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Mass Effect 3 - High-Resolution Project / Texplorer


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#201
Tarkov33

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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.


It sounds like each DLC you listed requires the Cerberus Network to get it according to masseffect.wikia.com/wiki/Cerberus_Network

Modifié par Tarkov33, 22 février 2013 - 04:49 .


#202
Didact2401

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About that bug I mentioned, I can use Asset Explorer to replace the textures correctly, but as far as I can tell, there's no way to save those changes in a .mod file. Help?

#203
saltisgood

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@Didact: I am aware of this issue. I found about it a little while ago, and it's definitely something that needs to be fixed but unfortunately it will require a rewrite of some things so it's not going to happen all that quickly.

The Asset Explorer doesn't have any mod features at the moment so you can't create a mod file through it. If you were desperate enough you could create your own custom script to do it though. It wouldn't be particularly difficult if you had the Asset Explorer code to look at, but for a whole bunch of files it's probably not an efficient idea.

@Tarkov: Those 4 DLCs also happen to be the first 4 released chronologically. Apparently Firewalker DLC also needs Cerberus Network but that still gets authorised.

#204
llllshadowllll

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saltisgood wrote...

@Tarkov: Those 4 DLCs also happen to be the first 4 released chronologically. Apparently Firewalker DLC also needs Cerberus Network but that still gets authorised.


Can't you disable the gameplay feedback and the conection with the EA servers?Also can't you block the ME2 executable so that way the game won't check the files?

I'm also having a bit of trouble upscaling textures now, i got it right the first time, but due to some problems i had to reinstall the game, so now whenever i upscale the textures of ME2 i get black textures on the characters, even though i've made the null pointers fix, i don't know what to do.

#205
saltisgood

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@llllshadowllll: I had tried disabling those online options but it was still messing with me. And yes that kind of crack would be the best, but I haven't seen anything like that for ME2. I have the issue fixed though. I won't post the details here, but you can read about it on the ME3Explorer forums.

Now that I can edit DLC I'll try and do some updates so that we can get rid of all the black texture bugs in ME2. And then move on to some proper DLC editing.

Regarding the existing bugs, I'll start investigating all these issues now. This black texture issue (note, this is a different issue to the lodgroup black texture bug) that some people are having is something I definitely want to get to the bottom of. Unfortunately I haven't been able to recreate it yet on my machine. Once I can actually recreate the issue I'll try and fix it.

#206
llllshadowllll

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Well, seems like it was a problem with my coalesced file or something, anyways it's solved now!

#207
Tarkov33

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Weird question: What's the deal with DXT3 and ME2 Texplorer? I've been combing through a lot of JeanLuc761's texture work for ME2 and a ton of it is in DXT3 with alpha channels (some, like Miranda's loyalty armor's diffuse map, have a good bit of detail put into the alpha channel).

Pic of 'Alpha 1' channel in said texture:

Image IPB

I tried to import the files into ME2 Explorer and it threw up an error:

"
An error occurred while replacing images:
System.FortmatException: Different image format, original is PF_DXT1, new is V8U8
at ME2Explorer.Unreal.classes.Texture2D.replaceImage(StringstrImgSize, String fileToReplace, String archiveDir, PCCObject pcc)
at ME2Explorer.Texplorer.replaceImageToolStripMenuItem_Click(Object
sender, Event Args e)
"

Should I just scrap the alpha channels and import anyway in DXT1? I honestly have no idea what I'm losing without the alpha channel o.O I mean if I leave it as DXT1 with Interpolated Alpha, the alpha channel shows up black on the texture in-game so that's a no-go

I thought it looked pretty good in-game without the alpha channel, but I didn't get to do much up-close comparison. Just wanna be sure I'm not losing a bunch of detail or something, lol

Sorry for all the questions, I'm just trying to get this done right :innocent:

Modifié par Tarkov33, 25 février 2013 - 08:24 .


#208
saltisgood

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It's an interesting question and one I'm not entirely sure about. I'd say you have a few different options.

1. Scrap the alpha and just got with a regular DXT1.
2. Use photoshop to multiply the RGB channels by the alpha and then scrap it and go with a DXT1.
3. Change the format of the texture in the game to a DXT5 and replace it with a converted texture.

1 is obviously the easiest but you're losing the detail of the alpha (whatever that is). 2 is still quite easy and in this case you don't lose the details of the alpha. From the picture it looks like it's just being used to outline certain features in the texture, so it's probably okay to collapse it into the RGB channels.
3 is the "hardest" (it's still not hard). What you do is tell the game to use a PF_DXT5 format for the texture rather than a PF_DXT1, then you can use ME2Explorer to import the DXT5 texture (this is because DXT5s have an alpha channel of course). The only issue with this method is that I'm still not entirely sure how much changing the texture format really affects the game. I know that in the Unreal Editor you can set channels of textures to be used as masks or you can use the texture as a whole. So I don't know whether certain textures are set up to always use certain channels and ignore others. The upshot is that adding an alpha to the in-game texture might not affect anything but equally it might. I don't know. You'll just have to do some testing yourself.

#209
Flotito

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saltisgood wrote...

It's an interesting question and one I'm not entirely sure about. I'd say you have a few different options.

1. Scrap the alpha and just got with a regular DXT1.
[...]

@ tarkov, @ salty

I used this method and it worked well for all squadmates (textures all look as they should to me) except Jack. Her "armor" textures are fine, but the face and scalp get the black texture bug on mid-distance and a colourish pixel-soup up close. maybe a lod problem, since her facial textures are stored elsewhere than the other human female heads, I don't know.

#210
llllshadowllll

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@saltisgood
When are we going to be able to edit DLC content with ME2 explorer?

#211
Endgame22

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Alright i am going to try this out and hopefully really will be my savior to avoid the many mods of using texmod i just wanted to replay a few things in ME3 today and the exe of me3 just kept crashing and i do use the mother of all mods v2.6 i checked all that and the game does run fine without texmods but i am just so sick of it, if i run the Leviathan and Omega DLC and a few other mods like armor and weapon mods how much of crashing or problems would occur for those who have tried it and also thank you saltisgood for making this!

#212
Endgame22

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Okay when i am installing the second update i get a netframework error and asks me if i should continue or stop and i pressed continue and it just stays on saying patching DLC, i already reinstalled the game again already i installed the the most recent up to date netframework. Does this happen, what should i do?

#213
Flotito

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alright, after a demotivating day of trying, i finally have to ask @saltisgood and the others:
i desperately tried to change liara's facial textures today, but - to shorten it up, nothing showed up ingame. via texplorer i just added a different colored version of her .diff, didn't even want to upscale or anything, just see if replacement works by adding another color. so i basically took the original and painted it green, used the direct x tool to see if it had the right properties and added it.
The place i put the file was "BIOG_ASA_HED_PROLiara_R", the file was "ASA_HED_PROLiara_Diff_Stack".
since nothing showed up ingame, i guess i either put it in the wrong place (altough i couldn't find any liara textures anywhere else) or i'm overseeing something major here. i know vw did replace liara's head texture for testing once, so it is possible and - let's face it - i'm the turd here.
btw.: had no trouble replacing (upscaling included) miranda or garrus, just liara won't do. any help is appreciated, since i'm at the point where i don't even know what the problem is anymore.

#214
Endgame22

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Okay i figured it out was pretty easy.

#215
saltisgood

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llllshadowllll wrote...

@saltisgood
When are we going to be able to edit DLC content with ME2 explorer?


Now. The SVN has been updated. At the moment it's just limited to using the PCC Editor, but soon enough we'll be able to use the Texplorer with them. I just need to make sure that the edited DLC files are working properly in game first.

Modifié par saltisgood, 26 février 2013 - 03:48 .


#216
Tarkov33

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saltisgood, you're freaking awesome, this is gonna make my new ME2 to ME3 playthrough look incredible :D

#217
llllshadowllll

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So, here's the problem, i'm using the latest SVN, but i can't see the preview of the textures of dlc files

Image IPB

Modifié par llllshadowllll, 01 mars 2013 - 01:10 .


#218
saltisgood

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@llllshadowllll:

saltisgood wrote...
At the moment it's just limited to using the PCC Editor...

Not to be rude but what did you think I meant by my comment? :P

#219
llllshadowllll

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saltisgood wrote...

@llllshadowllll:

saltisgood wrote...
At the moment it's just limited to using the PCC Editor...

Not to be rude but what did you think I meant by my comment? :P

Yeah i know, but since you've implemented the textplorer with dlc in the last SVN, i thought that would be totally functional, but nevermind, sorry.

#220
Tarkov33

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Having a weird problem with the game crashing. At first I thought it was something I did with the original mod to the charactertextures thing, so i did a fresh install and a newly generated save folder, only transferring over my two singleplayer careers. But since then I've narrowed the problem down to one thing

bioengine.ini/systemsettings/texturegroup_character_1024 from 1024 to 4096

with this change in the coalesced file, any mission I try to bring Javik in with his black alternate outfit, the game crashes. Tried it with his regular red outfit and it works fine. This is the weirdest thing. I looked through the ME3 Explorer and it looks like while his red outfit textures are in the game by default, his black armor is likely in the DLC files (unless someone else has found them in the main stuff). But I've used plenty of characters in DLC armor and they've worked fine, I don't get why it's doing this :/

Edit: I know I post a lot of questions/problems like these, sorry!

Modifié par Tarkov33, 02 mars 2013 - 03:57 .


#221
saltisgood

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Yeah modding the LODGroups in ME3 will cause crashes for certain DLC situations. The start of Leviathan in SP and Collector Captains in MP for instance. That's one of the reasons we don't use that method anymore. There shouldn't be any reason for you to have to do that, other than when using my mod because it's from before we found out about the better method. The new version does not have this limitation however.

#222
Tarkov33

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Oh awesome, thanks!

and the d3ddrv maxtexturesize should be changed back to 2048, right?

Modifié par Tarkov33, 02 mars 2013 - 06:41 .


#223
saltisgood

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That one I'm not sure about. I'd probably just leave it on 4096 and if you have a problem then change it back.

#224
someone else

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Question - is it likely Citadel will force a reset to vanilla, which will wipe out any permanent modding? I want to start an NG+ but have been holding off because its time consuming to directly mod the game even using *.mods (btw has anyone besides didact made any of these and if so are they in some handy location?)

#225
saltisgood

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I would say that's unlikely. In my experience downloading DLCs doesn't affect the stock game. The only issue I could foresee is if the new DLC required a game update. That seems unlikely but it's possible. In that case all you'd need to do is backup your CookedPC folder and your TOC.bin file then after the update revert the files back to the modded versions.

As for the mod files, Didact is definitely the one making most use of the function. To be honest I'm kind of disappointed by the lack of interest in making them. Unfortunately there's nothing I can do about that though.