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Mass Effect 3 - High-Resolution Project / Texplorer


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#126
someone else

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any particular reason why inferno armor should show the dreaded blackglitch disease...don't think any of the mods I loaded had it - actually I don't think I've even seen one...(I've changed the bioengine file to 4096 per instructions on first page...) do I have to get into changing pointers and things...?

#127
saltisgood

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Little bit more progress in ME2. First proof of concept texture replacement in ME2:
Image IPB
So I've now got the texture de/compression fully worked out for the texture cache. The next step is to implement saving new pcc files in order to upscale and/or replace locally stored textures. After that it should be pretty easy to port the rest of the Texplorer.

I'll also take this opportunity to invite any coders or potential coders to join the ME3Explorer project. It's really not hard to pick up a programming language, especially when you've got some people to help you. It wasn't that long ago that I'd never used C# before and I'm quite proficient now. Anyway, it'd be helpful if we had a few more people working on this since it's basically just WV and me at he moment.

someone else wrote...

any particular reason why inferno armor should show the dreaded blackglitch disease...don't think any of the mods I loaded had it - actually I don't think I've even seen one...(I've changed the bioengine file to 4096 per instructions on first page...) do I have to get into changing pointers and things...?

That's the reason for the black texture glitch. That upgrading of the LODGroup to 4096px causes the black texture glitch even if I didn't touch that particular texture. ME3Explorer now has the solution to that issue and once I get the chance I'll redo this mod to solve that issue. ME3Explorer just keeps drawing me in though.

#128
bdm13

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Just out of curiosity, is anyone going through and converting most of Smartek's and Deadmeat's textures to mod files?

If we could get a pool of those made, the need for texmod could be eliminated almost entirely.

#129
Didact2401

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I'm doing that right now.

#130
Arbiter156

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hi all im having trouble getting the text mods to work, the application is installed fine, but when i try to load the packages it says the textmod file is invalid. ive taken the security down but no luck.

#131
MACharlie1

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saltisgood wrote...

Little bit more progress in ME2. First proof of concept texture replacement in ME2:
Image IPB
So I've now got the texture de/compression fully worked out for the texture cache. The next step is to implement saving new pcc files in order to upscale and/or replace locally stored textures. After that it should be pretty easy to port the rest of the Texplorer.

I'll also take this opportunity to invite any coders or potential coders to join the ME3Explorer project. It's really not hard to pick up a programming language, especially when you've got some people to help you. It wasn't that long ago that I'd never used C# before and I'm quite proficient now. Anyway, it'd be helpful if we had a few more people working on this since it's basically just WV and me at he moment.

someone else wrote...

any particular reason why inferno armor should show the dreaded blackglitch disease...don't think any of the mods I loaded had it - actually I don't think I've even seen one...(I've changed the bioengine file to 4096 per instructions on first page...) do I have to get into changing pointers and things...?

That's the reason for the black texture glitch. That upgrading of the LODGroup to 4096px causes the black texture glitch even if I didn't touch that particular texture. ME3Explorer now has the solution to that issue and once I get the chance I'll redo this mod to solve that issue. ME3Explorer just keeps drawing me in though.

:o

I...I think I love you. Is ME1 next? TexMod tends to give me some memory leaks thus resulting in some crashing. 

#132
someone else

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saltisgood wrote...
 ME3Explorer just keeps drawing me in though.


You're in good company...

www.youtube.com/watch

#133
saltisgood

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@someone else: Haha! That's great! Yeah, it's pretty much like that.

MACharlie1 wrote...
Is ME1 next? TexMod tends to give me some memory leaks thus resulting in some crashing.

That's the plan. Of course it all depends on how easily I can crack the file structures. Just working out the texture compression in ME2 took me a few days. Having said that, that proof of concept with Miranda is the first permanent texture mod I know of in ME2 so I guess I'm breaking new ground.

#134
Didact2401

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I'm taking care of a few school projects right now, but if you need extra support in the near future, I'll be able to take a look at the code base (though I'm also busy compiling and making textures for ME3Explorer mods).

#135
saltisgood

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Good news for anyone wanting to mod Mass Effect 2. I've cracked the ME2 pcc file format so we can now repack the ME2 pccs with new data. A couple of pictures for proof:

1. Replacing pcc stored textures in EntryMenu.pcc. The splash background and the ME2 logo have been changed.
Image IPB

2. Replacing and upscaling archive stored textures in BioH_Vixen_00.pcc. As if you don't know, that's Miranda's ass in 4K.
Image IPB

#136
llllshadowllll

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Wow that looks fantastic, keep up the good work!

#137
Tarkov33

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You are my freaking hero, man! I always wanted to use ALL of JeanLuc's textures for ME2 but TexMod messes with that game like nobody's business! So excited :D

#138
someone else

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is there some central location where people are putting the *.mod files? If not there should be...would help if I knew what to do...

#139
WarrantyVoider

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well you can upload them anywhere, usually we link our mods here: http://me3explorer.f...ad-area-f9.html

greetz WV

#140
Dr_Extrem

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saltisgood wrote...

Good news for anyone wanting to mod Mass Effect 2. I've cracked the ME2 pcc file format so we can now repack the ME2 pccs with new data. A couple of pictures for proof:

1. Replacing pcc stored textures in EntryMenu.pcc. The splash background and the ME2 logo have been changed.
Image IPB

2. Replacing and upscaling archive stored textures in BioH_Vixen_00.pcc. As if you don't know, that's Miranda's ass in 4K.
Image IPB


i just had the hardest nerdgasm since mrfob released his mod.

kudos!



mhmmm ... a mass effect 2 hd-package without texmod and its fps-drop ... sound tooooo good to me true.

Modifié par Dr_Extrem, 27 janvier 2013 - 05:19 .


#141
saltisgood

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@someone else: Yeah, they're supposed to go here. Hopefully people will start posting their mod files soon.

Edit: Ninja'd

Modifié par saltisgood, 27 janvier 2013 - 05:24 .


#142
Tarkov33

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Just to clarify btw: Will Texplorer now work with ME2 or will that come later?

and on another note: is it possible to edit DLC content (like the N7 multiplayer characters) with Texplorer?

Modifié par Tarkov33, 28 janvier 2013 - 02:33 .


#143
saltisgood

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Not quite Tarkov. The way it works is that the original Texplorer is left untouched and a new Texplorer is made in ME2Explorer. You get to it by clicking on Other Engines in the menu bar of ME3Explorer. This new Texplorer is actually looking a lot more efficient codewise than the original.

At the moment we can't properly edit DLC content so I didn't enable it in Texplorer. We can replace textures but not upscale them. Until we get to a stage where we can properly edit DLC content without losing authorisation I won't enable DLC editing in Texplorer.

I have a feeling we might be able to do DLC editing with Texplorer in ME2, but I can't confirm that yet.

#144
Tarkov33

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Oh cool, thanks!

#145
someone else

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*deleted*

Modifié par someone else, 28 janvier 2013 - 04:37 .


#146
saltisgood

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Hey everyone, some more progress with perma-texture modding. For those of you who want texture mods for ME1, that goal is becoming ever closer. Here's our first texture extraction from ME1:

Image IPB

Now that we know how they're stored, the next step is to reverse engineer the replacements.
:bandit:

#147
ElectronicPostingInterface

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Excellent. ME1 needs that the most given how it interacts with Texmod.

Awesome.

#148
Catechrism

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I am so happy about this :) Thank you so much for working on it!

#149
ChrisBran

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I want to use this program to add all the lovely textures without having to use Texmod, but there are some lingering doubts riding about in my head.

If I start replacing/altering the character textures, would this result in me getting a MP ban due to the altered files and such? Or am I safe in that regards?

#150
llllshadowllll

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I hope we're going to be able to use texplorer with ME2 soon, i can't wait to play ME2 with high res textures!