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CaBaL

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Everything posted by CaBaL

  1. ...is true Aiyen, less density would be nice , i thought that more stones near those big basalt walls would make the overall look more harmonious btw ....without a precise "cut" between big stones and small gravel. less density is definitely something to consider anyway. on side note ...this texture got a precise alpha actually any choice can be good...is indipendent from ground ,other stones or any other asset.
  2. thanks for the shots EssArrBee darkcliff texture is used in solstheim as dirtcliff in skyrim... can find few examples near the telvanni tower... the area with craters and heartstone .
  3. oki... if sounded like an attack.... my apologies, was just to keep the discussion on a less sloppy plane
  4. "nay people" is ok Ogham...i understand everithyng... envy ,ignorance...everything. but at least should install mods before expressing points of view compulsively without a base and a reason...weird that nay people never pops up with a comparison shots... just empty words. my screens are ugly as hell Aiyen ... and they must be so...are not promotional... just a test on poor settings...if textures work there...will be great elsewhere
  5. my screenshots for this release are in vanilla weather, i5 /1.5 vram nvidia/4gb laptop , medium hight settings, imaginator(+2 blue +1 cyan and tweaked brightenss ,RLO ...NO enb) 40fps ....my test mode. i guess on a 780ti +enb ....textures are better...who knows
  6. but your computer was not broken DoYouEvenModBro? what exactly are you discussing on other people screenshots bases? farmhouse did not impress you... but you did not try forts did not impress you... but you did not try this do not impress you but you did not try. ....then somebody asks me why i'm rude
  7. thank you doug....got much to study and learn around enviromental stuff,but i'm starting to understand how it works
  8. hoy Josh... thank you so much,you saw the previews on flickr....actually saw the "plan" from the beginning... there's still space for improvements,above all on a tecnical side, i'd like to reduce the pattern effect to almost 0 and maybe make something more "bumpy"on few ground stuff ...we'll see in next weeks, something for dragonborn landscape is ready , working on the rest of those files a good idea or two will arrive for sure. released farmhouse replacement a couple of days ago.... came along nicely. https://www.nexusmods.com/skyrim/mods/49040/?
  9. did not try the mod ... but for general guideline: main difference between manual resize of files one by one and ddsopt pass is visible in the blue channel of normal maps mostly... manual resize does a better job in this sense preserving 100% of blue channel data while ddsopt tends to erase halftones in blue channel. on the other side color maps resize is better in ddsopt , smoother and less pixelate. must be also said that ddsopt increase mipmaps, so a better render of objects from distance. a possible solution could be to keep normal maps resized manually and let ddsopt work on diffuse maps and enviromental masks . presence of eventual parallax maps reduces a lot the problem of missing or messed blue channel from normal maps in ddsopt ,in case of parallax visibility of problem tends to 0
  10. 3 "levels" of new models would be imo needed for this game.... stones... the kind of size you find inside a river...big stones like those inside whiterun skyforge in example ...to give the idea of size, and very big stones... actually mountain parts... combining 8-10 mountains meshes you have all possible variety. texture work would become really interesting at that point because you would need 3 basic levels for textures (not the double set as is vanilla currently... where mountainlab 01 NEVER matches mountain 02... ... just one neat seamless texture) 1 for big , 1 for medium , and 1 for smaller stones but... and this is the awesome part just changing the texture sets and their normal you can create climatic or zone variations... like volcanic areas, mossy reach, tundra round whiterun.... actually is a bit the system used by various dirt or snow meshes ingame
  11. huge huge problem around mountans... fixing uv would even not work properly, particularry because even small stones use bits of entire mountains.... and for textures as well:2 textures cover any mountain and any stone in skyrim? seriously? no matter geographic area , climate or else?is even faster to remake mountain models from scratch instead of fixing them...sadly.
  12. this is my previous post about envmap huge problem torminater...where's the lack of respect ...please point it out ... because i do not see... i was talking about CUBEMAPSIndigoNeko Wrote'IndigoNeko' this is the post about person....and indigo explainig me how to do textures to be 100% clear CUBE maps override COLORS and shading... but somebody does not know now go and moderate what needs to be moderated torminater... or ban me as usual because it's easier this way... i'm used
  13. you do not have to take things personally indigo.... your cube maps were wrong... also vanilla are.. often... i just told you that: 1 is not the way to make cube maps 2 did you ask yourself why there are so many different cubemaps ingame? and not a single one repeated with different color? eventually did not come to your mind that design and particular effects of cubes (oily , grainy, dull, shinier) are created to give DIFFERENT material DIFFERENT feeling? cearly no.... but clearly you already know everything so there's no need of advices. 3 is not the way to package things ... because your steel package in example brings ALL cubemaps you did ... instead of just corresponding env... so actually installing just steel or another FORCES to add ALL your cubemaps (wrong cubemaps ) messing with all objects and all retextures using cubes all true things... you should take a minute to think about. on side note... since you're the good artist here... tweaking vanilla maps... and the others are not good i'll refrain to give ANY kind of advice/opinion anymore.... you already know everything right? need nothing.
  14. tecnically (textures) this mod is an almost perfect product, textures got just proper data on them,colors , specularity, envmap, neat job, i really like it. i see the envmap is the same as other mods available on nexus... maybe is a resource, someone may like or not the shape of model... but that depends on the movie reference,more than author choice,from a tecnical point of view we're really on a very high standard
  15. makes perfectly sense... it was indeed the goal of the style choice, thanks for notice
  16. looks great... is a small thing but you'll immediately notice a big difference in open areas where the same tile is repeated often,just out of riverwood...direction whiterun above dirtcliffs there's  one of these areas, perfect to check textures like pineforest and field grass 2  (field grass 01 is all 'round whiterun)a consideration on memory usage: increasing in this way with normal the variety of the pattern let user feel less mandatory huge increase of grass density(user chose eventually a moderate increase instead of high density) ...a nice gain for fps, game will render default textures instead of polygons for grass
  17. problem is this... listen to me... save your cubes with a different name... not vanilla one, so will be used just by shiny and will not mess with other people work. in nif files set paths in consequence.
  18. mate....i did not realize at a first look... today took a closer look on your cubemaps. in the name of the gods...DO NOT USE default envmaps.... create new ones give them proper names and point to THEM in nifs.... you're messing with the work of so many people you do not even realize: amb wrp har and god knows whatelse....you chenged all cubemaps...any armor,even mine ore would reflect this change. and the worst part .... your cubes are WRONG as hell....totally wrong...you tooka single cubemap...applied a color shift and it's supposed to work for any material?... the same map...? do not misunderstand me... but this is not the way...actually... in a way or another installing shiny...even for a single armor even a single blade got to mess with any object ingame using that cube?not only.... if you include replacer for glass_e shiny bright_e, bronze _e i actually install a steel sword to see my glass or ebony weaponry totally changed? i cannot believe you did not think about consequences -.- are you kidding or what?
  19. downgrade to cs5 and bring back ndo at work :) is seriously the best possible option. goodnight
  20. nope is not what i mean, althought your normal is well done :) i called this second "layer" sub bump... are mostly soft waves but can be deeper do not mind too much abouth the flip of normals... usually beth uses an inverted green , but in many cases normal is just as ndo produces it... just use the option you think opportune
  21. alpha are used for transparencies just on diffuse maps, since often one texture overlay the other ingame... like snow... or grass ... pourpouse is to make conjunctions smoother. normal do not have alphas except few exceptions... since nifsettings on meshes are on no specularity... or very weak one.this bump effect ...you can find into the normal maps, particularry check the green channel... is more noticeable there.
  22. definitely doing right imo... just 1 thing for what i've learned on enviromental skyrim stuff... there are always 2 different "layers " on normals.... one for fine and medium details and a second layer or "level" call is as you like for big bumps... it's used to reduce the pattern effect and give depth from distance,preventing also a flat view in first person in whide areas, the 2 things are always indipendent one from another .... the huge shape never follow fine details to tell it in an ndo way. making a repeatable bump pattern and overlaying_multiply with neutralization over details you can get even better results i tried to make some experiment on this aspect with amidianborn landscape update released yesterday (can find on nexus)... it's all but not photorealistic... heavily oriented on a pictorical side but you can see what i'm talking about.
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