I'm a full time Chemist (it's not my passion but it pays the bills) but I have modding to make me happy. I have bachelor's degrees in Biochemistry and Fine Art(the reason I like doing this type of mod):) I have always drawn(comics, video game art, and anime etc...) I love science fiction. I play a bit of guitar(blues and rock mostly). I practice+help teach Goju Karate as a 1st degree black belt. I like having hobbies. My latest hobby is modding. The Mass Effect Updated/Improved Textures Mod is my first mod. I was inspired by JeanLuc's work on ME2 and the handful of ME1 textures he did. I wanted to give ME1 the graphics it deserves and seeing his work showed me it was more than possible. I am new to modding and very much still learning, open to suggestions/constructive criticism. I also will tackle requests to the best of my ability. I am happy to be a part of and share my work with the modding community :)

Comment History  (90 - 120 of 690)
CDAMJC
CDAMJC Mar 23 2014, 1:10pm says:

I just uploaded fixed versions of the new mod, apparently the chairs on the normandy had the black texture glitch and I missed it on in my initial testing. Now I have corrected the issue by compiling a new mod with a newer version of MEExplorer to which also helped with stability issues.

Also one setting in the bioengine.ini that really helped hitching is:

[TextureStreaming]
PoolSize=2048

Also ultimate shadow settings which may hurt performance (I didn't notice a hit, but my rig is overkill):

ShadowFilterRadius=5
DepthBias=.008
MinShadowResolution=16
MaxShadowResolution=4096

ShadowFilterQualityBias=4 (can go up to 8 but I couldn't notice a difference after 4)

So I played with the values and explored what other games were doing, particularly Batman Arkham City where the "16" came from
also the last setting makes the best difference to smooth out shadows.

Remember to clear shader cache after installing the mod to remove the "dot" shadow effect.

So feel free to play with these settings but this is what I am currently using and find it a good compromise between realistic shadows and "glitchy shadows"

+1 vote     download: M.E.U.I.T.M. Readme and Troubleshooting
CDAMJC
CDAMJC Mar 23 2014, 1:09pm says:

I just uploaded fixed versions of the new mod, apparently the chairs on the normandy had the black texture glitch and I missed it on in my initial testing. Now I have corrected the issue by compiling a new mod with a newer version of MEExplorer to which also helped with stability issues.

Also one setting in the bioengine.ini that really helped hitching is:

[TextureStreaming]
PoolSize=2048

Also ultimate shadow settings which may hurt performance (I didn't notice a hit, but my rig is overkill):

ShadowFilterRadius=5
DepthBias=.008
MinShadowResolution=16
MaxShadowResolution=4096

ShadowFilterQualityBias=4 (can go up to 8 but I couldn't notice a difference after 4)

So I played with the values and explored what other games were doing, particularly Batman Arkham City where the "16" came from
also the last setting makes the best difference to smooth out shadows.

Remember to clear shader cache after installing the mod to remove the "dot" shadow effect.

So feel free to play with these settings but this is what I am currently using and find it a good compromise between realistic shadows and "glitchy shadows"

+2 votes     download: M.E.U.I.T.M. part 7
CDAMJC
CDAMJC Mar 23 2014, 1:09pm says:

I just uploaded fixed versions of the new mod, apparently the chairs on the normandy had the black texture glitch and I missed it on in my initial testing. Now I have corrected the issue by compiling a new mod with a newer version of MEExplorer to which also helped with stability issues.

Also one setting in the bioengine.ini that really helped hitching is:

[TextureStreaming]
PoolSize=2048

Also ultimate shadow settings which may hurt performance (I didn't notice a hit, but my rig is overkill):

ShadowFilterRadius=5
DepthBias=.008
MinShadowResolution=16
MaxShadowResolution=4096

ShadowFilterQualityBias=4 (can go up to 8 but I couldn't notice a difference after 4)

So I played with the values and explored what other games were doing, particularly Batman Arkham City where the "16" came from
also the last setting makes the best difference to smooth out shadows.

Remember to clear shader cache after installing the mod to remove the "dot" shadow effect.

So feel free to play with these settings but this is what I am currently using and find it a good compromise between realistic shadows and "glitchy shadows"

+2 votes     download: M.E.U.I.T.M. part 6
CDAMJC
CDAMJC Mar 23 2014, 1:09pm says:

I just uploaded fixed versions of the new mod, apparently the chairs on the normandy had the black texture glitch and I missed it on in my initial testing. Now I have corrected the issue by compiling a new mod with a newer version of MEExplorer to which also helped with stability issues.

Also one setting in the bioengine.ini that really helped hitching is:

[TextureStreaming]
PoolSize=2048

Also ultimate shadow settings which may hurt performance (I didn't notice a hit, but my rig is overkill):

ShadowFilterRadius=5
DepthBias=.008
MinShadowResolution=16
MaxShadowResolution=4096

ShadowFilterQualityBias=4 (can go up to 8 but I couldn't notice a difference after 4)

So I played with the values and explored what other games were doing, particularly Batman Arkham City where the "16" came from
also the last setting makes the best difference to smooth out shadows.

Remember to clear shader cache after installing the mod to remove the "dot" shadow effect.

So feel free to play with these settings but this is what I am currently using and find it a good compromise between realistic shadows and "glitchy shadows"

+2 votes     download: M.E.U.I.T.M. part 5
CDAMJC
CDAMJC Mar 23 2014, 1:09pm says:

I just uploaded fixed versions of the new mod, apparently the chairs on the normandy had the black texture glitch and I missed it on in my initial testing. Now I have corrected the issue by compiling a new mod with a newer version of MEExplorer to which also helped with stability issues.

Also one setting in the bioengine.ini that really helped hitching is:

[TextureStreaming]
PoolSize=2048

Also ultimate shadow settings which may hurt performance (I didn't notice a hit, but my rig is overkill):

ShadowFilterRadius=5
DepthBias=.008
MinShadowResolution=16
MaxShadowResolution=4096

ShadowFilterQualityBias=4 (can go up to 8 but I couldn't notice a difference after 4)

So I played with the values and explored what other games were doing, particularly Batman Arkham City where the "16" came from
also the last setting makes the best difference to smooth out shadows.

Remember to clear shader cache after installing the mod to remove the "dot" shadow effect.

So feel free to play with these settings but this is what I am currently using and find it a good compromise between realistic shadows and "glitchy shadows"

+2 votes     download: M.E.U.I.T.M. part 4
CDAMJC
CDAMJC Mar 23 2014, 1:09pm says:

I just uploaded fixed versions of the new mod, apparently the chairs on the normandy had the black texture glitch and I missed it on in my initial testing. Now I have corrected the issue by compiling a new mod with a newer version of MEExplorer to which also helped with stability issues.

Also one setting in the bioengine.ini that really helped hitching is:

[TextureStreaming]
PoolSize=2048

Also ultimate shadow settings which may hurt performance (I didn't notice a hit, but my rig is overkill):

ShadowFilterRadius=5
DepthBias=.008
MinShadowResolution=16
MaxShadowResolution=4096

ShadowFilterQualityBias=4 (can go up to 8 but I couldn't notice a difference after 4)

So I played with the values and explored what other games were doing, particularly Batman Arkham City where the "16" came from
also the last setting makes the best difference to smooth out shadows.

Remember to clear shader cache after installing the mod to remove the "dot" shadow effect.

So feel free to play with these settings but this is what I am currently using and find it a good compromise between realistic shadows and "glitchy shadows"

+3 votes     download: M.E.U.I.T.M. part 3
CDAMJC
CDAMJC Mar 23 2014, 1:08pm says:

I just uploaded fixed versions of the new mod, apparently the chairs on the normandy had the black texture glitch and I missed it on in my initial testing. Now I have corrected the issue by compiling a new mod with a newer version of MEExplorer to which also helped with stability issues.

Also one setting in the bioengine.ini that really helped hitching is:

[TextureStreaming]
PoolSize=2048

Also ultimate shadow settings which may hurt performance (I didn't notice a hit, but my rig is overkill):

ShadowFilterRadius=5
DepthBias=.008
MinShadowResolution=16
MaxShadowResolution=4096

ShadowFilterQualityBias=4 (can go up to 8 but I couldn't notice a difference after 4)

So I played with the values and explored what other games were doing, particularly Batman Arkham City where the "16" came from
also the last setting makes the best difference to smooth out shadows.

Remember to clear shader cache after installing the mod to remove the "dot" shadow effect.

So feel free to play with these settings but this is what I am currently using and find it a good compromise between realistic shadows and "glitchy shadows"

+2 votes     download: M.E.U.I.T.M. part 2
CDAMJC
CDAMJC Mar 23 2014, 1:08pm says:

I just uploaded fixed versions of the new mod, apparently the chairs on the normandy had the black texture glitch and I missed it on in my initial testing. Now I have corrected the issue by compiling a new mod with a newer version of MEExplorer to which also helped with stability issues.

Also one setting in the bioengine.ini that really helped hitching is:

[TextureStreaming]
PoolSize=2048

Also ultimate shadow settings which may hurt performance (I didn't notice a hit, but my rig is overkill):

ShadowFilterRadius=5
DepthBias=.008
MinShadowResolution=16
MaxShadowResolution=4096

ShadowFilterQualityBias=4 (can go up to 8 but I couldn't notice a difference after 4)

So I played with the values and explored what other games were doing, particularly Batman Arkham City where the "16" came from
also the last setting makes the best difference to smooth out shadows.

Remember to clear shader cache after installing the mod to remove the "dot" shadow effect.

So feel free to play with these settings but this is what I am currently using and find it a good compromise between realistic shadows and "glitchy shadows"

+3 votes     download: M.E.U.I.T.M. part 1
CDAMJC
CDAMJC Mar 23 2014, 1:06pm says:

I just uploaded fixed versions of the new mod, apparently the chairs on the normandy had the black texture glitch and I missed it on in my initial testing. Now I have corrected the issue by compiling a new mod with a newer version of MEExplorer to which also helped with stability issues.

Also one setting in the bioengine.ini that really helped hitching is:

[TextureStreaming]
PoolSize=2048

Also ultimate shadow settings which may hurt performance (I didn't notice a hit, but my rig is overkill):

ShadowFilterRadius=5
DepthBias=.008
MinShadowResolution=16
MaxShadowResolution=4096

ShadowFilterQualityBias=4 (can go up to 8 but I couldn't notice a difference after 4)

So I played with the values and explored what other games were doing, particularly Batman Arkham City where the "16" came from
also the last setting makes the best difference to smooth out shadows.

Remember to clear shader cache after installing the mod to remove the "dot" shadow effect.

So feel free to play with these settings but this is what I am currently using and find it a good compromise between realistic shadows and "glitchy shadows"

+1 vote     download: MEUITM (.mods and .tpfs) torrent 060214
CDAMJC
CDAMJC Mar 23 2014, 1:05pm says:

I just uploaded fixed versions of the new mod, apparently the chairs on the normandy had the black texture glitch and I missed it on in my initial testing. Now I have corrected the issue by compiling a new mod with a newer version of MEExplorer to which also helped with stability issues.

Also one setting in the bioengine.ini that really helped hitching is:

[TextureStreaming]
PoolSize=2048

Also ultimate shadow settings which may hurt performance (I didn't notice a hit, but my rig is overkill):

ShadowFilterRadius=5
DepthBias=.008
MinShadowResolution=16
MaxShadowResolution=4096

ShadowFilterQualityBias=4 (can go up to 8 but I couldn't notice a difference after 4)

So I played with the values and explored what other games were doing, particularly Batman Arkham City where the "16" came from
also the last setting makes the best difference to smooth out shadows.

Remember to clear shader cache after installing the mod to remove the "dot" shadow effect.

So feel free to play with these settings but this is what I am currently using and find it a good compromise between realistic shadows and "glitchy shadows"

+3 votes     mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 23 2014, 11:58am replied:

everything you need should be in the readme

+2 votes     mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 23 2014, 11:58am replied:

Without system specs there is no way to troubleshoot, either you are experiencing the infamous Mass Effect sound issues which have nothing to do with this mod, or its too much for your specs to handle, I suspect the first. I think the following page has sound fixes for your problem: Forums.steampowered.com

+2 votes     mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 23 2014, 11:56am replied:

eventually though this has taken over 2 years lol.

+3 votes     mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 22 2014, 9:09pm says:

I have a fix in the works for the chairs as well as overall mod stability. I am rebuilding the installer now and I will upload when it's ready along with "hopefully" more compatible .mods.

Sorry for the few bugs, it seems to happen every initial release, but thanks for reporting them so quickly because with that I can get the fixes underway as fast as possible.

+5 votes     mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 22 2014, 2:57am replied:

I will attempt to upload a fix for the chairs this weekend.

+1 vote     mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 22 2014, 2:00am replied:

This is in the file description and the readme please read one. It's only in the menu in game everything will be fine.

+2 votes     mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 21 2014, 12:55pm replied:

also I am finding the tpfs and possibly .mods may be version specific because my hashes now differ from when I built the tpfs but it may be a glitch in MEExplorer I'll update more this weekend once I've dug deeper.

+1 vote     mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 21 2014, 12:54pm replied:

okay maybe not definitely I just tried and MEExplorer says it can't find any of the files, so I manually searched and they are there, but I think I may need to scan my files tree because the chair hashes for both the diff and the norm are both 0x00000000 and in texmod you can build a tpf with 2 files with the same hash names it just ignores them, so...I will have to fiddle around this weekend to find out why this is happening. The only fix for now is to extract the tpf with tpf extract "google" and the manually replace the chair files, I am seeing 4 instances all with the hash name 0x00000000 so you need to replace each of them with the appropriate file from the extracted tpf to fix the chair.

+1 vote     mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 21 2014, 11:53am replied:

Warning Note: Texmod will explode if you try to uses all of the tpfs or even a lot of the tpfs, it can't handle that many 4k textures, you are much better off learning to perma-mod with ME3Explorer or just using the installer.

+1 vote     mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 21 2014, 11:51am replied:

Nvidia really messed up the AO in Mass Effect a few drivers back they use HBAO+ now before they used SSAO so though high quality looks good most of the time sometimes in dialogue it really can mess up faces by being so strong it reveals all of the triangles in the mesh, people have reported this to nvidia so they may fix it in a new driver release, or they may not. For now I have just recently taken to shutting it off because of the faces issues, but also the flicker in certain scenes is really driving me nuts.

+1 vote     mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 20 2014, 9:16pm replied:

May be possible, but it is a lighting engine miscalculation caused by AMD CPUs not supporting their old instruction sets that Mass effect uses because Mass Effect is old. An Intel chip would fix the issue or maybe a newer AMD chip just not the FX "bulldozer brands" To fix the coding I'm not sure what would need to be done, but I think it would take a professional coder which I am definitely not. So the quickest way to see a fix is most likely the next time you upgrade go non bulldozer cpu. This is definitely something that cannot be fixed with models or texturing, its a an instruction set thing which is way out of my league.

+2 votes     media: More updates
CDAMJC
CDAMJC Mar 20 2014, 8:49pm replied:

the .mod to install is the Normandy.mod just for clarification, that is the .mod that contains the chair texture.

+1 vote     mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 20 2014, 8:42pm replied:

you can definitely fix it with the .mod it may require the no render and mip map fix, but's its possible it was just a bad take, so I would try installing the .mods 3 times in a row, then go in game and see if the glitch is gone. If not apply the 2 fixes and check again it should definitely show properly after that.

+1 vote     mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 20 2014, 5:52pm replied:

Did you use the installer or .mods? to mod the files initially?

+1 vote     mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 20 2014, 5:50pm replied:

hmm... I'll check it out tonight it's possible I missed the glitch in testing which is a BUMMER because I have to rebuild the entire installer for one texture, but...for now you can use the .mod of the Normandy textures to re-install just that with MEExplorer without re-installing the entire mod, if you have downloaded the .mod pack. I will update when I nkow more about the issue.

+1 vote     mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 19 2014, 4:54pm replied:

Thanks I love your avatar one of my favorite series ever! I wish they would make more.

+1 vote     mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 18 2014, 3:30pm replied:

Sure I'll upload when I get home, in the meantime you could save the image from this site, it's identical except it mentions the mod where as the splash just says Mass Effect.

+1 vote     mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 18 2014, 1:56pm replied:

I added this info in the description of the download for .mods and .tpfs

+1 vote     mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 18 2014, 1:32pm replied:

Be careful with .mods the are a real pain with ME1 not as simple as ME3. Rebuilding .mods is fine(that's why I included the tpfs) however, there are a few .mods that contain fixes to remove graphical glitches and if you rebuild those without applying the same fixes manually those glitches (black textures, glitched normal maps, and extremely low lods). They will show up again and I really dont want to troubleshoot that. So here are some pre-troubleshooting tips:

1)Make sure you are using the latest version of ME3Explorer through svn not the sourceforge version

2)Make sure you have created a fresh version of the file tree

3)Install each .mod 2 to 3 times, that's what I did to make sure the changes took in all scenes( think of scenes directly as .sfm files in the cooked pc folder) ME1 uses multiple scenes to store the same textures which is a huge waste of space and allows for MEExplorer so fail replaceing small percentages which can cause glitches.

4)Be prepared to spend 5-6 hours doing this then testing the game for glitches this if you are trying to build the entire mod (that's how long it took once I had everything ready to start installing.

5) go here Me3explorer.freeforums.org for support with .mods as I will not because it would be a full time job I built the installer so people wouldn't have to go through what I did. Though I utterly appreciate and am grateful for MEExplorer it is not easy or particularly user friendly and takes some serious familiarizing and patience to use effectively.

6)Good luck !

+2 votes     mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 17 2014, 7:25pm replied:

ball parks: clothing 70-80%, armors 10%, weapons 0%, environment 5%, vehicles 60%, character faces/heads 90%, hologram personnel 50%, holograms omni tool and interfaces etc...0%. So there is a lot to do still but I am pretty happy with what has been covered. I eventually plan to get to at least the most popular armors, holograms, and finish NPC clothes and heads. Then maybe more who knows, we'll see how much the old ME1 engine can handle.

+2 votes     media: More updates
Level
53%
Wanted!
22
Avatar
Avatar
Offline Since
Aug 30, 2014
Country
United States United States
Gender
Male
Member Watch
Track this member
Comment Statistics
Posts per day
0.7
Members
1
Mods
655
Articles
10
Media
130
Downloads
261