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Mass Effect 3 - High-Resolution Project / Texplorer


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#151
NatP

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llllshadowllll wrote...

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!


Yeah, I'm also holding off on my next trilogy playthrough until ME1explorer comes out.

#152
Smiky

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Good job guys! I cant wait to play ME1 with high res textures :)

#153
saltisgood

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Alright! First success with permanent texture replacement in ME1. I'll update the SVN code soon so that you can try it out. Here's a taste of what's to come:
Image IPB

That's a 4K image from CDAMJC's big mod (with some added text :P). So that's an example of direct replacement as well as upscaling.

#154
ElectronicPostingInterface

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Yessssssss!!!

Awesome.

#155
NatP

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Nice! Can't wait!

#156
Catechrism

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I have tears of joy right now :)

Modifié par CDAMJC, 11 février 2013 - 05:55 .


#157
Dr_Extrem

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/nerdgasm

congratulations.

#158
Narga

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Yay! Can't wait to check it out :D

#159
someone else

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has anyone posted new *.mod files?  The only ones I'm aware of are Didact's...

Modifié par someone else, 14 février 2013 - 12:12 .


#160
Didact2401

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I'm still working on adding / updating some mods. It would be easier if I had the tools necessary in order to modify specular maps that use the alpha channel.

#161
someone else

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hope you get some help - I tried to create a mod out of wadres boss reaper tpf but I'm not even sure i'm in the right directory (biog_rpr_bos_nkd_n?) and there are four subdirectories so I don't know what dds file to add where...this gets complicated awfully fast, especially for a guy without a shred of development experience or training...aw crap, jus' gonna go whip some MP mooks...maybe I'll feel better...

Modifié par someone else, 14 février 2013 - 01:03 .


#162
Didact2401

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I guess that's my issue, I only want to include mods that are of high-quality.

Modifié par Didact2401, 14 février 2013 - 01:42 .


#163
someone else

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biggest issue to me is this: While characters and armor are relatively simple to mod and provide kind of immediate gratification, the big enchilada is the environmental, structural and area files - the game will not look HR unless those are done and tackling them is a daunting task - multiple files, directories, etc, etc - especially without proper tools and a proper index of what's where....

PS: note to self: ...must remember not to play single shot sniper rifles with hunter mode and no reload cancel hotkey...

Modifié par someone else, 14 février 2013 - 01:52 .


#164
Didact2401

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Honestly I find characters to be far more important because of all the cutscene closeups. Sure there are already a few environmental bits that most definitely need fixing (Geth pods hello!), but for the most part it is more than adequate.

#165
someone else

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You may well be right - the characters are center stage - and ME3 certainly has an abundance of cutscenes - though ME2 has less and ME1 even less - but I do see the logic in prioritizing the characters...but back to the central issue - don't like to think of myself as leecher and so want to be of some help - but so far not finding a way..

#166
Didact2401

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If you can make NPC/civilian textures, that would be great since it's an area that's had relatively little attention. You could also try taking the alliance fatigues from Smarteck and make a HR version of the Grissom uniforms since they share the same base with a few color / logo changes.

#167
someone else

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...will give this a shot over the next few days & see what happens....

#168
Bizantura

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Many thanks.

#169
Tarkov33

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Hey sorry to bother, but quick question about ME2 Texplorer: Are normal maps impossible to replace? I know we can't extract them yet, but I've been trying to put JeanLuc761's 4096x4096 Miranda armor textures into the game, but am very confused on how to go about dealing with the normals, it gives me the option to convert them to DXT5 though <.<

Modifié par Tarkov33, 16 février 2013 - 11:35 .


#170
saltisgood

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@Tarkov33: The format of some normal maps in ME1 & ME2 is different to ME3 and it doesn't even appear to be one of the standard UE3 formats so I haven't been able to figure out exactly what it is. Therefore I can't let you replace or simply upscale them. My solution was that I can change the format of the normal map to something we do know and then you can import your own version over the top. So all you need to do is take your normal map and change the format to DXT5, then do a full mipmap upscaling and let it change the format. That should work for you.

I suppose this is a good opportunity to let everyone know what I'm currently working on. I decided to start back on my mod after a VERY long break. I'm still in the coding/ testing stage but initial results are good. The two primary differences between the old and the new versions of the mod are this:
1. No more black texture bug, ever. Included in that is the fact that there are also no more DLC issues. So there shouldn't be any crashes going into DLC areas.
2. You can keep any existing mods that you have installed. The previous version of the mod was just copying across my files onto your computer and so you were stuck with whatever I had decided to include. Now you can apply any mods you want with ME3Explorer before you install my mod and they'll still work. Given the recent popularity of Mimi's mod for instance I figured this was important to include, especially for the future when we see even more fan made mods. The main limitation is that you can't install mods over the top of mine and still expect the switcher to work. ME3Explorer doesn't retain information inside the file that's necessary for that to function. It's unfortunate but unavoidable.

I wouldn't expect this to come out any time soon, but it's at least in the works. If there's something I've learnt since I started this project it's not to give out release dates since they're always way off. Anyway, yeah, that's what I'm doing.

#171
Tarkov33

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Glad to hear you're working on the project again :) I am so grateful for your work on the ME2/ME1 Explorer stuff too, IT WORKS! Got Miranda in high-resolution!

Image IPB

Thanks so much :D

(I also used SweetFX to put Anti-Aliasing into the second picture, forgot to do that with the first) :?

Modifié par Tarkov33, 17 février 2013 - 10:09 .


#172
NatP

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Tarkov33 wrote...

Glad to hear you're working on the project again :) I am so grateful for your work on the ME2/ME1 Explorer stuff too, IT WORKS! Got Miranda in high-resolution!

Image IPB

Thanks so much :D

(I also used SweetFX to put Anti-Aliasing into the second picture, forgot to do that with the first) :?


Wait, ME2explorer is already released? Where'd you get it? I want it! :o

#173
Tarkov33

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http://sourceforge.n...ts/me3explorer/ here's the link to ME3 Explorer's SourceForge page, it's updated all the time; when you download it, inside the folder are ME1 Explorer and ME2 Explorer, with Texplorer usable from the drop down menu (at least in ME2, I haven't tested ME1 Explorer (don't have ME1 installed right now)) Hope this helps!

Modifié par Tarkov33, 17 février 2013 - 11:02 .


#174
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Tarkov33 wrote...

http://sourceforge.n...ts/me3explorer/ here's the link to ME3 Explorer's SourceForge page, it's updated all the time, when you download it, inside the folder are ME1 Explorer and ME2 Explorer, with Texplorer usable from the drop down menu (at least in ME2, I haven't tested ME1 Explorer (don't have ME1 installed right now)) Hope this helps!


Ah thanks a lot! I still don't know to fully use these particular Explorers, but at least I can mess around with them now. :P

#175
Tarkov33

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And now I'm having problems D:

Went to test her textures through the first cinematic and getting these:

Any ideas, Mr. Salt? o.o I've done the null pointers fix twice to make sure it wasn't that

Image IPB


Edit: Nevermind, fixed! Disabling the 'Genesis' intro comic DLC fixed the problem entirely, must be a DLC-Main Game interference thing. Wish I was able to modify her DLC armor, but I'm still counting it as a huge victory :)

Image IPB

Modifié par Tarkov33, 18 février 2013 - 12:41 .