Mass Effect 3 - High-Resolution Project / Texplorer
#176
Posté 18 février 2013 - 12:53
#177
Posté 18 février 2013 - 01:04
#178
Posté 18 février 2013 - 01:18
#179
Posté 18 février 2013 - 02:03
Modifié par Tarkov33, 18 février 2013 - 03:18 .
#180
Posté 18 février 2013 - 03:34

Am i doing something wrong?
Modifié par llllshadowllll, 18 février 2013 - 03:35 .
#181
Posté 18 février 2013 - 03:59
#182
Posté 18 février 2013 - 04:37
#183
Posté 18 février 2013 - 06:30
#184
Posté 18 février 2013 - 11:07
Due to the file structure of ME1 I would very much recommend going with the multi-file mode. I'd only use single file mode for extractions or just debugging purposes.NatP wrote...
Hey, so for ME1Explorer which file am I supposed to pick at the beginning?
Yep, this is going to happen until I can start reading DLC files. The problem is that the trick we use to get around LODGroup issues in ME1 and ME3 doesn't work in ME2, which means we have to change the LODGroup sizes. And that of course causes the black texture bug. Once DLC import is working it's super easy to use remove null pointers to get rid of it though.Tarkov33 wrote...
Oh wow I guess I didn't understand how
bad the DLC-Main Game problem is, getting massive texture glitches on
Grunt when he's in his DLC armor, and Zaeed no matter what o.O They
usually look fine until you start talking to them close up, then they
start artefacting all over the place
llllshadowllll wrote...
I need help, i'm having problem when upscaling textures, more specifically when removing null pointers, i get this error:
***"This is not a pcc file. The magic number is incorrect"***
Am i doing something wrong?
That means that whatever the file was that it died on has an incorrect header. You could find out more information by looking at the debug output. It should tell you which file it was that it died on and what the magic number was that it returned. I'd very much like to know what the file was that it died on. That magic number is standard on all UE3 games so there's definitely nothing wrong with that.
And yeah, as Tarkov said, definitely back up all your files before doing anything like this. That's the number 1 rule of modding, especially for a mod unfriendly game series like Mass Effect.
#185
Posté 18 février 2013 - 02:49
While trying to remove null pointers i get this:

And this when changing to Multi-Mode:
Modifié par llllshadowllll, 18 février 2013 - 02:50 .
#186
Posté 18 février 2013 - 03:10
#187
Posté 18 février 2013 - 03:17
#188
Posté 18 février 2013 - 03:36

Well there's your problem.
I have no idea how you've done it but the first 1048576 bytes of your file are completely blank. Since that's exactly 0x100000 bytes it seems unlikely to be chance. And that's why the program registered your magic number as 0.
Modifié par saltisgood, 18 février 2013 - 04:32 .
#189
Posté 18 février 2013 - 05:42
#190
Posté 19 février 2013 - 01:27
Any ideas?
#191
Posté 19 février 2013 - 03:26
#192
Posté 19 février 2013 - 05:08
Debugger:
Load file : C:\\Program Files (x86)\\Steam\\steamapps\\common\\Mass Effect\\BioGame\\CookedPC\\BIOG_ASA_ARM_CTH_R.upk
File read
File already decompressed. Reading decompressed data.
Writing pcc to: C:\\Games\\Mass Effect\\dump.bin
Refreshing header to stream...
Opening filestream and writing to disk...
Console:
Entering multi-file mode...
Found MassEffect.exe : C:\\Program Files (x86)\\Steam\\steamapps\\common\\Mass Effect\\Binaries\\MassEffect.exe
Cooked Folder : C:\\Program Files (x86)\\Steam\\steamapps\\common\\Mass Effect\\BioGame\\CookedPC\\
Searching files...
Performing first time setup. Don't worry, this only has to be done once.
File scanning finished. Tree file saved. Reloading...
Exception:
************** Exception Text **************
System.IO.FileNotFoundException: Could not find file 'F:\\textures\\Binary\\exec\\me1tree.bin'.
File name: 'F:\\textures\\Binary\\exec\\me1tree.bin'
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access)
at ME1Explorer.Texplorer.LoadFromFile()
at ME1Explorer.Texplorer.backgroundWorker1_RunWorkerCompleted(Object sender, RunWorkerCompletedEventArgs e)
at System.ComponentModel.BackgroundWorker.OnRunWorkerCompleted(RunWorkerCompletedEventArgs e)
at System.ComponentModel.BackgroundWorker.AsyncOperationCompleted(Object arg)
It's certainly correct in that there is no me1tree.bin in the \\exec\\ directory. It's also weird that it's looking for C:\\Games\\Mass Effect\\dump.bin since there is no C:\\Games\\Mass Effect\\ to begin with.
Modifié par etjester, 19 février 2013 - 05:17 .
#193
Posté 19 février 2013 - 05:59
1. The dump.bin thing is something I've accidentally left in. When I'm testing this stuff I like to get raw dumps of the files to read them myself and that was one of them. It wouldn't have caused any issues but I'll take it out for next update.
2. It runs the file reader right after it finishes writing the tree file to disk. If it can't find the file then I guess it's not creating the file. Here are some things you could try:
a. Extract the whole binaries folder to your main hard drive and run it from there.
b. Try starting ME1Explorer from the new folder as an Administrator.
c. From the original folder just try to save a file through the ME1 PCCEditor into the exec folder. So find a random package file from your steam folder, open it and try saving it. That may let you know if there are any issues saving to that directory.
In other news, it seems I can now open ME2 DLC files. Fingers crossed that the ME2 DLC authorisation is a little looser than that for ME3 so we can modify them however we want. I'm kinda doubtful, but also hopeful. As it turns out, the stock and DLC files use the same compression standard but the implementation of the decompressor we were using was a bit buggy and it kept throwing errors incorrectly.
#194
Posté 19 février 2013 - 09:38
Thanks for the help. =)
#195
Posté 20 février 2013 - 03:47
#196
Posté 21 février 2013 - 10:18
#197
Posté 21 février 2013 - 11:53
#198
Posté 22 février 2013 - 01:17
Yes I'm going to be releasing more updates after v4, but first I'm redoing the mod from scratch. The "first" version of this new mod will be up to the same level as v4 so once that's out I should be able to release some more updates without a huge delay.PSUHammer wrote...
Saltisgood. Awesome work. Any hints on if you are releasing anymore updates after 4??
Zaeed and Kasumi's files are in your BioGame\\DLC\\DLC_HEN_MT and DLC_HEN_VT folders. Currently you can't open them in ME2Explorer because of a decompression error, but I have that solved on my end. The reason I haven't updated it yet is because I've been testing out some DLC editing stuff first.llllshadowllll wrote...
Hey guys, i need i little help
with ME2, does anybody knows where's located the Zaeed and Kasumi
files?I can't seem to find them through texplorer!
I'm not sure how much of this I can discuss openly on a BioWare forum, but the DLC authorisation is actually even stricter in ME2 than ME3. And while it's definitely possible to mod certain DLCs, others may prove troublesome. At the last check, out of all the DLCs there were 4 that lost authorisation when edited:
1. Normandy crash site
2. Zaeed
3. Arc Projector
4. Cerberus Weapon and Armour
I'm not a code ****** so I don't really know why these DLCs are different to the others. But perhaps someone else might be able to.
#199
Posté 22 février 2013 - 05:06
Modifié par llllshadowllll, 22 février 2013 - 05:07 .
#200
Posté 22 février 2013 - 08:06
The texture in question:
HMM_ARM_CTHi_Diff





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