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umod not loading textures with Mass Effect 2
What steps will reproduce the problem?
1. Drop d3d9.dll in Mass Effect 2 Binaries directory where .exe resides
2. Double click on Masseffect2.exe
3. Error Entry Point not Found "The procedure entry point D3DPERF_BeginEvent
could not be located in the dynamic link library d3d9.dll"
Using 1st method.
1. Use "Add Game" feature and point to Masseffect2.exe
2. Start Masseffect2.exe
3. umod does not go active
Using 2nd method.
1. Use "Start Game through uMod"
2. Point to Masseffect2.exe
3. ME2 starts
4. umod goes active
5. Select various .tpf files (that all work using older texmod 0.9b)
6. Click Update button
7. Textures are not updating in Mass Effect 2 - no error message or other
information.
What is the expected output? What do you see instead?
.tpf files injected into Mass Effect 2 replacing textures
What version of the product are you using? On what operating system?
1.0 r40
Please provide any additional information below.
Original issue reported on code.google.com by [email protected] on 9 Dec 2011 at 4:57
Further research.
Using above 2nd method.
This tpf file works: http://www.filefront.com/17874061/ShepardKestralArmor.rar
These do not:
http://www.gamefront.com/files/20018528/Tali_Final.rar
http://www.gamefront.com/files/20381778/Jacob_Revised.rar
http://www.filefront.com/17846309/Miranda_Final.rar
All of the above work with texmod 0.9b (albeit slow injection when first
loading game)
Original comment by [email protected] on 9 Dec 2011 at 5:21
All tpf file are from the same author. Originating link:
http://www.facepunch.com/threads/1052033
Original comment by [email protected] on 9 Dec 2011 at 5:27
There are 3 problems at once^^
> 1. Drop d3d9.dll in Mass Effect 2 Binaries directory where .exe resides
> 2. Double click on Masseffect2.exe
> 3. Error Entry Point not Found "The procedure entry point D3DPERF_BeginEvent
could not be located in the dynamic link library d3d9.dll"
I added these functions now and attach the new dll. Since no of my games alert
me with this problem, I can't test if it now works now. But it should, since I
only added the functions, which calls the original d3d9 functions.
> Using 1st method.
> 1. Use "Add Game" feature and point to Masseffect2.exe
> 2. Start Masseffect2.exe
> 3. umod does not go active
Did you activate the hook? If not, it won't work. It might also be possible,
that Masseffect2.exe is a kind of launcher and the game.exe is labelled
differently. Is Masseffect2.exe listed in the TaskManger?
Some game are not injected early enough, thus uMod recognize the game and a new
tab opens in uMod, but you are not able to modify these games. But nevertheless
at least the tab should open.
> Using 2nd method.
> ...
> 7. Textures are not updating in Mass Effect 2 - no error message or other
information.
This seems to me the same bug as in
[http://code.google.com/p/texmod/issues/detail?id=2 Issue 2]. Somehow uMod does
not grab all texture. Error messages are not supported form inside the dll, but
you can download a uMod version with the logging mode enabled and there you
will probably find error messages. (You can also compile it for your self, with
passing "LOG_MESSAGE=1" to the make routine.
uMod calculates the hash once, the game has loaded the texture. If the hash
could not be calculated, cause uMod could not lock the rect, this texture is
not taken into account in future (and therefore these textures are neither
selectable nor modifiable). It might be possible, that the game still holds the
lock on some texture, when uMod also tries to obtain the lock -> uMod can't get
the lock.
If this is the problem, the solution should be easy. But I don't know, when I
have time again. Cause I started a new job, I need to move to another city, I
have to do all the stuff related with a new home (furniture, kitchen,
paperhanging, ..) and I need gifts for Christmas. So this bug-fix must wait (if
this is really the bug).
Sorry for that!
Best
ROTA
Original comment by [email protected] on 10 Dec 2011 at 12:46
Attachments:
No problem. Whatever I can do to help you diagnose the issue as your schedule
permits.
Here's the log file where for one of the tpfs where the textures were not
showing
Original comment by [email protected] on 10 Dec 2011 at 6:15
Attachments:
To the three problems:
1) does the Masseffect2 starts now with the new d3d9.dll?
2) I was wrong. Masseffect2 can't be a launcher, since you can start it
directly through uMod. Did you forget to activate the hook or is there really a
bug, I must fix?
3) Thanks a lot for the uMod_log.txt
According to the log there is another bug in uMod. It seems you load texture
greater in size than 16MB. uMod does not support this size (till now) and
should not send the texture at all, but somehow it send the texture and went
into problems. (In the log-file the mainloop stated very often DEFAULT which
should never happen.)
I have fixed this now. Texture can be send in any size. You should notice this
if in the log-file between the following two lines
MainLoop: CONTROL_FORCE_RELOAD_TEXTURE_DATA (0XD84CFDA9 3339, 136421552):
58862672
uMod_TextureServer::AddFile( 136421552 3339, 0XD84CFDA9, 1): 58862672
"MainLoop: read something (856431)" is written.
I have also added a list, which holds textures from which the hash could not be
calculated. uMod tries once again to calculate the hash of these textures on
the next frame rendering or on each update send by the GUI. I hope you can now
modify all the texture you can modify with the original TexMod.
(cause I changed the communication between the dll and the GUI I must also
compile the GUI once again and therefore the zip file is thus big)
Best ROTA
Original comment by [email protected] on 12 Dec 2011 at 8:35
- Changed state: Started
Attachments:
[deleted comment]
dammed! Also the creator of this Issue has still this problem. I rearranged the
locking mechanism and add the logging of additional information of the
textures. Maybe it works now, but I would be surprised if it works. It seems I
did not figure out all the tricks of texture handling.
BTW: Are you using the same game?
Original comment by [email protected] on 31 Dec 2011 at 6:28
Attachments:
yes i'm using the same game and i just tried the files you uploaded but the
large textures still do not seem to load
Original comment by [email protected] on 1 Jan 2012 at 4:30
Can you please send me the log file in your game directory. Otherwise I can't
see what is going wrong.
Original comment by [email protected] on 1 Jan 2012 at 11:50
[deleted comment]
Hello!
I have the same issue, the texture will not load.
Or maybe they are loaded but don't applied (I check the ram consumption and
when I add a texture pack it will increase).
I use the same texture pack as inbounds but even if the texture is less then
16Mb it will not be loaded correctly.
I hope you can solve the probleme.
If it can help you, I join the log file.
Sorry if my English is bad, i'm French ^_^'.
PS: I tried the 3 methods.
Original comment by [email protected] on 6 Jan 2012 at 4:22
Attachments:
Sorry for resurrecting this, but has any progress been made? Same as others
here. Doesn't matter what injection method is used. Doesn't matter if I try a
small or large texture pack. No modded textures ever appear with uMod, but
Texmod works fine. Tried version 1 and 2.
Original comment by [email protected] on 15 Oct 2012 at 9:54
Attachments:
No progression was made, it should still not work ...
Original comment by [email protected] on 16 Oct 2012 at 6:47
[deleted comment]
Sorry for bumping, but I would be very pleased if you can fix this issue :)
Texmod loads for 10+ minutes (but it works!), no matter how fast your computer
is.
Keep up the good work!
Greetings,
simontomi
Original comment by [email protected] on 19 Dec 2012 at 5:13
I have a problem in using texmod
When I launch the game using TexMod it launches but the game shows no sign of
TexMod working on it. Like the red lines of information written in the upper
left corner of the screen. Please help asap.
Original comment by [email protected] on 27 Dec 2014 at 5:56