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CaptainKumquat

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Everything posted by CaptainKumquat

  1. Late as usual. Yeah, I have never heard of any of that, so don't know what to say. I did come across this that was posted by T4 last year. He seems to be recommending use of BDS 3 now, I guess? I assume Complex Parallax is the Parallax Occlusion Mapping (POM) technique that is better than regular parallax, but it looks like I'll need to provide 3 versions of Enhanced Rocks and Mountains now instead of 2. *grumbles* No one has asked me though, so I assume it's confusing to the average user. You may want to run BDS 3.0 through this script though and create a POM version of that, from what I can tell. T4's article and script mod link below: https://www.nexusmods.com/skyrimspecialedition/articles/5172 https://www.nexusmods.com/skyrimspecialedition/mods/96777/?
  2. Hello, author here with a weird random name, lol. I apologise that I'm forgetting to check when I'm tagged in a post. I don't personally like parallax on anything other than flat-ish vertical geometry and floors/terrain in this game. Parallax does have a number of implementations though, and the more expensive ones, like cone stepping, are better than the older parallax methods authors' have implemented into Skyrim - offset and occlusion mapping. Still, all of these methods can't really do much with texture edges/seams on a model because parallax is still only faking 3D. Reducing the effect strength across the board is going to be the only fix I can think of, other than not using it on certain meshes. Anyway, why am I offering it then? Well, because I will get spammed with requests. Parallax = hotness. Really though, it's not up to me to push my tastes on others. I could mention my tastes and suggest the base option, but then you will get whispers that the parallax version is "broken" and to use something else. This would be unfair when there are many external variables at play - texture packs, ENB settings, user error ect. You can also visually check out the many implementations of parallax on this old program here: http://www.brunoevangelista.com/wp-content/uploads/2010/03/detailed_surfaces.zip
  3. I like the new features. They should keep adding new features, especially engine/CK-related ones. Bugs always have to be QA tested, so incorporating Unoffical Patches would be a lot of work. I get why those are not super extensive. I am just wondering though that if another attempt at paid mods is going ahead, that they are just doing it to ride it out until ES6. They know it's a long way off, and getting the community to "work" for them is the cheapest way to do it and keep players somewhat engaged. It just sounds like they are wanting to turn it into another "live service" but this time the community does the heavy lifting. Kind of crafty to be honest. It's like "Creation Club Next".
  4. If you've always wanted to work for Bethesda without any of the workplace benefits and enjoy peanut scraps, then apply today! https://creations.bethesda.net/en/creators/bethesdagamestudios In terms of decent news, here's the patch log for Skyrim 1.0.whatever (still weird after all this time though):
  5. Lol, yes it's from a review of the lamp I have. I'm not going out in the actual storm rain tonight to take of photo of my Storm beam. Too cozy inside! I mean, I'm sure there was a Fallout 4 mod around when it released that checked a box in the light and it made it shadow casting. I guess I was also saying I'd like a Bethesda-style softer version but without the banding and weird beam slit + with your wider beam tweaks. That would be perfect.
  6. Does this thing not have shadows like the Fallout 4 flash again? I don't recall seeing any, but I wasn't paying attention either. Also, is it not a head/body lamp? I have a Black Diamond Storm which takes 4 (!) AA AAA batteries, and it looks like this: https://www.outdoorgearlab.com/photos/headlamps/headbeam_478-7.jpg Very bright but soft falloff on the beam in both close and trail finding modes.
  7. Some would say you have too many irons...
  8. To add to that, colour textures should be in sRGB and data textures (roughness, metalness, normals ect.) in Linear. Although, programs like Substance will automatically export data textures in the Raw by default, and that is just raw unprocessed data in a colour container as I understand it.
  9. Being it's face gen, I'd imagine that would be 8.8.8.8 RGBA uncompressed. Is there an option for 8.8.8.8 RGBA?
  10. I see now, and yes you did. I'm not sure why you are being ignored and this was presented again. I was made to believe it was perhaps something wrong that I did, so I didn't know your post was neccessary reading.
  11. This seems to happen with vanilla meshes too, but I added more rubble to this mesh, so it looks to have perhaps gone unnoticed in the vanilla game due to this. I have no idea what is going on here, but to me it looks like the rocks are being pushed into the rubble the further you get from them, so perhaps some sort of depth-based accuracy issue? It honestly kind of looks like detail is being faded out like *insert any modern game engine here*.
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