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Mesh Modding with textures on the side.


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#351
Getorex

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Survivor, I'll try the black alpha next. The original was white, then I made the alpha-free version above.

Nice mod package, by the way. Sorry I couldn't help with testing. I am not even able right now to test my own. I'm getting ready to revanilla my game and rescan after applying mehem and cem.

 

...Correction, the original alpha was black.  



#352
Drengin

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Getorex - I will be back to testing later on today. Something happened to my files that screwed up modding. Had to d/l everything as it even screwed up my backup files??
Just re-installing mods now. Sorry for the delay in getting back to you with the new image for the test.



#353
Getorex

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In what way did it screw up your backups?



#354
Drengin

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No idea what happened. Looks like it was Zone Alarm? It's last update did something so when i updated via ME3Explorer it only half changed the files. As i was updating a batch it royally screwed me. Backup files... no idea!
Got it working now but i have to suspend Zone Alarm or nothing takes, even if i add exceptions to all the programs.

 

Re-downloading the EDI mod now. :)



#355
Getorex

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Above is an EDIa Diff texture for testing shine with no alpha.  

 

This file is a test spec with a partially blackened alpha.  http://www.mediafire...-Alpha-test.mod



#356
Drengin

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Got them :) Just running a vanilla backup.



#357
Drengin

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OK from what i can see the EDIa-Spec-Black-Alpha-test.mod seems to have worked!
Black/grey colors on outfit seem darker which is good!
Face glow on cutscenes seems to be gone.

Can you please upload your HMF_HED_PROEdi_Face_Diff, spec and norm for me. I want to ensure that i am using yours and not Otte's. (My batch file installer for ME3 adds Otte's face for edi so i had to manually override with your dds's.) I know your .mod should have overwritten the ones installed but it never hurts to be 100% sure.

Sorry i am not a great tester LOL.

Secondary outfit using Ottemis's spec, norm and diff on that uniform (for testing purposes)

Images taken running the game at -2 brightness (my normal) 
Original default outfit (Yours)
oK1brXO.jpg

Your mesh with Ottemis/My recolor secondary outfit
MXu0fAa.jpg



#358
Drengin

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BTW to ensure the files are overwritten correctly on any future texture tests, can you please upload the dds files rather than .mod's. I would rather manually change the files in Texplorer to ensure they have taken. As of now i have to go through the debug window and verify the .mod changed to files in question.. Time consuming :)



#359
Getorex

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I'll put them up in a moment when I get to my computer. The reason Otte's has no glow/shine issues is because it is coming from a different pcc with different material settings. The only way to see how Otte's texture looks with EDI's base/default material settings (the 00 numbered pcc files) is to directly stick in her diff map (to see what it also looks like with my spec). If you use her spec map in the 00 level pccs it will likely have strange effects bcuz the materials are different from the pcc her textures are designed for.

I suspect you are also using her face texture because mine has eyebrows, hers doesn't and it is missing the visor. Mine retains the visor but with subtle edits to it. I have a no visor version in the Citadel DLC and for use with the alt app pack 1 armor (it comes with a visor).



#360
Drengin

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Thought that might be the case. Can you include the dds for the head, scalp, and default EDIa outfit then please.
Looks like for some reason modmaker is not overrighting the files. This may be due to ME3explorer update (now running very latest edition)..? 
Doesn't matter though as the manual Texplorer method works, that i do know.



#361
Getorex

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Here is the EDIa diff map I use (it's just EDIg alternate uniform placed on an edited EDI mesh). It is unaltered from the pcc it derives from: http://www.mediafire...f_1024x1024.dds

 

The diff alternate I posted above has NO alpha.  Then there was the spec I quickly put together that has PARTIAL black alpha (I made black over the leather-like portions of the uniform so I could see the difference, if any, between that and the cloth portions with the original alpha).

 

 

Because, I believe, Otte also edited EDI's meshes somewhat for her mods, you are also likely using her alternate body meshes too unless you only installed her textures via TPF.  Her EDI edits will not be the same as mine, though I suspect that we went SOMEWHAT in the same direction.



#362
Getorex

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Here's a tpf with the EDI body mod textures as supplied by the mod. http://www.mediafire...er-textures.zip

 

Also, with regards to Otte's face texture, I can see the line between EDI's forehead and her scalp in those shots while I took some pains to try and minimize the appearance of the line - I had to.  I was trying to make another character's scalp and textures match those of EDI's face.  



#363
Drengin

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Yup. .mods are a problem for me at the moment.. Looks like no fix unless i uninstall the entire ME3Explorer, roll it back to previous update and then vanilla the game again and do a new tree scan.

 

The body mod files are missing the following: -

HMF_HED_PROEdi_Face_Ext_Norm

HMF_HED_PROEdi_Face_Spec



#364
Getorex

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Yup. .mods are a problem for me at the moment.. Looks like no fix unless i uninstall the entire ME3Explorer, roll it back to previous update and then vanilla the game again and do a new tree scan.

 

The body mod files are missing the following: -

HMF_HED_PROEdi_Face_Ext_Norm

HMF_HED_PROEdi_Face_Spec

 

 

Damn.  OK, I'll pack up the dds files themselves and send them to you.

 

Good news.  I just finished conversing with Largon and have perm to use his material edits from EVA mod and apply them to my own EDI mod.  He wasn't able to completely eliminate the metallic/EDI look of the original materials in the 00 level pcc files (where EDI's default uniform/body is stored) but he was able to hex edit some changes that should do what we seek here.  I may also apply his face/head material settings too which may reduce the face glow and also reduce the reflectivity, allowing for skin tone if I go ahead with that.



#365
Drengin

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Damn.  OK, I'll pack up the dds files themselves and send them to you.

 

Good news.  I just finished conversing with Largon and have perm to use his material edits from EVA mod and apply them to my own EDI mod.  He wasn't able to completely eliminate the metallic/EDI look of the original materials in the 00 level pcc files (where EDI's default uniform/body is stored) but he was able to hex edit some changes that should do what we seek here.  I may also apply his face/head material settings too which may reduce the face glow and also reduce the reflectivity, allowing for skin tone if I go ahead with that.

Thanks :) Seriously considering rolling ME3Explorer back one revision. This new one does not work very well with .mod's It's great with tpf conversion though!

Just for the ease of it please add ALL EDI dds files. 

 

Skin tone news is great news :)



#366
Drengin

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Rolling Explorer back to 645. Hoping my tree.bin is valid still



#367
Getorex

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Shot...I'm still at 644.  I was going to update today but I guess I wont, unless to go to 645.



#368
Getorex

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I BELIEVE these are the final textures I used (I need to organize my files - they are piled high and scattered right now): http://www.mediafire...p-norm-spec.zip



#369
Drengin

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No! stay away from 646 or 647. Looking at the update log the program now handles dlc and other files differently. Seems to not like .mod's too much either.

Good news is that the tree.bin i had is valid, so just installed the 645 version in a new folder and i am using that now.

Bad news is i am going to vanilla again. Once done i will add your mod in and not batch update :) Sorry for the delay but i want to ensure i am testing on your files only.



#370
Getorex

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Ah for...I just told Largon that ME3exp seemed stable enough to be able to mod without constantly updating the mods.  This would mean I'm wrong and that I myself am going to have to (try) and update the mods again because people WILL start complaining that the mods don't work for them again.



#371
Drengin

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I tried using the built-in updater and that did squat. At the rate the guys are updating explorer all mods will not be valid unless they are tpf's soon. Wish they would settle on one version! They seem to be pushing us back to sharing pcc files or Tpf's. 
646 revision eliminates the dlc override problem, but seems to have broken updating already altered files if you previously used a .mod to change them.

 

646/647 - Initial modmaker updates work but revisions to the same files do not hold.



#372
Ottemis

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Nah, back up guys. it has nothing to do with modmaker or texplorer, 646 and 647 update dlc editor 2's manual unpack functionality. You don't normally use it at all. They're expanding the toolset to be able to create unique and completely new content, it will be under development for quite some time still.

 

As long as the tools you're using aka treescan, texplorer, meshplorer or modmaker don't get updated there is no real reason to update to latest SVN. Especially when you are building mods, stick with whatever version works for you until game-changing update that affects what you're working on enough to warant it.

 

I personally don't expect we need to update until K finishes the Texplorer and Modmaker overhaul and even that one shouldn't break older .mods as the unpack method during treescan and the way mods are created should be final, plus even if it wasn't K fully recognizes the importance of backwards compatibility and will no doubt preserve it.



#373
Drengin

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it has nothing to do with modmaker or texplorer, 646 and 647 update dlc editor 2's manual unpack functionality. You don't normally use it at all.

They're expanding the toolset to be able to create unique and completely new content, it will be under development for quite some time still.

 

As long as the tools you're using aka treescan, texplorer, meshplorer or modmaker don't get updated there is no real reason to update to latest SVN. Especially when you are building mods, stick with whatever version works for you until game-changing update that affects what you're working on enough to warant it.

Otte' strange then how .mod updates were fine with 644/645 but do not hold with 646/647... unless my install is somehow broken?

Either way i am going back to running 645 and trying vanilla from there.



#374
Getorex

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That's fine for me (and other modders) but I suspect users at Nexus or Moddb will be updating willy-nilly and will soon indicate the mods don't work for them.  I wonder now if a message to that effect I got today from someone at Nexus is related to the user having updated to a version post 646 while my mods are all 644...while others reported no problems with my EDI mod he indicates he cannot install it.  Now it is 3 things it could be: different/conflicting version of ME3 itself, changes to explorer, or he has a borked texture database (I've never seen a mesh mod hang no matter how bad the mesh is).



#375
Drengin

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Ahhh gods damn it. stupid idiot i am! Backed up the game AFTER primary install of mods. What a damn moron! Oh well total vanilla d/l it is again then.

Going to try game repair rather than throwing out the files and fully d/l'ing again