Getorex are these going to have the clear helmet visor by any chance??? (hoping LOL)
Mesh Modding with textures on the side.
#601
Posté 14 juillet 2014 - 01:23
#602
Posté 14 juillet 2014 - 02:37
Here is an updated and complete Colossus Armor mod. This file contains the mesh mod, the textures, a Coalesced.bin file giving the armor the stats of Phantom Armor (provides Flycam, slo-mo, god mode, and other goodies too...read the txt file for details), and an edited BIOGame_INT.tlk file that changes the name of the Collector Armor into the correct name and information for this mod.
http://www.mediafire...omplete-Mod.zip
#603
Posté 14 juillet 2014 - 02:51
Getorex are these going to have the clear helmet visor by any chance??? (hoping LOL)
I'm looking at that. The problem is the material for the collector helmet components. The helmet mesh provided is the same one used in the clear and full face visor mod but the material for the visor is making it opaque. It will take me a while to find the settings and try and fix it.
- Drengin aime ceci
#604
Posté 14 juillet 2014 - 03:13
#605
Posté 14 juillet 2014 - 06:26
First of all, thanks to you (and others) for all of the effort on these mods. They really make the game so much better.
I've been playing around with the EDI mods, trying to compare back and forth. I first installed all of Ottemis' files for EDI (which is more of a clean up and upscale on the existing textures, etc.) I was able to get all of those to work just fine (default with no visor and other three outfits).
I then installed your EDI mod which changes the face, etc. and used the no visor mod. That also worked great, no problems.
Next I wanted to basically restore back to Ottemis' version of the original to compare again. But this hasn't worked so well. I thought that installing her mod and textures again (all four sets including default) would really just write over the changes. But it seems to now be an odd mix between the two with some black in the face where it isn't finding textures. I even tried Ottemis' "Face Only" texture, but that didn't work.
So I am guessing there are some changes to files (meshes?) that yours makes that aren't overwritten by the install of the other. I'd like to avoid having to do a vanilla install of all files (would require re-patching in all the other mods and textures I have done). Is there any way to find out which particular files I need to bring over from my saved vanilla directory and then recompile that somehow?
any help or pointers is greatly appreciated!
Added: So what I think I am asking is, does this sound like something that would be fixed by putting the default EDI mesh back into the base game and DLCs. If so, I assume I could do the what your manual install instructions say for the mesh into DLC (but use the bioware mesh instead). Although I would have to do it for DLC and base game. How would I figure out what the base mesh is for the base game and where it goes?
#606
Posté 14 juillet 2014 - 07:01
First of all, thanks to you (and others) for all of the effort on these mods. They really make the game so much better.
I've been playing around with the EDI mods, trying to compare back and forth. I first installed all of Ottemis' files for EDI (which is more of a clean up and upscale on the existing textures, etc.) I was able to get all of those to work just fine (default with no visor and other three outfits).
I then installed your EDI mod which changes the face, etc. and used the no visor mod. That also worked great, no problems.
Next I wanted to basically restore back to Ottemis' version of the original to compare again. But this hasn't worked so well. I thought that installing her mod and textures again (all four sets including default) would really just write over the changes. But it seems to now be an odd mix between the two with some black in the face where it isn't finding textures. I even tried Ottemis' "Face Only" texture, but that didn't work.
So I am guessing there are some changes to files (meshes?) that yours makes that aren't overwritten by the install of the other. I'd like to avoid having to do a vanilla install of all files (would require re-patching in all the other mods and textures I have done). Is there any way to find out which particular files I need to bring over from my saved vanilla directory and then recompile that somehow?
any help or pointers is greatly appreciated!
Added: So what I think I am asking is, does this sound like something that would be fixed by putting the default EDI mesh back into the base game and DLCs. If so, I assume I could do the opposite of your manual install instructions for the mesh into DLC. Although I would have to do it for DLC and base game. How would I figure out what the base mesh is for the base game?
My EDI mod does indeed change the mesh of the head/face. Installing my mod and then installing any other face textures wont have any effect (just eyes and visor textures will work, as would uniform textures so long as they are not for EDI's original default body). My EDI combines her face and scalp texture mapping into one map so with my mod, it is the scalp texture only that gives her the face, neck, hair, and mouth interior textures. If you then try to go back, as you have done, you would get bizarre results for the face because whatever scalp texture you are using wont map properly.
To your question, you do not have to re-vanilla your game so long as you have your game pcc files backed up. There are a number of EDI containing files that would need to be replaced to get her back to default:
The easiest way to get a list of the files (and their locations) that need replacing with originals can be acquired by starting Texplorer in ME3explorer (under Developer Tools). Select the menu item "Find Texture" and then select "Advanced Search". In the text box at the top left of the window that pops up enter "proedi" and a list of textures, all containing proedi will appear. Go down the list and find the one named "hmf_hed_proedi_scalp_diff" and click on it. The icon for that texture will be highlighted in the main Texplorer window. Right-click on that and select "Properties". A window will pop up with lots of information about that image but what you want is at the bottom: a long list of pcc files that the texture is found within. That list is also the list of files that the mesh mod is applied to. Replace all the files listed in that properties window with your original pcc files, run TOCBinUpdater in the ME3explorer Tools menu, wait for that to say it is finished, and you are good to go back to the game with the original EDI returned, mesh and textures included. PAY ATTENTION TO THE FILE LOCATIONS. Most of them will be in the game's main CookedPCConsole folder but a number of them are in different DLC folders. Replace each pcc in the right location.
Doing a reverse of the manual install directions would be quite painful. It is easier and faster to just replace the affected pcc files with their originals and then apply whatever EDI mod(s) you wish from there.
#607
Posté 14 juillet 2014 - 07:46
To your question, you do not have to re-vanilla your game so long as you have your game pcc files backed up. There are a number of EDI containing files that would need to be replaced to get her back to default:
The easiest way to get a list of the files (and their locations) that need replacing with originals can be acquired by starting Texplorer in ME3explorer (under Developer Tools). Select the menu item "Find Texture" and then select "Advanced Search". In the text box at the top left of the window that pops up enter "proedi" and a list of textures, all containing proedi will appear. Go down the list and find the one named "hmf_hed_proedi_scalp_diff" and click on it. The icon for that texture will be highlighted in the main Texplorer window. Right-click on that and select "Properties". A window will pop up with lots of information about that image but what you want is at the bottom: a long list of pcc files that the texture is found within. That list is also the list of files that the mesh mod is applied to. Replace all the files listed in that properties window with your original pcc files, run TOCBinUpdater in the ME3explorer Tools menu, wait for that to say it is finished, and you are good to go back to the game with the original EDI returned, mesh and textures included. PAY ATTENTION TO THE FILE LOCATIONS. Most of them will be in the game's main CookedPCConsole folder but a number of them are in different DLC folders. Replace each pcc in the right location.
Thanks for the quick response and the help!
This gives me a list of about 20 PCC files. 13 of those have EDI in the name and seem to be just about EDI. 7 of them have a more generic name ( \CookedPCConsole\BIOG_HMF_HED_PROMorph_R.pcc is a good example). Looking inside those with PCC Editor, I see things that appear to deal with other NPCs, etc. So I am assuming that if I replaced that file with my vanilla pcc that I saved (unfortunately, I only backed up the vanilla pcc file directors, not after I made various edits), that it could end up messing up other mods I installed already, correct?
So I would only have to re-install mods, and not textures for those other NPCs? Or I'd need to replace mods and textures (I am unclear if the PCC files just contain pointers to texture files, or if the texture files actually get packed up in there too.
#608
Posté 15 juillet 2014 - 07:02
Thanks for the quick response and the help!
This gives me a list of about 20 PCC files. 13 of those have EDI in the name and seem to be just about EDI. 7 of them have a more generic name ( \CookedPCConsole\BIOG_HMF_HED_PROMorph_R.pcc is a good example). Looking inside those with PCC Editor, I see things that appear to deal with other NPCs, etc. So I am assuming that if I replaced that file with my vanilla pcc that I saved (unfortunately, I only backed up the vanilla pcc file directors, not after I made various edits), that it could end up messing up other mods I installed already, correct?
So I would only have to re-install mods, and not textures for those other NPCs? Or I'd need to replace mods and textures (I am unclear if the PCC files just contain pointers to texture files, or if the texture files actually get packed up in there too.
Thunderstorm wiped out my internet yesterday or I would have answered almost right away...
Yes, any mod that affects any other characters in that pcc will be wiped to vanilla. There IS another way if you want to take the time and have UDK installed (it's free). You could replace the EDI specific pcc files with vanilla pcc files but for those with other characters you could export the EDI body and head mesh from the vanilla pcc (you don't need to move it from the backup location) as a psk file. You then import those vanilla EDI psks into UDK, make a couple LODs (in the Mesh Editor tool in the "Mesh" menu item - make LOD 1 at about a distance of 130 and LOD 2 at a distance of about 160-190 - it's impossible to get it fine-tuned and you can get away with only the LOD 1), save it and then import the upk file that is created into the pcc file. Run TOCBinUpdater and you are good to go.
Like I said, it is fairly painful, especially if you have to mess with a lot of files doing it this way but it is less work than creating the original all-encompassing mod.
Also, you can skip 2 of the pccs on Mars. The Boss Fight pcc and the Finale pcc both contain EDI-based meshes but I don't mess with those. You may also find that some of the pcc files that are listed do not actually contain any EDI meshes at all (some of the Citadel pccs and, I think, the EDI Reveal pcc do not contain her actual mesh and likely pull it from the generic pcc files like the BIOG_HMF_HED_ProMorph.pcc and the ARM one as well so you wont actually have to replace EDI in ALL the files listed, but most of them.
#609
Posté 15 juillet 2014 - 07:20
Getorex are these going to have the clear helmet visor by any chance??? (hoping LOL)
I've been doing an experimental mesh edit that I HOPE will add another material to the armor that I can assign to some other armor's visor material. If I can find a decent one IN THE SAME FILE then I may be able to get the clear visor to work properly.
#610
Posté 15 juillet 2014 - 07:22
I've been editing the UV maps of the ME1 HVYa armor I use with my Colossus mod. The edits will give my Colossus a red shoulder stripe on the right shoulder or give the Predator version the red and white N7 stripe on the shoulder and the N7 name on the right chest. I still need to test these mesh mods/UV mods to make sure they work in the game as they do in Blender before I release them as updates to the ME1 armor mod.
Also, I got rid of all gloss/shine in the texture for the Predator, desert camo, and urban camo versions (I'll look up the proper names of the armors before I release them). I haven't generated a helmet texture to match yet but here is a screenshot of the HVYa armor sporting the matt jungle camo pattern of Predator armor from ME1. I'm working to reduce the glow of the lights. If I can't get them to a low enough level that I think is OK I'll just remove the lights on the camo armors.
- Shanlii aime ceci
#611
Posté 15 juillet 2014 - 07:47
Predator's looking good! And the names are Scorpion for the desert and Titan for the urban ![]()
Edit: Try using the original diff's alpha channel for the lights, they're only in the back and are fairly dim. Just delete the black and copy the white bits into the right spots on the alpha and blue channel. ![]()
- Getorex aime ceci
#612
Posté 15 juillet 2014 - 08:50
- Shanlii aime ceci
#614
Posté 17 juillet 2014 - 01:21
Thunderstorm wiped out my internet yesterday or I would have answered almost right away...
No worries. I just appreciate everything you and the others on this forum do to make the game more enjoyable for all of us. Thanks for all of the hard work!!
#615
Posté 17 juillet 2014 - 02:34
Your Onyx looks great! I'll take the heavy back off my list and just do the light and medium for Shepard. ![]()
And you're welcome for the names. ![]()
- Getorex aime ceci
#616
Posté 17 juillet 2014 - 12:56
Your Onyx looks great! I'll take the heavy back off my list and just do the light and medium for Shepard.
And you're welcome for the names.
Thanks. I did use the wrong model for the above test though. I have another made shortly after this one that also places the correct N7 logo on the right breast.
I've made the "with helmet" versions (for Colossus, Onyx, Predator, Scorpion, and Titan) with an additional material for the visor in hopes I could get the visor to be clear but so far the models refuse to show 3 materials in the FBDd slots (for Collector armor). I'm not sure where the 2 material limit is set for this slot or if it is alterable. If you or anyone else stumbles upon the information I'd appreciate being informed.
I'll need to provide credits to the MEUITM dev CDAMJC for the Onyx armor. I'm using the textures extracted from ME1 that has MEUITM applied to it so SOME of the armor textures (like Onyx) are hi-res. Colossus, for certain, is not hi-res so I've made it partially hi-res myself with texture edits, as I have for desert, urban, and jungle camo armors.
- Shanlii aime ceci
#617
Posté 17 juillet 2014 - 03:27
#618
Posté 17 juillet 2014 - 03:37
Fuuuu yeah, this is amazing!!! 10/10 I love the Onyx armor you're creating, can't wait until the Heavy Onyx N7 type variant is complete, I mean all of them. I just loooove them >.<
#619
Posté 17 juillet 2014 - 03:38
Wow, this is soo beautiful... *heavy breathing*

#620
Posté 17 juillet 2014 - 03:56
#621
Posté 17 juillet 2014 - 04:08
Woah, looks sick! I love it!
The armor looks even better and I saw the shading work you've put onto the Colossus armor, it's amazing! I can't wait for the rest of the armors! The Onyx armor looks identical and even like an "upgraded" version of the old one, which makes it really cool; because in the timeline it would make sense as Shepard needs the high top-notch gear.
Once again, I love your work you've put into it and this is like a dream come true. I've always wanted to see the old armors in the newer ME games, which is why I'll gladly offer my hand in case you need help with anything. You have my full support and soon many more too!
- Getorex et Shanlii aiment ceci
#622
Posté 17 juillet 2014 - 04:32
Woah, looks sick! I love it!
The armor looks even better and I saw the shading work you've put onto the Colossus armor, it's amazing! I can't wait for the rest of the armors! The Onyx armor looks identical and even like an "upgraded" version of the old one, which makes it really cool; because in the timeline it would make sense as Shepard needs the high top-notch gear.
Once again, I love your work you've put into it and this is like a dream come true. I've always wanted to see the old armors in the newer ME games, which is why I'll gladly offer my hand in case you need help with anything. You have my full support and soon many more too!
I'm doing these male shep heavy armors because I started them a long time ago and figure it's time I finish what I originally intended but Shanlii here is doing ALL the rest (male/female ME1 armors, light, medium, heavy) so keep an eye on Shanlii's thread too.
On the Titan armor (urban camo) above, I am actually altering the color pattern a bit to eliminate the browns/tans and make it more like a standard urban camo (blacks and greys, no colors).
- Shanlii aime ceci
#623
Posté 17 juillet 2014 - 04:36
I'm wondering (hoping) that the deal with the full armors in BIOG_HMM_ARM_SHP_R.pcc is that they are for display in the locker and that the helmet set aside for each armor is in BIOG_HMM_HGR_SHP_R.pcc because there it IS possible to alter visor materials...
#624
Posté 17 juillet 2014 - 07:16
Eek! That's Ursa, not Titan!
Sorry! I thought you were doing Urb_diff, not Win_diff...
#625
Posté 17 juillet 2014 - 07:21
LOL Looks like the two of you need to work out who is doing what ![]()
That said both are doing excellent work. Looking forward to the releases.
- Steffeomanno et Shanlii aiment ceci





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