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[MODS] HR Textures & Meshmods by Ottemis


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#826
Jirax

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okej i undersatnd :D

#827
survivor_686

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@Jitrax

What do mean Liaras Breather Mask. Are you looking for the mesh file? Are you looking for the texture?

#828
Jirax

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I have the file from ELE08.
But, i don't really undersatnd what to do after you have the
2 DDS files
1 UPK
and the TGA/ photoshop file...i really don't undersatnd what to do next.

#829
survivor_686

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@Jirax

Are you trying to replace a mesh? Replace textures?

#830
Ottemis

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ELE links to guides, but what she's offering is rather advanced and even marked as a modders resource because it IS advanced. Mass Effect is NOT modding friendly. If you cannot figure out what to do from her guide, that means you are missing fundamental modding knowledge.
It is impossible for her to give a completely step by step for people that have 0 experience with this kind of stuff, that's why it's listed as a modding recourse.

Jirax I really don't mean to sound rude, and I know you just want this to work, but it is just not that simple.
You'll have to look around and acquire that basic level knowledge, and you should be fine understanding what she's referring to afterwards. I saw ELE already told you she can't help you further, and I told you you are best off in another thread because I am a texture modder and what you're looking to do has nothing to do with me. It wasn't my release and I'm not versed in armor-meshes at all.

To get you started though, there are several ways of modding mass effect.
Coalesced edits, look up a thread on the subject to see what's possible, what the limitations are.
Gibbed savegame edits, same here, threads exist that should give you a basic understanding of what can be done.
Texmod, texture modding. Temporary texture replacement mods.
ME3Explorer permanent texture replacement. Visit the official ME3Explorer boards for more information.
ME3Explorer mesh replacement, again, official ME3Explorer boards is the place to be.

UPK, DDS, PSD files are all modders resources. They are unprocessed so modders can choose how to create MODS with them. UPK has to do with ME3Explorer Mesh replacement, DDS/PSD are the texture files, so you'll need to look into texmod and ME3Explorer texture/mesh replacement.
This mesh was released as a UPK so modders could pick which mesh they want to replace the helmet with. That's a very personal choice, hence it being released as a UPK and not a premade .MOD or PCC file.
Depending on the mesh you replace, the DDS texture files would be used to overwrite the textures associated with the previous mesh. IN some cases the DDS files would have to be altered, hence the inclusion of the PSD.

If this is too much the advise is to ask an actual modder if they would have the time to build you a MOD with these recources that meets your needs exactly. There aren't that many people that are into this though, and ELE chose to release these files this way because if she'd start to fill specific requests, she'd never stop. Everyone wants something else, hence the sourcefiles being released. That or look around for other modders that have already used her resources (or done it themselves) and have released a MOD that is useable for the public.

Mesh modding is still very young, that ELE is putting these recources up will save (future) modders a lot of work in releasing these mesh mods but for now it's conceivable these aren't readily available yet. It will need some more time.

Modifié par Ottemis, 04 août 2013 - 07:58 .


#831
survivor_686

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@Ottemis

I hope you don't mind if I ask you for some advice:

Am currently editing Ashley's Collector's Edition Mesh. As seen below
Posted Image

With this, after considerable help from Getorex
Posted Image

Am now trying to replace her gas mask with the Kuwashi Visor. The Mesh worked well, but I found some curious side effects:

This is the visor before I imported the vanilla Kuwashi Visor textures
http://cloud-2.steam...40.resizedimage

This is the visor after I imported the vanilla Kuwashi Visor textures. (I think the game uses the base colour of white which is them customized in executable)
http://cloud-4.steam...40.resizedimage

I suspect that game is right now stretching the "glass/plastic" portion of the gas mask over the empty space left by the "frame" or "headband"(indeed it did the same thing when I imported a helmet mesh).

The sad thing is that for the life of me I can't seem to locate the texture for the plastic itself. I can find the frame's diff, norm or spec textures (Pink and blue catsuits share the same Norm and Spec textures with regards to the gas mask frame).

Have you ever encountered such phenomena?

Its probably stored in some location, but have you ever encountered this "material"? Is there some folder where the materials for the "Plastic" or "Glass" used in helmets and gas masks is stored in?

I suspect its located under the name VSR (Indeed in "Asset Editor" reference is made to HMF_HGR_BRTb_VSR_MAT_1a, but textplorer can't find it).

Sorry if I seem to hijack this thread.

Modifié par survivor_686, 04 août 2013 - 07:59 .


#832
Ottemis

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Some meshes have masks in their textures specmap channels that tell the game which material effect the masked area should be overlayed with. In the case of the visors, the location of the glass is determined by that 'mask' channel, and the look is then determined by the material associated with the mask.

When you overwrite a mesh, the channel assignment of the texture associated with that mesh still exists.
You'll basically have to find a way to remap that material overlay linked to the spec's channel. Finding and changing the texture that controls the look of the overlay would not be wise, as it would logically control the look of several visors and the likes (if a texture exists for it at all, which I highly doubt)

That's as far as my knowledge goes at least, I've encountered these channel assignments in my texture work, but obviously never tried to change the material associated with them as ME3Explorer wasn't around back then, and I don't do armor-mesh releases.

The specmap's channel and it's function over a mesh aren't consistent throughout the game though. You'll have to compare the spec from the original mesh with the one you're replacing to pinpoint which channel controls what.

Modifié par Ottemis, 04 août 2013 - 08:23 .


#833
Errationatus

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I find it amazing that  for all your hard work, Ottemis - you and your fellow modders - for not only upgrading the textures but making it reasonably straightforward to install them, and then testing, retesting, cursing and wringing blood from your metaphorical fingers to make sure they work, that Bioware hasn't given you some official kind of recognition - they could have saved y'all this hassle if they'd just released a hi-rez texture pack way back when.

But noooooooooo...!  Feh.

I may have said it before, but it bears repeating at least a few times per page:  thank you very much for making my ME3 experience that much more pleasant to look at - you have my sincere appreciation.

#834
Ottemis

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@JakeMacDon: Thank you! =) But yeah, it's therapeutic though, making things pretty.

On that note, rebuilding all MODs with 473 now, DLC dependency is sorted. Took down ALL older .MOD links to avoid confusion. Any .MODs put up from now on will be built with 473.

#835
survivor_686

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@Ottemis

Thank you for reply. Sounds like I've got a lot of learning and digging to do. You wouldn't happen know a good tutorial or two out there would you?

One last favour: Can you confirm that the latest SVN is 100% working? I've avoided updating my SVN for the past week or so.

#836
Ottemis

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Texture wise 473 works yes, I'll test Meshes soon. Soon being, maybe 30 minutes. I'll report back =)
As to tutorials, you mean for texture modding? Honestly this kind of stuff specifically just comes from trial and error. But if you're looking into texture creation tutorials, I could find you some, sure.

Edit: Did a PCC and .MOD mesh replacement and texture mods work fine afterwards, I'd say the 473 is completely functional.

Modifié par Ottemis, 05 août 2013 - 04:01 .


#837
Achatz

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the inferno armor is so unwelcome >_< no one made HR mod for it

#838
Jirax

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I think i should start from the bottom of ME3 modding.

Im going to satrt with something easier. But anyways thx for the help

And yes Ottemis, you can call me a beginner ;)

Modifié par Jirax, 05 août 2013 - 08:59 .


#839
Silver

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n7_sentinel wrote...

the inferno armor is so unwelcome >_< no one made HR mod for it

Well, the armor has a fatal flaw, and that is a non-removable helmet, which is why hardly anyone uses it.
I think it looks good, don't get me wrong, but the helmet is a dealbreaker for me.

#840
Getorex

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silverhammer08 wrote...

n7_sentinel wrote...

the inferno armor is so unwelcome >_< no one made HR mod for it

Well, the armor has a fatal flaw, and that is a non-removable helmet, which is why hardly anyone uses it.
I think it looks good, don't get me wrong, but the helmet is a dealbreaker for me.


I'll look into that armor (I never used it) to see if there is anything to be done about the helmet.  At the very least I could replace the default helmet with something else like a monocle or visor.

#841
Tup3x

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In ME3 it is simple. Similar procedure to how you can wear ajax without helmet.

String for helmetless version (as torso): (Mesh=(Male="BIOG_HMM_ARM_SHP_R.FBDe.HMM_ARM_FBDe_NH_MDL",Female="BIOG_HMF_ARM_SHP_R.FBDe.HMF_ARM_FBDe_NH_MDL"),GameEffects=("SFXGameContent.SFXGameEffect_UniqueArmor_Inferno"),Id=993,Name=352047,Description=352048,PlotFlag=-1,Type=CustomizableType_Torso)

String for the helmet only:
(Mesh=(Male="BIOG_HMM_HGR_SHP_R.FBDe.HMM_HGR_FBDe_MDL",Female="BIOG_HMF_HGR_SHP_R.FBDe.HMF_HGR_FBDe_MDL",bHasBreather=True,bHideHair=True),GameEffects=("SFXGameContent.SFXGameEffect_PartBasedArmor_HealthBonus"),Id=940,Name=352047,Description=352048,PlotFlag=-1,Type=CustomizableType_Helmet)

Posted Image

Posted Image

Still, I think it looks hideous. It would probably look marginally better in black.

Modifié par Tup3xi, 05 août 2013 - 02:33 .


#842
Getorex

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Ah yes, one of the armors I never ever use (like the hideous and clunky cerberus armors). I always forget there is coalesced editing for some things and it is MUCH easier than dicking around with mesh modding.

#843
Getorex

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Ottemis, I just ran a combo mesh and texture mod on EDI and got a texture boo-boo, looks like specular. I was testing replacing EDI's default body with the clothed version and using EVA's uniform (I think it is EVA's) as the clothing. It all works fine except the uniform glows...a specular issue? I was wondering if you have any ready fixes for that situation? Could I just place a black or grey image for specular to eliminate a glow problem in the crude way? 
Posted Image

Modifié par Getorex, 05 août 2013 - 02:54 .


#844
survivor_686

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@Ottemis

Thanks for replying. I was kinda hoping that somewhere out there exists a tutorial for texture mapping.

#845
Ottemis

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If you mesh-replace you'll have to compare the texture's specmap channels/alpha of the mesh you're replacing with the specmap channels/alpha on the mesh you're replacing it with.
Every channel has it's own function and often the old mesh will have material or effect assignments attached to the spec's channels or alpha your new mesh doesn't need or use.

This is likely something that will happen 75%? of the times you meshreplace one outfit with another meaning you will need some knowledge of textures, specmaps in particular and channel functions to be able to sort this out. My suggestion is checking the old mesh's channels and see if you can guess which of them is causing the blue overlay effect, then you'll need to adjust that channel /alpha on the texture for the new mesh. How easy this is to fix wholly depends on the differences between the old and new specmap and how many channels are being used as 'masks' in them. The alpha is often the one used to mask things like light sand skincolour or extreme sheen, but not always.

I would go into it deeper but I just lack the time atm. Better to experiment and see what you can figure out yourself, this is not something that you'll be able to understand fully untill you see it firsthand and fiddle with it in my opinion.

Posted Image

Modifié par Ottemis, 05 août 2013 - 07:37 .


#846
survivor_686

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@Ottemis

Thanks for the info. Am assuming you got that screenshot via Photoshop?

#847
Ottemis

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Yes.

#848
Achatz

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 I have made one, but the first time I use Photoshop,so bad :blush:
g.hiphotos.bdimg.com/album/s%3D1400%3Bq%3D90/sign=1a2c38de18d8bc3ec20802ceb2bb9d6f/63d0f703918fa0ec7e57e9e9279759ee3c6ddb46.jpg

#849
Antaris

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@Ottemis

could you please tell me if the actual .mod files on the OP are different from the ones you had when you had the remark "NEW" on it? I noticed that you removed that remark again, probably due to the ME3E rev 472 issues and now I'm a bit lost I don't know if I should download all files again now that it seems the issues have been fixed on rev 473+ :crying:

Edit: NV, I'm downloading all the files again :D

Modifié par Antaris, 06 août 2013 - 06:40 .


#850
Ottemis

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Yes, these are all built with the fixed rev. Strong recommendation to get 473 or up from the SVN and rebuild your treestruct with that one. I'll go into more detail once I'm done rebuilding all the .MOD files but any treestruct generated with rev 462-472 are broken and mods created with them are too as they were essentially built on a faulty construct. 473 I know is solid again, so once all my .MODs are rebuilt we're back in business. On my phone btw sorry for potential typo's, going back to bed now I'll check the rest tomorrow.