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Mesh Modding with textures on the side.


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#151
2112.rush

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In a non-installer, less organized fashion, yes there are texture mods for me2, just be sure to read the instructions carefully - not sure how many problems you may run into with the current build of me3explorer either. Give it a go, here's a link to the forum and the thread that has the install directions and links to mods http://me3explorer.f...d-tpf-t772.html

 

Thank you sir!

 

Home brew mod tools always come with a "it may break things" understanding ;).


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#152
jammy-g

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Woop managed to get the Ashley mod to work it looks so good cracking job Getorex. 

Now for this Miranda reboot.



#153
Getorex

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Sonofa...damn me3explorer is borked again.  I cannot load any mods, let alone create any.  Miranda mod is dead in the water until me3explorer is fixed.



#154
Getorex

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I deleted and downloaded AGAIN ME3explorer and it has worked long enough to get a full mod created.  Whether it actually works properly or not...no errors on my system but I don't have any saves convenient for checking on Miranda right now.

 

Here it is (Full mod for the main game and Citadel DLC): http://www.mediafire...niform-Full.zip


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#155
Getorex

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The mod is now going up at Nexus too...


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#156
AVPen

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Hold off on releasing it through the Nexus - just did a test of your new mod file and the skin texture for her chest is not rendering in-game (appears completely black).

 

EDIT: And her lower left eyelash is messed up again.

 

EDIT EDIT: And everything's completely fine on other saves I tested (her appearance on the Citadel Docks, Spectre office hologram, on Sanctuary, etc).... totally fricken weird. Things aren't rendering during Shepard's party for the Citadel DLC, though.... going to test a few things.

 

EDIT EDIT EDIT: And my theory was right - the new mesh/texture mod works perfectly for her appearances in the main game, but is somehow getting borked for her appearances in the Citadel DLC (her chest texture doesn't render and her lower left eyelash is screwed up like it was previously before you corrected the UV map). This is really odd, considering that all my previous tests were within the Citadel DLC (since those were the mesh that you changed first) and everything was working normal with the last release.

 

EDIT 4th TIME, lol: And I also see that those "points" on her suit collar are back again when she turns her head, unfortunately (not just for Citadel DLC, but for the main game, as well).



#157
Getorex

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What?!  Damnit.  I'll do a "quick" recheck.  

 

Doesn't make sense.

 

I wonder if it's related to all the problems I had trying to build the mods because of ME3explorer burps.  The textures you gave me, for instance, worked out fine EXCEPT for the spec.  TPF Tools didn't like it for some reason and I had to do a "repair and install" to make it work, but the spec wouldn't likely cause black texture renders.



#158
Getorex

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AVPen, typically and unhelpfully, everything looks correct on my system.  Here's a rejiggered mod where I simply reinstalled the known good body mesh into all the necessary pcc files.  If after using this mod her cleavage still renders black then you could install your textures directly?  I'm also checking to make sure her cleavage modded head is actually in ALL the files...and they are.  ALL the modded pcc files I created the mod from (PCCEditor 2.0) have the new head and correct/latest body.

 

http://www.mediafire...New-Body-v2.zip



#159
AVPen

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EDIT: Unzipped the mod file again and now everything's loading right in Mod Maker..... god bless the wonders of making mods, lol.

 

EDIT EDIT: Ok, the good news is that her eyelash is now rendering in the Citadel DLC. The bad news is that the skin on her chest still isn't rendering in the Citadel DLC (not sure why but it's got to be involved with the scalp textures, since that's the texture which has her new cleavage textures). Also, it still seems like some of the weights for her suit's collar are still somewhat off (tend to become pointed when she turns her head).

 

EDIT To the 3rd Power: Oh, boy..... ok, the mesh mod is still not affecting Miranda's appearance for the Armax Arena (the new texture is rendering over her original suit when she's a squadmate in the Arena). 



#160
Getorex

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EDIT: Unzipped the mod file again and now everything's loading right in Mod Maker..... god bless the wonders of making mods, lol.

 

EDIT EDIT: Ok, the good news is that her eyelash is now rendering in the Citadel DLC. The bad news is that the skin on her chest still isn't rendering in the Citadel DLC (not sure why but it's got to be involved with the scalp textures, since that's the texture which has her new cleavage textures). Also, it still seems like some of the weights for her suit's collar are still somewhat off (tend to become pointed when she turns her head).

 

EDIT To the 3rd Power: Oh, boy..... ok, the mesh mod is still not affecting Miranda's appearance for the Armax Arena (the new texture is rendering over her original suit when she's a squadmate in the Arena). 

 

Oooookay.  I'll RE remake the DLC mod portion.



#161
Getorex

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Miranda Body Makeover Mod v2, full mesh and textures, main game and DLC (including CitSim).

http://www.mediafire...New-Body-v2.zip



#162
Getorex

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Notice!
 
I had major problems building this mod with version 622 of ME3explorer.  Crash, crash, crash.  AFTER I got the mod file saved and tried to load it, boom!  Crash again.  I couldn't load ANY mod files at all without a crash.  
 
I fixed it temporarily by deleting all the files and subdirectories in my ME3explorer folder, but leaving the top level folder linked to TortoiseSVN. IMPORTANT: I also did NOT delete any of the texture-based files in the ..\ME3explorer\Debug\bin\exec folder.  They all end with *.bin and have names me1settings.bin, me1tree.bin, me2settings.bin, etc, through me3tree.bin.  SAVE THOSE but delete everything else.  Then you do the "update SVN" on the top menu and let the app re-download and repopulate all the subfolders.  That fixed the crashes for me FOR A WHILE.
 
The crashes came back at a later time when I tried loading another mod.  I did the above procedure again and was able to load and install other mods.  I don't think it will last and the crashes will return.  Until it's fixed the above procedure MAY work for you too, as annoying as it is.


#163
Almostfaceman

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623 has been released and there are some big changes. http://me3explorer.f...-me3-t1162.html



#164
Getorex

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Almostfaceman,

 

Terrific.  ANOTHER tree scan needed.  I'd appreciate a copy of YOUR vanilla tree if you have it for 623 because I'm not going vanilla again.

 

That, or I'm just going to stay with 622 and turn off threading and hope that kills the constant crashing with mods.



#165
Ottemis

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You can't use his tree, the treescan unpack method changed to combat dlc corruption issues.



#166
Getorex

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The MAIN GAME tree affects DLC?  I thought the two sets of files were totally separate (with DLC info stored in the DLC folder while the main game tree was in the ME3explorer folder).

 

Does all this destroy use of previous mods too?



#167
Getorex

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So...no matter what, apparently with v623 when you install a mod, mod maker now rebuilds ALL toc.bin files, including DLC even when they are not touched by the mod and it takes FOREVER to finish.  

 

And...Texplorer is broken.  Cannot replace textures there in modmaker mode.  Running the jobs spits out nothing but error messages.

 

If you want to use/install my mods you will need ME3explorer v621 (or 620).  I'm afraid I'm in no mood, nor have any desire, to rebuild ALL my mods again so...  They are what they are and they require pre-623 ME3explorer to install.

 

I've reverted to 621 and will stay there for a good, long time.



#168
AVPen

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So...no matter what, apparently with v623 when you install a mod, mod maker now rebuilds ALL toc.bin files, including DLC even when they are not touched by the mod and it takes FOREVER to finish.  

 

And...Texplorer is broken.  Cannot replace textures there in modmaker mode.  Running the jobs spits out nothing but error messages.

 

If you want to use/install my mods you will need ME3explorer v621 (or 620).  I'm afraid I'm in no mood, nor have any desire, to rebuild ALL my mods again so...  They are what they are and they require pre-623 ME3explorer to install.

 

I've reverted to 621 and will stay there for a good, long time.

So this recent Miranda mod needs to use ME3Explorer v620-621 in order to be installed and work successfully? 

 

Crap.... I wanted to test the latest build of the mod, but my ME3Explorer is now v623.... going to have to see now about rolling-back to v621 in order to test the mod now.  <_<



#169
Getorex

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So this recent Miranda mod needs to use ME3Explorer v620-621 in order to be installed and work successfully? 

 

Crap.... I wanted to test the latest build of the mod, but my ME3Explorer is now v623.... going to have to see now about rolling-back to v621 in order to test the mod now.  <_<

 

622 would probably work too but it was very buggy for me.  I built it with 622 but had to keep deleting and reinstalling it periodically to keep it working.  It would get buggy and start crashing when trying to even LOAD a mod file.  What I know for certain is 623 breaks it (and ALL my mods).

 

rev623 is also FREAKISHLY slow to install anything.  It's almost like running a whole new texture scan every time you install a mod.

 

I just reverted back to 621 and am doing the texture scan again so I can apply all my mods again.  It will have to be a TRULY compelling reason to get me to update ME3explorer beyond 621 at this point.

 

Oh, and 623 pulls out ALL the pcc files, etc, from your DLC Default.sfar and stores them inside the DLC directory, virtually tripling the amount of HDD space used by DLC (Default.sfar expanded/decompressed into all its component pcc and sfx, etc, files).



#170
AVPen

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Ok.... finally got ME3Explorer reverted to the previous v622 release, rescanned my system again, and tested the latest release of the Miranda mod....

 

The mod portion for the Citadel DLC is still screwed up, unfortunately...the skin texture portion of her chest for the new scalp texture is still not rendering in-game after applying the mod, it's just completely black. As a test, I tried running the TPF file I created of the new scalp textures that you gave me through Texmod (which is how I was testing my new textures for the mesh mod) and her chest actually DOES render then  :mellow: So the textures work when being rendered through Texmod, but not when they're applied through Mod Maker for the Citadel DLC.... and even more curious, her chest texture IS being rendered for the main game. :blink:

 

Almost makes me wonder if there's some sort of texture cloning or replicating of Miranda's textures through Mod Maker, but that's just speculation on my part.

 

Andddd... the new suit mesh is still not getting applied to her outfit for the Armax Arsenal Arena portion of the Citadel DLC.



#171
AVPen

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Little update but I think I found where Miranda's mesh for the Armax Arsenal Arena is located - am pretty sure it's the "BioH_Miranda_CitSim" file but it could also be the "BioH_Exp3_Miranda_0" file, both are under the "DLC_EXP_Pack003_Base" portion of the Citadel DLC.

Am going to try and replace that mesh with her new meshes for both files and see if that will work then in the Arena.



#172
Getorex

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That particular file is included/targeted by the DLC portion of the mod.  I thought the sim was the BioH_CitSim_Miranda pcc file so I added that in v2 of the mod to the BioH_Exp3_Miranda_0.pcc DLC mod that is in there.  If it isn't working in the simulator even after that...I don't know what's wrong then.  



#173
AVPen

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That particular file is included/targeted by the DLC portion of the mod.  I thought the sim was the BioH_CitSim_Miranda pcc file so I added that in v2 of the mod to the BioH_Exp3_Miranda_0.pcc DLC mod that is in there.  If it isn't working in the simulator even after that...I don't know what's wrong then.  

Ok, replaced Miranda's meshes for the "BioH_Miranda_CitSim" and that did seem to do the trick (why that wasn't the case in my copy of your latest update, I don't know) - the only thing I really notice about Miranda's new meshes for the Arena, though, is that the lighting on it seems harsher than normal - more than a few times, her textures become almost black and pale in the lighting while other squadmates are fine.

 

On the plus side, I got that working.... however, I still have no f***ing clue why her chest textures still aren't rendering normally in the Citadel DLC, but WILL render if they're run through Texmod  :mellow: I still somewhat suspect that there's some sort of texture copying/replicating occuring with the Citadel DLC, but that's just a theory of mine at this point.

 

EDIT: To give you an example of what I mean by the shadowing on her textures in the Armax Arena:

miranda_arena03_zps212418c2.jpg

miranda_arena04_zps8eea3caa.jpg

miranda_arena01_zpscc801da5.jpg

miranda_arena02_zpsff90a52e.jpg

 

It almost looks to me like the Spec maps for all of her textures aren't applying to her new meshes in the Arena.



#174
Getorex

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Just a goodbye.  I'm done with making mods for ME and with maintaining those I've already done.  I've been spending virtually all my free computer time fixing bugs (often that pop up due to incompatibilities between ME3explorer versions) or having to rebuild all my mods from scratch due to incessant changes to core ME3explorer formats (invariably the texture side...the mesh side is properly stable).  

 

I withdraw.  If you wish to use these mods then you should use ME3explorer 621 and install them BEFORE you switch to anything from 623 or higher.  Save the modified pcc files in a zip file so that when you update to ME3explorer v623, have to revanilla everything again, and then unwind your DLCs, you can still go back afterward and replace the vanilla pcc files with the mods in them and replace the vanilla pcc files.  Then it wont matter that no mods from pre-623 will work properly anymore.

 

Goodbye and good luck with your gaming.  I am finally going to go back to just playing again.


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#175
Deager

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It's important to enjoy the work. Taking breaks was critical to me not going crazy with modding. I'm sure you'll enjoy just playing again. Thanks for all of your work!