Modding is possible (guide)
#1776
Posté 01 mars 2010 - 05:21
actually Im also using CS4 and you just have to open the channel viewer to be able to see the alpha channel. Click on the "windows" tab at the top and choose "channels"
Also, I usually save in bitmap file category, as it has the best quality/memory usage ratio I think.
To successfully mod a texture, you must look at all the textures that make it, the normal map, diffuse color map and standard bit map. Sometimes depending on the texture different factors will be governed by different channels.
A certain helmet may have its glow determined by the "Blue" channel while to change the glow on another piece of armor it may be governed by the "Alpha" channel. I hope this helped.
#1777
Posté 01 mars 2010 - 05:40
The various changes along each channel is so different
So this is where it was stored. Thanks!
I always just edited the normal RGB layer, until now.
Modifié par DemonSlayer_1, 01 mars 2010 - 05:43 .
#1778
Posté 01 mars 2010 - 05:49
#1779
Posté 01 mars 2010 - 05:54
developer.nvidia.com/object/photoshop_dds_plugins.html
#1780
Posté 01 mars 2010 - 06:13
LeOoX wrote...
NarfGarg how is it going ? Have you been successfull to fix normandy sound issues yet?
I'd say any combo of teammate torso+head will work with sounds, but nothing special will without further experiments.
#1781
Posté 01 mars 2010 - 06:18
If so please upload your ini!
#1782
Posté 01 mars 2010 - 06:28
NarfGarg wrote...
Found out how to disable the selection thingie (though disabling that disabled the ability to select stuff, soooo)
How'd you manage it? I'm making a movie/playthrough and trying to angle the camera around the selection crosshairs is a pain, especially for the triggered conversations. So it might be useful for conversations with the triggered engineers. Is it something I could easily switch on and off while playing?
#1783
Posté 01 mars 2010 - 06:30
#1784
Posté 01 mars 2010 - 06:36
SUCCESS (Black weapons project back on track)
First the Original:

Now the main mesh untextured for black guns "TFX B-Gone"

Still needs some work, but its alot closer than I was with all the decals before
#1785
Posté 01 mars 2010 - 06:38
It's not. You set them off then they're off when you load a savegame. And you can't trigger anything, so can't even leave the captains cabin.CShep25 wrote...
NarfGarg wrote...
Found out how to disable the selection thingie (though disabling that disabled the ability to select stuff, soooo)
How'd you manage it? I'm making a movie/playthrough and trying to angle the camera around the selection crosshairs is a pain, especially for the triggered conversations. So it might be useful for conversations with the triggered engineers. Is it something I could easily switch on and off while playing?
#1786
Posté 01 mars 2010 - 06:45
Follow the link in my signature and download the enemyweapons.zip. It's used by the mod manager which there is a link for too.xxrufus7xx wrote...
anyone know what the entries for the assaultrifles the collectors use I want to add them to the selectable weapons
Anyone got a save where you are just about to head off to omega 4 AND you will have a romantic encounter? I seriously need it, can't modify mine to work properly since I never talked to any of the crew. Put it on tinyupload
Modifié par NarfGarg, 01 mars 2010 - 06:50 .
#1787
Posté 01 mars 2010 - 07:08
#1788
Posté 01 mars 2010 - 07:17
NarfGarg wrote...
Follow the link in my signature and download the enemyweapons.zip. It's used by the mod manager which there is a link for too.xxrufus7xx wrote...
anyone know what the entries for the assaultrifles the collectors use I want to add them to the selectable weapons
Anyone got a save where you are just about to head off to omega 4 AND you will have a romantic encounter? I seriously need it, can't modify mine to work properly since I never talked to any of the crew. Put it on tinyupload
Yeah I have one with my paragon soldier about to romance Miranda. Ill upload it for you now.
Link: www.filefactory.com/file/b06c9cc/n/Save_0002.zip
Hope it helps you out man.
#1789
Posté 01 mars 2010 - 07:17
Oh. Hmm. Honestly I didn't even realize they had their own assault rifles. I'll have to look in to that.xxrufus7xx wrote...
I am already using that but it doesn't have the collector's assault rifles
#1790
Posté 01 mars 2010 - 07:19
#1791
Posté 01 mars 2010 - 07:36
#1792
Posté 01 mars 2010 - 07:43
So, what commands/edits will allow us to skip convo/movies/bla bla bla at anytime, anywhere?
#1793
Posté 01 mars 2010 - 07:51
Toloc wrote...
@NarfGarg
Here's a femShep with Tali
http://s000.tinyuplo...929299947026727
Thanks. Seriously femshep + tali?
Best save spot is just before you enter the omega 4 relay. But I've got 5 saves now, 2 from here and 3 from another forum. Though the saves I make are during (yes during) the conversation just after it.Ahalazar wrote...
Okay, is there a way to skin ANY kind of movie? I had to waste 30 minutes to make the savegame Narf needed because guess what, you need to see Joker talk!!!
So, what commands/edits will allow us to skip convo/movies/bla bla bla at anytime, anywhere?
Also this is the end result of a moments whim
Someone post this in the tali thread
Modifié par NarfGarg, 01 mars 2010 - 08:01 .
#1794
Posté 01 mars 2010 - 08:02
I would like to try out your "No Death Veins" mod but I have no idea how to "install" it. Where am I supposed to place the file inside? Thanks in advance.
#1795
Posté 01 mars 2010 - 08:02
I would like to try out your "No Death Veins" mod but I have no idea how to "install" it. Where am I supposed to place the file inside? Thanks in advance.
#1796
Posté 01 mars 2010 - 08:04
#1797
Posté 01 mars 2010 - 08:24
NarfGarg wrote...
Oh. Hmm. Honestly I didn't even realize they had their own assault rifles. I'll have to look in to that.xxrufus7xx wrote...
I am already using that but it doesn't have the collector's assault rifles
that would be much appreciated thanks
#1798
Posté 01 mars 2010 - 08:34
Martanek wrote...
Sorry for DP:-).
You mean TP
The file is a .tpf file if I remember correctly, so you must use it with the Texmod program. Some, myself included, have serious framerate issues when using that, but you might be lucky.
EDIT: ah, sorry, answered the question for you BA7.
Modifié par cruc1al, 01 mars 2010 - 08:36 .
#1799
Posté 01 mars 2010 - 08:35
Martanek wrote...
BiancoAngelo7:
I would like to try out your "No Death Veins" mod but I have no idea how to "install" it. Where am I supposed to place the file inside? Thanks in advance.
To be able to run the texture mods we come up with you will need a program called "Texmod". You can get it here:
social.bioware.com/project/2015/
All easy to follow instructions and trouble shooting tips are included in the "Details" tab near the bottom. I hope this helps.
#1800
Posté 01 mars 2010 - 10:29
When I complete a playthrough and select the "New Game Plus" option, I am supposed to be able to carry over the upgrades I have gotten throughout the game. Unfortunately this is not the case. Either by mistake or devious purpose, currently in the game every time you start a new game plus you have to keep your upgrades checklist next to you so you dont miss any EVERY TIME you do a new game + and planet scan AGAIN for EVERYTHING.
So my request is this:
Can someone please find a way to make either all upgrades or at least those that apply to everything except the ship persistent?
This would make it infinitely more enjoyable to play new game plus, not to mention actually give me a reason to actually START a new game plus.
Again, I dont mind if my ship upgrades carry over, just as long as all of the other weapon/armor/biotics etc upgrades carry over on a new game + as well.
I would love to know that while Im hard at work finishing up more texture mods that others are trying to make this a reality. Especially given the nature of the change, i would assume it shouldnt be too hard.
Pretty pretty please with a cherry on top? :innocent:
Modifié par BiancoAngelo7, 01 mars 2010 - 10:30 .




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