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[MODS] HR Textures & Meshmods by Ottemis


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1466 réponses à ce sujet

#1201
Ottemis

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@ AVPen, if you noticed this before I'd have preffed you reported it to me so I could have looked into it and fixed it earlier.

@ Darziak, looking into this now, I'll be updating the downloads for the affected Male retextures once I'm done testing them. I'll drop a line here.



#1202
AVPen

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@ AVPen, if you noticed this before I'd have preffed you reported it to me so I could have looked into it and fixed it earlier.

@ Darziak, looking into this now, I'll be updating the downloads for the affected Male retextures once I'm done testing them. I'll drop a line here.

At the time, I wasn't sure if it was issue with the TPF files for the male/female armors or if was some bug with updating/replacing textures with a previous version of Texplorer. (since I never saw this problem occur when using the TPF files through Texmod)



#1203
Ottemis

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Well for the future, because I am rather intimately involved with the toolset as well, just throw it my way. Even if it's a toolset issue it's good to just share, I've put up temporary fixes in the past bypassing issues and often issues with my mods reported to me light up (priority) problems with specific toolset functionality. I'll always be willing to check and see where a problem is coming from.

 

As for this particular issue, this is my own fault, some (but not all) of the Male retextures have a hash mismatch in the definition file which causes the male normal to accidentally apply to the female version of the armor instead. I'm sorting this out right now on the Nexus, also using the occasion to move the Cerberus retexture and Spectre retextures up to the Nexus while I'm at it anyways.

 

Edit: They're all up now.



#1204
Darziak

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I took this while testing some things out. :)

 

asT5P4q.jpg



#1205
Ottemis

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That looks like a format problem with the normalmap for sure, maybe corrupted while saving. Le sigh, I'll repackage it and put up a new tpf again, probably in about 30 mins, I'm finishing up some work atm. I'll edit this post when it's up.

 

Edit: Alright, tested to work now:

highres_screenshot_00ves4h.jpg

 

Updated on the Nexus.



#1206
Darziak

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Oh sorry that screenshot was taken before I posted the problem.  :whistle:

 

Here's a comparison shot.

5k9Qr2W.jpg



#1207
Ottemis

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Ok, well that looks fine then hah, i thought the black split on the belly was indicative of a rare format problem I've ran into in the past.

So everything fixed now yes?



#1208
Darziak

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Nah that's the way the lighting effects, you can see it in the preview screen when selecting armours, wasn't a fan of the white gloves so I personally changed them to black but yes everything is good. :)

 

I'm also using parts of your mod towards the final parts of my LP vid's.



#1209
Ottemis

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Awesome! And glad it's sorted now =) Haha I quite liked the mime-esque white gloves lol, but I can understand why you'd change them for exactly that reason =P



#1210
survivor_686

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Hello all,

I recently returned to the ME3 modding scene and updated my SVN. I copy and pasted some of my modified PCCs into the CookedPCCConsole (that were modded and confirmed working with older SVNs circa Feb 2014).

However whenever I try to use to access levels in which modded PCCS come into use, the game just hangs.

Solutions I've tried:
- Updating TOC bin (using the included TOC bun utility)

Has me3explorer's architecture changed signifigantly that the direct transplant method no longer works?

I prefer the direct transplant method as it's relatively version agnostic, given the MODs vary from version to version.

Help would be appreciated. I remember the files working with the old SVN. I really, really don't want to redo the PCCS all over again?


#1211
HoboG

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Do these mods affect multiplayer textures?



#1212
Ottemis

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In therms of armor, only the multiplayer one I did. Weapons, yes afaik.
In therms of environmental, some of the ones in the citadel pack are shared, but the current TPF is not 'fixed' (atleast I don't remember uploading the fixed version yet, I might be wrong, it's been a while) and won't easily install via ME3Explorer as is. Texmod will work fine for that one.



#1213
survivor_686

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Hello all,

This is an attempted solution to the 'hair poking out from helmet' problem:

PCC files in question:
- Ashley_00_NC.pcc = Ashley's uniform on the Normandy
- Ashley_00.pcc and Ashley_00_explore.pcc = Ashley suit for combat and mission cinematic (that ridiculous blue dress suit)
- Ashley_01.pcc and Ashley_01_explore.pcc = Ashley blue hardsuit for combat and mission cinematic
- Ashley_02.pcc and Ashley_02.pcc = The pink suit for combat and mission cinematic

Findings:
1. There is something unique to Ashley_01 that prevents her hair from poking out from her helmet
2. Examination of PCC files reveals to 'bhidehair' feature that is used for Shepard in the coalesced.bin

Solution:
This is mainly concerned with texture replacement.
1. Run textplorer and tell it to index (aka: extract and map) the pccs from DLC
2. Remove old '00' and '02' pccs and replace them with '01' copies (after renaming them to 00 and 02, of course)
3. Re-run textplorer. It will now lump the textures for '00', '01' and '02' into one entry
4. Tell textplorer to change only texture entries for '00', '00_explorer', '02' and '02_explore'. Textplorer then updates and repackages the PCCS in question
5. Update TOC.bin and then play

Questions/Concerns:
1. Is it possible to tell textplorer to change the texture on specific PCCs? I don't want Ashley's armours to end up looking the same
2. Can me3explorer automate the entire process as listed above (with the copying, pasting and renaming)? I want to try and make the process as error-free as possible.
3. If me3explorer cant handle question 2: Are there any other programs out there that can help me with that?

Thank you

realsurvivor686



#1214
Ottemis

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You can create a custom .mod script with only the entries of the PCC files you want to have your texture applied to, I have a sort of guide on manual script editing here. TPF Tools allows you to pick the PCC files you want to apply any texture to, you can check them on and off by hand under the PCC tab. Obviously not perfect for distribution, hence the .mod script editing.

 

As to the rest, that sounds like an inelegant, even quite a crude solution. There's a reason people don't mess with this stuff, even if possible to hack together, it'd be a nightmare to distribute viably to users. If you're gonna go this route I'd first suggest to find a better way to specifically enable/disable the helmet toggle per outfit (I assume through hex editing). It might be a good idea to ask around for people with experience hex editing or asking some of the content modders specifically about this. I'd also suggest looking into an installer like content modders are using, that way you ensure people install your whatever it is, on a vanilla game as it's highly unlikely this can be packaged in user-friendly ways otherwise.

 

I have to ask btw, what could possibly be the benefit to merging the unique outfit PCC textures, potentially eliminating customization option rather than adding to it? Applying this mod would make thing harder for everyone really and break compatibility with current mods affecting those PCCs/textures as the hashes would no longer be unique and neither would the names. Seems incredibly unattractive to be honest, not just from a modders POV but also that of a user.



#1215
survivor_686

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@Ottemis:

 

Thanks for responding:

 

I admit copying and renaming '01' in order to toggle hiding hair, is an inelegant solution, but for the life of me I can't seem to find anything that determines whether or not to hide hair.

 

Hex editing is completely alien territory to me and the problem is that I don't even know where to start (aka which section in the PCC section to look at).

 

Also

 

You can create a custom .mod script with only the entries of the PCC files you want to have your texture applied to, I have a sort of guide on manual script editing here. TPF Tools allows you to pick the PCC files you want to apply any texture to, you can check them on and off by hand under the PCC tab. Obviously not perfect for distribution, hence the .mod script editing.

Thanks for the link!

 

As to the rest, that sounds like an inelegant, even quite a crude solution. There's a reason people don't mess with this stuff, even if possible to hack together, it'd be a nightmare to distribute viably to users. If you're gonna go this route I'd first suggest to find a better way to specifically enable/disable the helmet toggle per outfit (I assume through hex editing). It might be a good idea to ask around for people with experience hex editing or asking some of the content modders specifically about this. I'd also suggest looking into an installer like content modders are using, that way you ensure people install your whatever it is, on a vanilla game as it's highly unlikely this can be packaged in user-friendly ways otherwise.

Hex-editing you say? The only issue I have is that quite simply: I don't know what am doing. I've searched high and low through the PCC files and nothing seems to indicate whether or not it hides hair or not. I know that in unreal engine specifies 'slots' (I know that is not the right word) for objects to slot into place on top of a mesh. But as how to edit this in me3explorer.

 

I'll be first to admit, the solution I've laid out is inelegant, but its the best I can come up with.

 

I have to ask btw, what could possibly be the benefit to merging the unique outfit PCC textures, potentially eliminating customization option rather than adding to it? Applying this mod would make thing harder for everyone really and break compatibility with current mods affecting those PCCs/textures as the hashes would no longer be unique and neither would the names. Seems incredibly unattractive to be honest, not just from a modders POV but also that of a user.

 

Sorry for the confusion. My intention is not to merge the outfit PCC textures (its a side effect of trying to copy the hair hiding feature of 01). My understanding is that when one or more PCCs have the same texture, Textplorer just lumps together in one entry and then tags the PCCs to which it belongs to.

 

Basically my problem is this: Copy the hair hiding feature of '01' and replicate it in the other PCCs.



#1216
Ottemis

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Textures with the same name and hash get put together yes, you can still separate through .mod script manipulation by only letting it replace certain ID's in certain PCC's but it will break all other texture/mesh mods for any of ash's outfits in the PCC's you tweaked as hash and object ID's switch, object oriented replacement and texture replacement won't work for them on previously created mods. It would mean your mod would not be compatible with any other previously created mods affecting Ash.

 

Did you try creating a thread asking for help on finding the location of the hair-hide trigger on the me3explorer boards yet?



#1217
Darziak

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So that weird thing you thought was the normal map turns out to be the actual problem. Not on your end though as I didn't realise that using V8U8 format in photoshop would badly effect the textures.

 

I fixed it now. :)

HE6hZZI.jpg



#1218
ARTemiUS

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So that weird thing you thought was the normal map turns out to be the actual problem. Not on your end though as I didn't realise that using V8U8 format in photoshop would badly effect the textures.

 

I fixed it now. :)

 

It looks awesome man :D



#1219
AYKUTzz

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ottemis you were uploading your mod files to mediafire nexus is just 'bad' can you post old mediafire links if possible please



#1220
WarrantyVoider

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could you please use commas?!^^ whats so bad about nexus?

 

greetz WV



#1221
AYKUTzz

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download speed is sometimes very low(at least for me,) and most of the mod files in different pages so it takes time more time to download,

i can't find most files i want to download like .mods files of mods,most of the times it comes out as a tpf file however in the old mediafire links everthing was very easy to find and download

i wouldn't whine about it,i had a whole archive full of all .mods files and .tpf files but my archive accidently deleted so i'm downloading all again and with nexus it's being difficult

(sorry for my english)



#1222
Antaris

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@AYKUTzz

If Ottemis doesn't have anything against it, I can upload her textures to a sub folder "Ottemis" in my Mediafire (click me), but she has to give her Ok first as she has her own project pages @Nexus and here.



#1223
Ottemis

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@Antaris: I'd rather keep all my releases under my own control but thanks for the offer hun.

@AYKUTzz: I've been planning to use my Mediafire account as a Mirror for the BSN/Nexus downloads for a while but haven't sat down to do it yet as it's rather a massive undertaking with so many files to manage. I'll have a look at it tomorrow or monday and see what I can do.

Btw, for texture mods TPFs really do the same as .MODs without being as revision sensitive, just apply those via TPF Tools instead of ModMaker =) I only release .MODs for mesh mods or combination mods at the moment.



#1224
AYKUTzz

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@Antaris: I'd rather keep all my releases under my own control but thanks for the offer hun.

@AYKUTzz: I've been planning to use my Mediafire account as a Mirror for the BSN/Nexus downloads for a while but haven't sat down to do it yet as it's rather a massive undertaking with so many files to manage. I'll have a look at it tomorrow or monday and see what I can do.

Btw, for texture mods TPFs really do the same as .MODs without being as revision sensitive, just apply those via TPF Tools instead of ModMaker =) I only release .MODs for mesh mods or combination mods at the moment.

 I didn't know about TPF tools i'll give it a try

and thanks Antaris for being helpful but i am unable to enter me3explorer forums for now.(are you having the same problem) probably something to do with servers or maintenance.Anyway once i can enter the forums i'll try this TPF tools.

 

"i've just tried TPF tools and its awesome,better than mod maker, thanks for the advice ottemis."

 

 

Today i loaded a lot of mods but something went wrong after some time ,now TPF tools analysis well then autofixes just fine but when i click the install valid it just stucks in the process it doesn't give any kind of error it stucks like this

installing mod : WPN.ASLI... 1\8 mods completed it doesn't move to 2\8 any solution ?

i tried diffent mods but nothing changed alwasy stucks like this.. 1/9  mods completed 


Modifié par AYKUTzz, 27 avril 2014 - 02:09 .


#1225
Ottemis

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You can try:

- Reboot your system

- Open a new debug window when it hangs

- Make a backup of your ME3tree.bin in the me3explorer installation folder under exec, then delete and redownload ME3Explorer from scratch and place the tree copy back.

 

If the problem persists take your findings to the me3explorer forums. Be sure to add all applicable information, there is a post under the bug report forum that will outline what is important to add in, be sure to include your debugoutput.txt.