Mass Effect 3 - High-Resolution Project / Texplorer
#126
Posté 24 janvier 2013 - 03:30
#127
Posté 24 janvier 2013 - 11:03

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.
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.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...?
#128
Posté 24 janvier 2013 - 02:51
If we could get a pool of those made, the need for texmod could be eliminated almost entirely.
#129
Posté 24 janvier 2013 - 04:04
#130
Posté 24 janvier 2013 - 05:29
#131
Posté 24 janvier 2013 - 08:14
saltisgood wrote...
Little bit more progress in ME2. First proof of concept texture replacement in ME2:
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.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.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...?
I...I think I love you. Is ME1 next? TexMod tends to give me some memory leaks thus resulting in some crashing.
#132
Posté 25 janvier 2013 - 12:31
saltisgood wrote...
ME3Explorer just keeps drawing me in though.
You're in good company...
www.youtube.com/watch
#133
Posté 25 janvier 2013 - 01:17
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.MACharlie1 wrote...
Is ME1 next? TexMod tends to give me some memory leaks thus resulting in some crashing.
#134
Posté 25 janvier 2013 - 07:02
#135
Posté 27 janvier 2013 - 07:15
1. Replacing pcc stored textures in EntryMenu.pcc. The splash background and the ME2 logo have been changed.

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.
#136
Posté 27 janvier 2013 - 02:51
#137
Posté 27 janvier 2013 - 03:30
#138
Posté 27 janvier 2013 - 05:02
#139
Posté 27 janvier 2013 - 05:13
greetz WV
#140
Posté 27 janvier 2013 - 05:18
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.
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.
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 .
#142
Posté 28 janvier 2013 - 02:22
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
Posté 28 janvier 2013 - 03:08
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
Posté 28 janvier 2013 - 04:10
#145
Posté 28 janvier 2013 - 04:30
Modifié par someone else, 28 janvier 2013 - 04:37 .
#146
Posté 06 février 2013 - 09:45
#147
Posté 06 février 2013 - 11:30
Awesome.
#148
Posté 06 février 2013 - 03:03
#149
Posté 07 février 2013 - 03:21
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
Posté 09 février 2013 - 04:11





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