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CaBaL

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Everything posted by CaBaL

  1. ... you mean the drunken blacksmith/horseshoer? :) i did recently few things for new vegas , could be used also in fo3...just renaming a couple of files (wait for fo4 is consuming me i guess it's clear already ) well see,if i can find a bit of time to put toghether a release or two (helmets without armors or armor with legs,arms and no chest never made someone happy) ...why not? is an option
  2. an amazing work from id2301,only problems are the HF helmet that does not completely match armor color(nif settings issue ? could even explain the eyes not glowing much ) , and some artifacts on enclave diffuse due to compression of black in dds....but, seriously no match with any other enclave PA retexture.... 10+
  3. ... i was joking -.- just to let know that there was an update... omg octopuss ... change sport
  4. mod updated and fully supported... but clearly someone was in a hurry to drop it 5 days before release with tons of images on flickr for weeks and dozen of previews left and right like there was no tomorrow :) something never changes please do not re-open any discussion....totally pointless here. usual treatment expected in 3-2-1
  5. heheh the usual posts from angel....full of prejudice and hate without reason for my work...i kinda missed them, or maybe not. like socks, you can find these things in places where you never expect,i was googling for a fishing rod right now.... imagine ...lol. socks are smart...very smart but not dangerous luckly. i wish such an authority would comment on nexus so to free him from the pain to download my mods once and forever. luckly people is not always full of hate and anytime say other things ... ANY time :) a quick stop to let the other members know that forts have been redone and are currently available on nexus. usual 3 resolution options 2k /4k/1k. uploading files as we speak
  6. are you italian Compiler? really i did not know :D cannot promise loads of work, but if you need an hand ... i'm here .
  7. diffuse maps here are imo great...i'm a fan of yuril works and this release did not disappoint my expectations. transparencies could be "smarter", this is true . a quick way to fix could be to download 4k package...open textures in photoshop or gimp, replace alpha channels with beth hi res dlc alphas , or mine ... are not much different, resize to 2k or 1k and save as dxt5... quality loss in this way for diffuse is minimal and transitions softer.
  8. thank you all :) alternative blade of woe is very well done, model is nice , textures are great, and clearly author put great effort on it, i just did a speed retexture exercise (2h,30 min+some seconds for the meshes and 10 minutes to check ingame the whole thing )and it came along nicely.... really 2 different things. as Gambit pointed out on nexus thread... these meshes+tex of mine can be eventually used for other sorely neglected short blades... who knows, nattlebane, boethia's followers, dragonpriest blades or else. i'll use the meshes+ altered textures for a standalone armor+weapons sets with assassin's theme.
  9. no hurry at all Ess... or we'll find ourselves once again testing a mod while i'm going to re-do many textures :P
  10. i'm glad you like this release mtar... and must say that you're right about rocks and mountains, in some enviroment condition are indeed dark...i'll fix the problem, not today, but soon. i'm really obsessed by tiling/pattern effect...hate it, future updates will work in this direction, trying to reduce the effect even more, there's clearly much to do... particularry grass does not satisfy me completely at the moment, also snow needs imo an improvement. thanks for the feedback
  11. sadly almost any piece of this set needs lots of work mate...not just the awfull shields ...i'm trying to do the possible
  12. thank you all . i released the work as "dry" replacer of textures and did not apply some (imo needed) fixes on uvmaps to leave compatibility untouched.... there was something to do with transparencies on skirt too... the idea is to not mess compatibility with other popular mods already available... at least until my whole imperial collection is complete.... feel free to mix and match with other mods without problems :)
  13. the awesome job of testing ...expecially when you see things changing while you test em.... following the discussion here,and in line with some of my impressions after weeks with my textures pack installed... i 'm thinking to update the mod , making some changes....woodplanks and stone pavement mostly, it would take few days since i'm going to release a replacement for imperial armor in these days....but i'll definitely update/upgrade farmhouse :) Ess ...sorry mate
  14. i can only thank you for sharing your point of view CJ2311 ... matter of discussion/criticism= way to improve work :) installed aof textures... i like em, woodbeams and interior floor in particular look very nice ingame... wood wall too "bumpy" imo, but color map works pretty well. ...a fine work
  15. :) hi Z , thanks a lot .about thatch ...strictly on a tecnical side (thatch 02.dds ...i got the textures in front of me in photoshop ) there's no difference between hddlc and sro,diffuse  and spec,sro got different normal map... not sure if it's better. i do not know what is used in screenshots honestly...if hddlc or sro. anyway both packages forgot to make the alpha channel match the actual texture... so in both sro and hddlc you find some weird black spots in the internal part of the roof (can be seen above tavern doors area mostly ...problem is not great... still there)... more definition than my stuff anyway. thatchinterior 01 .dds : hddlc/ sro got again identical textures ...and got the same problem imo ...light seems to come from above, like an object in exterior,  they again seems to have more definition than my stuff and bigger elements... maybe too big. anyway... if we consider that there's smoke in interiors,much definition is not an ideal choice.... de gustibus ... clear.
  16. Sounds like something Brumbek should take a look at, wonder why he hasn't already. indeed is something that could be done,is a 2 click thing in nifskope afterall... but could lead to incompatibilities... is much better if smim reworks the thing imo.not less important in an eventual mesh rework those fences can be embossed... as they are currently are imo really flat and too omogeneous in terms of wood parts size...you notice when you have several nifs repeated ingame
  17. about wood fence: there's a minor problem in nif files...color is actually baked in nif shadersettings it makes pretty hard to create any diversification....you can just overlay some "noise" to make fences look more "textured" but without replacing nifs too there's not much to do. for the problem said before about re-use of minor part of models in other context the stone wall cannot be reworked much... must reflect 100% of vanilla uvmapping... the risk is to have nicer walls but crappy road walls otherwise. oh... and stone pavement in interiors, i do not like it much anymore, think that another texture can be provided in reasonable time
  18. thanks for the analisys double you... really helpfull for future development/improvements
  19. except stone floor i do not see difference between sro and hddlc... same color map same normal same specular.... identical is an euphemism....you are gifted if you find something different...seriously. Ess... also the big fireplace in center of tavern is...or should be covered by farmouse stuff...same texture is applied in stairs in few towns... dragonbridge and stone of shor if i remember correctly ...oh and the roof  around town walls (i do not cover that texture) other set maybe
  20. can find all textures in riverwood Ess :) yes anyway sometime names of folders and files is a true mess in beth games... i suspect because, above all this kind of tileable textures for landscape and architectures follow initial stage of game creation.... names reflect this stage...indipendently from the final actual use of an object . is a common use in bethesda both on equipment and architecture to create 100% of complex objects and then divide them into parts for minor things... in this case of farmhouses in example the stone wall(nifs and textures ) are re-used as those wall pieces at the borders of any road and in windmills .It would be a damn waiste of time and space to create new folders with new nifs and tex properly named just for "parts" so we see farmhouse textures used everywhere... broken walls,mills,even mines and forts. clearly... if beth would not have deadlines and space standards they could easily create much diversification... giving t each object proper textures sets.
  21. side by side textures impression: diffuse map is a vanilla tweak ... with data loss several errors on normal maps cubemap is completely wrong.... cubemask way too bright (flat) on style: usual misunderstanding of moonstone and similar materials....forced to be metallic instead of opalescent ... i'm sorry.... but with all the respect due to author (thanks for sharing) i have no wish to try ingame
  22. consider eventually to use a model viewer Ren....something like blender rendering or ( much better) 3dsmax or cinema4d if you can get a licence for students/teachers.... marmorset toolbag is another great option since is extremelly simple to use....would help(a lot) both making textures while you work applied on model and showing screenshots. nifskope can help too... but just diffuse map is supported
  23. hi Ess ...and thanks again for the time you spend for comparisons. if i can make a suggestion: there's an optional file with more rounded/mossy stones in dwload section,it's i guess the more appropriate choice for exterior at the moment , less mismatching with lod. there's half an idea with hein (vivid landscape) to work toghether on a project with parallax and other features, we'll provide new lod... but in the meantime my optional mossy stones file seems to cereate less problems. fort roof is impextfloor01
  24. ops ... sorry Ess...i'm an idiot ....accidentaly wrote the italian name for raven rock -.- ment north of the earth stone ...sorry again
  25. there are other 2 tundra textures eventually...just to cover everything .not particularry used by game,mostly near ancient nord ruins,if you Ess or someone else wants to waste 5 minutes for screens can find all 4 type of tundra in the ruin northeast of corvo stone.
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