Texture Mods And How to Use Them
#251
Posté 28 février 2010 - 07:25
for the normal map, U can't extract them but you can get the code so create a new one (and name it with the code) and textmod will remplace it ingame
#252
Posté 28 février 2010 - 07:34
BiancoAngelo7 wrote...
Update:
I have completed a request for a fixed skin of the military beret. Here it is:
So far I have only made a black version. Depending on time I will also release other colors.
social.bioware.com/project/2150/#files
Enjoy:)
Instructions on how to activate the beret:
Open your ini and search for
"HelmetAppearances="
go to the one that says Id=4 and replace that entire line with:
HelmetAppearances=(Id=4,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_HMM_HIR_PRO_R.Beret.HMM_HAT_Brt_MDL",Female="BIOG_HMM_HIR_PRO_R.Beret.HMM_HAT_Brt_MDL"),GameEffects=("SFXGame.SFXGameEffect_Gear_StabilizationGauntlets","SFXGame.SFXGameEffect_Gear_DeathMask","SFXGame.SFXGameEffect_Gear_Visor"),PlotFlag=-1)
This will replace the death mask with a military beret.
Thx! Waiting for the original color version
I don't know if I'm right, but there's no need to replace the Death Mask. Just put "Id=5" instead of 4, and it should work. If that's only a replacement of the original file, it certainly will work..
#253
Posté 28 février 2010 - 07:42
Ekees wrote...
Close to giving up... seems that making the face-glass both opaque AND dark is not trivial.
I've been juggling so many textures in and out of the game that Shepard went and got himself sick.
Kinda looks like Shepard sneezed....Awesome
#254
Posté 28 février 2010 - 07:44
Yeah I realized my mistake and have edited all posts and the project itself to include correct instructions for adding the beret without replacing the death mask.
#255
Posté 28 février 2010 - 07:44
#256
Posté 28 février 2010 - 08:08
El_Chala_Legalizado wrote...
mmm that's bad, but i like that effect maybe with different colours it can be used for the tech armor
hey is possible to put solid textures? if you can, try to put iron man's mask or somethig like that, because the visor is really ugly, same as cerberus.
Hmm... not a bad idea! Once we cleaned the puke out of the respirator, I gave it another two tries:

In both cases, it looks like the plastic wrap from the factory is still stuck on the mask and it has some heavy distortion.
I never thought Shepard to be the type that keeps colorless plastic covers on his living room furniture like my grandma, so this definately needs to be fixed.
#257
Posté 28 février 2010 - 08:20
BiancoAngelo7 wrote...
@Gladiator2
Yeah I realized my mistake and have edited all posts and the project itself to include correct instructions for adding the beret without replacing the death mask.
Thx again.
BTW, have you managed to fix the default red beret? Do you mind if I ask what was causing those black random spots? (meshes? texture? normal map problem?).
If you want me to betatest it, I wouldn't mind (I have a pretty long betatesting experience from The Elder Scrolls III & IV mods).
#258
Posté 28 février 2010 - 09:12
no prob, I am currently attempting to fix the issue with the default beret. The problem is that Shep was never meant to wear the cap, so the textures from his HEAD actually glitch into the beret. >:| Stupid Shepard...
But I am working on a way to fix it, and I appreciate your offer, but Im pretty sure there wont be any need for beta testing, it will be a relatively small fix after all.
#259
Posté 28 février 2010 - 09:37
BiancoAngelo7 wrote...
@Gladiator2
no prob, I am currently attempting to fix the issue with the default beret. The problem is that Shep was never meant to wear the cap, so the textures from his HEAD actually glitch into the beret. >:| Stupid Shepard...
But I am working on a way to fix it, and I appreciate your offer, but Im pretty sure there wont be any need for beta testing, it will be a relatively small fix after all.
Ahh, good ol' clipping. I thought about that, too.
Thx for the fixing. I'm decent at identifying problems, but not so good at fixing them. I've a bit of experience with NifSkope and little else
#260
Posté 28 février 2010 - 09:41
#261
Posté 28 février 2010 - 09:42
Here's how to get normal maps, it's a little more work to extract it, but still easy enough.
I like to make a new texmod.log, make sure 'Draw Control and Texture Info' is disabled for TexMod, find the normal, extract it to add its information to the .log file, and then use printscreen to actually copy and paste the normal maps itself.
Luckily, Bioware doesn't seem to store any info on the alpha channel of the normal map, so nothing is lost by just using printscreen.
Hope that helps.
Modifié par Insertnameioo, 28 février 2010 - 09:42 .
#262
Posté 28 février 2010 - 10:42


Download link and group link: social.bioware.com/project/2060/#files (project)
social.bioware.com/group/1547/#projects (group)
Enjoy :innocent:
#263
Posté 01 mars 2010 - 05:09


social.bioware.com/project/2121/#files
#264
Posté 01 mars 2010 - 11:26
Wow that was fast! and it looks really good congratulations!
#265
Posté 01 mars 2010 - 03:01
Ekees wrote...
El_Chala_Legalizado wrote...
mmm that's bad, but i like that effect maybe with different colours it can be used for the tech armor
hey is possible to put solid textures? if you can, try to put iron man's mask or somethig like that, because the visor is really ugly, same as cerberus.
Hmm... not a bad idea! Once we cleaned the puke out of the respirator, I gave it another two tries:
In both cases, it looks like the plastic wrap from the factory is still stuck on the mask and it has some heavy distortion.
I never thought Shepard to be the type that keeps colorless plastic covers on his living room furniture like my grandma, so this definately needs to be fixed.
jajajaja, ok that looks weird but the colour is nice! try to make it without the iron man face, but keep the visor's colour
(or something like that, i don know if I wrote it well...)
Modifié par El_Chala_Legalizado, 01 mars 2010 - 03:03 .
#266
Posté 01 mars 2010 - 03:01
The Alien, the Mutant, the Heretic."
Inquisitor Shepard mod (for download see my projects)
Mod compatible with any vanilla custom appearance.
#267
Posté 01 mars 2010 - 03:11
Hmmmmm would that also allow for femshep to wear the stripper outfit? Corrrect me if I'm wrong, but I believe Asari and Human outfits are interchangable?BiancoAngelo7 wrote...
Ok, Im going to be very careful not to break any forum rules, but I wanted to let you all know that I have started work on a "Nudity Mod" for all strippers in the game. I will do my best to make sure that it comes out as good as possible. Please refrain from morality rants. If you want it, good. If not, just as well.
#268
Posté 01 mars 2010 - 03:23
techpriest1 wrote...
"Who are the foes of the Emperor?
The Alien, the Mutant, the Heretic."
Inquisitor Shepard mod (for download see my projects)
Mod compatible with any vanilla custom appearance.
nice mod
#269
Posté 01 mars 2010 - 03:39
That looks sweet man haha. "Spece Mahrinez!..FOR THE EMPRAH!!"
#270
Posté 01 mars 2010 - 03:44
I have finished work on a personal project. This mod will effectively remove the red and black veins of death that appear every time Shep takes health damage. This will allow you to actually SEE whats happening when you get hit, as well as removing the sensation that you stumbled into a Call of Duty game. lol

Notice the health bar, as I tried to take a screen shot of my Shep dead, but it wouldnt work, dont know why. :/
Once applied you will be able to do this:

Relax your eyes I mean...not the girl....geez.
Download Link is in my profile or on our group page:
Link: social.bioware.com/project/2161/#details
Group: social.bioware.com/group/1547/#projects
Enjoy! :innocent:
#271
Posté 01 mars 2010 - 03:52
LOL. Well tought that mod fit well to any Renegade Shepard.BiancoAngelo7 wrote...
@techpriest
That looks sweet man haha. "Spece Mahrinez!..FOR THE EMPRAH!!"
#272
Posté 01 mars 2010 - 04:31
#273
Posté 01 mars 2010 - 05:17
Please understand that while your request is receiving attention, I must be fair to others who are waiting just like you for a request, and complete projects based on two very important things:
1) The order in which requests are received.
2) The amount of effort needed to complete a project.
On top of this, I have a job (I wish I got paid for these mods lol) and am completing a Master's Degree.
All of my current free time is dedicated to making mods for this game, so rest assured, that if there is a workable solution to the issue with the default color beret, I will do my best to find it. Your patience would be greatly appreciated.
#274
Posté 01 mars 2010 - 05:47
J/K, many thx man
#275
Posté 01 mars 2010 - 06:40
After much experimentation, unfortunately there is no way to resolve the clipping issue with the standard beret color. The only viable beret is the black one I made because it will effectively blend in with the hair. I am sorry this was not possible to achieve. I have also updated the original black beret project I released to fix an issue where previously it would cause Sheps head to be black in casual wear situations.





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