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[MODS] HR Textures & Meshmods by Ottemis


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#976
Ottemis

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stratataisen wrote...

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

Go tell them! AAHH *bounces*

I am shamelessly linking it again because of the new page too, I just don't care.
Hoody for president!

Modifié par Ottemis, 13 octobre 2013 - 05:50 .


#977
Fraevar

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Ottemis wrote...

@XzavierHyde: Not a problem =) And thanks!

I have a little surprise for the Ashley fans:
Posted Image

Will be updating the OP once I've created the .MOD, the TPF is already up in projects.


Consistency! Sweet, sweet consistency! And once again, grats on the hoody prospects. I've already left a comment. I may be biased ;)

#978
Cecil88

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Forgive me if this is common knowledge (or has already been addressed in this thread) but how exactly does modding this game work? Why are there 2 different file types? Is there a way to replace the files and NOT use a mod program? Thanks for any help!

#979
Ottemis

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Cecil88 wrote...

Forgive me if this is common knowledge (or has already been addressed in this thread) but how exactly does modding this game work? Why are there 2 different file types? Is there a way to replace the files and NOT use a mod program? Thanks for any help!


I actually wrote an explanatory post not too long ago in responce to someone else asking a similar question, here's the link. Should tell you all the basics, going into the guides should help as well to get an idea of what does what.

Modifié par Ottemis, 13 octobre 2013 - 10:40 .


#980
aprilia1k

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Hey everybody!

SHOW YOUR APPRECIATION FOR OTTEMIS AND ALL SHE GIVES TO BSN (as well as many others)!

There's a post at Treehouse now, urging them to use Otte's designs.  You'll see it near the top, from a "Stephen somebody", with this thread and an image with three views of a femshep wearing an Ottemis hoodie. 

JUST CLICK ON "LIKE" TO SHOW YOUR SUPPORT FOR OTTEMIS' DESIGNS. 
Make sure you are clicking on this particular comment/post - "Stephen... : Have to go with Ottemis'...".  By showing thumbs-up for that one comment, you indicate agreement that they should use the Ottemis design.

Posted Image
https://www.facebook...ouseBrandStores

DO IT NOW!

Ottemis - forgive me, but you deserve it  ;-)

Modifié par aprilia1k, 15 octobre 2013 - 09:40 .


#981
pelojian

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I've found the meshes for the earth dlc. i managed to get the N7 vanguard one to work by changing it to use the collector unique armor bonus and instead of loading the collector armor file from dynamiccloudmapping to load the N7 vanguard file. but i haven't been able to figure out how to add it as a separate armor set.

if anyone can get these to work i'd appreciate it if you could share how. (you need to use the MP load trick to get these to load when you get it configured right)

Male:
BIOG_MP_VAN_N7.MP_VAN_N7_MDL
BIOG_MP_SOL_N7.MP_SOL_N7_MDL
BIOG_MP_SEN_N7.MP_SEN_N7_MDL

Female:
BIOG_MP_INF_N7.MP_INF_N7_MDL
BIOG_MP_ENG_N7.MP_ENG_N7_MDL
BIOG_MP_ADP_N7.MP_ADP_N7_MDL

Modifié par pelojian, 16 octobre 2013 - 02:39 .


#982
IdesofJuly

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 Question: In regards to your .mod files, I've followed the tutorial on the ME3 Explorer forums, and I'm getting a wonky result. I load in the .mod and loads successfully. I hit Run --> Run All, and then it comes up with an error message, saying that it can't find the TOC/.bin files. I say okay to exit out, and it then updates the non-existant files. Etc., etc. et al until it's done.

The end result is a Shepard with no body, and the Black Pixels of Death strike again! This also means that I need to Repair Install more than once already, and I'd rather not screw up the game files anymore than I should.

Any help?

Modifié par IdesofJuly, 17 octobre 2013 - 02:23 .


#983
Ottemis

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@IdesofJuly : Yeah if it can't find Custtextures0.tfc, the textures it tried to replace now have a null pointer and will display black because it can't find the location referenced in the updated PCC.
When Texplorer does it's treescan on first setup, it creates an entry in your PCConsoleTOC.bin that holds information about Custtextures0.tfc. It's likely Custtextures0.tfc is present, but you lost the reference to it in your PCConsoleTOC.bin. This can happen if you vanilla'd your files via Origin's game update or you manually copied a vanilla PCConsoleTOC.bin back in. This can also happen with some pre 473 mods. They will run fine but any mod attempted afterwards will pop this error.

If you followed my first time setup guide, which I'd really advise everyone does as it tells you to make some crucial backups and explains all of this in the troubleshoot section, you should have a backup of your modded PCConsoleTOC.bin. Copy it back over your current one and try to run my mod again.

If you don't have a backup, I'd advise you follow the instructions in the troubleshoot section of my me3explorer guide to vanilla completely. Follow the bit under "How do I vanilla my game to basegame and get rid of ME3Explorer completely?", then install it from scratch. You'll need to rescan your tree to generate the entry in the PCConsoleTOC.bin on a completely vanilla game. Then back up that PCConsoleTOC.bin and try again from the top.

To conclude, this is not the place for ME3Explorer bugs or troubleshooting, they have an official forum with help and bugreport section, they also house a tutorial section and help index that both feature my guide. Please take questions there in the future.

@pelojian: While it's possible somebody here might know the answer, this is a texture and meshmod release thread. You have more chance of success in the general modding thread in this subforum.

@aprilia1k : Thank you hun =) It's unlikely anyone will actually interact with the post seeing the BSN is so deserted nowadays lol but it's a nice try and cool that you linked the tumblr post in there cause that one shows quite some interest already too. I saw Treehouse liked your post though! I'm really hoping something comes of it, but we'll see.

Modifié par Ottemis, 17 octobre 2013 - 02:28 .


#984
IdesofJuly

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Good lord, I should really read! Thank you for explaining it here in this thread anyway, Ottemis. I appreciate you pointing me in the right direction.

#985
Ottemis

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No worries at all, was nice that you had so many screencaps, it really helps identifying the problem. Not a whole lot of people that are so clear about what they need help with or what's going wrong, makes it impossible to help some =)

#986
stratataisen

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So I have not achieved skin texture making glory, but I do have a way to make Male Shepard look younger. I thought since I mentioned it earlier I should at least post it here so if there's anyone that wants to use it they can.

Here's a link to the blog post I did so I wouldn't clog up this thread with instructions. XD
social.bioware.com/104251/blog/241599/

Modifié par stratataisen, 17 octobre 2013 - 06:15 .


#987
aprilia1k

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@stratataisen: Are you talking about just default/Sheploo? [edit: guess the answer's a click away - Doh!]
Good on you in any event. Going to check it out - thanks!

Modifié par aprilia1k, 17 octobre 2013 - 10:54 .


#988
aprilia1k

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@otte: Yeah, I guess that the traffic here is pretty minimal these days.. If there's something else I can do - seriously -  let me know..

So - I finished my first texture mod over the weekend (!).. (battled a few demons on that journey - seems NVidia pulled (JASC) PaintShop Pro's .dds plugin down after Corel harassed them (if forums are to be believed ;-)  .. they definitely aren't fans of the feature-filled version that existed before they bought & neutered it) - had to scrounge a bit to find elsewhere, but at least I was able to ;-).  So I CAN use my old, dependable copy of PaintShop Pro v.8.x, though there have been a couple "issues" to deal with (it chokes on open of many .dds files - took a few days before I realized the problem - can't handle .tpf filename > 34 chars (not so obvious initially... ) - created a script to toggle between long & short names.  Next was Save dropping transparent backgrounds (I guess some of the .norm files, and images for weapons bench, etc..) - they appear to use a superblack, i.e. 0-0-0, plus an alpha/opacity byte.  The plugin is pretty old.  So - one more script to load a mask from an unrecognized/"hidden" alpha/opacity channel, promote to layer, etc..   Using nvdxt, readdxt, etc... for files with alpha, works nicely, just save-as .png file (support for alpha ch) & when finished I just feed that to nvdxt util to make a .dds with alpha ch if there's any transparency, and  generated mipmaps if appropriate, otherwise native .dds (DXT1/non-alpha, DXT3, DXT5 - virtually all) work fine with the PSP plugin.  The conversion only takes a moment, so it's hardly a major invonvenience.  So - below my Shep is wearing a couple of different mfrs armor bits (by Ottemis), along with my shiny new M8 Avenger (borrowed your diff map and appropriated a norm from another HD M8 - that norm was pretty messy in spots so I decided to clean it up - made a HUGE difference, & now I know that effect of a little "haze" from the norm map on color/tint/reflection, & it can be fairly drastic - in this case causing lots of smudges and distorted reflections, etc.. not that I went out of my way to work on the normal map - would just as soon leave it, but this was appropriate and I did figure a lot out from doing it... as well as the weapon's bench image, losing transparency - just doesn't look right if the modded gun is against a plain white b/g while all the rest are "floating" nicely ;-)   It is my first go at a texture, and may not appeal to everyone (anyone? ;-), colors being subject to personal prefs - I just wanted to see what it would turn out like with a little color to it ...  if anyone has an older vers. of PaintShop Pro - it works and has a pretty full feature set.  Feel free to ask & I'll give whatever details I've gathered.


Full Size Image  
There's something about that aqua-ish shade that I just like...

Full Size Image 2

Got to replace those with a real host....

Used Otte's M8 and just tweaked the dif, the tint to a degree, and sub'd an HD norm map which I had to tweak & clean-up quite a bit.  Most of the effort was finding out what didn't work.  Funny, that.

Otte - I only posted this cuz it's my first attempt at a mod, and I'm over-excited. ;-)   I won't hijack so blatantly for subsequent efforts ;-)

(edit: man, BSN's post editor has some issues when re-editing if you've used any markup at all... mangled in more than a couple places.  oh well - should have gotten it right the first time!)

Modifié par aprilia1k, 26 octobre 2013 - 01:16 .


#989
Tup3x

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NVIDIA's DDS plugin (most recent one) works just fine in PSP. Even the 64-bit version works just fine with PSP X6, 32-bit plugin worked fine in PSP9 too. They fixed issue earlier this year that caused it not to work in PSP (and that is the most recent version).

Modifié par Tup3xi, 18 octobre 2013 - 12:07 .


#990
aprilia1k

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Do you think it'd work in Jasc's PSP as well? (not to be obtuse ;-) There were different "versions" of the plugin listed in the links I originally found... and those that were marked for later versions were not marked for PSP 7, 8 etc.. (Jasc PSP, pre-Corel)
Wouldn't hurt much to try I guess. I'll check in to it - thanks!

#991
stratataisen

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@aprilia1k Your welcome, hopefully it work wells for you. It can sometimes be iffy with various faces since that mask is originally for Jacob.

#992
aprilia1k

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I'll be trying it soon. It seems clear that it's application is more for texture than for skintone at any rate ;-) Looks good on your "younger broShep" anyway. Will let ya know. My Shep looks fairly young already - it may not be very noticeable on him.. I'll find out ;-)

Edit: Wow.  It does seem to smooth things out.. but I am noticing, esp. in cut-scene, a distinct "crease" or line beneath the eyebrows, across both eyes.  It almost looks like a scar.  Does Jacob have a scar there maybe?  Don't have him handy at the moment to look (closely).  I do notice the seam you mention, but I might not have noticed if I wasn't looking closely for it...  I'm going to play around with this for a bit - will post a link to a couple comparative pics.  I wonder how one would go about fixing the stock "PRO" file/mask/whatchyamacallit .. no skill at skin here, that's certain.

"A-ha" as they say.  The "artifact" is a couple rows of pixels from the original texture's eyebrows..  the hed_jacob_norm "shifts" some features upward, incl. eyebrows (or rather, they are simply positioned higher than my Shep's face texture I guess) - seems so anyway:

skydrive.live.com/redir

Modifié par aprilia1k, 18 octobre 2013 - 07:11 .


#993
Tup3x

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aprilia1k wrote...

Do you think it'd work in Jasc's PSP as well? (not to be obtuse ;-) There were different "versions" of the plugin listed in the links I originally found... and those that were marked for later versions were not marked for PSP 7, 8 etc.. (Jasc PSP, pre-Corel)
Wouldn't hurt much to try I guess. I'll check in to it - thanks!

I can only comment about PSP9 (which is essentially 8 branded as Corel product) and PSP X6 64-bit. Both worked fine with the latest available plugin: https://developer.nv...adobe-photoshop

The fancy preview options might not work properly though but reading and writing textures and the normal map filter works just fine. (I'd use DirectX SDK tools for converting into V8U8 normal map format though - I can't get correct results, it's either bugged or some setting related issue or maybe smallish compatibility issue).

Modifié par Tup3xi, 18 octobre 2013 - 11:01 .


#994
stratataisen

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aprilia1k wrote...

I'll be trying it soon. It seems clear that it's application is more for texture than for skintone at any rate ;-) Looks good on your "younger broShep" anyway. Will let ya know. My Shep looks fairly young already - it may not be very noticeable on him.. I'll find out ;-)

Edit: Wow.  It does seem to smooth things out.. but I am noticing, esp. in cut-scene, a distinct "crease" or line beneath the eyebrows, across both eyes.  It almost looks like a scar.  Does Jacob have a scar there maybe?  Don't have him handy at the moment to look (closely).  I do notice the seam you mention, but I might not have noticed if I wasn't looking closely for it...  I'm going to play around with this for a bit - will post a link to a couple comparative pics.  I wonder how one would go about fixing the stock "PRO" file/mask/whatchyamacallit .. no skill at skin here, that's certain.

"A-ha" as they say.  The "artifact" is a couple rows of pixels from the original texture's eyebrows..  the hed_jacob_norm "shifts" some features upward, incl. eyebrows (or rather, they are simply positioned higher than my Shep's face texture I guess) - seems so anyway:

skydrive.live.com/redir


Oh yeah, the eyebrow thing. Completely forgot about that. XD  Jacob's mask has the eyebrows already on there while the normal base mask for Shepard (and random npc's) does not because of the variying types.  I found the one called Unibrow actally works best because it completely covers up that little issue.

BIOG_HMM_HED_PROMorph.Brow.HMM_HED_PROCustom_Unibrow

Also, if you don't mind, comment on the blog.  I don't want to hijack Ottemis' thread with non-texture related stuff. XD

#995
Ottemis

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@stratataisen: There you have a facial texture texmod project! Remove the eyebrow bump from jacob's normalmap, try to minimize seems by using edges off one of the CC normal maps and build a texmod out of it =P Do eeeet.

@aprilia1k : Ohh that looks interesting with the green. And it's a good way to learn! So what are you planning to do next? =)

Modifié par Ottemis, 19 octobre 2013 - 02:33 .


#996
stratataisen

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@Ottemis - If I did try to do that it would end up messing with Jacob's face....not that we see much of him (or that I particularly care about him >.>....) but that's not the point. lol, somehow it would irk me to no end knowing that his face was messed up. XD And if I tried to change the base mask instead, most npc's would become youthful, could you imagine...as young Bailey? XD Ok, maybe not since he used a different mask file than the one that would be changed...but the thought make me giggle. lol

There is the fact that I have no idea how to modify Norm maps and it would probably end with me screaming in frustration followed by the bashing of my head into the desk. LOL I'll take a look at it, but I don't have high hopes. XD

What I liked about the method that I had posted was that it gave custom Shepard a unique look to him since changing the base texture/Norm map would change all the NPC's with the same ones as well. Oh well. XD

#997
Ottemis

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For females the third complexion is almost never used on NPC's, don't know how it is for Maleshep. You can also replace default Maleshep's textures, those don't mess with anyone else.

As to not knowing how, you open it up you'll see. Especially seeing how the eyebrows are really obvious, and the colour from the 'clear' skin areas can be taken to be painted over it. You don't HAVE to generate a new normal map if you don't have anything to generate it from. Besides, all the CC complexions lack eyebrows, so you can easily frankenstein the two textures together.

Modifié par Ottemis, 19 octobre 2013 - 03:54 .


#998
stratataisen

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So I extracted the mask from the Texplorer, and it's tiny. lol 256x256...so this might take me a while to figure out.

And it looks like the masks for the eyebrows still merge with the face mask regardless of what mask it happens to be.

#999
Ottemis

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stratataisen wrote...

And it looks like the masks for the eyebrows still merge with the face mask regardless of what mask it happens to be.

? The eyebrows have a seperate normal map than the facial textures have for the CC complexions, it's overlayed ingame. NPC textures and Default Shep have it integrated into the actual facial texture.

#1000
stratataisen

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Ottemis wrote...
? The eyebrows have a seperate normal map than the facial textures have for the CC complexions, it's overlayed ingame.


That's what I meant...you just said it better. XD

btw, you wouldn't happen to know what the code would be for Gibbed if I changed the default Shepard's mask, would you?