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Everything posted by DoubleYou
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Discussion topic: Sunshine Tidings - No Ghoul and no Corpse by El Ha Wiki Link
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Discussion topic: Taffington Boathouse - No Corpse or Blood by El Ha Wiki Link
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Thanks for this list! A lot of these sound very good!
- 3 replies
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- 12-gameplay-economy
- FALLOUT4
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I haven't really noticed any seams in our current setup. This could really be a compatibility nightmare.
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Your textures say "244" while we've talked a lot and used "224" a lot. Perhaps you meant 244 and that's why it doesn't match better?
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Original texture from mod with 128 NiAlphaProperty 128.dds with 224 NiAlphaProperty 244_new.dds with 128 NiAlphaProperty 244_old.dds with 128 NiAlphaProperty 128.dds with 128 NiAlphaProperty Original texture from mod with 128 NiAlphaProperty 128.dds with 224 NiAlphaProperty 244_new.dds with 128 NiAlphaProperty 244_old.dds with 128 NiAlphaProperty 128.dds with 128 NiAlphaProperty
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Okay. Let me get this for you. Please see my edit though, as I mixed up 1 and 2 in my previous post accidentally.
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I left NiAlphaProperty at 128 for all tests. I simply changed out the full texture with the provided texture in each case. Let me audit my screenshots to ensure that I have this in the right order. I think I mixed up the first two somehow... Edit: Okay, so I evidently mixed up 1 and 2 in each set. Original texture from mod --> 244_new.dds --> 244_old.dds --> 128.dds
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The upper screenshots are farther away. The lower screenshots are closer.
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It appears that PostImages.org is down right now, so I will directly attach. So hopefully this is what you were wanting to see: Original texture from mod --> 244_new.dds --> 244_old.dds --> 128.dds BTW, I used TLL console command to ensure everything is full trees. This is very close, but slightly less alpha. If I were to guess, you numbers are varying NiAlphaProperty thresholds, so this should be able to be adjusted via this method.
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I think I understand now. Let me look into this.
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I am uncertain what exactly your suggested test is here? If comparing the change within uGridsToLoad, the alpha change in the NIF is going to affect each individual mip by itself, so it is not going to mimic the LOD texture creation exactly, since it only considers the top mip, applying the NiAlphaProperty threshold to that, and then generating mipmaps via fixed threshold after that, which produces the too thick alpha that we are experiencing.
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Full Texture, NiAlphaProperty 128 --> Full Texture, NiAlphaProperty 224, no specular on TreeAspen01 --> Full Texture, NiAlphaProperty 224 It turns out I was correct that the errant specular on TreeAspen01 was causing most of the hue shift with the higher NiAlphaProperty.
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Discussion topic: Clean up your Corpses by CrEaToXx Wiki Link I think this may fall beyond our scope, but looks very intriguing.
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- 12-gameplay-economy
- FALLOUT4
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I agree that the color change is likely caused by the threshold change, since 224 is an extremely high threshold setting. The main point I am trying to make here is that changing the threshold of the NIF utilizing the full texture is not a viable way to control the alpha thickness of the resultant texture on the atlas, and redirection to a custom texture seems to be absolutely necessary to ensure a more closely matching alpha transparency to prevent pop in. I goofed on this compare for the 128 size texture in saving as BC7. So many variables I'm trying to control to give the perfect test! Here is the 128 size textures used, and the full textures used: https://mega.nz/file/0NoRBZbL#sBLHpI3jO-UjbTIba5buM2axMZ7AkkBiSfoR9DcSkVE
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Most likely the Bashed Patch plugin is missing.
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Yeah, I believe @z929669 is mistakenly linking to older settings he was using before more of our in-depth testing.
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No alterations to the normal texture besides resizing to 128 for the 128 size tests was performed. This is for consistency, as I want to only highlight the alpha transparency tree leaf issues for this set of tests to show how they affect the tree here. Tree mod is Aspen's Ablaze, Autumnal version. Tree LODs were made based on the 0.1 meshes on the Aspen's Ablaze DynDOLOD Addon page. I have not checked to see what @z929669 has done with the other two versions as of yet, but I don't believe there is much deviation other than alteration of textures. Videos: Full Texture, NiAlphaProperty 128 --> Full Texture, NiAlphaProperty 224 --> 128 Texture, NiAlphaProperty 128 --> 128 Texture, NiAlphaProperty 224 Screens: Full Texture, NiAlphaProperty 128 --> Full Texture, NiAlphaProperty 224 --> 128 Texture, NiAlphaProperty 128 --> 128 Texture, NiAlphaProperty 224 Map color issue: Full Texture, NiAlphaProperty 128 --> Full Texture, NiAlphaProperty 224 --> 128 Texture, NiAlphaProperty 128 --> 128 Texture, NiAlphaProperty 224 Logs: Full Texture, NiAlphaProperty 128: https://mega.nz/file/sVpQQIQI#QDBge9xU5H1Hd1VrBrkRkUTHxzNYGp6IVuIbbrefxpw Full Texture, NiAlphaProperty 224: https://mega.nz/file/ZBZEyZhK#TtlLb9dqNALK5GSAZbSSj36OqkJSXNCMcnBv5hVfQGQ 128 Texture, NiAlphaProperty 128: https://mega.nz/file/oUQgkSyA#i4iQqgj581fOlaL7j2eE6wttheMT1QMxD-CWPstrt5I 128 Texture, NiAlphaProperty 224: https://mega.nz/file/cZI0EZAS#usFfKTc1VYs3qYfMKEFpwgpcskJma2bwML0Hgq0ARTw My Conclusions: Thresholding the 4k texture does not appear to provide enough alpha transparency for trees. Instead, the only apparent change is to color, which is only affecting some of the trees. My current belief is that is the tree with the errant Specular flag in the full model, and also the LOD model. I hadn't noticed this color change in previous testing, but given the discussions above, I made a point to look for it. This is best seen in screens 1 and 2. Looking at the alpha transitions in the videos, the trees are just as thick with NiAlphaProperty set to 224 as it is set to 128. This is the main thing I want to tighten up, as the trees look very blocky due to the thicker alpha. Also notice that the full texture suffers from a problem on the map where the texture changes from orange to red as you zoom out. Next, I resized the texture via Paint.NET to 128 size, using SuperSampling as the method of scaling. Naturally, since scaling removes the amount of pixels, more pixels are semi-transparent, and therefore, more effectively manipulated via alpha threshold settings. You can clearly see this in that the 128 size texture itself is nearly, although not perfectly, a match for the transition in the video, alpha wise. Obviously, 224 threshold is given for completeness and to display that changing it clearly affects the result to a much greater degree. The 128 textures on the map is more resistant to the color change, but is turning more desaturated on the map. I will provide information on the fix for this later, as this is the reasoning behind the normal map changes that I have briefly mentioned. There are other little nuances about these very simple changes that can be noticed as well, but the main focus of this compare is the alpha transparency.
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I think @z929669 linked an old version of our settings. Try 95 for Direct and 8 for ambient. Then set the grass brightness modifiers in the DynDOLOD_SSE.ini all to 1.
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I will need to regenerate a few times to get the logs, as they currently don't go back far enough. However, the trees in question are Aspen's Ablaze (using the Autumnal variety for test, but shouldn't matter) with my test LODs from Aspens Ablaze Add-On - DynDOLOD 3. Tests were as follows: 1. Full 4k texture with 128 NiAlphaProperty (default) 2. Full 4k texture with 224 NiAlphaProperty - no observable difference 3. Resized to 256 texture with 128 NiAlphaProperty - mostly same as 1 4. Resized to 256 texture with 224 NiAlphaProperty - way too thin Currently the best ratio for this that I've found is resize to 128 with default NiAlphaProperty and Normal texture modified to remove alpha (fixes lighting and possibly even tint issues - not sure or not about what is causing the tint issues, but it significantly improved when I did this.).
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Cleaning the Skyrim SE DLC ESMs + Update.esm
DoubleYou replied to theblackman's topic in Step Skyrim SE Guide
I see bugs reported and fixed on the xEdit Discord as they are found. The RE authors will input as well, as there are bugs in the base game that sometimes causes the issues. The games are very buggy to begin with, and many bugs require very specific steps to reproduce.- 29 replies
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- SKYRIMSE
- cleaning plugins
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Cleaning the Skyrim SE DLC ESMs + Update.esm
DoubleYou replied to theblackman's topic in Step Skyrim SE Guide
Well, the xEdit team does do this. But they are just as susceptible to producing bugs just as anyone is.- 29 replies
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- SKYRIMSE
- cleaning plugins
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(and 3 more)
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It looks like you failed to sort your load order with LOOT prior to starting the game.
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Comparison between weather effects (with pics)
DoubleYou replied to Majorman's topic in Step Fallout New Vegas Guide
That is very obvious improvement.

