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#176
Taki17

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Thats a completely understandable decision after all the problems you've had to deal with during your modding career. Thanks for everything, and have fun!

 

It's still beyond me, why did they make ME's so freakin' hard to mod or why didn't they release a toolset. If anyone, BioWare should know that RPGs live forever with mods.



#177
Art3m

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Thats a completely understandable decision after all the problems you've had to deal with during your modding career. Thanks for everything, and have fun!

 

It's still beyond me, why did they make ME's so freakin' hard to mod or why didn't they release a toolset. If anyone, BioWare should know that RPGs live forever with mods.

That's more of an EA attitude to prevent this from happening. I've got a feeling that this is somehow connected to the DLC sales policy of theirs.



#178
Deager

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I think it's more about how difficult it is to create a tool set. Most of the time a company develops a game with great in-house stuff they aren't even allowed to release and to give us something to use is a lot work. I'm just happy that they let us mod with great homemade tools.


  • Ottemis aime ceci

#179
Almostfaceman

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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.

 

 

Well I for one am sad to see ya go, but I understand. There's no point in modding if you're not having fun doing it. Hopefully when they get some things ironed out on me3explorer and stuff perhaps you'll feel like returning to the scene. You made some excellent mods. Have fun playing, fellow mass effect fan. 



#180
Iakus

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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.

 

Sorry to hear that it's gotten so aggravating.  Know that what you have done has made a lot of players happy.  You deserve some enjoyment.



#181
survivor_686

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@Getorex

 

Sorry to see you go. For what it worth I appreciate you helping me with so many of my mods. I personally enjoyed the mods I downloaded from yours.

 

Good luck out there. And if you ever decided rejoin the Mass Modders, I would be happy to see that.

 

By the way: the direct copy paste of the modded PCC files (with appropriate TOC bin updating) should still work for gameplay, right?



#182
Getorex

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Yes, just copy-paste the modded pcc files you saved after applying my mods over their vanilla copies when you "upgrade" to 623. Run tocbinupdater or auto toc (on the dlc too) afterwards.

I should have stuck with pcc file bundles instead of going back to mod files. Then it wouldn't matter what me3explorer devs did cuz I could have stayed with 621. Too late now...still done.

#183
Ottemis

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There's a backwards compatibility fix out for older mods like yours now that can automatically fix pathing issues in most cases.

As to you leaving, I have a not so gracious opinion about the negativity you keep spouting at the programmers behind the toolset, as you chose to work with a toolset in development nobody is to blame but you yourself and your anger hurts nobody more than it does you.
I will say I am sorry this has aggravated you so, repeatedly, it definitely seems most wise to take a step back so I hope you can enjoy your game again.



#184
survivor_686

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Hello all,

I recently returned to the ME3 modding scene and updated my SVN. I copy and pasted some of my modified PCCs into the CookedPCCConsole (that were modded and confirmed working with older SVNs circa Feb 2014).

However whenever I try to use to access levels in which modded PCCS come into use, the game just hangs.

Solutions I've tried:
- Updating TOC bin (using the included TOC bun utility)

Has me3explorer's architecture changed signifigantly that the direct transplant method no longer works?

I prefer the direct transplant method as it's relatively version agnostic, given the MODs vary from version to version.

Help would be appreciated. I remember the files working with the old SVN. I really, really don't want to redo the PCCS all over again?


#185
Getorex

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Hello all,

I recently returned to the ME3 modding scene and updated my SVN. I copy and pasted some of my modified PCCs into the CookedPCCConsole (that were modded and confirmed working with older SVNs circa Feb 2014).

However whenever I try to use to access levels in which modded PCCS come into use, the game just hangs.

Solutions I've tried:
- Updating TOC bin (using the included TOC bun utility)

Has me3explorer's architecture changed signifigantly that the direct transplant method no longer works?

I prefer the direct transplant method as it's relatively version agnostic, given the MODs vary from version to version.

Help would be appreciated. I remember the files working with the old SVN. I really, really don't want to redo the PCCS all over again?

 

 

Hi Survivor.  I'm not reallly here anymore but got notified you posted so...

 

Sorry about the issue.  Can I assume you didn't just do an update to TOCbin but also tried to rebuild it too? 

 

Ottemis posted some time ago that the new ME3explorer has a tool to update mod files from before into the correct new format, whatever that is, but I haven't been playing ME3 or doing any modding so I have no idea if it works.  You could try that though in the past, the tool that was supplied to supposedly update older mods to new never worked for me.  Perhaps she refers to a different/new tool or perhaps they've fixed it.

 

The only other option would be to unf*ck your DLCs (put the compacted original Default.sfar files back in place of the borked version from 623 onward), revert to rev 621, go through the whole painful texture scan again, then apply the mods. 

 

The issue you are having is pretty much why I quit doing mods or updating my current mods.  Never ending borking of perfectly working mods.



#186
survivor_686

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@Getorex

 

Just to test whether or not something had borked my PCCs, I redownloaded your PCC version mods (The link is still active on the old forum site). No such luck.

 

However, if I modded the PCCS individually, it works....

 

Holy hell, I remember thinking the direct transplant method would survive the numerous version changes. Now that is f*cked too!



#187
Almostfaceman

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Hi Survivor.  I'm not reallly here anymore but got notified you posted so...

 

Sorry about the issue.  Can I assume you didn't just do an update to TOCbin but also tried to rebuild it too? 

 

Ottemis posted some time ago that the new ME3explorer has a tool to update mod files from before into the correct new format, whatever that is, but I haven't been playing ME3 or doing any modding so I have no idea if it works.  You could try that though in the past, the tool that was supplied to supposedly update older mods to new never worked for me.  Perhaps she refers to a different/new tool or perhaps they've fixed it.

 

The only other option would be to unf*ck your DLCs (put the compacted original Default.sfar files back in place of the borked version from 623 onward), revert to rev 621, go through the whole painful texture scan again, then apply the mods. 

 

The issue you are having is pretty much why I quit doing mods or updating my current mods.  Never ending borking of perfectly working mods.

 

Uh, the mods were never working perfectly together, that's why the tool has been changed. It's not like there was a perfect modding experience in place at any point. I was having problems with your mods as well as others and getting them to work with mods like MEHEM. I understand it's a frustrating experience, but it's a frustrating experience for all of us and that's Bioware's fault for not providing some tools, not the fault of the folks spending their free time trying to make a mod experience possible at all in the first place. 



#188
survivor_686

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Thanks for responding.

I would be grateful if someone could test whether these modified PCCs work on their machines:
https://mega.co.nz/#...MpaHjCGh_4y4kX0

This mod replaces the blue 'suit' with Alliance officer uniform and combat bun.


#189
survivor_686

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@Almostfaceman:

 

I share Getorex's frustration. Don't get me wrong, am grateful for all the free work that the WV and company do. Its just that after a long time perfecting a mod, a new version comes along and borks it all up.

 

Unfortunately am not as advanced as WV and Co and max I can do is snarl, curse and plea for help.

 

But what really gets my goat is the the "Direct-Transplant" method doesn't seem to work. That's why I'd be grateful if someone Downloaded the mods in previous post and see if it ran on their machine.

 

If it runs fine on another machine, I can narrow the problem to my installation.



#190
survivor_686

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Hello all,

This is an attempted solution to the 'hair poking out from helmet' problem:

PCC files in question:
- Ashley_00_NC.pcc = Ashley's uniform on the Normandy
- Ashley_00.pcc and Ashley_00_explore.pcc = Ashley suit for combat and mission cinematic (that ridiculous blue dress suit)
- Ashley_01.pcc and Ashley_01_explore.pcc = Ashley blue hardsuit for combat and mission cinematic
- Ashley_02.pcc and Ashley_02.pcc = The pink suit for combat and mission cinematic

Findings:
1. There is something unique to Ashley_01 that prevents her hair from poking out from her helmet
2. Examination of PCC files reveals to 'bhidehair' feature that is used for Shepard in the coalesced.bin

Solution:
This is mainly concerned with texture replacement.
1. Run textplorer and tell it to index (aka: extract and map) the pccs from DLC
2. Remove old '00' and '02' pccs and replace them with '01' copies (after renaming them to 00 and 02, of course)
3. Re-run textplorer. It will now lump the textures for '00', '01' and '02' into one entry
4. Tell textplorer to change only texture entries for '00', '00_explorer', '02' and '02_explore'. Textplorer then updates and repackages the PCCS in question
5. Update TOC.bin and then play

Questions/Concerns:
1. Is it possible to tell textplorer to change the texture on specific PCCs? I don't want Ashley's armours to end up looking the same
2. Can me3explorer automate the entire process as listed above (with the copying, pasting and renaming)? I want to try and make the process as error-free as possible.
3. If me3explorer cant handle question 2: Are there any other programs out there that can help me with that?

Thank you

realsurvivor686



#191
Getorex

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I am currently free and willing to update my DLC mods to the current ME3explorer format.  I will also fix any of the main game mods that the Mod Maker updater fails to update to working form.  I don't anticipate creating any new mods at this point but can futz with the currently existent mods.

 

The mods will be posted here and, ultimately, to Nexus again as available (my attempt to sidestep format issues failed with the pcc replacement files, I see...anyone know why simple pcc replacement no longer works?).



#192
survivor_686

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I am currently free and willing to update my DLC mods to the current ME3explorer format.  I will also fix any of the main game mods that the Mod Maker updater fails to update to working form.  I don't anticipate creating any new mods at this point but can futz with the currently existent mods.

 

The mods will be posted here and, ultimately, to Nexus again as available (my attempt to sidestep format issues failed with the pcc replacement files, I see...anyone know why simple pcc replacement no longer works?).

 

Basic Explanation I got from me3explorer: Unless you upload the .tfc with a 'foreign' modded PCC, the game goes ballistic trying to figure out where the textures come from. The only reason that it worked in a few minute cases, was that the texture was already in the .tfc memory.

 

The PCC transplant and then mod still works for replicating helmet hiding behavior. Also the latest version are relatively stable, though you might want to tell your users not to rely on MODmaker to update their TOCs automatically.

 

Also: the new version fillet (cut instead of copy) the in-game PCCS from the .sfar files and then leave them out there. Long story short: Changes to DLC PCCs are immediately felt in game, vs the old method.

 

Also: Textplorer has become faster.



#193
survivor_686

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here's the link to the post: http://me3explorer.f....php?f=6&t=1204



#194
Getorex

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Got it. I read your thread at the me3explorer site, thanks for heads up.

Just for your info, I spent a full day trying to get texplorer to successfully scan through my VANILLA (100%) game but it kept failing. It was actually finding modified pcc files OUTSIDE the game tree (a few were on my desktop!) and failing after literally trying to incorporate them into the game. I finally fixed the issue by searching my computer for ALL modified pcc files and placing them all into a zip file. I also had to delete and redownload the citadel dlc twice because it kept stalling at one or two unpacked vanilla pccs. I almost gave up on it all again but after letting it go one more time overnight it finally succeeded. I promised a guy at nexus who had messaged me I'd get the Ashley mods updated so here I am.

#195
Almostfaceman

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Hey there Getorex, good to see you back in action, in whatever capacity. :)



#196
Getorex

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So...just starting in on trying to fix the issues with my old mods (almost all texture-related) and I've got the latest ME3explorer revision.  Is it normal that you cannot open up Texplorer AND TPF tools at the same time with two different instances of ME3explorer running without the second crashing immediately?  Order appears unimportant, texplorer first, then try TPF tools and TPF tools crashes the second ME3explorer.  Opposite appears also true. It also appears to happen if I open one of my updated mods in one instance and then try to open TPF tools in a second instance.  Is this normal?  It's clearly going to make it hard for me to fix the texture issues if this is the way it works now.



#197
survivor_686

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So...just starting in on trying to fix the issues with my old mods (almost all texture-related) and I've got the latest ME3explorer revision.  Is it normal that you cannot open up Texplorer AND TPF tools at the same time with two different instances of ME3explorer running without the second crashing immediately?  Order appears unimportant, texplorer first, then try TPF tools and TPF tools crashes the second ME3explorer.  Opposite appears also true. It also appears to happen if I open one of my updated mods in one instance and then try to open TPF tools in a second instance.  Is this normal?  It's clearly going to make it hard for me to fix the texture issues if this is the way it works now.

 

Two instances of me3explorer running at the same time, will cause a crash. Basic explanation: Two temp files which refer the same file are created and cause some confusion.

 

You have to be slow and patient with me3explorer.



#198
Getorex

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survivor_686: yeah, I reported this at the forums and KFreon is going to fix it so it wont happen.

 

I've also posted a request for help there over a texture issue but will now also post it here and see which area gives me a useful answer first.

 

My mods work, mesh-wise, almost 100% but a number of people run into texture issues on my mods that included textures.  THAT is what I am now here to try and fix once and for all.  To that end I spent the day generating the first tpf file (for the Ashley Complete Makeover mod, main game) with all the textures that go with that mod.  I created a *.def file with all the hex hashes and the names of the dds files that are supposed to be installed.  It LOOKS perfectly fine to me and when I compare it to other def files I have (from Ottemis or others that have worked for me that I created) I see no problem, no obvious difference.  I ran the def file through Texmod and generated a tpf - it claimed success.  When I load that tpf in TPF Tools (latest SVN ME3explorer) it doesn't work.  I get a list of the textures in the tpf in the main window and I can preview them.  TPF Tools, however, NEVER successfully generates hashes and appears to be stuck at this point.  If I view the contents of the included def file all I see are the hex addresses/hashes listed, not the image files included like with every other def file I examine once loaded into TPF Tools.  The debug window doesn't outright indicate an error but produces: 

2:11:07 PM: Loading TPF...
2:11:12 PM: Generating hashes...
2:11:12 PM: Zippy loaded: C:\Users\Praedor\Documents\Blender\Textures\Ash\Ashley-Full-Makeover-Main.tpf
2:11:12 PM: TPF starts at 0 in list
 
I had hoped to immediately release this as a mod/fix for my Ashley Makeover mod for the main game and then quickly move on to fixing the DLC, etc, and going on with the other mods but instead I'm stuck with no idea why.
 
Here's the content of the def file:
 
0x145CEB89|HMF_HED_PROAshley_Face_Diff_2048-less-eyeshadow.dds
0xDB410C79|HMF_HIR_PROAshley_Diff_512x512-edited-alpha.dds
0x87AE9ACC|HMF_ARM_ASHd_Diff_1024x1024_otte.dds
0xE13CAA9A|MASSEFFECT3.EXE_0xE13CAA9A_otte.dds
0x2441C7BC|HMF_ARM_ASHd_Spec_1024x1024_otte.dds
0x76B78BB0|HMF_ARM_ASHc_Diff_1024x1024-no-vent.dds
0xB953C86B|ASHc_Norm_Gimped012314.dds
0x98396CB4|HMF_ARM_ASHc_Spec_1024.dds
0xA1C88649|Ashley-Alliance-Uniform_ash_diff.dds
0x0EF68859|Ashley-Alliance-Normal_ash_norm.dds
0x5B479723|Ashley-Alliance-Uniform_ash_spec.dds
 
Can ANYONE see something I'm missing?  Why would Texmod have no apparent issue with this but TPF Tools has a stroke?  I'm not yet sure it's a bug as I can load a bunch of other tpfs I have and they work fine.  Just this one doesn't want to work.


#199
Getorex

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Perhaps my Texmod is buggy or old.  Would someone with a Texmod they KNOW works (recently) please toss me a link so I can download it and try it?



#200
Ottemis

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Try using absolute paths, not including paths (=path relative to definition file location) should work, but I've had issues with it in the past. I've got a how-to on definition files added in my Texmod guide.
Texmod has been out of development for 10+ years, version can't be the problem as everyone really uses the latest (which is old as balls).

TPF's def files will never show paths on unpack even though they had them on creation.