Modding is possible (guide)
#1726
Posté 28 février 2010 - 08:26
#1727
Posté 28 février 2010 - 08:26
#1728
Posté 28 février 2010 - 08:51
Holdgar wrote...
Starbuck5000
Err, yes. You could actually do that?
Yea, let me capture the textures and I'll get right on it
#1729
Posté 28 février 2010 - 08:53
DemonSlayer_1, modifying alpha channels will not make the gray go away,
it will just make that part of the textures invisible which is not what
you want. I haven't looked at any of the textures yet for ME2 but most
games i've modded in the past use at least 3 sets of textures, what
most refer to as normal, diffuse and bump maps, but this can vary with
some games. One is used for brightness and shine and can be adjusted
accordingly and another smooths textures to mask certain things or
shows more.
I ready more on specular, diffuse, and normal maps this morning
Very interesting read
www.modwiki.net/wiki/Texturing
I have never seen a game before with 3 diff texture maps for each object - Ghost recon and rainbowsix used one basic texture to map each soldier, vehicle, and weapon.
============================================================================
I went all thru texmod looking for an underlaying texture and had no luck. I'm curious to see if anyonelse can map this gun. Just a black square over the gun showing no grey bleed thru would suffice.
I've done what I could with the gun, so I uploaded the pistol to my project files.
Moved onto the M-97 viper sniper rifle
Modifié par DemonSlayer_1, 28 février 2010 - 08:55 .
#1730
Posté 28 février 2010 - 09:04
Canderous87 wrote...
Has anyone tryed to fix Garrus' armor damage?
madmaxx007 wrote...
Is there a way to fix (patch the hole) Legion and Garrus armor?
As of right now it can't be done, and most likely it's going to be a never.
Garrus may be possible by just grabbing the model for his armor before he gets hurt, but right now it's not possible.
And as far as legion goes, that would involve completely remodeling the character, which wouldn't be too hard for skilled modelers, but we can't repack the files which have the models so right now there is absolutly nothing that can be done.
Sorry guys, i wish it could be, but right now it's a no.
#1731
Posté 28 février 2010 - 09:35
-Alin
#1732
Posté 28 février 2010 - 09:50
Thank you
#1733
Posté 28 février 2010 - 09:55
Ronin Rugani wrote...
I tried to use the texmod with the mods BiancoAngelo7 created. I can not get the mods to work tough. Should I be using the original Ini? or can I use one that is already modded?
Thank you
It works regardless of .ini.
#1 Put texmod in Mass Effect 2 binaries folder, Open
#2 Click big folder icon at top, select Mass Effect 2 .exe
#3 Select small folder icon, locate your .tpf's you want to use
#4 Click "Run" from textmod.
Make sure Firewalls are down, because texmod is counted as a trojan by many Firewalls for some reason.
#1734
Posté 28 février 2010 - 10:16
DemonSlayer_1 wrote...
DemonSlayer_1, modifying alpha channels will not make the gray go away,
it will just make that part of the textures invisible which is not what
you want. I haven't looked at any of the textures yet for ME2 but most
games i've modded in the past use at least 3 sets of textures, what
most refer to as normal, diffuse and bump maps, but this can vary with
some games. One is used for brightness and shine and can be adjusted
accordingly and another smooths textures to mask certain things or
shows more.
I ready more on specular, diffuse, and normal maps this morning
Very interesting read
www.modwiki.net/wiki/Texturing
I have never seen a game before with 3 diff texture maps for each object - Ghost recon and rainbowsix used one basic texture to map each soldier, vehicle, and weapon.
============================================================================
I went all thru texmod looking for an underlaying texture and had no luck. I'm curious to see if anyonelse can map this gun. Just a black square over the gun showing no grey bleed thru would suffice.
I've done what I could with the gun, so I uploaded the pistol to my project files.
Moved onto the M-97 viper sniper rifle
This is what I think is happening with this armour texture I am trying to capture, Based on looking through and comparing with unmodel viewer i am capturing the Diff_Stack and not the MAT_Xa For some reason it isn't displaying the Mat. Also when selected it doesn't glow green which leads me to believe its not the right textures being selected
Modifié par Starbuck5000, 28 février 2010 - 10:35 .
#1735
Posté 28 février 2010 - 10:42
will be included in my "Firestorm Recolor" project under the files tab
[IMG]http://i803.photobucket.com/albums/yy314/biancoangelo7/Fire1.jpg
http//i803.photobucket.com/albums/yy314/biancoangelo7/Fire2.jpg%5B/IMG%5D][IMG]http://i803.photobucket.com/albums/yy314/biancoangelo7/Fire2.jpg[/IMG]
Download link and group link: social.bioware.com/project/2060/#files (project)
social.bioware.com/group/1547/#projects (group)
Enjoy [smilie]../../../images/forum/emoticons/angel.png[/smilie]
#1736
Posté 28 février 2010 - 10:44
#1737
Posté 28 février 2010 - 10:47
Lightsnake88 wrote...
Is it somehow possible to add scars from ME1 to your Shepard in ME2? I really don't like those red glowing ones.
http://social.biowar...m/project/2077/
#1738
Posté 28 février 2010 - 10:55
[quote]DemonSlayer_1 wrote...
I ready more on specular, diffuse, and normal maps this morning
Very interesting read
www.modwiki.net/wiki/Texturing
I have never seen a game before with 3 diff texture maps for each object - Ghost recon and rainbowsix used one basic texture to map each soldier, vehicle, and weapon.
Modifié par southbeatz1169, 28 février 2010 - 11:01 .
#1739
Posté 28 février 2010 - 11:15
Change to Raw tab.
Expand Squad > Player > Appearance > Morph Head > Texture Parameters.
Open the Texture Parameters list.
Add two new entries as follows:
code:
Name: EYE_Diff
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Diff
code:
Name: EYE_Spec
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Spec
Gibbed has told us how to change the color of the illusive man eyes, if you cant wait until a update. Replace Iris color in vector perimeters to Emis_Color and from there change it to what color you want.
#1740
Posté 01 mars 2010 - 12:01
Ive tried to do this, but my Morph Head category does not expand. Is this because I have a default shepard appearance?
#1741
Posté 01 mars 2010 - 12:08
#1742
Posté 01 mars 2010 - 12:19
#1743
Posté 01 mars 2010 - 12:20
Not every game uses multiple files for textures but most i've modded
do, even Dragon Age Origins uses multiple files like I mentioned but I
haven't looked into it for ME2 yet, might get around to that sometime
today, I just prefer avoiding texmod though. The other day browsing a
file with umodel I think i noticed some of these textures, they'll
usually be pink, gray and sometimes they add one similar to the primary
textures but slightly different. Some games put all of this together
in layers but many i've seen separate them for some reason.
DemonSlayer_1 wrote...
I ready more on specular, diffuse, and normal maps this morning
Very interesting read
www.modwiki.net/wiki/Texturing
I
have never seen a game before with 3 diff texture maps for each object
- Ghost recon and rainbowsix used one basic texture to map each
soldier, vehicle, and weapon.
There is a fourth texture map on the weapon which is why it keeps bleeding the grey thru. I was determined to figure out why I this grey kept bleeding thru.
This fourth texture map is uneditable due to the fact it doesn't show ingame texmod and I don't know where the memory address is for it. (Atleast I figured out why the grey bleedthru, its just too bad there is no way to fix it)
See the white triangles and TFX + the grey
Diffuse map

Here is a new map I never saw until I examined umodel
-This never showed up when I searched thru texmod

Without knowing the correct memory address for this texture I can't fix the grey blleding thru.
To view fullsize right click and save the image to your desktop. then view it zoomed in (Grey, TFX, and The Triangles are all over it)
Modifié par DemonSlayer_1, 01 mars 2010 - 12:24 .
#1744
Posté 01 mars 2010 - 12:27
The Katana Shotgun's CrossHair range is X=60 Y=60. Change it to X=40 Y=40
Then find ZoomCrosshairRange and change it from X=60 Y=60 to X=25 Y=28
Doing that will make shotguns usable at ranges other then short it also makes the grouping tighter, you can't snipe with them or use them at long range but you can use them at moderate to moderately long range. Like ME1 shotguns.Now I just need to find out how to increase the amount of shots.
#1745
Posté 01 mars 2010 - 12:31
Alinnarel wrote...
Hi guys, trying to mod Kelly's appearance so she looks like Tali or Grunt, and will thus allow me to have Tali or Grunt dance for me in my cabin. I know it's doable, my buddy did it, but due to doing a lot of random mods, forgot exactly what he did.
Any proof/pics of this?
#1746
Posté 01 mars 2010 - 12:42
There is a fourth texture map on the weapon which is why it keeps bleeding the grey thru. I was determined to figure out why I this grey kept bleeding thru.
This fourth texture map is uneditable due to the fact it doesn't show ingame texmod and I don't know where the memory address is for it. (Atleast I figured out why the grey bleedthru, its just too bad there is no way to fix it)
Here is a new map I never saw until I examined umodel
-This never showed up when I searched thru texmod
Without knowing the correct memory address for this texture I can't fix the grey blleding thru.
To view fullsize right click and save the image to your desktop. then view it zoomed in (Grey, TFX, and The Triangles are all over it)
Yea, sometimes there is a 4th texture file but it's not common. I can't help you really with texmod since I don't really use it. I'm going to be looking into mods that don't require any loaders because that way usually isn't as limited but of course isn't always an option. I'll post it if I find anything useful but if texmod won't load that 4th texture file then you probably won't get it to look how you want it to with texmod. Modifying the memory address for it usually is just what trainers do and usually isn't a permanent change.
#1747
Posté 01 mars 2010 - 01:03
David Hingtgen wrote...
Alinnarel wrote...
Hi guys, trying to mod Kelly's appearance so she looks like Tali or Grunt, and will thus allow me to have Tali or Grunt dance for me in my cabin. I know it's doable, my buddy did it, but due to doing a lot of random mods, forgot exactly what he did.
Any proof/pics of this?
Sadly no, and while it seems questionable, I have no reason to doubt him. Regardless of if he actually did it though, it SHOULD be doable. It's just a matter of how...
#1748
Posté 01 mars 2010 - 01:05
BiancoAngelo7 wrote...
Update: I have completed the requested Black Inferno Flamethrower, it
will be included in my "Firestorm Recolor" project under the files tab
[img]http://i803.photobucket.com/albums/yy314/biancoangelo7/Fire1.jpg
http//i803.photobucket.com/albums/yy314/biancoangelo7/Fire2.jpg%5B/IMG%5D][img]http://i803.photobucket.com/albums/yy314/biancoangelo7/Fire2.jpg[/img]
Download link and group link: social.bioware.com/project/2060/#files (project)
social.bioware.com/group/1547/#projects (group)
Enjoy [smilie]../../../images/forum/emoticons/angel.png[/smilie]
Awesome!
Much thanks
Modifié par newcomplex, 01 mars 2010 - 01:07 .
#1749
Posté 01 mars 2010 - 01:16
#1750
Posté 01 mars 2010 - 01:40




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