Aller au contenu

Photo

[MODS] HR Textures & Meshmods by Ottemis


  • Veuillez vous connecter pour répondre
1466 réponses à ce sujet

#951
Tup3x

Tup3x
  • Members
  • 3 526 messages

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 download latest code snapshot from svn repo directly from sourceforge too:
http://sourceforge.n...code/HEAD/tree/ and download snapshot. The handy thing about SF is that it has SVN repository viewer.

#952
XzavierHyde

XzavierHyde
  • Members
  • 6 messages
Hey Ottemis, awesome work on all the mods and tpfs. One quick question though - I see you made a .mod from ELE's FemShep overhaul, which is great, but like all your pre-built .mods you've compiled it against the base game only.

With DLC now being open to modification thanks to WV's loader, I prefer building my own .mods from your .tpf packages instead, but I can't seem to find a fixed .tpf of ELE's FemShep overhaul. The original .tpf file has a bunch of textures that are not valid according to ME3Explorer, and I also can't seem to find documentation on how to fix such invalid .tpf files. So, either one would be much appreciated: a tutorial on how to fix invalid .tpfs, or a release of the fixed .tpf from which you built the .mod. Or maybe recompile the .mod against the full tree, but I understand your reasons for using the base tree only, so that's why I'm asking for a working .tpf instead, or how to fix the original one.

#953
Ottemis

Ottemis
  • Members
  • 3 600 messages
Yeah I actually have a fixed TPF lying around still, here's the download link.

Fixing format mismatches or MipMap errors are covered in KFreon's Tutorial: Using the new texplorer mod functions.
As a side-note, the format error you get in preview when trying to create a mod used to always say it's simply not MipMapped because it wouldn't specify correctly. Manually selecting the same texture again will give you a popup with an accurate displayal of the format error, so you know which format your file needs to be changed to. The tutorial explains how to. It might have been changed already, but just a heads up to be on the safe side as it might otherwise be confusing.

Modifié par Ottemis, 04 octobre 2013 - 09:41 .


#954
XzavierHyde

XzavierHyde
  • Members
  • 6 messages
Thanks for the tpf and the link to the tutorial - my google-fu must be weak. Keep up the great work, I'm really looking forward to the completion of your Citadel pack.

#955
Ottemis

Ottemis
  • Members
  • 3 600 messages
@XzavierHyde: Not a problem =) And thanks!

I have a little surprise for the Ashley fans:
Posted Image
Posted Image
Will be updating the OP once I've created the .MOD, the TPF is already up in projects.

#956
BigC-VI

BigC-VI
  • Members
  • 242 messages
Is there a way to port your Garrus' AAP Armor, the blue with gold trim, to ME2?

#957
aprilia1k

aprilia1k
  • Members
  • 89 messages

Ottemis wrote...
.....
.....
.....

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.


@Ottemis:  Are you using Vis. C# to build from the tree or are you running the debug binary that is part of the checkin?  

I'm just wondering - didn't see mention of it.  From what I recall (just added the SVN locator to existing Tortoise -- using Tortoise for quite awhile for local ver. mgt of code, but just forJava/Swing stuff, not C++/C#.. although there is a free version of Vis. C# avail. from MSN  (will wonders never cease?...).   I just figured the debug ver. would work fine and so far doesn't appear to suffer at all, performance-wise, for the debug baggage (Symbols, etc..  ) so figure I'll use debug.  So far I've let resistance (or... caution)  keep me from installing any .mods  - though some are def. worthy of permanence  -- using texmod and cursing in-game (when recording, e.g.) after some map overlays the gameplay or a lengthy cut-scene -- which has got to be a texmod artifact... one hopes...

But - If I could just decide between the Red, Blue and Black fourth outfit/uniform  that... oh yeah, which you created - my number one favorite .mod (is that wierd?  ya get to see it everywhere but combat -- it's.. they're awesome.  ;-)  

On that - I figure if I hacked them such that two of them identified themselves as replacing other outfits (say the "punk-rocker" vest and maybe even a new one that I just add in coalesced...) - I could have them all -  Of course I'd not do that without clearing it with their creator.  :-)

edit:  I haven't created anything of my own yet - shamefully admitted - so I'm not familiar in detail with specifics, but as regards the above - I'm referring to creating new/different meta - i.e. separating the artwork from the meta, so that all four different (currently mutually-exclusive (mutex... ) fourth-outfits could be usable as different wearables.  I've no doubt that was clear enough already,  but -- I clarify the already-clear fairly often ;-)

Modifié par aprilia1k, 06 octobre 2013 - 06:25 .


#958
stratataisen

stratataisen
  • Members
  • 91 messages

Ottemis wrote...

@XzavierHyde: Not a problem =) And thanks!

I have a little surprise for the Ashley fans:
Posted Image
Posted Image
Will be updating the OP once I've created the .MOD, the TPF is already up in projects.



That is really awesome look!  To bad Ash never makes it past Virmire in any of my games. XD

And I hit a bit of a road block with the skin texture, the color thing is causing me a bit of a pause. lol

#959
Ottemis

Ottemis
  • Members
  • 3 600 messages
@BigC-VI: The global colour maybe, but the outfit is different so the wrap is as well. We can't Meshimport for ME2. It's unlikely/not possible, sorry.

@aprilia1k: I go through Debug, always have. Getting multiple versions of the same outfit in is possible but you'll likely have to port the mesh over another as doing it via the coalesced wouldn't separate the textures as far as I understand it. The problem is that there aren't that many outfits in shep's locker that aren't also linked to an NPC or 100 somewhere. The colonist outfit for instance. Afaik, the dress/jacket are safe, otherwise you'd have to use armor. Using armor slots isn't that straight forward either though seeing as you need to preserve the skin masking to stay functional and that channel functionality does not carry over, rather you keep what was on the mesh you are replacing. So two at the same time, yes, losing the dress/jacket. More becomes harder.

@stratataisen: Thanks hun =) Well if you want me to take a look I can, just lemme know yeah?

Modifié par Ottemis, 06 octobre 2013 - 12:51 .


#960
Silver

Silver
  • Members
  • 1 547 messages
@Ottemis
Ash's dress looks a hundred times better now, if not more :D
You texture-magician ^_^

#961
stratataisen

stratataisen
  • Members
  • 91 messages
@Ottemis Well, it also doesn't help that I've never tried to make a texture from scratch before, just modified them for my own personal use. lol Or the fact that the tutorials I've been looking out are more for digital painting than game textures. Maybe I'll take a look at ELE's femshep ones and see what that looks like in photoshop.

#962
Ottemis

Ottemis
  • Members
  • 3 600 messages

stratataisen wrote...

@Ottemis Well, it also doesn't help that I've never tried to make a texture from scratch before, just modified them for my own personal use. lol Or the fact that the tutorials I've been looking out are more for digital painting than game textures. Maybe I'll take a look at ELE's femshep ones and see what that looks like in photoshop.

Honestly that would be my advice, look at existing textures for both male ingame and male/female modded, so you can grab elements from existing ones. There's always brushes for detail that you can incorperate as well, but the base is just easiest if you grab it off a couple of pre-existing textures. Nothing to be ashamed of either, pretty sure that's how we all started out, particularly with skintextures. I know I have.

silverhammer08 wrote...

@Ottemis
Ash's dress looks a hundred times better now, if not more :D
You texture-magician ^_^

Hah, thanks =)

Modifié par Ottemis, 06 octobre 2013 - 08:13 .


#963
stratataisen

stratataisen
  • Members
  • 91 messages
@Ottemis
So I gave it a few good tries, but it keeps on turning glossy in the game. >.<

#964
Ottemis

Ottemis
  • Members
  • 3 600 messages

stratataisen wrote...

@Ottemis
So I gave it a few good tries, but it keeps on turning glossy in the game. >.<

Are you touching the normal maps at all? Make sure you put it in the right format yeah, V8U8 via the DirectX texture tool.

#965
MrDbow

MrDbow
  • Members
  • 1 815 messages
This thread makes me happy.

#966
stratataisen

stratataisen
  • Members
  • 91 messages

Ottemis wrote...

Are you touching the normal maps at all? Make sure you put it in the right format yeah, V8U8 via the DirectX texture tool.


I'm not touching the norm maps, I'm just using the Diff image. 

Loading it via Texmod instead of explorer so I don't have to worry about reinstalling all the texture mods again. XD

#967
Ottemis

Ottemis
  • Members
  • 3 600 messages

stratataisen wrote...

Ottemis wrote...

Are you touching the normal maps at all? Make sure you put it in the right format yeah, V8U8 via the DirectX texture tool.

I'm not touching the norm maps, I'm just using the Diff image. 

Loading it via Texmod instead of explorer so I don't have to worry about reinstalling all the texture mods again. XD

It's alot easier to give pointers if I can look at it, can you drop me a link in PM or so? That is, if you'd like me to.

MrDbow wrote...

This thread makes me happy.

You in this thread makes me happy!

Modifié par Ottemis, 07 octobre 2013 - 10:33 .


#968
stratataisen

stratataisen
  • Members
  • 91 messages
Ok, I sent you what I did via a pm. If you need anything else from it let me know. And like I said in the pm I was just experimenting with the texture to see how it would look in game.

#969
aprilia1k

aprilia1k
  • Members
  • 89 messages
"@aprilia1k:... there aren't that many outfits in shep's locker that aren't also linked to an NPC or 100 somewhere. The colonist outfit for instance. Afaik, the dress/jacket are safe, otherwise you'd have to use armor. .... So two at the same time, yes, losing the dress/jacket. More becomes harder."

@Ottemis:  I see.  Yeah, I used a mod in ME2 that utilized armor slots & in-use it was strange, implementing had to've been .. interesting.   Too bad it's not designed to allow growing the # of locker slots dynamically - where you just add to the end - that's what I was thinking afa coalesced - adding IDs.. rather than re-using.. 

Thanks for the info.  Yeah, don't want to lose the dress/jacket and also don't want to dress-up 100 NPC's in one of your awesome colored fourth outfits.. it'd lose it's cool then ;-)

#970
Ottemis

Ottemis
  • Members
  • 3 600 messages
Yeah, can't create soemthing from nothing is the problem, needs to already exist to be replaced because of the references we can't manipulate. Atleast that's as far as my understanding goes, i'm not a coalesced expert to be honest either. Well, you can just overwrite the colour .MOD with eachother, it shouldn't matter. =)

@stratataisen: Going to have a look now =) I'll PM.

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


#971
aprilia1k

aprilia1k
  • Members
  • 89 messages
@ottemis:  Point well-taken.  I should apologize (I'd be a little annoyed... ;-) - more than needing to rtfm - I need to do a couple basic mods of my own in order to cement my understanding; I've been thinking of how it might work (which would allow creating new references) via an imagined table or array that provides for dynamic (add of) elements... but the mechanism is one of replacing existing by re-using addresses...   I may have read too much in to the way that clothing seems to "just get added" on the right, in Shep's locker - but took for granted that these all already have addresses in-process (like taking existing NPC outfit and "making it available" for Shep to wear -- very different from just pulling a virtual Versace and adding one's own designs like I was imagining).   Point is - I need to get my hands dirty with this.   Problem is - figuring out what has not already been mod'd (well).

THANKS FOR YOUR PATIENCE!! ;-)

#972
CommandBenX

CommandBenX
  • Members
  • 38 messages
@ottemis: Hey Ottemis do you plan on releasing the Citadel Dlc HD mod in Mod File format? Also is there a tutorial for how to create mod files for Dlc? Keep up the good work

Modifié par CommandBenX, 10 octobre 2013 - 05:29 .


#973
Ottemis

Ottemis
  • Members
  • 3 600 messages
@CommandBenX: Yes, once the DLC modding tool development has settled down some more.
There is a tutorial on how to create .MODs from TPF's, if you want to recreate a .MOD to replace DLC files, you should rebuild it using the method described while you have a DLC treestruct active in Texplorer. That will add the DLC replacement jobs to the mods, all mine are created with a basegame struct, so they are unable to replace DLC completely.

@aprilia1: You're not bothersome at all hehe. What you said rings true, and honestly learning by doing in this instance is the best thing just because it gives you a solid understanding of what's what and how things tie in together with Mass Effect having many different modding tools and methods to achieving certain things.
I'll look into writing a comprehensive post about the basics soon, but still a bit snowed under by other things atm.

Modifié par Ottemis, 13 octobre 2013 - 02:43 .


#974
Ottemis

Ottemis
  • Members
  • 3 600 messages
Ahhhh, have a look at this guys! Go tell them how awesome that would be =o
Posted Image
https://www.facebook...ouseBrandStores

#975
stratataisen

stratataisen
  • Members
  • 91 messages
@Ottemis That is Awesome! If they do make that into something I can wear I will totally buy one. XD