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[MODS] HR Textures & Meshmods by Ottemis


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#926
MrDbow

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Ottemis wrote...

I've written a first time setup guide and general info post on ME3Explorer.
It has a general troubleshooting section as well and it links to trusted .MOD download locations scattered across the net.

Guide: ME3Explorer first time setup information


If the time comes...

and the technology allows it...


.... I will gladly bear your children.

And I will most likely make this face while said bearing is occuring

<---------------

Modifié par MrDbow, 10 septembre 2013 - 11:19 .


#927
Ottemis

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Hahaha <3
The effort was worth it for that comment alone =P

Modifié par Ottemis, 10 septembre 2013 - 11:32 .


#928
Jukaga

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I've just tried some of the texture mods here, notably the N7 reskin of the nightmare armor and just wanted to say thanks to Ottemis for the wonderful work put into these, they look fantastic!

#929
Ottemis

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@Jukaga: Thank you, glad you like!

#930
Cdr. Arcerius

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 Hey Ottemis,

I noticed you haven't posted anything recently. So here's a meme I made to keep your Mass Effect work ethic up! I call it Geriatric Javik.

You're awesome Ottemis!

#931
Ottemis

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Still here!

@Tiberius: That's awesome haha. I love Javik.

Got a tiny update:
Posted Image
For those with a sharp eye: I'm purposefully skipping elements (the connectors for instance) because the effort would be disproportionate to the gain. Main purpose was the carbon, large surfaces of metal and the reticule fix.
I've also fixed the N7 logo not being white due to oversight in the original tintmap.

Edit: TPF is up under the Armor project, I'll add it to the OP tomorrow. Still investigating if I can somehow get the holographic screen and the reticule fix into a .MOD in a functional manner. The reticule is a shared element with Garrus' visor but I think I can avoid replacing them by editing the script. Tomorrow though! Too late for now, bedtime =)

Modifié par Ottemis, 19 septembre 2013 - 03:12 .


#932
Ottemis

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Ok, I have an update on the Kuwashii visor and it's interference with Garrus' dynamic reticule. The TPF will indiscriminately break the dynamic reticule for both Shep and Garrus, as such I'll have to create a static reticule on his actual visor to fill the gap. I'll be aiming to place it in the exact location that the dynamic one is in.
On a plus, I managed to retain the dynamic reticule for Garrus on the Normandy through manually adjusting the texture replacement scripts for the .MOD job. Ideally this would have fixed the issue altogether, but unfortunately Bioware was inconsistent in their material usage between PCC files and as such only one out of 6 of Garrus' PCC files that include the reticule are actually disconnected from Shep's version as far as I can tell.

The actual rotation is only visible if you flycam into his visor though and seeing reticule fixes have been around since ME2, I can't be too sad about it. Glad I actually noticed it so I can create a 'fix'.

In a nutshell:
The TPF will feature static reticules for both Shep and Garrus after re-release.
The .MOD will feature static reticule for Shep and for Garrus anywhere but on the Normandy.
Keep an eye out for the updated TPF and .MOD release somewhere in the upcoming weekend.

Modifié par Ottemis, 20 septembre 2013 - 01:45 .


#933
Paladin14

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Wondering if anyone would be able to help me with the mods here. Working on compiling the perfect game for one more playthrough. Sadly I have no knowledge of modding or anything, I'm looking for a facemod for a male shep too.

#934
Ottemis

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@Paladin14 : There are currently two ways of modding textures for your game.

You can temporarily replace textures in the game by using Texmod (or less popularly, Umod).
This will load the textures in cache and replace them as you run your game through it. Will have to be set up every time you launch the game, will increase the time it takes to load your game considerably depending on the number of mods you run and it might cause your FPS to tank on certain videocards (often ATI). It is the only option though, if you're uncomfortable with replacing your gamefiles. It's also highly advised you test mods through texmod before applying them permanently to make sure you like them, permanently replacing them will leave you unable to run a texmod over them. Texmod uses .TPF files.

Texmod Guide

You can permanently replace textures and meshes in your game by using ME3Explorer.
This tool is still under development and constantly being updated, so use at own risk. The setup takes between 30minutes and a couple of hours. Mod application times can vary anywhere between under a minute up to an hour per mod depending on the number of gamefiles that need to be altered. After application of mods, your gamefiles are permanently changed. You can replace basegame files without issues, but any changes to DLC will cause them to unauthorize and will require the use of a patcher/launcher or cracked exe. Note that after you permanently replace a texture, it can no longer be texmodded unless you revert the affected gamefiles back to vanilla state. ME3Explorer uses .MOD files.

ME3Explorer Guide

The guide above already includes quite some links, here are some others to check out:
BSN ME3 Texture Mods Group
BSN ME2 Texture Mods Group
BSN Mass Effect 1 Updated/Improved Textures Mod
BSN Jean-Luc's High Res Textures
BSN ME3 MOD: High Resolution textures + v1.5 illumination MOD + 3D Fix.

This thread's OP will list mods for both programs, alltho I currently only host basegame .MODs. If you want to use mine on DLC also where applicable, you can turn my .TPF files into .MODs supporting DLC replacement by using the guide linked to in the ME3Explorer guide above. User Antarius has also done several conversions and shared them, the link to his thread is also in the guide.

As to facial textures for Maleshep specifically, I don't have any but the project pages are bound to hold a couple so have a browse around =)
If you are looking for a good headmorph for a custom Male Shep, you can browse entries on the Mass Effect faces database.
It is likely you'll run into faces that require gibbed edits to work, but that site hosts some nice tutorials on the subject as well. Gibbed is a savegame editor, it allows you to (for instance) change your Shep's appearance parameters and texture  to others already present in the game. Most modded entries will include a headmorph download, you can use those in gibbed to inject a face into an already existing savefile, this makes it extremely easy to 'try out' a face. Some will also require texmod for custom facial textures.

Hope that answers all your questions, reading all the guides should give you a solid grasp on modding as a whole I think. Good luck!

Modifié par Ottemis, 21 septembre 2013 - 04:50 .


#935
aprilia1k

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That is so nice of you, to provide so much info and detail in answer to questions like paladin14's.

KUDOS to you for just being so cool.

#936
Ottemis

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@aprilia1k: Haha well, it's my pleasure =)

#937
Ottemis

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Ok, I've adjusted the Kuwashii visor TPF to include a visor fix for Garrus. I've also completed the .MOD now.

I've written a blogpost about the process with details on the mod for those interested:
The Kuwashii Challenge: .MOD script manipulation

Posted Image

I'll be updating the OP with links and images in a bit.

Modifié par Ottemis, 25 septembre 2013 - 06:47 .


#938
Azuradin

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The visor looks fantastic, but I'm getting the "image sizes do not match, original is 16384, new is 21872" error in ME3 Explorer for the .MOD version, on TUR_HED_PROGarrus_Holo_Diff. End result is both reticules in the screen are overlapping each other like a Venn diagram.

#939
Ottemis

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It works with the SVN, which version are you using? They've only recently fixed the holo texture replacement is why.

#940
Azuradin

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The 2013-08-09 one from Sourceforge, 103w I believe.




EDIT: Alright I went and grabbed SVN and it works fine now, no double reticule. Thanks for the help, really appreciate having my favorite headpiece in glorious HD along with your other mods.

Modifié par Azuradin, 26 septembre 2013 - 04:13 .


#941
stratataisen

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Oooh, you put Ele08's FemShep Overhaul in a .mod? Love you! <3<3<3

Oh, and that reminds me actually, does anyone know if there's something similar for MaleShep? I've seen the ones that use the the textures for other character's (Kaidan, Kai Leng, etc etc), but is there one for the regular textures for MaleShep?

#942
Ottemis

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@stratataisen: Yeah, I did =)
I don't know of any tbh, I've considered it but you know I'm way too busy to make any promises =(

@Azuradin: Good to hear!

Modifié par Ottemis, 29 septembre 2013 - 01:03 .


#943
stratataisen

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@Ottemis Ok, was kind of hoping there was a secret stash of them hidden somewhere I didn't know about. XD
Oh well, on to Plan B. Trying to make my own. Just need a good long day off of work so I can research skin textures and give it a whirl. hehe Time to dig my Wacom tablet out of the laptop case.

#944
Ottemis

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Ohh, awesome! Interested to see how that turns out, good luck! Cool that you're gonna have a go =)

#945
stratataisen

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Yeah, I found something that might help, but I have a quick question if you don't mind. Do I need to be worried about the skin color when I'm working with the texture?

#946
Ottemis

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You want to keep the greyscale on the facial textures close to those of the original three CC complexions, skintone is added ontop of it so generally nothing has colour on the texture itself and making it too dark will affect the skincolour ingame.

#947
ScrltFx

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Glad I read this page, gonna have to get the latest ME3 explorer. Got it off sourceforge and its throwing all kinds of errors in my face (including armor .mods)

EDIT: Okay, so I just got myself WAY lost. Where do I get the newest version?

Modifié par ScrltFx, 03 octobre 2013 - 06:36 .


#948
Ottemis

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I've linked to a first time setup guide in my OP, it tells you where to get the SVN and links to the tutorial how to install it.

Modifié par Ottemis, 03 octobre 2013 - 08:26 .


#949
Shpashe Moween

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ScrltFx wrote...

Glad I read this page, gonna have to get the latest ME3 explorer. Got it off sourceforge and its throwing all kinds of errors in my face (including armor .mods)

EDIT: Okay, so I just got myself WAY lost. Where do I get the newest version?


The way I went about it, and hopefully someone will correct me if I'm wrong, was to first go to the the sourceforge page and download the program itself. Then install the SVN and use that to update the files within the original download.

#950
Ottemis

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Broey Moween wrote...

ScrltFx wrote...

Glad I read this page, gonna have to get the latest ME3 explorer. Got it off sourceforge and its throwing all kinds of errors in my face (including armor .mods)

EDIT: Okay, so I just got myself WAY lost. Where do I get the newest version?


The way I went about it, and hopefully someone will correct me if I'm wrong, was to first go to the the sourceforge page and download the program itself. Then install the SVN and use that to update the files within the original download.

You can grab the SVN from scratch. It's better regardless to do a rescan with a clean install just to make sure you're not bringing in potential residual old rev issues.

Modifié par Ottemis, 03 octobre 2013 - 08:43 .