Thanks for this. The grape soda filter was one of the more perplexing design decisions, made everything look more dull and washed out than they had to be.
If you try to install this manually, that's probably why. That's why it says to use the Mod Manager, because it has checks to ensure you don't improperly install the file (which what you described is a symptom of).
Would you mind helping a modder out? I'm curious what objects inside of BIOC_Materials.u actually make up the vignette overlay... Like what objects did you remove or change to get to your particular effect? Asking as I wanted to examine the object to see whether the HDR and color effects could be restored.
Also I am very curious how you accomplished the act of removing the effect object from the BIOC_Materials.u as I cannot find anything to truly decompile/recompile these files with!
I used ME3Explorer - ME3Tweaks Fork. I have no idea about HDR but since this game was made in 2008 I wouldn't expect them to have anything like that kind of stuff supported.
Overlay is a material that is rendered as part of the post processing chain
There is definitely an HDR (or HDR-like) component in the overlay that the Vignette is also in. I have a bunch of screenshots, some with the vignette turned on, and others with your mod installed. When comparing them using layers visibility in GIMP and Photoshop, is can be easily seen that the luminous areas in the frames with Vignette have a boosted dynamic range. It is a subtler effect than other games of it's era possess (Oblivion), but it's definitely there (at least it definitely is at the Start Screen).
Also, can you remember the specific Object Name of the overlay as it appears in ME3Explorer? I can find some of the things in the PostProcessChain, but can't figure out which one is responsible for the VIgnette.
BTW, I did not realize there was a fork of ME3Explorer, that is some nice work! I was using the old one up until you mentioned that. What an improvement yours is!
Using the compare feature in the tools menu of Package Editor (WPF) you can compare two packages. I am not sure the exact thing but that sounds correct. You can get much newer builds of the toolset from the discord server, we have made a lot of advances in the current nightly compared to even 4.0.1.
Thanks for the information, I was not aware of any of these developmental advances. I will check out that Discord server as soon as I get my system image rebuilt!
I'm replaying the Mass Effect Trilogy and I just want to thank you for this.I can't believe the difference this makes.MEUITM/a lot and this mod with Ultra settings on insanity as a Sentinel is like a different game.
First off, thanks for this. Never liked the vignette in any of the games, but especially ME1's version just because of that ridiculous blue tint.
The only issue I've noticed is an issue with the lightmaps in the Wards access corridor (the area in between elevators from the Presidium to the Wards.) The best I can tell though, it's probably a vanilla issue. These particular ones are tinted blue because the source is that color as well. But, with the blue tint gone, it becomes fairly obvious where the "grid" ends. It's tough to explain, but just think of it as blocks of blue on the floor spread out underneath where each light would be.
I'd provide one, but I've been having an issue with screenshots getting corrupted recently. The best way I can describe it is the stretch of floor in front of these lights is tinted blue (from the lightmaps) and are very obviously cutoff. If you can imagine blue rectangles placed sporadically in a tight area on the floor, you'd basically have the issue.
However, this is the only area in the game I've noticed this. Granted, many people don't even visit this area often, but I see it a fair amount since I actually take the elevators everywhere. But I don't have any conflicting textures or problems even to speak of, so I'd wager it's a vanilla issue that goes unnoticed with the tint.
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Overlay is a material that is rendered as part of the post processing chain
Also, can you remember the specific Object Name of the overlay as it appears in ME3Explorer? I can find some of the things in the PostProcessChain, but can't figure out which one is responsible for the VIgnette.
BTW, I did not realize there was a fork of ME3Explorer, that is some nice work! I was using the old one up until you mentioned that. What an improvement yours is!
The only issue I've noticed is an issue with the lightmaps in the Wards access corridor (the area in between elevators from the Presidium to the Wards.) The best I can tell though, it's probably a vanilla issue. These particular ones are tinted blue because the source is that color as well. But, with the blue tint gone, it becomes fairly obvious where the "grid" ends. It's tough to explain, but just think of it as blocks of blue on the floor spread out underneath where each light would be.
However, this is the only area in the game I've noticed this. Granted, many people don't even visit this area often, but I see it a fair amount since I actually take the elevators everywhere. But I don't have any conflicting textures or problems even to speak of, so I'd wager it's a vanilla issue that goes unnoticed with the tint.