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[MODS] HR Textures & Meshmods by Ottemis


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#676
MadCat221

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Ottemis wrote...

MadCat221 wrote...

Will the Kasumi dress work in the various Citadel DLC scenes where the dress is enforced (like the Casino Job or the Date/Meet/Girls Night Out with Miranda?


If you force the outfit through Coalesced edit it will work in almost all parts of the DLC.
There are some instances reported (bits of a convo with Miri for example) where you'll flip back for a minute or so. This might be fixable through the coalesced as well, but I don't know how personally.

You can alternately use the dress normally and just unload the TPF for it's texture to avoid issues with the Citadel DLC dress (and for instance use my Citadel DLC NPC Pack  and normal dress retexture that replaces it).

If you permanently replace textures in the basegame, the specmap will be overwritten by the DLC, and the normal map will carry over to the DLC dress. Because the texture wrap is completely different between both dresses this looks all kinds of wrong.

Ideally we're able to replace the mesh in the DLC as well, and avoid this issue completely, but this is not yet possible.

@cmessaz , KFreon : Thanks guys =)
@Progman Omega : Really nice shots, she looks great!


TPFs are alas out of the question because TexMod makes the game(s) bog down framerate-wise.  As I understand it, TexMod doesn't like ATI cards.

#677
Ottemis

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Only some series of ATI cards. I have a HD6700 (6790 i think) series and that one works fine.

You can also try Umod, haven't seen people report issues with that in conjuction with cards that experience FPS drops using Texmod. You'd just have to figure out how to use it, I've never so can't help personally.

Otherwise replace the textures through Texplorer for both the DLC and the basegame, then it's just the DLC Mesh that's the issue atm for Shep. This WILL however feck up the dress for both Brooks and Ashley though in the casino mission,so again not advised. Also, you'd have to test how often you still get switched into that Mesh after the coalesced edit, but from what I've heard, almost never.

Modifié par Ottemis, 09 juillet 2013 - 02:39 .


#678
MadCat221

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What are the filenames for the textures if extracting from the TPF? I can identify what kind of texture each is as I handle DDSes for Skyrim/FO3/other BGS games all the time, but the filename structure for Bioware stuff is way too terse and convoluted.

Modifié par MadCat221, 09 juillet 2013 - 02:42 .


#679
Ottemis

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The dress is under CTH_k in the basefiles. Don't know about the DLC. Mind though that the current SVN release has issues replacing some normals (unwarranted MipMap error), this is one of them so you'll have to use an older build. The specmap from the DLC dress is dominant, so that needs to be replaced as well if you go this route (if you have the DLC installed at all).
I've added _diff _spec and _norm to the end of the texture names that are in the TPF, so you should have no issue identifying them regardless.

I'll add a screenshot:
Posted Image

Modifié par Ottemis, 09 juillet 2013 - 03:03 .


#680
MadCat221

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Errr... IIRC, TPFs ditch the filename and replace it with a hexidecimal string that makes its original filename unidentifiable. Or at least that's what it comes out as if I use a TPF extractor.

Modifié par MadCat221, 09 juillet 2013 - 03:08 .


#681
Ottemis

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I use TPFExtract and that works fine while preserving the names.

Modifié par Ottemis, 09 juillet 2013 - 03:17 .


#682
Progman Omega

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Ottemis wrote...

The dress is under CTH_k in the basefiles. Don't know about the DLC. Mind though that the current SVN release has issues replacing some normals (unwarranted MipMap error), this is one of them so you'll have to use an older build. The specmap from the DLC dress is dominant, so that needs to be replaced as well if you go this route (if you have the DLC installed at all).
I've added _diff _spec and _norm to the end of the texture names that are in the TPF, so you should have no issue identifying them regardless.

I'll add a screenshot:
Posted Image



You don't have to use an older build of ME3Explorer for normal maps, actually.  Figured this out through trial and error yesterday.

All you have to do is remove the top image of the texture file until it's one resolution size (256x256, 512x512....) lower than the one you want to inject.  Then simply use the upscale option from the advanced menu.  

It works great!  The screenshots I uploaded here are actually using direct texture injections.  Although, I plan to switch the Leather Jacket with the Hoodie, and replace the dress with the...dress.   Should cause less problems down the line.

As much as I adore your hoodie texture, Ottemis, until I can safely add more casual outfits, I'm just going to have to let it go :(

#683
Ottemis

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D'aww, It's fine. I forgive you! And good you found a workaround, but it's still broken lol. I'm sure it'll be sorted next release or so, it's been reported anyways.

#684
Getorex

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Things are heating up now. Also, thank you ottemis...I was having issues with extracting textures from TPFs with useless hex names too.

#685
Progman Omega

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Ottemis wrote...

D'aww, It's fine. I forgive you! And good you found a workaround, but it's still broken lol. I'm sure it'll be sorted next release or so, it's been reported anyways.


Well that's good to hear!  On a side note, your Avenger Retexture works wonderfully with Eudaimonium's ME2 MeshSwap! 

...I should replace the ME2's Carnifex Texture with your krogan one at some point...

#686
Ottemis

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Yeah I wanna go around and port what I can over to ME2 at some point, but with ME3 modding still consuming so much time I haven't yet =( On that note though, I HAVE been making some progress inbetween other stuff on my ME2 Armor project, more specifically the normalizing of the normals and fixing up all Maleshep pieces as well.
Posted Image
As you can see, arms and legs are still vanilla. Unlike with ME3's N7, Maleshep and femshep share no textures in ME2 bar the helmet, sometimes illogically so. Then there's wrap differences between both genders. Ehh, I'm containing my rage, safe to say it'll be a chore seeing as my armormod covers all the loose bits as well.
Here's the femshep version with new normals:
Posted Image

Modifié par Ottemis, 09 juillet 2013 - 03:59 .


#687
saltisgood

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Progman Omega wrote...

You don't have to use an older build of ME3Explorer for normal maps, actually.  Figured this out through trial and error yesterday.

All you have to do is remove the top image of the texture file until it's one resolution size (256x256, 512x512....) lower than the one you want to inject.  Then simply use the upscale option from the advanced menu.  

Since this is a really hacky option I'll tell you how to fix it in the program itself, given it's a one line thing. Open up ImageMipMapHandler.cs (AmaroK86.ImageMipMapHandler), go down to the CprFormat method and move: *case "V8U8":* from before *return true;* to before *return false;* (take out the *)
Either way it's fixed for the next update and we'll be putting up a new version on sourceforge pretty soon.

I've also fixed the DLC editing problems that have been there for a while, so pretty soon you should be able to start doing DLC .mods and stuff.

#688
Ottemis

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That's got programmer hell written all over it. lol.
And that makes me really happy! Thanks <3

Modifié par Ottemis, 09 juillet 2013 - 04:33 .


#689
Patchwork

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Seeing that FemShep's ME2 armour makes me wonder- has anyone fixed the unfinished ME3 version?

#690
Ottemis

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Ser Bard wrote...

Seeing that FemShep's ME2 armour makes me wonder- has anyone fixed the unfinished ME3 version?

That's the same as the ME2 one yes, so you could theoretically just use my ME2 textures to replace them. Don't know what you want to do with them, and/or if you can do anything with them at all though.

#691
Progman Omega

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Hey Ottemis, would you mind if I made a hilariously crude edit to your Serrice Council gauntlet texture by adding your N7 blood stripe to it. Just for personal use, of course. Been bugging me for a while. As cool as those gauntlets are, they could be COOLER, you know?

#692
Getorex

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Ottemis and peoples...quick note - I'm posting upk files of my edits as fast as I can produce (and test) the upks.

#693
Ottemis

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Progman Omega wrote...

Hey Ottemis, would you mind if I made a hilariously crude edit to your Serrice Council gauntlet texture by adding your N7 blood stripe to it. Just for personal use, of course. Been bugging me for a while. As cool as those gauntlets are, they could be COOLER, you know?


Lol go ahead =)

@Geto, spotted it, thanks for the heads up!

#694
Blind_179

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Greatly enjoying the mods, but it seems the n7 version of the spirit armor only affects the head. I have the spectre version also, which works normally. Has anyone encountered this before/any known solutions? Some other texmods have no effect for me as well, I've heard it can be the antivirus but avast won't let me shut it down so far as I know. Apologies if this isn't the place to post this question.

#695
Ottemis

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Well they are all tested by me, pictures in the OP (also provided by another user here actually). The various retextures are all replacing the same files, there's no reason for this not to work for you. You could try and change the load priority for the spirit retexture but other than that I wouldn't know hun.
Maybe try check the filesize of the tpf as well, against the size it 'should' have in the project page? No clue if antivirus can mess with the file that extensively, but it's worth a check I suppose.

Glad you're enjoying the mods though, hope you manage to find the culprit.

Modifié par Ottemis, 09 juillet 2013 - 06:51 .


#696
Progman Omega

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Getorex wrote...

Ottemis and peoples...quick note - I'm posting upk files of my edits as fast as I can produce (and test) the upks.


Yay!

#697
Ottemis

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Progress shot:
Posted Image

Modifié par Ottemis, 09 juillet 2013 - 07:50 .


#698
MACharlie1

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Ottemis wrote...

@Progman Omega: Lol awesome =D Hey, can you get me a non-resized version of that top pic so I can use it for the OP?

I got a nice shot of Joe with the dress on, she's just somany layers of sexy right now.
Using ELE's Femshep Overhaul for the complexion as well =)


So now that we've got Kasumi's dress in the game working - what is the probability that we'll be seeing reskinned versions for Citadel DLC for Brooks and Ashley? 

#699
Ottemis

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We need to be able to mesh-replace in the DLC files, I don't know if it's possible/works. Haven't looked into it yet, neither has ELE. I think salt said there's a slight problem with dlc replaces in the current release regardless, we might have to wait for a release that's stable on that front first as well. I'd have to go check on the forums what's being said about the current build etc, not completely sure how things stand atm.

Modifié par Ottemis, 09 juillet 2013 - 09:37 .


#700
MadCat221

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How does one format the Normals if they were loaded into Photoshop via the nVidia DDS plugin?