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[MODS] HR Textures & Meshmods by Ottemis


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#276
Getorex

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Mr.House wrote...

Getorex wrote...

Hey Ottemis,

It's two steps forward and one step back. It appears that the latest update to ME3Explorer has undone the "fix" by WV that allowed import and correct presentation of meshes into the game :(

It's now back to glowing limbs or pitch black bodies, etc.

Is WV working on a fix for it?


I presume, though I'm sure he also has other things to do sometimes too. :)

#277
Silver

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Hm, the latest version of ME3Explorer always displays an error when you start it and try to run a MOD.
It successfully completes the mod, but if you try to load a second one after that, it immediately hangs itself... guess i'll go back to the version before that, see if that fixes it :(

(I checked on the Forums btw, the error is known and being worked on, just thought i'd let people know)

Modifié par silverhammer08, 12 mai 2013 - 02:41 .


#278
Ottemis

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Garrus with HR Face .MOD is now released, courtesy of Didact <3
OP updated with the Download link.

@Getorex: He did post about the SVN update ont he forums, you could maybe alert him in the thread? I don't know.
@silverhammer08: Ok, good to know, I shall wait =)

Modifié par Ottemis, 12 mai 2013 - 03:50 .


#279
BluRay

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Hi guys! Firstly i want to thank you for about this mods,they look incredible.But would like to ask you some questions:
1) when i use me3 explorer to apply the mods,the program doesn't respond anymore,i tried to wait for about 20 minutes but nothing! i have a i5 3570k with a Sapphire 7870,is it normal to wait all that time?
2)Because of the problem i listed above,i could use Texmod,but as i heard it takes a lot to load all the contents of the mods,is that right? And with textmod i should repeat the operation every time i open the game right? And for ME3 Explorer?
Sorry for my bad english but i hope you can understand me

#280
Ottemis

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ME3 Explorer is a tool that's still under development so while using .MOD files to hack the textures in your game is a permanent solution for texture modding, it's also still constantly being developed and improved upon. As such it's very important that, if you're going to dive into using .MOD texture replacements on your game you keep up to date on the progress and updates of the tool itself.

That being said, in therms of applying .MODs, some of them can take a long time to apply, however you should be able to see movement in the debug window while it's running. I personally have released only one .MOD that takes over 1.5 hours to apply without multithreading and about 40mins with and that's the First casual outfit. This has to do with the number of times the texture occurs in different places in the gamefiles. All other .MODs in here should apply relatively quickly.

Texmod is a way of injecting adjusted textures into your Cache-data. Because of this, it will need to be run and applied everytime you load the game, and it will increase loadtimes on startup considerably depending on the number and size of the mods you are replacing.
This however, doesn't touch your original gamefiles at all like ME3Explorer does.

I have linked to the ME3Explorer forums and a tutorial on how to run .MOD files in the OP of this thread.
When trying to apply MODs make sure you're opened Texplorer atleast once so it's created the folders-tructure for you. And be sure to Back up your gamefiles before applying ANY MODs. Also If your Origin is set to automatically keep your games up to date, pay mind that this can and will undo your permanent changes if you're not carefull as it can attempt to redownload the PCC files you altered.

Modifié par Ottemis, 12 mai 2013 - 04:14 .


#281
Getorex

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Ottemis wrote...

Garrus with HR Face .MOD is now released, courtesy of Didact <3
OP updated with the Download link.

@Getorex: He did post about the SVN update ont he forums, you could maybe alert him in the thread? I don't know.
@silverhammer08: Ok, good to know, I shall wait =)


Yeah, I do an svn update check about once or twice a day and caught the latest.  Unfortunately, it doesn't fix the lighting issue and appears to have dealt with something more subtle or in a different area.

#282
Getorex

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Ottemis wrote...

[...]
Texmod is a way of injecting adjusted textures into your Cache-data. Because of this, it will need to be run and applied everytime you load the game, and it will increase loadtimes on startup considerably depending on the number and size of the mods you are replacing.
This however, doesn't touch your original gamefiles at all like ME3Explorer does.

I have linked to the ME3Explorer forums and a tutorial on how to run .MOD files in the OP of this thread.
When trying to apply MODs make sure you're opened Texplorer atleast once so it's created the folders-tructure for you. And be sure to Back up your gamefiles before applying ANY MODs. Also If your Origin is set to automatically keep your games up to date, pay mind that this can and will undo your permanent changes if you're not carefull as it can attempt to redownload the PCC files you altered.


I recently screwed up two of my game pcc files with mesh mods and accidently did it over my backups.  I had to get new, original copies from a friend.  Since then I have burned all the original pccs to a disk and also zipped up the orignal BIOGame directory, subdirectories, and files as another backup. 

#283
Ottemis

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Getorex wrote...

Ottemis wrote...

Garrus with HR Face .MOD is now released, courtesy of Didact <3
OP updated with the Download link.

@Getorex: He did post about the SVN update ont he forums, you could maybe alert him in the thread? I don't know.
@silverhammer08: Ok, good to know, I shall wait =)


Yeah, I do an svn update check about once or twice a day and caught the latest.  Unfortunately, it doesn't fix the lighting issue and appears to have dealt with something more subtle or in a different area.

Maybe someone else did a release that undid WV's? Dunno. I'd just poke him and ask what's the case. I don't run the SVN myself, I just work with the Modmaker and Texplorer personally, so not much need for me to veer away from the official release versions =)

Modifié par Ottemis, 12 mai 2013 - 05:05 .


#284
BluRay

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Ottemis wrote...

ME3 Explorer is a tool that's still under development so while using .MOD files to hack the textures in your game is a permanent solution for texture modding, it's also still constantly being developed and improved upon. As such it's very important that, if you're going to dive into using .MOD texture replacements on your game you keep up to date on the progress and updates of the tool itself.

That being said, in therms of applying .MODs, some of them can take a long time to apply, however you should be able to see movement in the debug window while it's running. I personally have released only one .MOD that takes over 1.5 hours to apply without multithreading and about 40mins with and that's the First casual outfit. This has to do with the number of times the texture occurs in different places in the gamefiles. All other .MODs in here should apply relatively quickly.

Texmod is a way of injecting adjusted textures into your Cache-data. Because of this, it will need to be run and applied everytime you load the game, and it will increase loadtimes on startup considerably depending on the number and size of the mods you are replacing.
This however, doesn't touch your original gamefiles at all like ME3Explorer does.

I have linked to the ME3Explorer forums and a tutorial on how to run .MOD files in the OP of this thread.
When trying to apply MODs make sure you're opened Texplorer atleast once so it's created the folders-tructure for you. And be sure to Back up your gamefiles before applying ANY MODs. Also If your Origin is set to automatically keep your games up to date, pay mind that this can and will undo your permanent changes if you're not carefull as it can attempt to redownload the PCC files you altered.

Got it,thanks for the usefull info.However when i chose to run the script mod in ME3 Explorer there isn't any operation on the debug window,only the past "load job operations".The program doesn't show any input,i can't even move it,i don't know the appropiate term in english but the program appears to don't respond.Also i need another info,can i change my ME3 path in me3 explorer? because i have the game on 2 differents disk devices,one to play online,and another with modded files like coalesced and so on,However i think i will play it on default if me3 explorer doensn't work...

#285
Getorex

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For those interested, here's a link to my mesh modding post.  Some results as they now stand.  Lighting is the main issue, except with dialog parts of the game...there's some other problem with those, getting a modded mesh in is OK until you try to initiate a conversation. 

http://social.biowar...8594/2#16679328

#286
Ottemis

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@ArtuThepig
First time use you start up Texplorer first under development tools in ME3 Explorer, It will scan your gamefiles and make a folderstructure that Modmaker uses to apply Mods. After that's completed you can start up ModMaker, and use it to load up a .MOD. When you select one it should instantly pop up your debug window with a list of all the textures it's going to replace.
You can either choose to then run all jobs, or to add more jobs, which will all be added to the list in the debugg window.

Once you choose to run the jobs, the debug window will show it's progress one PCC file at a time. The interface might become unresponsive at times during this process, especially if you are running the First Casual mod.

If you've done all this and are still experiencing errors, check for solutions on the ME3Explorer forums. I make the .MODs, I did not create ME3Explorer, better to ask those that did directly.

As to changing the gamepath Texplorer should scan, I have no idea. Another question for the ME3Explorer boards.

As much as I'd like to be able to answer all these questions for you, I am no authority on the matter. It's the means towards an end and much like issues with texmod's functionality, I have little to do with them apart from my .MODs and texmods functioning as they should.

Modifié par Ottemis, 12 mai 2013 - 06:17 .


#287
Tup3x

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Getorex wrote...

For those interested, here's a link to my mesh modding post.  Some results as they now stand.  Lighting is the main issue, except with dialog parts of the game...there's some other problem with those, getting a modded mesh in is OK until you try to initiate a conversation. 

http://social.biowar...8594/2#16679328

The shading still ends up getting messed in the process. By the way, SkeletalMeshLODBias=-4 should pretty much disable mesh lod degradation.

#288
BluRay

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Ottemis wrote...

@ArtuThepig
First time use you start up Texplorer first under development tools in ME3 Explorer, It will scan your gamefiles and make a folderstructure that Modmaker uses to apply Mods. After that's completed you can start up ModMaker, and use it to load up a .MOD. When you select one it should instantly pop up your debug window with a list of all the textures it's going to replace.
You can either choose to then run all jobs, or to add more jobs, which will all be added to the list in the debugg window.

Once you choose to run the jobs, the debug window will show it's progress one PCC file at a time. The interface might become unresponsive at times during this process, especially if you are running the First Casual mod.

If you've done all this and are still experiencing errors, check for solutions on the ME3Explorer forums. I make the .MODs, I did not create ME3Explorer, better to ask those that did directly.

As to changing the gamepath Texplorer should scan, I have no idea. Another question for the ME3Explorer boards.

As much as I'd like to be able to answer all these questions for you, I am no authority on the matter. It's the means towards an end and much like issues with texmod's functionality, I have little to do with them apart from my .MODs and texmods functioning as they should.

Thanks for the patiance, i admit that i haven't tried to open texplorer, will check when i will be back at home. I promise that i will not ask here if i have other problems

#289
Ottemis

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I don't mind hun, I just can't help beyond this point I'm afraid. My knowledge doesn't go beyond my own experience.
Good luck =)

Modifié par Ottemis, 12 mai 2013 - 09:23 .


#290
Ottemis

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Final HR Default Garrus with HR Face/Helmet/Visor .MOD released, download link in the OP.
Final HR Kai Leng with HR sword .MOD released, download link in the OP.

Currently still working on the expansion of the Citadel Environment pack for next release version.
Posted Image
Posted Image

Modifié par Ottemis, 14 mai 2013 - 03:48 .


#291
Didact2401

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Looks gorgeous.

#292
BluRay

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Hi everyone,i just want to post the solution for the problem I had. Thanks to saltisgood,he gave me that. When you have problems applying the mods just download ME3 Explorer via SVN (tutorial here: http://me3explorer.f...g-svn-t252.html ) and use "Run All" to apply all the mods,hope this will help someone. :D

#293
Ottemis

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@ArtuThepig: Good to hear! Glad you got it sorted out =)
@Didact2401: :ph34r:

#294
Didact2401

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Psst. Any chance that Hahne Kedar set is almost done. :P

#295
Progman Omega

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Didact2401 wrote...

Psst. Any chance that Hahne Kedar set is almost done. :P


I would also love to know the progress on that.  It's been the one I've wanted since day one XD

#296
Ottemis

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Lol poor babies. FIINE! Update later today =P

#297
ELE08

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Ottemis wrote...

Posted Image


O.M.G.
Stellar work.

Just wanted to say things are looking amazing.  I'm really looking forward to playing ME3 again, but I'm also holding off because you keep making these freaking awesome textures and I want the full pack when I dive back in so my face can be melted off.

:o

#298
Ottemis

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ELE08: Thank you <3 Ima hurrying! I wanna play again too >< You know, at some point *cough* lol

Update on the Hahne chest:
Posted Image
Posted Image
Haven't touched the carbon yet, shading the metal atm and adding detail to the cloth.

Modifié par Ottemis, 16 mai 2013 - 03:47 .


#299
sharkboy421

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Yay the HK armor Posted Image!  To quote Tiny Tina, "shawty, you da best!"

#300
Didact2401

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Nice. Once that's done I'll put together a comprehensive (modular) armor .mod.