I was a full time Chemist for 7 years, now I am a Chem lab leader(it's not my passion but it pays the bills). I have modding to make me happy. I have a BS in Biochem 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 practiced and helped teach Goju Karate as a 1st degree black belt but work has since gotten in the way, I haven't been back for over a year:/ I like having hobbies. My latest hobby is modding. MEUITM was 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 still work on MEUITM. I also have done some texture mods for Dragon Age Origins and now I am working on Super Mario Galaxy 1 Dolphin HD texture mod started by Razius. I am happy to be a part of and share my work with the modding community.

Comment History  (210 - 240 of 767)
CDAMJC
CDAMJC Mar 10 2014, 12:07am replied:

If you've got the gpu juice use forced SSAA or SGSSAA to stop the flickering, the new version you wont have to do this.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 5 2014, 3:17pm replied:

The blinking is built into the models so you need to add white onto an alpha layer(black) to achieve it. It was meant to be there, but I think they removed them because the texture compression made them really ugly. Fortunately at 4096x4096 they hold up pretty well.

The omni tool I haven;t re-textured it's always animated and must be programmed into the model.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 5 2014, 11:34am replied:

Thanks it took soo long to setup and most people who comment seem to hate on it, I tried to make it as "foolproof" as possible though for a very small percentage of users it does crash...too many hardware configs out there. But I am hoping to fix this crash in the next one.

+3 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 5 2014, 11:32am replied:

Soon, though I had little time the past weekend I've been moving my grandmother, and I have to continue on Saturday so it's taking longer than expected, bust last night I got back to work on the so it should be soon but I'm not sure how this weekend is going to go...

+3 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 5 2014, 11:30am replied:

sounds like LAA issues try using CFF explorer instead many people have trouble getting LAA patcher to work probably because the program is a little confusing, also reinstalling the game will reset the flag back to 32-bit etc... CFF Explorer seems to avoid these problems. Also check out audio issues and try this fix:

""Saw this in another Post by krissgjeng:

"finally got it to work
found this on the bioware forum
seems to be a problem with openAL
Quote:
After searching a lot I found a way to solve the crashing black screen issue at startup of the game:
1) in /Mass Effect/Binaries locate the OpenAL32.dll and wrap_oal.dll files

2) Rename OpenAL32.dll to OpenAL32.bak

3) Rename wrap_oal.dll to OpenAL32.dll

4) Launch as Admin by using the MassEffect.exe

5) Enjoy

the problem with Vista is the OpenAL dll, which is a sound api. Vista and Windows 7 has split the sound API from directx thus causing some issues.

Now the game plays flawlessly!!!!!!! "

This addresses the audio issues I mention in the readme, so it's definitely worth a shot if you have applied LAA or CFF explorer's large address aware patches and are still getting frequent CTD's.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 3 2014, 5:45pm replied:

You can try cff explorer to apply LAA instead of LAA many people have trouble getting LAA patcher to work probably because the program is a little confusing, also reinstalling the game will reset the flag back to 32-bit etc... CFF Explorer seems to aviod these problems. Also thoroughly go through the readme for other various crash fixes. Lastly make sure you actually have more than 2 gigs of RAM in your system. Verifying files on steam will erase the mod and could cause crashes. My main guess is that LAA is not working for you though.

+4 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 25 2014, 1:39pm replied:

no, only save games affect dlc and the current version doesn't touch DLC textures at all. The next version includes DLC textures, but either version does not change access to dlc.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 25 2014, 3:09am replied:

drive(x):\Users\(username)\Documents\BioWare\Mass Effect\Config

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 21 2014, 1:27pm replied:

I accidentally deleted your reply, there were two of the same reply so I deleted one and they both disappeared :/

+2 votes   media: Mod Spotlight by CaptainShack from TheXpGamers
CDAMJC
CDAMJC Feb 21 2014, 10:54am replied:

Thanks, I forgot to mention that he miss spoke during the video. The total mod is about 13 GB total:)

+2 votes   media: Mod Spotlight by CaptainShack from TheXpGamers
CDAMJC
CDAMJC Feb 19 2014, 11:32am replied:

Nope it's ME1 only but some textures can be manually extracted and used in ME2 (I will do this later in another mod specifically for ME2 but I have more work with ME1), and Shepard's texture is not ME3's I had tried that last year as a test a lot of people didn't like it because it's too rugged for the first game and I agree. Instead I have created a custom shep texture that more detail using he real Vanderloo as a reference but keeps the feel of ME1 intact.

+4 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 17 2014, 12:56pm replied:

Very close hang in there.

+9 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 17 2014, 2:11am replied:

nope still more to do

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 16 2014, 8:47pm says:

Some progress:

Now all 6 Tali armor sets are done! I've been meaning to do this for a long time...finally done. Screenshots are in the images section.

+4 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 16 2014, 2:44pm replied:

That's great news but also not, because I want it to work for everyone but I'll post this in the forums thanks for letting me know.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 16 2014, 2:58am replied:

The installer plays a mass effect medley, maybe its conflicting with audio drivers. I use a native windows music dll but who knows maybe it's crashing it on some setups? Are you hearing sound during the install before the crash?

Try installing with audio/sound hardware disabled just in case.

Also try applying LAA to the installer, just in case it's a ram issue but this is a stretch, but it cant hurt to try.

+3 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 10 2014, 10:31pm replied:

cool looks like 670 and 770 should be A ok for SGSSAA

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 10 2014, 10:12pm replied:

it is coming :)

+4 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 6 2014, 7:54pm replied:

It's a nice thought but the truth is the consoles have 256mb for graphics ram, maybe 512mb I don't remember which, and there is just no way they could run the mod. If they could the textures wouldn't be bad in the first place, it was the compression applied to them to get them to run on the consoles and older PC video cards, that made the textures look so bad in the first place.

+2 votes   media: Final Saren done proper
CDAMJC
CDAMJC Feb 6 2014, 3:30am replied:

I am about 3/4's done compiling the new installer version, .mods, and fixed .tpfs, but I have been asked to fix textures (skin and teeth) and add the Geth so I can't give an exact date, I do all of this in my free time and work has been busy. I hope 1-2 weeks but for safeties sake assume 1 month.

As far as improvements to the old version I have finished so far:

I have fixed all femshep and Ash's teeth (they were miss aligned in the center and slightly yellow),
finished medium Turian Colossus armor properly,
removed a seam from Anderson's head, and whitened his teeth a bit,
overhauled Benzia (much more detail now).
Geth done,
Husks done,
Final Saren.
Nhilus Armor,

I still need to retouch the volus, and finish converting all of the textures into fixed tpfs, .mods, and the installer.

So there is still a ton of work.

+5 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 5 2014, 7:37pm says:

Okay I updated the face a bit added blood spatter from being shot, burn marks in the eye sockets and some discoloring that was in the original texture. Also toned down the pupils, but they are in the original texture, with some cracks on the eye and a burst effect out from the pupil so I cleaned them up, and shrank the pupils from my first attempt.

+1 vote   media: Final Saren done proper
CDAMJC
CDAMJC Feb 5 2014, 3:19pm replied:

No problem, SGSSAA is extremely taxing on performance. So with 4x 4x SGSSAA @1080p the game is being rendered at 4k resolution and then scaled down to fit the screen. You need 780 or better to get playable rates (which I know is ridiculous for an old game). In the next version you won't need it for the armors or femshep faces like you do now. I have added all the mips back in so the textures render normally. The trade off is during the character create menu the N7 textures will be very low res for medium and light femshep, and light male shep, but once in game all armors will show up properly and shimmering is virtually non existent. I don't know why the engine is so wonky but for now it's the best I could do.

There are a few exception textures: Garrus's, Wrex's, and Saren's faces had to be forced to full lod to render in all parts of the game. But they shimmer far less than the N7 armors...so hopefully people will be more pleased with this version.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 5 2014, 2:18pm replied:

hmm...I'll see what I can do with the face, I may make it, scarier, meaning dramatic and tortured/dead...lol I guess that's vague I'll update when I have something.

+1 vote   media: Final Saren done proper
CDAMJC
CDAMJC Feb 4 2014, 9:31pm replied:

"The Bulldozer cores support most of the instruction sets implemented by Intel processors available at its introduction (including SSE4.1, SSE4.2, AES, CLMUL, and AVX) as well as new instruction sets proposed by AMD; ABM, XOP, FMA4 and F16C"

So if we can tell Mass effect to use SSE instruction sets for the FX chips rather than the (removed from architecture) AMD 3D Now instruction sets, maybe the game won't have the glitch anymore. It's all just a theory but sounds plausible to me.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 4 2014, 9:22pm replied:

Yeah I have the issue documented and linked in the readme to the fix you are referring to, but I was responding to the idea of a permanent fix.

So view mode unlit fixes the problems but removes lighting, it must be a lighting calculation issue in the 3D NOW code. Maybe there is a way to force the Intel instruction sets on the FX processors (in other words trick the game into thinking its running on Intel)

On a bad note since it's probably in the lighting engine we can't really borrow anything from ME2 because the lighting engine was the major overhaul between games(why the game looks so damn good in comparison to 1).

I'll dig in the games files and see if I can find AMD specific files and if anything can be done with them.

Also there are lighting settings in the bioengine.ini perhaps playing with those could resolve the issue. I have a feeling though IQ could suffer as a result but it may be worth a shot.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 4 2014, 4:32pm replied:

lol no problem, it would have been funny.

That's a good idea, I just have no clue what part of the code to use.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 4 2014, 2:21am replied:

You cant really remove them directly, but the next version will fix the glitches

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 3 2014, 9:41pm replied:

Wow with the down votes that's a first for me here lol. I must have struck a nerve with a die hard AMDFX fan, sorry if I did, just paraphrasing what I have researched. The glitch is because ME uses AMD 3D NOW instruction sets for AMD processors and the FX a.k.a. Bulldozer line ditched those sets and therefor some compatibility, so Mass Effect can't communicate properly with the CPU and the black character bug is the result. I am certainly not going to buy a new (older) cpu to test the issue. I think in time the problem will work itself out anyways as FX chips are put to rest as newer chips begin to dominate the market.

On another note I am seriously skeptical about the .ini fix only because this problem is so old and so prominent. If there was a legit fix it would be all over the web not just in one youtube comment. But I figure it's worth a shot.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 3 2014, 9:26pm replied:

No problem please let me know if you make any progress.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 3 2014, 5:35pm replied:

a user posted this on the page linked above:

"For anyone still having this problem I was able to permanently able to fix the problem adjusting the LOD rendering distance in the INI"

Play with this setting maybe? I have no way of testing because I only own Intel CPUs.

+1 vote   mod: M.E.U.I.T.M.
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