That would be good
[MODS] HR Textures & Meshmods by Ottemis
#551
Posté 20 juin 2013 - 10:03
That would be good
#552
Posté 20 juin 2013 - 10:04
Edit: I just had a thought, I can prolly see the newer additions from the modified date too, so even if you don't have the TPF anymore I think I can make a solid approximation. It gets real messy with somany textures lol.
Modifié par Ottemis, 20 juin 2013 - 10:23 .
#553
Posté 20 juin 2013 - 10:25
skydrive.live.com/redir
Just a list of the update images would be fine for me.
EDIT: I know how messy things get alright. I've got about 8 different folders of similar textures from updates...
Modifié par KFreon, 20 juin 2013 - 10:27 .
#554
Posté 20 juin 2013 - 10:27
#555
Posté 20 juin 2013 - 10:30
#556
Posté 20 juin 2013 - 10:44
--- NEW June 18 Citadel Environmental Pack ---
MASSEFFECT3.EXE_0x0C715C98_rock.dds
MASSEFFECT3.EXE_0xA3D61C4E_ground.dds
MASSEFFECT3.EXE_0xB7943629_ground.dds
MASSEFFECT3.EXE_0x02542A46_ground_norm.dds
MASSEFFECT3.EXE_0xBFFD445F_conifer.dds
MASSEFFECT3.EXE_0x0290AFDB_ferns.dds
MASSEFFECT3.EXE_0x4F663C68_fern_elephant.dds
MASSEFFECT3.EXE_0x44FB16C9_fern_elep_norm.dds
MASSEFFECT3.EXE_0x35328022_leafcollection.dds
MASSEFFECT3.EXE_0xB9729407_plantcollection.dds
MASSEFFECT3.EXE_0x7D4BE270_plant-norm.dds
MASSEFFECT3.EXE_0x39C4CA55_fields.dds
MASSEFFECT3.EXE_0x568410BD_planter.dds
MASSEFFECT3.EXE_0x674D63E8_leaves.dds
MASSEFFECT3.EXE_0x0A7FA145_leaves2.dds
MASSEFFECT3.EXE_0x7A48D080_treetrunk.dds
MASSEFFECT3.EXE_0x858741E4_trunknorm.dds
MASSEFFECT3.EXE_0x0E4E63DA_branch.dds
MASSEFFECT3.EXE_0x0136D18F_branch2.dds
MASSEFFECT3.EXE_0xD2B72AA8_branch.dds
MASSEFFECT3.EXE_0xA6302C2A_fallen_leaves.dds
MASSEFFECT3.EXE_0xD84662B3_fallen_norm.dds
MASSEFFECT3.EXE_0x5A1EEA8D_bed.dds
MASSEFFECT3.EXE_0xCB567582_bed_spec.dds
MASSEFFECT3.EXE_0xB3030584_poster_armali.dds
MASSEFFECT3.EXE_0x774B1122_poster_purgatory.dds
MASSEFFECT3.EXE_0x52CEC2D2_poster_rosenkov.dds
MASSEFFECT3.EXE_0x69078402_poster_gun.dds
MASSEFFECT3.EXE_0x3920161C_poster_csec.dds
MASSEFFECT3.EXE_0x50CD9F5C_poster_hackett.dds
MASSEFFECT3.EXE_0x70E5177E_poster_sirta.dds
MASSEFFECT3.EXE_0x50321D9B_poster_lady.dds
MASSEFFECT3.EXE_0xA55C2B6D_poster_redplanet.dds
MASSEFFECT3.EXE_0x64AAE52B_poster_kassa.dds
MASSEFFECT3.EXE_0x313A472A_poster_rosenkov.dds
MASSEFFECT3.EXE_0x2CB551F9_poster_blasto.dds
MASSEFFECT3.EXE_0x23CDD861_skybox.dds
MASSEFFECT3.EXE_0x5176D70A_castor-plant.dds
MASSEFFECT3.EXE_0x4A5DECC2_castor-norm.ds
--- UPDATED ---
MASSEFFECT3.EXE_0x72F75189_planter.dds
Modifié par Ottemis, 20 juin 2013 - 10:47 .
#557
Posté 20 juin 2013 - 10:52
Thanks Ottemis!
#558
Posté 20 juin 2013 - 11:46

Ok these are everything except for the posters, I'll get to those later.
Edit: Done with the Posters
Modifié par Ottemis, 20 juin 2013 - 12:24 .
#559
Posté 20 juin 2013 - 12:08
Verly wrote...
Those are the dancers at afterlife if I am remembering correctly.
Was kind of hoping for phone numbers and such, but thanks
Great updates Ottemis, my ME universe is soooo shiny and awesome now already ;D
EDIT: Where's the Ottemis poster! ;D
Modifié par PolBear, 20 juin 2013 - 12:09 .
#560
Posté 20 juin 2013 - 12:20
@PolBear: I'm sure I won't focus-test right =P
Modifié par Ottemis, 20 juin 2013 - 12:21 .
#561
Posté 20 juin 2013 - 01:36
How can you say that if you haven't tested it
#562
Posté 20 juin 2013 - 06:45
#563
Posté 20 juin 2013 - 07:24
thanks. I like the way she looks too.

I'm using the mod that changes the elves to look more like the da2 version. the hair. oh my. I download so many different mods. I'm not going to be helpful by saying I got it off of nexus am I? I just download a billion mods and then run the compiler. lol
#564
Posté 20 juin 2013 - 07:59
Now, I hate to be a jerk, since you've already done so much amazing work for us, but after seeing your glorious rendition of the M-8 Avenger, I'd love to see an Ottemis'd (that's a word now) M-6 Carnifex. Hopefully complete with a charging krogan logo, which ME2 insists is totally on there.
But if that doesn't strike your fancy, hey no worries
You made the dress look good again. I can't exactly ever be disappointed XD
Anyway, keep up the great work!
#565
Posté 20 juin 2013 - 09:03
@ScrltFx: Thank you =) Permanent replacing is such a blessing really. It can take a chunk out of your texmod loadtimes. Anything not listed to have a .MOD in the OP is due to it being DLC. I'll add those when creating .MODs for DLC content is possible/stable etc.
@Progman Omega: Pistols don't actually take that long, I'll keep it in mind when I've got a couple of spare hours to blow =) The weapon project is currently not prioritized at all, but I can make a small detour.
@Verly: Thanks for the info, i'll just have to go browse the nexus hehe. Least now we know what it looks like in it's entirety, I'm sure we can find it =) I love that btw, having the elf design be more like DA2? I liked what they did with the faces. Higher bridge, bigger eyes. I created some Elves with the toolset back in the day for DA after 2 came out for that reason.
Modifié par Ottemis, 20 juin 2013 - 09:04 .
#566
Posté 20 juin 2013 - 09:16
Ottemis wrote...
@silverhammer08: =P
@ScrltFx: Thank you =) Permanent replacing is such a blessing really. It can take a chunk out of your texmod loadtimes. Anything not listed to have a .MOD in the OP is due to it being DLC. I'll add those when creating .MODs for DLC content is possible/stable etc.
@Progman Omega: Pistols don't actually take that long, I'll keep it in mind when I've got a couple of spare hours to blow =) The weapon project is currently not prioritized at all, but I can make a small detour.
@Verly: Thanks for the info, i'll just have to go browse the nexus hehe. Least now we know what it looks like in it's entirety, I'm sure we can find it =) I love that btw, having the elf design be more like DA2? I liked what they did with the faces. Higher bridge, bigger eyes. I created some Elves with the toolset back in the day for DA after 2 came out for that reason.
Without a mod it is still possible to pernanently replace the textures even in the DLC. If you use ME3explorer and don't have a mod file, you use the Developer Tools -> Texplorer app. You do an image-for-image replacement with that. Find the texture to replace, right click it, select "replace", do it, hit save. Done. Not as easy as simply installing a mod but it works. You should also run TOCbinupdater too just in case. Sound painful but it really isn't.
Hmmm...on second thought I'll have to look at that more closely.
Modifié par Getorex, 20 juin 2013 - 09:24 .
#567
Posté 20 juin 2013 - 09:36
I need a working ModMaker before I can release DLC .MODs, before that time anyone can manually pack into DLC content if they want, and I certainly won't stop them but it can't be automated yet. Hence, no 'official' release here yet bar TPF's. Anyone that wants to replace DLC textures via Texplorer can find info on the ME3Explorer boards.
Modifié par Ottemis, 20 juin 2013 - 09:56 .
#568
Posté 20 juin 2013 - 10:39
Ottemis wrote...
I know how to use Texplorer, I need it to make .MODs.
I need a working ModMaker before I can release DLC .MODs, before that time anyone can manually pack into DLC content if they want, and I certainly won't stop them but it can't be automated yet. Hence, no 'official' release here yet bar TPF's. Anyone that wants to replace DLC textures via Texplorer can find info on the ME3Explorer boards.
I was directing my comment to those "out there" who wanted to make changes permanent and not use texmod but for textures that do not come in .MOD files for whatever reason. I hadn't realized there was an issue with modding DLC content. I guess I assumed that since we could pull the content out (decompress it) that we must also be able to go the other way and repackage everything, which would also mean being able to mod the DLC. I haven't been paying enough attention to that aspect until now.
#569
Posté 20 juin 2013 - 11:00
Verly wrote...
I'm using the mod that changes the elves to look more like the da2 version. the hair. oh my. I download so many different mods. I'm not going to be helpful by saying I got it off of nexus am I? I just download a billion mods and then run the compiler. lol
That definitely helps because I know I won't be searching feverishly in vain!
I found it! ("Hairstyle Day")
I will scuttle off to mod now and not derail the thread
#570
Posté 21 juin 2013 - 11:59
I'm out atm, gonna do some work on the Normandy again tonight and see if I can release that baby this weekend. Hopefully also as a .MOD
I'm sure some instances of the ship are prerendered but for the rest it'll be a nice addition.
i've also been helping another modder out with some ship texture improvements, currently the alliance cruiser. I'll see if I can do the same for that one as it's almost completed as well.
Modifié par Ottemis, 21 juin 2013 - 12:02 .
#571
Posté 22 juin 2013 - 01:20
Ottemis wrote...
@Progman Omega: Pistols don't actually take that long, I'll keep it in mind when I've got a couple of spare hours to blow =) The weapon project is currently not prioritized at all, but I can make a small detour.
Yes! Thanks so much!
#572
Posté 22 juin 2013 - 01:53
WiP:Progman Omega wrote...
Ottemis wrote...
@Progman Omega: Pistols don't actually take that long, I'll keep it in mind when I've got a couple of spare hours to blow =) The weapon project is currently not prioritized at all, but I can make a small detour.
Yes! Thanks so much!

Edit: Updated WiP.
Modifié par Ottemis, 22 juin 2013 - 10:58 .
#573
Posté 22 juin 2013 - 05:27
Keep up the good work, I love your reskins!
#574
Posté 23 juin 2013 - 05:08
Ottemis wrote...
WiP:Progman Omega wrote...
Ottemis wrote...
@Progman Omega: Pistols don't actually take that long, I'll keep it in mind when I've got a couple of spare hours to blow =) The weapon project is currently not prioritized at all, but I can make a small detour.
Yes! Thanks so much!
Edit: Updated WiP.
You are just the best kind of person.
#575
Posté 24 juin 2013 - 04:09





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