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[MODS] HR Textures & Meshmods by Ottemis


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#126
Ottemis

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PolBear wrote...

Thank you very much for some awesome textures high res Ottemis! I just have one question, I would like to use the Garrus' AA Armor (blue with yellow trims) for texmod but I can't find the download link. When I click the Texmod TPF link I'm taken to the project, but there the only Garrus armor listed is the original armor while I want the alternative armor you've made. Am I doing something wrong ? :D

Not doing something wrong, you're just looking over it =)
It's the second file in the download listing, it's called:


Scratch that, it was listed only for group members >< Thanks for pointing that out! It should be visible now lol.
My bad!

ME3_Alt-Armor01_Garrus.rar

Size: 27.44 MB

Garrus HR Alternate Appearance Armor reskin (Blue/Yellow). 4096 max. Optimized. Helmet included 21 Mar 2013.


Modifié par Ottemis, 02 avril 2013 - 12:38 .


#127
PolBear

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Ottemis wrote...Scratch that, it was listed only for group members >< Thanks for pointing that out! It should be visible now lol.
My bad!


Found it! Great stuff, thanks!

#128
Ottemis

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In theory the Ariake shouldn't take me too long, just have to do part of the Male chest, then custom tint/stripemaps where nessecary and normals.
Posted Image
The set is already complete for Femshep atm.

Modifié par Ottemis, 02 avril 2013 - 01:27 .


#129
saltisgood

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Wow Ottemis, you're really knocking it out of the park! These are looking great.

#130
Ottemis

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The fun part is that when this is done for ME3, I can go back to ME2 and create .mods for ALL the armor-pieces and sets as well. A lot of armor is crossed over from ME2 to ME3 and I've already finished all armor for Femshep in ME2, so it's effectively just a lot of conversion maintenance work and doing the Male-only pieces unique to ME2 to make it compatible for both.

Gonna be fun =D *does a little dance*

Modifié par Ottemis, 02 avril 2013 - 01:58 .


#131
Silver

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Ottemis wrote...

Didact2401 wrote...

Welp, bad news. The Armax set shares names between male and female pieces so until Saltisgood releases a version of Texplorer that fixes that, no .mod. :(

Ahh Balls. Oh well, sooon! I went and gave Salt a poke about it in his thread just now.

silverhammer08 wrote...

Aww crap, and I was so looking forward to that... now I can't use the armor since my PC doesn't play very nice with Texmod, even though the screenshots of femShep modeling it are mine :(

Oh well, at least I contributed some screenshots :)

Hey it might actually be worth it for you to try and use umod instead of texmod and see if that clears it up, I've heard it helps some that have FPS drop issues with texmod with Mass Effect specifically.


Sounds interesting, but i'd rather have a .mod since that eliminates the need to have a secondary program running all the time :(

#132
Ottemis

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Yeah, we're on the MoFo. Salt has released a new version of the Explorer that fixes the double-naming issue 8 hours ago. Very convenient timing for us! =)

For those that run .MODs and want to use the Armax and the Fourth casual outfit, you should put back your original CookedPC folder for a 'fresh' install and re-download the newest version of ME3Explorer from Sourceforge.

You will have to rerun Texplorer's first time setup, as it will list your folder-structure differently now.
Afterwards you can run the old .MOD files like you have before via ModMaker, and you will be able to run the new .MOD files as well which will be released later tonight/tomorrow.

!NB! Note
I am currently in the process of testing all my old .MODs for backward compatibility in the new version and have run into an issue with the First Casual. As such, my advice is to wait with that one till I know whether this is something easily fixed by running a fresh .MOD file for it. I'll report back with more info.

This also means that updating MIGHT break other .MODs as well. If you run into issues be sure to report this to the creator!

Modifié par Ottemis, 02 avril 2013 - 09:11 .


#133
saltisgood

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Perhaps I should clarify how the update works. It's only necessary to restore your files if your using the Texplorer to mod your game/ create mods. To anyone who just installs mods it's not necessary.

And if you're having some issue Ottemis please send me a PM or report it in the bug reports forum.

Modifié par saltisgood, 02 avril 2013 - 09:44 .


#134
Ottemis

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@saltisgood: Not sure yet Didact is having a try at it too, but thanks for the extra info on installing.
Also, if the issue with the first casual is confirmed I would ofc come and poke you about it where appropriate, but I'm not gonna do that unless absolutely sure. Prolly should have been clearer, but no worries, ofc I'd come to you. Just put it in the thread here so people wouldn't be surprised if it did cause them issues, but as you can see, nobody's said anything yet, so I haven't the foggiest yet whether this is my error or not heh.

Limited to my own system, and while I'm not an idiot per say in therms of this stuff, it's also not unlikely I could have made a mistake =P I need it to be confirmed, pretty much.

Edit: Asked Silver to test this too. Got confirmation, I'll poke you in PM now.

Modifié par Ottemis, 02 avril 2013 - 10:33 .


#135
Getorex

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Ottemis I have a general question. All the great retextures and improvements, they are entirely restricted to simply reskinning current armor and clothing is it not or is there a way to create NEW clothes? In particular, I was wondering if it is possible to not simply re-texture a dress (Ashley, Brooks, etc, as worn in the Citadel DLC) but to create an entirely new dress and texture that?

I may try futzing around if it is possible for grins and giggles - the short, clingly dresses on all the women in ME3 are...ghastly. Every single woman in a "sexy" dress have the same weird body shape as Diana Allers. Ashley and Brooks go from having a well-formed bod in armor/uniform to having much more prominent hips and bubble butts. They do not have such wide hips and bloated butts in uniform but put them in a dress...ugh. Their postures are also bizarre in a dress as if they are exaggerating the arch in their backs, sticking their butts out (like they REALLY need to take a dump but are holding on for dear life). So I wondered: is this because the bodies used in the dress-wearing scenes are not the same as the body models used when in armor/uniform?

All the women in ME3 who are wearing the floor-length skirts look fine. Slender, lean, but put characters in shorter skirts and suddenly they become mishapen. What's going on there?

Modifié par Getorex, 03 avril 2013 - 01:27 .


#136
peggster

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Short answer: No

Longer answer: Yes but it's a long and complicated process (and not guaranteed to work) even without the added difficulty of DLC editing. Plus creating new clothing from scratch is, I believe, currently impossible. The current process is using meshes already ingame and switching them around.
Linkage:
Basic Tutorial
Ashley Default Outfit Change
DLC editing

Modifié par peggster, 03 avril 2013 - 01:34 .


#137
Silver

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Getorex wrote...

Ottemis I have a general question. All the great retextures and improvements, they are entirely restricted to simply reskinning current armor and clothing is it not or is there a way to create NEW clothes? In particular, I was wondering if it is possible to not simply re-texture a dress (Ashley, Brooks, etc, as worn in the Citadel DLC) but to create an entirely new dress and texture that?

I may try futzing around if it is possible for grins and giggles - the short, clingly dresses on all the women in ME3 are...ghastly. Every single woman in a "sexy" dress have the same weird body shape as Diana Allers. Ashley and Brooks go from having a well-formed bod in armor/uniform to having much more prominent hips and bubble butts. They do not have such wide hips and bloated butts in uniform but put them in a dress...ugh. Their postures are also bizarre in a dress as if they are exaggerating the arch in their backs, sticking their butts out (like they REALLY need to take a dump but are holding on for dear life). So I wondered: is this because the bodies used in the dress-wearing scenes are not the same as the body models used when in armor/uniform?

All the women in ME3 who are wearing the floor-length skirts look fine. Slender, lean, but put characters in shorter skirts and suddenly they become mishapen. What's going on there?

You can see a first attempt from Tup3xi on page 4.
It made femShep extremely tall and made her limbs go all noodly, so right now the answer of replacing models is kind of yes and no.
It sort of works, but not with satisfying results.

#138
peggster

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Part of the problem with that particular mesh is that it was taken from ME2 and so has different bone assignments. It does work better with meshes taken from within ME3 itself but is still extremely fiddly and very much a work in progress.

#139
Getorex

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peggster wrote...

Part of the problem with that particular mesh is that it was taken from ME2 and so has different bone assignments. It does work better with meshes taken from within ME3 itself but is still extremely fiddly and very much a work in progress.


Does anyone have any idea what software is used to create they body meshes/skeletons/models in the first place?  3ds Max? Anyone know if Blender can deal with them? 

New edit:  I am actually looking into it and with a cursory look Blender can at least import 3ds max.  I am still checking to see if it can export well to 3ds max format.  I'd take Blender over umodel any day.

EDIT:  OK, Blender 2.66 can import and export 3ds.  Has anyone here been using it?

Modifié par Getorex, 03 avril 2013 - 01:18 .


#140
Silver

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I think we should make another thread concerning the replacement of models, so as not to derail this one too much (only my personal opinion) ;)
But to answer your question Getorex, I tried using Blender once, and found it too complicated and the Interface counter-intuitive (not saying it should be as dumbed down as DAZ Studio/Poser).

#141
Getorex

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silverhammer08 wrote...

I think we should make another thread concerning the replacement of models, so as not to derail this one too much (only my personal opinion) ;)
But to answer your question Getorex, I tried using Blender once, and found it too complicated and the Interface counter-intuitive (not saying it should be as dumbed down as DAZ Studio/Poser).


Thanks.  I've known (of) Blender since it was first started (and commercial sold for $).  It's complex interface has always been a source of complaint though after a while it becomes second-hand like anything else.  I used it a long time ago and have only just now reinstalled the latest version so I can toy with it again.  No way I shell out money for 3ds modeling software.

On another note, EVERY time I try to extract or save any pcc mesh in MExplorer, I get unhandled exceptions and it fails to do anything.  Is there magic involved in making it do anything?  Windows 7 64-bit is what I am running with MExplorer.

Modifié par Getorex, 03 avril 2013 - 01:40 .


#142
Ottemis

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Ahh I really don't care tbh, discuss what you will. Not to say your own thread isn't a good idea btw, but I'm personally just not that bothered. Activity is good for me in the end =P
My mod releasing can go in the middle and in the OP anyways =)

#143
WarrantyVoider

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mesh ex/importing...

#144
Getorex

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Ottemis wrote...

Ahh I really don't care tbh, discuss what you will. Not to say your own thread isn't a good idea btw, but I'm personally just not that bothered. Activity is good for me in the end =P
My mod releasing can go in the middle and in the OP anyways =)


I'm not really tryng or intending to hijack anything.  I'm simply new to this stuff and trying to learn from the subbasement, BELOW the ground floor.  So I'm interested in what is possible rather than what is mostly going on.

I've got the info I was after on that so...no more diversion. :)

#145
Ottemis

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No I know hun, don't worry =)

#146
Getorex

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Actually, one more slight detour:  here's  an image of the mesh import of Ashley's uniform into Blender:
social.bioware.com/1301788/albums/1330848/254758 

I used ME3Explorer to export the psk and imported it into Blender.  Are these odd additional objects actually there in the mesh and simply invisible or hidden in 3ds and in game or the like or is this some odd artifact error of the import script?  Anyone know?

#147
Getorex

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I THINK I am figuring out the "artifacts". In blender they are there in the default view but if I select mesh or texture view, they either disappear or move into the background. They appear to be articulation points for various body parts (?). In any case, I believe that a "better" short dress would be possible to be created from this mesh by eliminating the mesh for the uniform legs and editing the sleeves down to sleeveless, and then simply moving the shirt/jacket hem down to just above the knee. Just spitballing...

#148
Ottemis

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Ok, I received a request via the ME3Explorer Forums to turn some of my dress re-textures into .mod files and so I have.
I will link to this post in the OP under the dress, because I'll feature four different .mod versions here, clarify how to change .mods after applying one of mine and how to revert back to the original design so you can apply texmods to the dress once again. Didn't want to 'muddy up' my OP layout =P

Right now I have four versions available as a .mod file:

Red --- ME3 Explorer .MOD
Posted Image
Blue --- ME3 Explorer .MOD
Posted Image
Black --- ME3 Explorer .MOD
Posted Image
Green --- ME3 Explorer .MOD
Posted Image

Switching between .mod files
As long as you're replacing the active mod with a mod of the same size, in case of my mods this is a 2048-2048 Diffuse/Specmap/Normal, you won't experience any issues just running a new mod over an old one. If you notice any issues after overwriting a mod, it is likely due to a size-discrepancy.

While this is relatively easy to fix from Texplorer, I'm not going to explain that here. Those that know how to use Texplorer however can do it that way obviously.
For those that haven't the foggiest what I'm talking about, the easy way is to go into the \\Origin Games\\Mass Effect 3\\BIOGame\\CookedPCConsole folder and copy a fresh BIOG_HMF_ARM_CTH_R.pcc back in. If you've been a good little boy/girl you'll have a backup, but those that don't, here is the fresh file.

Reverting back to stock so you can Texmod the dress again
As above, go into the \\Origin Games\\Mass Effect 3\\BIOGame\\CookedPCConsole folder and copy a fresh BIOG_HMF_ARM_CTH_R.pcc back in.

Modifié par Ottemis, 30 mai 2013 - 11:38 .


#149
Ottemis

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@Getorex: I wish I could offer guidance, but I haven't gotten into it at all (yet). You'd probably do good to go onto the ME3Explorer forums as well about this and ask the questions where people are possibly more likely to know. It's where the tool's being built after all =) Ofc you can stay here too, I personally do not mind at all, but if you can't get your answers here, people specifically there might be able to help you along too.

On a completely unrelated note, I adore your avatar. Had to be said.

Modifié par Ottemis, 03 avril 2013 - 07:54 .


#150
Getorex

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Ottemis wrote...

@Getorex: I wish I could offer guidance, but I haven't gotten into it at all (yet). You'd probably do good to go onto the ME3Explorer forums as well about this and ask the questions where people are possibly more likely to know. It's where the tool's being built after all =) Ofc you can stay here too, I personally do not mind at all, but if you can't get your answers here, people specifically there might be able to help you along too.

On a completely unrelated note, I adore your avatar. Had to be said.


*BLUSH*  Adam Jenson thanks you.  I assume you know DEHR then? 

Thanks for the help and suggestions.  I have a quick stupid question:  how do I apply your mods so that Ashley wears it (I don't do femshep). 

As for the modeling stuff...futzing around in Blender demonstrated to me that the artifacts are, in fact, control points for various parts of the body.  Each cone "artifact" has a name that delineates which body part it is attached to and in Blender if you go to "manipulate" mode you can move/stretch the associated body part.  PROGRESS.  Going into mesh or texture view highlights ONLY the body/uniform.  So YAY!  The psk import script for the most recent Blender 2.66 works with ME3 meshes.  It will take me some time to get my Blender wings stretched again because it is a complex interface (and I'm used to the interface in Linux and the windows interface is somewhat different).