Attempting to mod actual body meshes
#451
Posté 18 juillet 2013 - 01:39
#452
Posté 18 juillet 2013 - 02:30
#453
Posté 18 juillet 2013 - 02:41
ShepASSassin wrote...
Strange. Texplorer doesn't want to replace Ash topless textures. Says 'The image doesn't have any mipmaps'.
I'm not a texture guy...but I did get the dds to work. Not sure why you are having an issue. Perhaps I uploaded the wrong version(?). I'll have to check...
#454
Posté 18 juillet 2013 - 02:43
Did you use that tutorial, or a different procedure? I was gonna try it this evening (not the "topless Ashley" texture, just generally).Getorex wrote...
ShepASSassin wrote...
Strange. Texplorer doesn't want to replace Ash topless textures. Says 'The image doesn't have any mipmaps'.
I'm not a texture guy...but I did get the dds to work. Not sure why you are having an issue. Perhaps I uploaded the wrong version(?). I'll have to check...
#455
Posté 18 juillet 2013 - 03:45
#456
Posté 18 juillet 2013 - 04:09
#457
Posté 18 juillet 2013 - 04:16
I imagine the issue you're having is that you're selecting the Add Biggest Image function with your texture and as the error message suggests, that texture doesn't have any mipmaps. If you have such a texture you need to use the single level replacement options, such as Replace or Upscale.ShepASSassin wrote...
Strange. Texplorer doesn't want to replace Ash topless textures. Says 'The image doesn't have any mipmaps'.
However, I strongly recommend doing full level replacements rather than single level replacements. First of all, it's easier and faster and secondly it works at all distances. If you only replace a single level of the texture then once you change distances from the textured object the texture will revert to the original version. It's silly and pointless. All you need to do is take your texture file and generate the mipmaps for it, which can be done in virtually any program that works with dds files (Photoshop, DirectX SDK, Compressonator, etc), then select the Add Biggest Image in Texplorer.
Or you can of course turn it into a TexMod TPF file and get ME3Explorer to convert it into a .mod file to be used in the program.
#458
Posté 18 juillet 2013 - 04:34
#459
Posté 18 juillet 2013 - 04:47
Specmap DXT5 on avergae, DXT1 if it lacks an alpha and/or if it throws up a format error.
Normal map V8U8, I'd recommend using the DirectX Texture tool, I use it to generate MipMap's for normals as well.
Photoshop has MipMap generation as a checkbox option on DDS save. I think it's even defaulted to be turned on, so you should have zero issues with DXT's unless you checked it off.
Modifié par Ottemis, 18 juillet 2013 - 04:51 .
#460
Posté 18 juillet 2013 - 04:53
saltisgood wrote...
I imagine the issue you're having is that you're selecting the Add Biggest Image function with your texture and as the error message suggests, that texture doesn't have any mipmaps. If you have such a texture you need to use the single level replacement options, such as Replace or Upscale.ShepASSassin wrote...
Strange. Texplorer doesn't want to replace Ash topless textures. Says 'The image doesn't have any mipmaps'.
However, I strongly recommend doing full level replacements rather than single level replacements. First of all, it's easier and faster and secondly it works at all distances. If you only replace a single level of the texture then once you change distances from the textured object the texture will revert to the original version. It's silly and pointless. All you need to do is take your texture file and generate the mipmaps for it, which can be done in virtually any program that works with dds files (Photoshop, DirectX SDK, Compressonator, etc), then select the Add Biggest Image in Texplorer.
Or you can of course turn it into a TexMod TPF file and get ME3Explorer to convert it into a .mod file to be used in the program.
I believe (I may be wrong) but the romance scenes involving Ashley (and all others) have only one LOD and, thus, should only need one hi-res texture to accompany it. Or do the textures operate independently of the LODs of the meshes?
#461
Posté 18 juillet 2013 - 04:54
MadCat221 wrote...
IIRC, when I downloaded the texture it was the wrong format too. It needs to be U8V8, not DXT.
It was the wrong texture for use in the game...it is the one I use in 3ds or Blender. I'll see about getting the game-useful version up.
#462
Posté 18 juillet 2013 - 05:59
#463
Posté 18 juillet 2013 - 06:39
#464
Posté 18 juillet 2013 - 06:45
Modifié par MadCat221, 18 juillet 2013 - 06:45 .
#465
Posté 18 juillet 2013 - 07:04
MadCat221 wrote...
How tricky would it be to slip in the EDI replacers into the scenes when it's not yet EDI's and is still the EvaBot? Or is that already covered too?
You know, I'm not sure how Eva is handled...it probably uses EDI alternate body but I'll take a look around to see.
#466
Posté 18 juillet 2013 - 07:06
#467
Posté 18 juillet 2013 - 08:15
Honestly, I tried every option from biggest image to upscaling. Same error. I don't know if that texture has mipmaps because I simply downloaded it from the first post's link. Maybe I'm ass-handed, I don't know. If you can replace it without error then I would be greatful if you can explain me how. BTW, haven't tried to manually add mipmaps. For some reason my photoshop cs4 doesn't want to work with dds plug-in.saltisgood wrote...
I imagine the issue you're having is that you're selecting the Add Biggest Image function with your texture and as the error message suggests, that texture doesn't have any mipmaps. If you have such a texture you need to use the single level replacement options, such as Replace or Upscale.ShepASSassin wrote...
Strange. Texplorer doesn't want to replace Ash topless textures. Says 'The image doesn't have any mipmaps'.
However, I strongly recommend doing full level replacements rather than single level replacements. First of all, it's easier and faster and secondly it works at all distances. If you only replace a single level of the texture then once you change distances from the textured object the texture will revert to the original version. It's silly and pointless. All you need to do is take your texture file and generate the mipmaps for it, which can be done in virtually any program that works with dds files (Photoshop, DirectX SDK, Compressonator, etc), then select the Add Biggest Image in Texplorer.
Or you can of course turn it into a TexMod TPF file and get ME3Explorer to convert it into a .mod file to be used in the program.
#468
Posté 18 juillet 2013 - 08:23
EDI has texture (the one after her alternative outfit) that looks like Eva's burned metal body. Not sure though.Getorex wrote...
That was quick...indeed it is handled in different files. I found it immediately in one of the general Mars pccs. I'll look at a few more to make sure I've got them all and make a mod for that too.
#469
Posté 18 juillet 2013 - 08:50
ShepASSassin wrote...
EDI has texture (the one after her alternative outfit) that looks like Eva's burned metal body. Not sure though.Getorex wrote...
That was quick...indeed it is handled in different files. I found it immediately in one of the general Mars pccs. I'll look at a few more to make sure I've got them all and make a mod for that too.
There are quite a number of pcc files that contain EVA in both the EDIa (EDI's default uniform) and EDIb(her alternate). I am focused on meshes, not textures. The textures for EVA or any specific to EDI will work on the meshes regardless.
I've just finished creating 3 MOD files for making EDI and EVA use the same bodies and I will add them to the MODs under EDI.
#470
Posté 18 juillet 2013 - 10:16
#471
Posté 18 juillet 2013 - 10:41
#472
Posté 18 juillet 2013 - 11:04
I haven't tried the Ash body model(s) yet.
Modifié par MadCat221, 18 juillet 2013 - 11:11 .
#473
Posté 19 juillet 2013 - 12:16
When I look at it in meshplorer, it looks like the new shirt model (kinda hard to tell, with all the gridlines compressed in that area, but it's distinctly different from the romance mesh), it's just not applied in-game. Not sure what's wrong.
I like this hybrid idea.Getorex wrote...
ShepASSassin wrote...
Glad to know that it's actually works. But I also wonder if you gonna make a hybrid version of Tali with your upper body fixes and default (or your version of it) wide hips. I like 'em wide. I think it's Quarian special sign like a 'hump' on the back of Krogan. Quarians may look like humans but they're still quarians.
Good luck with your next edits!
No worries. I can have both...the upper body alterations are easy compared to the more drastic changes the hip width, moving both legs as well, or posture changes of shifting all the lower body forward. Lots of blending required.
#474
Posté 19 juillet 2013 - 12:56
DeinonSlayer wrote...
I installed the new build of the hospital mod, and I'm still seeing the same old model in-game. Not sure what's wrong. Could it have something to do with me loading a save made right outside the door to that room?
When I look at it in meshplorer, it looks like the new shirt model (kinda hard to tell, with all the gridlines compressed in that area, but it's distinctly different from the romance mesh), it's just not applied in-game. Not sure what's wrong.I like this hybrid idea.Getorex wrote...
ShepASSassin wrote...
Glad to know that it's actually works. But I also wonder if you gonna make a hybrid version of Tali with your upper body fixes and default (or your version of it) wide hips. I like 'em wide. I think it's Quarian special sign like a 'hump' on the back of Krogan. Quarians may look like humans but they're still quarians.
Good luck with your next edits!
No worries. I can have both...the upper body alterations are easy compared to the more drastic changes the hip width, moving both legs as well, or posture changes of shifting all the lower body forward. Lots of blending required.
I'm not sure what is wrong. First I played the hospital scene with non-modded Ash in the bed and then I did it after running the mod. The mod gave me the tshirt as it should have.
As for the hybrid idea...I have those finished (did them before I completed the hips obviously) but they are such small changes, just a slight increase in breast size and some improvement in the alternate uniform but they are very subtle by themselves. If people didn't know what they were looking for they probably wouldn't notice.
#475
Posté 19 juillet 2013 - 01:13
MadCat221 wrote...
I'm getting crashiness on any area where EDI is loaded with the reduced body after applying the .MOD file. Is there a newer version of ME3Explorer than the latest binary required to properly install meshes?
I haven't tried the Ash body model(s) yet.
When did you download the EDI stuff? I just posted newer versions this evening. Also, where is the crash happening? I fired up one of my saves on the Normandy and found EDI but no crash in that scene. I need to try a mission with her too.





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