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Mass Effect 3 - High-Resolution Project / Texplorer


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#76
Didact2401

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peggster wrote...

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.


Thanks. Though that still leaves the question of where the heck all the glowy bits for textures are stored.

Vertrix wrote...

ONE QUESTION

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


Not yet.

Modifié par Didact2401, 28 décembre 2012 - 12:07 .


#77
Didact2401

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Any luck getting rid of the black texture bug? Removing null pointers isn't doing it.

Modifié par Didact2401, 28 décembre 2012 - 12:07 .


#78
Vertrix

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Ah, ok, thanks for the answer.....another one, then...having installed this mod, can i use smarteck's ones with texmod? Or will they epicly conflict?

#79
peggster

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As long as the textures you're using in texmod haven't been replaced then yes.

#80
Didact2401

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I'm getting an error trying to replace the StarField.dds texture (galaxy map background).

"Unable to add image, texture must have a reference to an external archive."

It's texture cache file is listed as ".tfc".

Modifié par Didact2401, 28 décembre 2012 - 04:43 .


#81
Didact2401

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Whatever I do, I can't avoid the black texture bug atm.

#82
M_e_t_A

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so is this glitched somewhere when you play the game, it'll crash at some point currently? I'm asking since i want to make sure i am getting something 100% complete or I'd be better off just downloading the textures I wanted to from another thread.

#83
saltisgood

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I've got some free wi-fi at the moment so I figure I'll answer some questions.

1. Yes there are still some issues with the mod and crashing. But they only occur in DLC and can be fixed by using the original Coalesced and/or GamerSettings files. Whilst I'm on holidays I thought of a new solution for the LODGroup issue that may let me get around these issues. I'll try coding it when I get home.

2. The starfield is a single resolution texture so you can't use the Add Biggest Image function. You have to use Advanced/ replace. It's entirely possible that I messed something up whilst coding in other features, so let me know if it still throws the error.

Edit: @Didact, I'm AFK at the moment, so I can't answer all your questions. Once I get back though I'll be more than happy to help you. The biggest issue with modding textures at the moment, as you've found, is the whole LODGroup thing. As I said, I think I've thought of a solution, though I've yet to see how easy it is to do. The upshot is that if it works there will be no more LODGroup editing at all.

Modifié par saltisgood, 02 janvier 2013 - 06:29 .


#84
Didact2401

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saltisgood wrote...

I've got some free wi-fi at the moment so I figure I'll answer some questions.

1. Yes there are still some issues with the mod and crashing. But they only occur in DLC and can be fixed by using the original Coalesced and/or GamerSettings files. Whilst I'm on holidays I thought of a new solution for the LODGroup issue that may let me get around these issues. I'll try coding it when I get home.

2. The starfield is a single resolution texture so you can't use the Add Biggest Image function. You have to use Advanced/ replace. It's entirely possible that I messed something up whilst coding in other features, so let me know if it still throws the error.

Edit: @Didact, I'm AFK at the moment, so I can't answer all your questions. Once I get back though I'll be more than happy to help you. The biggest issue with modding textures at the moment, as you've found, is the whole LODGroup thing. As I said, I think I've thought of a solution, though I've yet to see how easy it is to do. The upshot is that if it works there will be no more LODGroup editing at all.


Looks like Amarok has fixed it using texturegroup_shadows instead of texturegroup_world (as well as a few other things, you should look at his changes in the asset explorer).

Modifié par Didact2401, 02 janvier 2013 - 08:15 .


#85
saltisgood

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If Amarok has fixed it that's good to hear. It's not the solution I would have used, but if it works it works. As long as it doesn't cause any issues with DLC crashing then it's good. I'm looking forward to seeing his changes when I get back home.

#86
Didact2401

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FYI, his changes are only in asset explorer. Texplorer remains the same.

#87
Didact2401

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Texplorer now works perfectly. Only problem is that I still can't find some textures. I haven't found any of the textures for the various glowy bits nor have I found the location of Eve's textures.

#88
Didact2401

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peggster wrote...

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.


I can't find a KRO_ARM_CTHb_Diff anywhere in Texplorer. What folder is it under? Closest I can find is the CTHc variant which is generalized.

Modifié par Didact2401, 05 janvier 2013 - 05:03 .


#89
peggster

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I triple checked in Asset Explorer - that is Eve's diff. I don't use Texplorer so if you can't find I can't help you. According to Salt's tutorial which is linked in the OP you can use CTRL+F to search for textures. If it's not in Texplorer that's something that will have to be addressed by Salt.

Also, what do you mean by 'glowy bits?' If you are referring to parts of visors (such as EDI's) and the like, those textures are usually controlled ingame and have no extractable texture.

Modifié par peggster, 05 janvier 2013 - 12:37 .


#90
Didact2401

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Texplorer can't find it, so yeah, it seems like it's not finding all of the files it needs to.

When I say "glowy bits", I'm specifically referring to Legion's "eye" textures, as well as the Cerberus soldier "eye" textures, and the Turian soldiers light strips on their armor.

#91
MACharlie1

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Didact2401 wrote...

Texplorer can't find it, so yeah, it seems like it's not finding all of the files it needs to.

When I say "glowy bits", I'm specifically referring to Legion's "eye" textures, as well as the Cerberus soldier "eye" textures, and the Turian soldiers light strips on their armor.

....thats part of the alpha map in the specular map (the red/green/yellow map). ;)

Each model only has three kinds of textures: diffuse, normal and the specular. The glowy bits (or the lights emitting from armor and such) are part of the specular map and are stored in it's alpha channel. 

Modifié par MACharlie1, 05 janvier 2013 - 05:01 .


#92
Didact2401

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I guess that means the textures that look like (at least in Gimp) they only correspond to the emissive lights (as in, mostly transparent when viewed in GIMP) are actually the spec maps? I'll give that a shot.

EDIT: The Turian soldier does not  have a spec map (TUR_ARM_MEDa_Diff, etc.) that I can find. In the files that Smarteck has associated with it as part of his texmod, there is a texture which is mostly transparent except for the "light" areas. I can't figure out what to associate it with.

EDIT2: Okay, that's definitely the case for the Cerberus soldiers. For some reason GIMP only displays the alpha channel (as far as I can tell at least).

EDIT3: Figured it out for the Turians by decomposing the image into its various channels (and probably a few others too. It's stored in the pattern texture (TUR_ARM_MEDa_Strp).

Modifié par Didact2401, 05 janvier 2013 - 06:25 .


#93
Lyncoln-Ap

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 Please, anyone teach me how to extract/import esqueletal meshes in order to allow me to put Kaidan in this: Image IPB

And Ashley in this: Image IPB

#94
Didact2401

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What programs are people using for generating mipmaps / compressing textures to the correct format by the way? I'm trying to find something to minimize compression artifacts. GIMP seems to have a few issues here.

#95
Didact2401

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Lyncoln-Ap wrote...

 Please, anyone teach me how to extract/import esqueletal meshes in order to allow me to put Kaidan in this: Image IPB

And Ashley in this: Image IPB


Ask MrFob since I'm pretty sure he does this as part of the MEHEM.

#96
Lyncoln-Ap

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Didact2401 wrote...

Ask MrFob since I'm pretty sure he does this as part of the MEHEM.


Last time I spoke to him he didn't know how. Time to bother him again.

Didact2401 wrote...

What programs are people using for generating mipmaps / compressing textures to the correct format by the way? I'm trying to find something to minimize compression artifacts. GIMP seems to have a few issues here.


PaintNet is working fine for me.

Modifié par Lyncoln-Ap, 05 janvier 2013 - 06:40 .


#97
Lyncoln-Ap

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Moderator, Would you kindly remove this doubled post?

Modifié par Lyncoln-Ap, 05 janvier 2013 - 06:41 .


#98
WarrantyVoider

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sorry, nvm... please delete^^

Modifié par WarrantyVoider, 05 janvier 2013 - 07:10 .


#99
Didact2401

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Also, any one know where to find the humanoid eye textures (there are 3 textures I need to find and replace).

Modifié par Didact2401, 06 janvier 2013 - 05:14 .


#100
Didact2401

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Lyncoln-Ap wrote...

Didact2401 wrote...

Ask MrFob since I'm pretty sure he does this as part of the MEHEM.


Last time I spoke to him he didn't know how. Time to bother him again.

Didact2401 wrote...

What programs are people using for generating mipmaps / compressing textures to the correct format by the way? I'm trying to find something to minimize compression artifacts. GIMP seems to have a few issues here.


PaintNet is working fine for me.


PaintNet seems to work very well for all of the dxt1 formated textures, but I'm having issues with dxt5 formatted textures. When I use gimp and generate mipmaps and use dxt5 compression, the imported texture looks as it should it texplorer. However, when I use PaintNet, it shows only the alpha channel with a black background after import in texplorer. Any ideas on how to fix this as I prefer to use PaintNet over Gimp?