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[MODS] HR Textures & Meshmods by Ottemis


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#726
Ottemis

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@DeinonSlayer: Well, that's very "special" of Norton, it's a mediafire link just like all the others and has been up for months.

@silverhammer08: A bunny, personally. A really fluffy one.

Modifié par Ottemis, 19 juillet 2013 - 01:54 .


#727
DeinonSlayer

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High-res armor looks awesome. :)

Thanks.

#728
Ottemis

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I've released the Fauxhawk hair on my blog:
Posted Image

#729
Silver

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@Ottemis
*pets the fluffy bunny* ^_^
And that Faux-Hawk looks abso-friggin-lutely awesome, i'll be using this for Darya :wub:

#730
DeinonSlayer

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Hey, Ottemis, I was wondering - do you know of any way to extract textures from .tpf files? I was hoping to use ME3Explorer to put several textures in the game after extracting them - I'm not entirely comfortable with shutting down my firewall to use Texmod. If I have to, I probably will eventually, I was just wondering if it's possible to get around that.

#731
KFreon

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DeinonSlayer wrote...

Hey, Ottemis, I was wondering - do you know of any way to extract textures from .tpf files? I was hoping to use ME3Explorer to put several textures in the game after extracting them - I'm not entirely comfortable with shutting down my firewall to use Texmod. If I have to, I probably will eventually, I was just wondering if it's possible to get around that.


I'll just hijack that answer for you Ottemis :) 

This is the old, tried and tested way.  I can vouch that it works well, and I bet everyone and their mothers uses it.
http://www.tombraide...ad.php?t=162333

Here's a fancier one that the maestro himself wrote. 
http://me3explorer.f...actor-t477.html

Also, you shouldn't need to shutdown the firewall to use Texmod. If it even complains about it, just add an exception for Texmod.

#732
DeinonSlayer

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KFreon wrote...

DeinonSlayer wrote...

Hey, Ottemis, I was wondering - do you know of any way to extract textures from .tpf files? I was hoping to use ME3Explorer to put several textures in the game after extracting them - I'm not entirely comfortable with shutting down my firewall to use Texmod. If I have to, I probably will eventually, I was just wondering if it's possible to get around that.


I'll just hijack that answer for you Ottemis :) 

This is the old, tried and tested way.  I can vouch that it works well, and I bet everyone and their mothers uses it.
http://www.tombraide...ad.php?t=162333

Here's a fancier one that the maestro himself wrote. 
http://me3explorer.f...actor-t477.html

Also, you shouldn't need to shutdown the firewall to use Texmod. If it even complains about it, just add an exception for Texmod.

Exactly what I was looking for, thanks. :D

#733
Ottemis

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@KFreon : Ty <3

Here we go, all Science outfits for all NPCs, all variations. Human males, human females and salarians.
Posted Image
Posted Image
I'll update the OP soon with more pictures and the Download link, it's already up under my NPC project though if you want to grab it.
I'll run the MOD job with custom normals, the tpf only has them for the salarians due to the hexagon.

Modifié par Ottemis, 24 juillet 2013 - 02:26 .


#734
Taki17

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Looks great, nice work!
One small thing - why does the shoulder patch say "Systems Alliance Navy"? The doctors in the Citadel are not Alliance staff. (If the uniforms are still WIP and that part wasn't retextured yet, then ignore the previous question)

Are you planning to do turian science outfits as well? :)

#735
Ottemis

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No, they are not WiPs. There are no turian science officers on the Citadel as far as I know, if you can point to where these can be found, I will add them. As to the text, give me an alternative and I'll change it.

Modifié par Ottemis, 24 juillet 2013 - 02:29 .


#736
Taki17

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There is one turian doctor on the Citadel in the scene, when they transport the wounded Ashley/Kaidan from the Normandy to the hospital. He's wearing a similar red-white outfit.

For the shoulder patch: how about simply "Science Department" or "Medical Staff"? And maybe with a larger font, to compensate the removed text.

#737
Ottemis

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I can do that sure, and I'll have a look to see if I can find that one doctor now.
I'll leave the TPF up for the moment but update it once changes are made, the MOD release will also come after.

#738
ELE08

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Joy science outfits! I've been looking forward to these, they look great!

#739
KFreon

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Yaay! One of the worst textures in the game finally made awesome. Nice work :)
I've been postponing my game till these :D

Question however, can you include the custom normals in the tpf so those of use who do things the hard way can still use them?

#740
Ottemis

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@ELE08: <3

@KFreon: Euh sure, it'll inc the size a bit but can do. Doesn't much matter to me in the end =)
I'll add them in with the TPF update once the lonely Turian is sorted, been working on it today but won't have an updated release until tomorrow or friday I think.

#741
Didact2401

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Ah yis.

Awesome work as always Ottemis.

#742
DeinonSlayer

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The new textures look awesome. For a while I was either using the MOD versions or applying them by extracting the DDS textures straight from the TPFs and injecting them into the PCC files with ME3 Explorer, and this seemed to work, but not for those from DLC (specifically, Nightmare/Spirit/Shade Armor). I couldn't extract Jean-Luc's texture for Tali's armor, either, and can't find a MOD version for it.

So, I finally went ahead and got Texmod, following the instructions for applying TPFs by the book, but it doesn't seem to be working. I'm running through Steam. I open TexMod, open the packages to apply, and ME3 starts up when I hit Run, but none of the textures are actually applied in-game, regardless of whether I switch and rename the executables or simply access TexMod directly and run ME3 from there. The game starts and runs normally, only no textures are replaced. Has anyone seen this before? Any help would be appreciated.

Modifié par DeinonSlayer, 25 juillet 2013 - 02:52 .


#743
Getorex

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Beautiful work as always Ottemis.

#744
Getorex

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DeinonSlayer wrote...

The new textures look awesome. For a while I was either using the MOD versions or applying them by extracting the DDS textures straight from the TPFs and injecting them into the PCC files with ME3 Explorer, and this seemed to work, but not for those from DLC (specifically, Nightmare/Spirit/Shade Armor). I couldn't extract Jean-Luc's texture for Tali's armor, either, and can't find a MOD version for it.

So, I finally went ahead and got Texmod, following the instructions for applying TPFs by the book, but it doesn't seem to be working. I'm running through Steam. I open TexMod, open the packages to apply, and ME3 starts up when I hit Run, but none of the textures are actually applied in-game, regardless of whether I switch and rename the executables or simply access TexMod directly and run ME3 from there. The game starts and runs normally, only no textures are replaced. Has anyone seen this before? Any help would be appreciated.


Attempting to directly change anything in DLC pcc files fails the "Origin DLC check" and you are barred from running that DLC (SUCKS!  Origin, set our DLC free!).  

#745
DeinonSlayer

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Getorex wrote...

DeinonSlayer wrote...

The new textures look awesome. For a while I was either using the MOD versions or applying them by extracting the DDS textures straight from the TPFs and injecting them into the PCC files with ME3 Explorer, and this seemed to work, but not for those from DLC (specifically, Nightmare/Spirit/Shade Armor). I couldn't extract Jean-Luc's texture for Tali's armor, either, and can't find a MOD version for it.

So, I finally went ahead and got Texmod, following the instructions for applying TPFs by the book, but it doesn't seem to be working. I'm running through Steam. I open TexMod, open the packages to apply, and ME3 starts up when I hit Run, but none of the textures are actually applied in-game, regardless of whether I switch and rename the executables or simply access TexMod directly and run ME3 from there. The game starts and runs normally, only no textures are replaced. Has anyone seen this before? Any help would be appreciated.


Attempting to directly change anything in DLC pcc files fails the "Origin DLC check" and you are barred from running that DLC (SUCKS!  Origin, set our DLC free!).  

Yeah, I backed off from modding the armor when I realized it would require changes to those files. Thing is, I can't get TexMod to replace any in-game textures at all.

#746
KFreon

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Ottemis wrote...

@ELE08: <3

@KFreon: Euh sure, it'll inc the size a bit but can do. Doesn't much matter to me in the end =)
I'll add them in with the TPF update once the lonely Turian is sorted, been working on it today but won't have an updated release until tomorrow or friday I think.


Thanks!  :D
No rush, I've got to do some things before I can play anyway. 
Oh and if the size is a problem, you can just send them to me. I just don't trust .mods right now to do what I want them to :)

Modifié par KFreon, 25 juillet 2013 - 07:03 .


#747
Ottemis

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@Didact2401, Getorex:
Thanks guys =)

@DeinonSlayer:
Sounds like you're just not going through the bootprocess correctly. You'll always need to do the renaming process with ME3 as you are required to play through Origin. You have to 'fool' Origin into thinking it's starting up the game, even though it's booting up texmod instead through the renaming process. This is a .BAT file that will almost completely automate the renaming and boot process for you, put it in ..\\Origin Games\\Mass Effect 3\\Binaries\\Win32 together with texmod.exe. When you want to launch with texmod, start with running the .bat and follow the instructions.
If you keep having issues come back and I can walk you through the process step by step.

@KFreon:
I've only ever had issues with meshmods being unstable so far, but part of that is because until now I've stubbornly created all my texture MODs with an older version. I was actually considering rerunning all my currently released .MODs with the current SVN of Explorer for a switch. I have noticed for a while that some versions of the explorer newer than the one I ran the mods with will not always apply them correctly, but the version I built them with always does. Seeing as I do want to support DLC replacement I'll need to switch my 'standard version' soon to one that supports those replacements.

I'm leaning towards first building all without DLC then specifically running with DLC replacement and marking each download that requires DLC, and every alternate download for MODs that require both (or either). For instance, run a .MOD for the Citadel Environment pack, one for the basegame, one that requires DLC authentication. I reckon you have more experience with it though KFreon, do you think it advisable atm?

@pack-size with normals, I really don't mind personally what size it ends up being beyond trying to keep it down as much as I can. I know some pref to use texmod still, the sheer number of texmods available though it's almost not viable to run these kinds of things which is a shame as the NPCs change the look of the game as much. I'll add them NP =)

Gotta head out now, be back in a few hours.

Modifié par Ottemis, 25 juillet 2013 - 09:11 .


#748
KFreon

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I've just found that .mods sometimes miss things, probably due to the creator just missing it due to the sheer number of textures to look through :(
I like to do it myself by hand, the long hard way, but then I only have myself to blame :P
But the holy grail is in the works now. That's going to make stubborn people like me's jobs much easier.

As for the other stuff, at the moment with the new versions, there seem to be some pathing issues, and the inability to upscale single image textures ie those without mipmaps. So for now, it might not work so well...
I don't actually know much about the modmaker, but I would say that a 2 part thing might work better. Especially if, for some reason, the user doesn't have the DLC, modmaker might chuck a fit...

Ultimately, run everything with DLC, and hopefully modmaker will be improved to be more forgiving and adaptive, ie if DLC replacement is in the .mod, but the user doesn't have it, that job gets ignored.

EDIT: Oh and if you think the size increase will hamper texmod users and not add too much, just let me know, and I'll open skydrive or something for you :P

Modifié par KFreon, 25 juillet 2013 - 01:05 .


#749
Getorex

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DeinonSlayer wrote...

Getorex wrote...

DeinonSlayer wrote...

The new textures look awesome. For a while I was either using the MOD versions or applying them by extracting the DDS textures straight from the TPFs and injecting them into the PCC files with ME3 Explorer, and this seemed to work, but not for those from DLC (specifically, Nightmare/Spirit/Shade Armor). I couldn't extract Jean-Luc's texture for Tali's armor, either, and can't find a MOD version for it.

So, I finally went ahead and got Texmod, following the instructions for applying TPFs by the book, but it doesn't seem to be working. I'm running through Steam. I open TexMod, open the packages to apply, and ME3 starts up when I hit Run, but none of the textures are actually applied in-game, regardless of whether I switch and rename the executables or simply access TexMod directly and run ME3 from there. The game starts and runs normally, only no textures are replaced. Has anyone seen this before? Any help would be appreciated.


Attempting to directly change anything in DLC pcc files fails the "Origin DLC check" and you are barred from running that DLC (SUCKS!  Origin, set our DLC free!).  

Yeah, I backed off from modding the armor when I realized it would require changes to those files. Thing is, I can't get TexMod to replace any in-game textures at all.


Steam is a "special" case and you need to google how to get texmod working in spite of Steam.  I've seen it before but since I don't have a Steam ME set I never paid attention to it.

#750
Tup3x

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In Steam's case it is simple: just give ME2 or 1 exe name texmod. Rename the original to something different like MassEffect2B.exe. Then when you launch the game like you normally do, texmod will launch and then you just select that MassEffect2B.exe from texmod and you are set. It is really simple. With NVIDIA cards one should add that modified exe name to me2 profile so that the profile keeps working.