Mass Effect 3 - High-Resolution Project / Texplorer
#101
Posté 11 janvier 2013 - 06:12
#102
Posté 11 janvier 2013 - 08:25
#103
Posté 14 janvier 2013 - 11:07
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).
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.Rotacioskapa wrote...
Does it work with multiplayer too or only single player?
Modifié par saltisgood, 14 janvier 2013 - 11:08 .
#104
Posté 15 janvier 2013 - 04:06
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).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.Rotacioskapa wrote...
Does it work with multiplayer too or only single player?
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!
#105
Posté 17 janvier 2013 - 06:36
#106
Posté 19 janvier 2013 - 07:05
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
Posté 19 janvier 2013 - 10:53
Modifié par WarrantyVoider, 19 janvier 2013 - 10:57 .
#108
Posté 19 janvier 2013 - 10:11
*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
Posté 19 janvier 2013 - 11:57
#110
Posté 20 janvier 2013 - 01:19
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
Posté 20 janvier 2013 - 05:49
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
Posté 20 janvier 2013 - 06:09
#113
Posté 20 janvier 2013 - 06:12
#114
Posté 20 janvier 2013 - 04:13
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
Posté 20 janvier 2013 - 06:12
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
Posté 20 janvier 2013 - 06:26
#117
Posté 20 janvier 2013 - 10:38
#118
Posté 20 janvier 2013 - 10:45
#119
Posté 20 janvier 2013 - 10:49
#120
Posté 21 janvier 2013 - 12:39
Yeah i can play ME1 fine with Texmod, but ME2 is impossible, just one single texture loaded with texmod and the lag is unbelievable!Didact2401 wrote...
Excellent news! Next step is to make it work for ME1 and ME2 and we can finally say goodbye to Texmod.
Modifié par llllshadowllll, 21 janvier 2013 - 12:46 .
#121
Posté 21 janvier 2013 - 10:50
llllshadowllll wrote...
Yeah i can play ME1 fine with Texmod, but ME2 is impossible, just one single texture loaded with texmod and the lag is unbelievable!Didact2401 wrote...
Excellent news! Next step is to make it work for ME1 and ME2 and we can finally say goodbye to Texmod.
The same here, but with ME1 not ME2...
ME2 and ME3 are texmod ''friendly'' for me
#122
Posté 23 janvier 2013 - 03:24
#123
Posté 23 janvier 2013 - 11:48
llllshadowllll wrote...
Yeah i can play ME1 fine with Texmod, but ME2 is impossible, just one single texture loaded with texmod and the lag is unbelievable!Didact2401 wrote...
Excellent news! Next step is to make it work for ME1 and ME2 and we can finally say goodbye to Texmod.
Funny you should say that.

VERY MUCH a work in progress. But that's the first successful texture extraction for ME2 through ME3Explorer.
#124
Posté 23 janvier 2013 - 04:21
Congrats, i hope you guys can make that happen!saltisgood wrote...
llllshadowllll wrote...
Yeah i can play ME1 fine with Texmod, but ME2 is impossible, just one single texture loaded with texmod and the lag is unbelievable!Didact2401 wrote...
Excellent news! Next step is to make it work for ME1 and ME2 and we can finally say goodbye to Texmod.
Funny you should say that.
VERY MUCH a work in progress. But that's the first successful texture extraction for ME2 through ME3Explorer.
#125
Posté 23 janvier 2013 - 07:35
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 ...





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