. =]


People have already talked on using ME3Explorer to add controller support from the console versions into the PC version. If that comes to fruitation then I'll be on ME3 PC :)

#56
AnubisOnly

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Sil wrote...

Lucas1987Dion wrote...
saltisgood will need to answer that question ;)
Why? Are you planning to use this mod for PC? But ME3 do not supports controllers :D


P.S. I think that textures for environmentals will be much harder to replace/mod, but I may be wrong. =]


People have already talked on using ME3Explorer to add controller support from the console versions into the PC version. If that comes to fruitation then I'll be on ME3 PC :)


I really hope they will do that for you and some other people :) 

#57
saltisgood

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Sil wrote...

In regards to this mod, will the texture changes only be for characters/NPCs/weapons/armour or will we be seeing environmental improvements too?


Yep, it's the whole hog as they say. The environmental improvements are where the mod will really be the best because they take ages to load up through TexMod and since they're a lot smaller than character textures they take no time to stream in (or so I imagine). 

The only reason I haven't gone to that step at the moment is because until recently (until Texplorer) I had to manually replace each instance of a texture and since there are soooo many instances of environmental textures it would've been a significant time investment for not much return (compared to a character that happens all the time).

Modifié par saltisgood, 19 décembre 2012 - 01:43 .


#58
ElectronicPostingInterface

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This is like, beautiful music to my ears.

Environments are just _the_ worst with Texmod.

#59
Didact2401

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The only issue I have with the environments is that while Smarteck has done a good job with some aspects (displays, holos, etc.), I can't stand the repeated patterns that show up in the environments.

#60
saltisgood

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Didact2401 wrote...

The only issue I have with the environments is that while Smarteck has done a good job with some aspects (displays, holos, etc.), I can't stand the repeated patterns that show up in the environments.


Are you talking about like where you see the same hologram above the terminal everywhere, or that a specific texture looks like a clone stamp?

If you want to make a replacement hologram I'll be happy to do half and half. 

#61
Didact2401

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No, I'm talking about how when you look down a hallway you see repeated patterns from the overlays he uses.

Stuff like this:
Image IPB

#62
peggster

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Honestly that's in part to the limitations of the actual textures in the game and how they're applied.

#63
ElectronicPostingInterface

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I don't really "see" it unless I look for it for a minute. You're not usually focusing on the repeating patterns of the floor.

#64
saltisgood

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@Didact2401: I'm going to have to agree with peggster. What you're actually seeing as a repeated pattern is the actual texture itself being applied lots of times. The only reason it's perhaps not as obvious with the stock textures is because they're a bit more subtle and with maybe a bit less contrast.

#65
Didact2401

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saltisgood wrote...

@Didact2401: I'm going to have to agree with peggster. What you're actually seeing as a repeated pattern is the actual texture itself being applied lots of times. The only reason it's perhaps not as obvious with the stock textures is because they're a bit more subtle and with maybe a bit less contrast.


That's the point. The HR versions lack that subtlety and do not blend as well as a result.

#66
saltisgood

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Hey guys, I'm going on holiday from tomorrow for 3 weeks so I'll be AFK for a while. Depending on Wifi availability I may or may not be able to check the site, so I'll say Merry Christmas and a Happy New Year to all of you!

About the Texplorer, it's on the main ME3 Explorer program now so you can just download it from Sourceforge (v89e). I also updated the instructions page with some more information about how to use the tool. Don't bother downloading any of the previous versions from my Mediafire account because the version on SF is better.

Just to summarise what I've found recently:
After some detective work I discovered that upgrading the World LODGroup (i.e. the default one) causes the game to crash on wave 2 of the Collectors in MP. What this means is that for SP you don't need to worry at all, except for perhaps Omega DLC though I haven't thoroughly tested that yet.

For those of you who do want to play MP with texture mods, your best option is that if you are going to permamod a MP texture then use the new option to retain the LODGroup (check the settings menu). Then upgrade the LODGroup reference in your Coalesced.bin or GamerSettings.ini. You can find out what LODGroup that texture is using by clicking on properties in the Texplorer. Then remember to remove the added line about texturegroup_world, in your GamerSettings.ini file (found in BIOGame\\Config next to your saves).

This is going to cause black texture bugs depending on what LODGroup you're upgrading, but in MP they're pretty rare apart from the Cerberus trooper, guardian and the Brute. And in the latest version I've given you a new tool to fix the black texture bug.

If you find a texture that has the black texture bug, then what you can do is find its texture in the Texplorer, right-click Advanced\\Replace. If the top image in the image list has an offset of -1, then that confirms it is definitely a bugged texture. Right-click again and hit Advanced\\ Remove Top Image. This will get rid of that top bugged image and set the new top image as the second highest one. It also works on non-bugged textures, so you can use it on whatever you want. Repeat that as many times as necessary to get rid of all those -1 textures.

There's also a Remove Null Pointers button on the menu which automatically does the same thing, but it's only set up for fixing the World LODGroup textures at this stage. Once I'm back I'll generalise it to work on all LODGroups.

I hope this information tides you over until I get back. If you have any problems still, then re-read all the info, either here or on the ME3 Explorer forums. Failing that, post a message or send me a PM. Once I get back I'll look through them all.

#67
gw2005

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I haven't tried this yet, but before this moment, I was working on my own doing the exact same thing. Using ME3Explorer ofcourse.

So let me say this:

on behave of Electronic Aks and Bioware, I thank you for fulfilling the promise of HR texture they've made for all three games of the trilogy.

Thank you.

If you need help, any help, let me know. You just saved me weeks of pain, the least I could do is help you help others like me.

And yes, merry christmas and happy new year to all.:o

Modifié par gw2005, 24 décembre 2012 - 12:44 .


#68
saltisgood

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Thanks for the kind words gw2005. The best thing you could do to help would be to test out the Texplorer and let me know of any bugs you find. I created it in order to make this mod a whole lot faster and more efficiently so if it works fine then I'll be using it to create more mods in the future.

#69
AnubisOnly

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Merry Xmas and happy new 2013 ;-P year to all of you! ;-)

Good holiday saltisgood xD & thanks for all your hard work again :-)

#70
Didact2401

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Trying my hand at some texture replacement right now - most difficult part is finding where the originals are located. Where, for example, do I find the files for Shepard's default N7 armor?

EDIT: Found them.

Modifié par Didact2401, 25 décembre 2012 - 07:38 .


#71
Didact2401

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Okay, got some stuff to work mostly perfectly (Shepard's armor and EDI). However, I noticed that nebula in the background of the star map would disappear during the zoom in.

EDIT: It seems to be an issue caused by changing the world lod group. How do we manually edit lod groups for textures we edit?

Modifié par Didact2401, 25 décembre 2012 - 04:53 .


#72
Didact2401

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Okay, where the fook are all the textures for glowy bits stored? Also, Eve and the Ardat Yakshi sisters suit? Eye shading stuff?

Modifié par Didact2401, 27 décembre 2012 - 08:07 .


#73
Didact2401

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Another issue, without actually modifying the game files - changing the texturegroup_world settings to 4096 (or 2048 for that matter) results in Nebula turning transparent in the galaxy map at close range (as mentioned above). I tried going through and removing all null pointers to no avail. No null pointers are left, but nebula still have issues.

Thoughts?

#74
peggster

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Eve's diff is: KRO_ARM_CTHb_diff
Ardat Yakshi: HMF_ARM_CTHc_Tnt_Diff_02

Remember to look in Asset Explorer first, it's easier to find file names using that program. I found both of these files in the quest files:
BioD_Kro001_705EndCine.pcc and BioD_CitSam_FalerePawn.pcc respectively.

#75
Vertrix

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ONE QUESTION

Are in this mod included ALL of smarteck's mods to improve graphic?