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Mass Effect 3 - High-Resolution Project / Texplorer


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#101
Crowbar01

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Now all we need is a mass TPF extractor to grab all the new smarteck textures out of the tpfs to throw into the game files proper

#102
Rotacioskapa

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Does it work with multiplayer too or only single player?

#103
saltisgood

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Didact2401 wrote...

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?


As I explain in the tutorial section on the ME3Explorer forums, I use photoshop for making textures and then the DirectX SDK for generating MIPMAPs. You may have already seen this Didact but for anyone else who can't find that really simple program inside the SDK for doing this, check here (or scroll to the top for the tutorial itself).

Rotacioskapa wrote...

Does it work with multiplayer too or only single player?

Both the Texplorer and the HR Project work with MP and SP, the only issue up until recently was with DLC. For some reason the DLC throws errors when using this particular modding method. BUT, I think we've managed to solve that issue now. And also the black texture bug at the same time. I'll have to redo this mod, but it'll be even better for it.

Modifié par saltisgood, 14 janvier 2013 - 11:08 .


#104
Lugaidster

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saltisgood wrote...

Didact2401 wrote...

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?


As I explain in the tutorial section on the ME3Explorer forums, I use photoshop for making textures and then the DirectX SDK for generating MIPMAPs. You may have already seen this Didact but for anyone else who can't find that really simple program inside the SDK for doing this, check here (or scroll to the top for the tutorial itself).

Rotacioskapa wrote...

Does it work with multiplayer too or only single player?

Both the Texplorer and the HR Project work with MP and SP, the only issue up until recently was with DLC. For some reason the DLC throws errors when using this particular modding method. BUT, I think we've managed to solve that issue now. And also the black texture bug at the same time. I'll have to redo this mod, but it'll be even better for it.


:o:O:O

I'm very optimistic about this. Paciently waiting for the new version of the mod, as I fervently dislike texmod. Hopefully me explorer can become more compatible with older mass effects. I would love to see a good high res project for all of them.

Anyway, back to reality. I'm really hoping for your next version to be great! Cheers! And cheers to you too WarrantyVoider for developing this awesome tool! :lol:

#105
llllshadowllll

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I'm really looking foward to play ME3 again with this mod and MEHEM!

#106
saltisgood

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Update for you guys waiting patiently out there. The Texplorer now has a mod making function. This is one of the last things that I want to implement, so fingers crossed I might be able to get back to my HR mod pretty soon.

Anyway, this update allows you to make mods that you can share with other people like an absolute boss. It's super easy to do, both for the person making it and the person using it. I updated the instruction page with all the details, but basically you just do your modding as per normal and then at the end you go into the ModMaker tool and save the *.mod file.

When someone else wants to install your mod they can download the file, load it into the ModMaker tool and just hit install all mods, or double click on a single mod to install just that one. Easy!

The sourceforge page has been updated so you can just download the latest version from there.

It'd be handy if a few people tested this out, just because I've only tested it on my computer at this stage and I want to make sure I haven't forgotten something rookie. As I said above this is one of the last steps for the Texplorer. There's just a couple of things I want to fix up, especially in making the mod files a bit more efficient but then I'll start redoing this mod and hopefully get it going again, minus black textures.

Modifié par saltisgood, 19 janvier 2013 - 07:08 .


#107
WarrantyVoider

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@Lugaidster thank you! I would have never thought that I could come this far... :D

Modifié par WarrantyVoider, 19 janvier 2013 - 10:57 .


#108
someone else

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Need some help with the basic texplorer mod replacement  used tpfextract to extract liara1.3 textures got these files and do not know what to do with them
*edit*

they don't show up in "picture" form and clicking on them doesn't bring up any directskd app - I don't know where, how or whether to load these into directsdk, nor what to do from there on.   [will not be surprised if advice is to find another hobby...]

Modifié par someone else, 21 janvier 2013 - 05:03 .


#109
Tarkov33

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well they're .dds texture files, (good advice is to go into Organize > Folder and Search Options > View and then uncheck "Hide extensions for known file types", makes it easier to know what you're dealing with.) they can be opened in Paint.NET, GIMP or Photoshop to see what they look like and whatnot (after downloading the NVidia DDS Plug-in for it), I don't know anything about directSDK, just thought I'd say what I know

#110
saltisgood

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@someone else: The tool that you normally use to convert the *.dds files is the DirectX Texture Tool. Open up the tool from your start menu and you can then open up those files inside it. You then change the format by clicking Format/ Change Surface Format and then choosing whatever format you want. You can also generate MIPMAPs from the same menu. You might also have another program linked from your Windows Explorer context menu if you just right-click on the textures. It just says convert to file format.

Anyway, what you should be doing is opening the files to look at them to work out which textures they represent. As Tarkov said you can use any of those programs, or also IrfanView as well. Once you know which textures they are you find them in the Texplorer. Then you check that the new textures are in the correct format by looking at the properties of the existing textures inside Texplorer. If they're not, then you convert them with the DirectX SDK. Finally, using whichever functions inside Texplorer you want you insert them over the existing ones and save your changes.

It's all covered in the instructions page on the ME3Explorer forums that I link to every couple of posts.

#111
someone else

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@salt - thanks - was just that your screen shots show such nice little thumbnails...your instructions are great - however, sdk is completely terra incognita to me (as is nearly everything else - don't even know what a mip is w/out googling...and I have no idea how these various texture maps work with one another - good thing i like research...

if i seem a bit dense its possibly because 1) I have zero experience in software development (was a lawyer/strategic researcher prior to involuntarily joining the leisured class), 2) early senility and 3) being dense. will work this til I figure it out...

#112
saltisgood

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haha. No problem. It's weird because I installed the SDK ages ago and then one day I realised that little program (the one in the screenshots) came with it. But it seems it doesn't always get installed onto other people's computers. So I have no idea whether I did something different when I installed it, or whether it's a 64 bit tool only...

#113
Didact2401

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Played around with the DX texture tools but I can't say I'm a fan. The mipmaps produced are pretty terrible IMHO.

#114
saltisgood

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ME3Explorer update time guys, and this one's big.
Details on the newest version can be seen here

The upshot is that the Texplorer and the mod making features that go with it, seem to be pretty much done. So you can start making permanent texture mods (i.e. without TexMod) and share them with the community. First example is here. We're collecting the mods in that thread, so feel free to post your contributions there.

Anyway, you can just download the *.mod file, open it in ME3Explorer's Mod Maker and hit install. It'll automatically patch the relevant files and hey presto! You've got a modded game.

A lot of the new features to this version are upgrades to existing features or bug fixes, so it's definitely a good idea to download. Also, you won't be able to run the mod on a lower version of the program.

#115
NatP

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saltisgood wrote...

ME3Explorer update time guys, and this one's big.
Details on the newest version can be seen here

The upshot is that the Texplorer and the mod making features that go with it, seem to be pretty much done. So you can start making permanent texture mods (i.e. without TexMod) and share them with the community. First example is here. We're collecting the mods in that thread, so feel free to post your contributions there.

Anyway, you can just download the *.mod file, open it in ME3Explorer's Mod Maker and hit install. It'll automatically patch the relevant files and hey presto! You've got a modded game.

A lot of the new features to this version are upgrades to existing features or bug fixes, so it's definitely a good idea to download. Also, you won't be able to run the mod on a lower version of the program.


So let's say I want to add the Cannibal texture mod to the actual game, I can just download that, select the mod and it'll become a part of the actual game? Is that how it works?

#116
WarrantyVoider

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yup, thats right

#117
Didact2401

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Did the issue with some textures not showing up in Texplorer ever get fixed?

#118
WarrantyVoider

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yes, should work now

#119
Didact2401

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Excellent news! Next step is to make it work for ME1 and ME2 and we can finally say goodbye to Texmod.

#120
llllshadowllll

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Didact2401 wrote...

Excellent news! Next step is to make it work for ME1 and ME2 and we can finally say goodbye to Texmod.

Yeah i can play ME1 fine with Texmod, but ME2 is impossible, just one single texture loaded with texmod and the lag is unbelievable!

Modifié par llllshadowllll, 21 janvier 2013 - 12:46 .


#121
AnubisOnly

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llllshadowllll wrote...

Didact2401 wrote...

Excellent news! Next step is to make it work for ME1 and ME2 and we can finally say goodbye to Texmod.

Yeah i can play ME1 fine with Texmod, but ME2 is impossible, just one single texture loaded with texmod and the lag is unbelievable!


The same here, but with ME1 not ME2... :huh:

ME2 and ME3 are texmod ''friendly'' for me :)

#122
SnuffThePunkz

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Oh god you are my hero. Currently it's a few levels above my pay grade, but I guess it's time to learn. Will be nice to force AA settings externally (Radeon Pro) without causing Texmod to add nothing. Be nice to play with 8xAAEQ instead of the stock practical 1xAA.

#123
saltisgood

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llllshadowllll wrote...

Didact2401 wrote...

Excellent news! Next step is to make it work for ME1 and ME2 and we can finally say goodbye to Texmod.

Yeah i can play ME1 fine with Texmod, but ME2 is impossible, just one single texture loaded with texmod and the lag is unbelievable!


Funny you should say that.
Posted Image

VERY MUCH a work in progress. But that's the first successful texture extraction for ME2 through ME3Explorer.

#124
llllshadowllll

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saltisgood wrote...

llllshadowllll wrote...

Didact2401 wrote...

Excellent news! Next step is to make it work for ME1 and ME2 and we can finally say goodbye to Texmod.

Yeah i can play ME1 fine with Texmod, but ME2 is impossible, just one single texture loaded with texmod and the lag is unbelievable!


Funny you should say that.
Posted Image

VERY MUCH a work in progress. But that's the first successful texture extraction for ME2 through ME3Explorer.

Congrats, i hope you guys can make that happen!

#125
Dr_Extrem

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great ... with effort, the community can built its own hd-packs for me2 and 3.

texmod is a great tool and it works very well with me1 (despite the texture-bugs) but me2 is different. i have drastic fps-drops, even if i load hd-eyes (145kbyte!!!) only.


this project looks great ...