valmeta / texmod

Automatically exported from code.google.com/p/texmod
0 stars 0 forks source link

Mass Effect 3 no ingame textures replaced #19

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
1. Run the game in the same way texmod is run like described in this link 
http://social.bioware.com/forum/1/topic/323/index/9735492/1
2. Add tpf files and update. 

What is the expected output? What do you see instead?
It is expected that the textures are replaced but they are not.

What version of the product are you using? On what operating system?
r44 and r53 on windows 7.

Please provide any additional information below.
It might be similar to the issue with Mass Effect 2 described here: 
http://code.google.com/p/texmod/issues/detail?id=4

Original issue reported on code.google.com by errorshh...@gmail.com on 28 Aug 2012 at 6:53

GoogleCodeExporter commented 8 years ago
Try this: 
1. Launch game with Umod (Main->Start game with Umod)
2. After game was launched alt-tab to umod and add all the textures that you 
want
3. Right click on that list of added textures and tick "Support-tpf-mods"
4. Save this template and set is as default template
5. Exit the game
6. Now you can use standard TexMod procedure (i.e. renaming ME3.exe and 
uMod.exe)
7. Launch game with Umod (Main->Start game with Umod)
7.1. All your textures should be there =)
7.2. When you want to add more textures just edit the saved template

Original comment by qwerty.t...@gmail.com on 7 Sep 2012 at 6:20

GoogleCodeExporter commented 8 years ago
hmm when I:
3. Right click on that list of added textures and tick "Support-tpf-mods"

Support-TPF-mods is greyed out.

Original comment by inbou...@lugovsky.com on 13 Sep 2012 at 2:52

GoogleCodeExporter commented 8 years ago
Thanks for that process it has worked for me.

The only problem I have now is that the the performance is much worse than 
texmod. For example, it seems to pause for a few seconds every time a new 
texture is loaded ingame. I'm loading about 700mb worth (I had to use this: 
http://www.techpowerup.com/forums/showthread.php?t=112556 on the exe otherwise 
it would crash because it was out of memory).

Is this something to do with the hashing algorithm used (I think it is 
mentioned in other issue threads)?

Original comment by errorshh...@gmail.com on 15 Sep 2012 at 12:15

GoogleCodeExporter commented 8 years ago
Ya, sadly enough, the new method that uMod uses may actually decrease 
performance in some games (ME3 being one of those). New hashing algorithm might 
decrease the impact on the performance, but all the texture mods should be 
remade with new algorithm to make it work (and I doubt that a lot of modders 
will bother -_-).

Original comment by qwerty.t...@gmail.com on 16 Sep 2012 at 4:07

GoogleCodeExporter commented 8 years ago
The performance issue has nothing to do with the new or old hashing algorithm. 
In contrast to texmod uMod calculate the hash only once but it was not accurate 
enough to estimate the hash at the correct time point (so the hash might be 
wrong, because the textures could have changed after the hash was calculated). 
The new version fixed these problems, but the calculation of the hash is 
triggered now to often -> bad performance. I have fixed this on my working 
copy, but I don't have enough time to check this version enough to upload it 
right now.

New hashing algorithm: Texmod has a bug in the hashing algorithm (this also 
cause the flickering of the texture or the false replacement of textures). But 
if I fix this bug, all hashes will change, although using the same hashing 
algorithm. Thus it does not matter if changing to a new hashing algorithm or 
not. The new algorithm produces 64 bit hashes and thus reduce false positive 
matches. If modders will use the new mod format with grouping function, they 
anyway can't support tpf-mods and thus there is also no need to support the 
production of tpf mods.

BTW: uMod still supports the use of tpf-mods. Thus nobody needs to rehash any 
old tpf mod.

Original comment by c...@koerner-de.net on 20 Sep 2012 at 3:03

GoogleCodeExporter commented 8 years ago
OK, I look forward for your new release to test the performance.

Thanks

Original comment by errorshh...@gmail.com on 21 Sep 2012 at 8:28

GoogleCodeExporter commented 8 years ago
Hi, have you got that new version that has the fix? "fixed this on my working 
copy"

Would you be able to upload it?

Thanks

Original comment by errorshh...@gmail.com on 14 Oct 2012 at 1:41

GoogleCodeExporter commented 8 years ago
sorry, some things goes very strange at the moment in my life. I don't have 
time for any thing. I even did not play GW2 for one week. I LOVE THIS GAME and 
I have waited for it since 2007.

In the working copy this problem is fixed, but the code is not in a status good 
enough to upload it. Some things has to be done before someone else can use it.

So the next version of uMod must wait.

Original comment by c...@koerner-de.net on 16 Oct 2012 at 6:24

GoogleCodeExporter commented 8 years ago
Sorry if you don't have any time still, but I would like to ask if anything has 
progressed with uMod lately?

If you would like some help testing it, I would be willing to help.

Thanks again

Original comment by errorshh...@gmail.com on 19 Nov 2012 at 5:37

GoogleCodeExporter commented 8 years ago
Y

Original comment by fastb...@gmail.com on 3 Nov 2014 at 3:08