No, it's unlikely I'll revisit the Mattock. In theory you could extract and alter these textures for personal use yourself. Take the flames version, recolour the diffuse, clear the tintmap channel that has the flames on it (which should disable the built in colour overlay effect for that particular weapon mod).
Hey, Im not seeing the original HR version anywhere in the downloads. I am only seeing the 2 grey colored ones. One with the flames, and one without. (V1 and V2). I was hoping you had the regular colored version but the RAR file only comes with 2 versions. There should be 3 versions, right? The regular colored HD version, the V1 grey with flames, and the V2 grey without flames.
No there's with flames and without (vanilla colouring). Any other colour variations in the gallery for the Mattock (or any of the guns) comes from the type and version of weapon mods used on the gun itself, ingame. The flames only get applied when you use a weapon mod that would colour the weapon, the tintmap for that overlay has been altered.
I hesitated to post this as I'm unsure if you are still checking it (or wish to be bothered with something you created so long ago), but the M96 Mattock mod is throwing up MIPS errors in ME3Explorer and will not install. I've tried running the Autofix, but it fails. All of the other weapon mods here have installed perfectly - it's just this one. I'm running Windows 8 and ME3Explorer rev717. Suggestions? I have read most of your tutorials, and from what I read (and please correct me if I'm wrong as I only started looking at mods for ME3 a few days ago) the problem has to be corrected with Photoshop by editing the texture maps. I unfortunately think that is beyond my ability at the moment. I suppose leaving off *one* little weapon mod won't impact my play experience that much, but I do very much enjoy your mods (I have quite a few) and the enhanced visual experience. Thanks for all the work you put into them and I'd appreciate any help or suggestions you can offer.
The problem should be corrected by the toolset's autofix function, but the current beta release is just wonky and they broke autofix a couple of revisions back afaik. I stopped fixing the MIPs issues ages ago after I spent time regenerating mods with and without everytime the toolset recognized the textures differently (good example are the squadmate loadout icons on my HR outfit retextures). I don't have the time to provide that kind of active support anymore nowadays I'm afraid.
I'd suggest you try the latest stable instead of rev717. Afaik that's still 653 on SF, but I could be mistaken. I've been out of the loop for months. That or the last version that still had a working autofix, but god knows which that is lol. Sorry, I'm not very helpful am I =/
Anyways, if you know anything about extracting TPFs / creating TPFs you can extract my files, open the problem texture in photoshop (with the nvidia DDS plugin) then save it again as either DXT1 or DXT5 (whichever it was initially) and on the export window make sure generate MipMaps is either turned on or turned off (whichever TPF Tools is indicating you need). Then repackage the TPF and try again.
Glad you like my stuff though! If I had more time, I'd fix it for you but I've recently had a baby and I've just been out of it. I don't have the time to myself anymore.
Thanks. And no worries at all! I completely understand the concept of kid aggro and I appreciate you taking the time to respond. If it wasn't for your many well written tutorials I doubt I ever would have gotten as far into the modding process as I did, so I must say that I have found you very helpful. I will try your advice and give the TPF fix in Photoshop a go when I am feeling ambitious (and well caffeinated). For now I am running the mod through Texmod without issue. SF does still have 653 as the latest stable, but I installed *a lot* of mods with 717 and only ran across MIPS issues with 3 of them. Thus I'd rather try the Photoshop fix with those 3 instead of switching revisions (as my tree was built with 717 and so far the game is running smoothly). Thanks again for the reply and congratulations on your recent family addition.
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Yes I can. The Javelin is in a dire state, I've started working on it for you just now.
In theory you could extract and alter these textures for personal use yourself. Take the flames version, recolour the diffuse, clear the tintmap channel that has the flames on it (which should disable the built in colour overlay effect for that particular weapon mod).
I suppose leaving off *one* little weapon mod won't impact my play experience that much, but I do very much enjoy your mods (I have quite a few) and the enhanced visual experience. Thanks for all the work you put into them and I'd appreciate any help or suggestions you can offer.
I'd suggest you try the latest stable instead of rev717. Afaik that's still 653 on SF, but I could be mistaken. I've been out of the loop for months. That or the last version that still had a working autofix, but god knows which that is lol. Sorry, I'm not very helpful am I =/
Anyways, if you know anything about extracting TPFs / creating TPFs you can extract my files, open the problem texture in photoshop (with the nvidia DDS plugin) then save it again as either DXT1 or DXT5 (whichever it was initially) and on the export window make sure generate MipMaps is either turned on or turned off (whichever TPF Tools is indicating you need). Then repackage the TPF and try again.
Glad you like my stuff though! If I had more time, I'd fix it for you but I've recently had a baby and I've just been out of it. I don't have the time to myself anymore.
I will try your advice and give the TPF fix in Photoshop a go when I am feeling ambitious (and well caffeinated). For now I am running the mod through Texmod without issue. SF does still have 653 as the latest stable, but I installed *a lot* of mods with 717 and only ran across MIPS issues with 3 of them. Thus I'd rather try the Photoshop fix with those 3 instead of switching revisions (as my tree was built with 717 and so far the game is running smoothly).
Thanks again for the reply and congratulations on your recent family addition.
Can you use your HR Weapons mod with this mod: HD Weapon Mods mod http://www.nexusmods.com/masseffect3/mods/190/?
Please let us know.