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CaBaL

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Everything posted by CaBaL

  1. simple... the vanilla mesh with tweaked values for shiny will not work on cbbe.unp and so.the model is actually different....textures variate on meshes bases... if the model is reflective on its own it need darker specular maps...if it's dull in settings needs a brighter specular and env. having instead  a fixed meshes with those specularity values already baked into makes everything simplier... because cbbe unp whatelse would move their steps using the fixed meshes as a base and not the vanilla bugged one. now with 10k body replacers... to provide compatibility for everything is a mess... i say it's late in this meaning. let's bring to a couple good model makers the idea.... maybe weijiessen for envmaps and efects .... andmaybe it's not so late :D
  2. we need some sort of smim for armors,with fixed uvmaps,specularity and so, maybe to add into unofficial skyrim patch since it seems to move in ths direction for few pieces... at this point ANY mesh tweak for body replacement would point on it and not on vanilla fails , making compatibility for mods like shiny actually possible and reducing to 0 problems with textures remakes.... finally we can slap over models some good textures (hint hint...amb!) and voilà .... job done.... better than crysis. but should be planned at the very beginning of things for a whole community big project...but you know..people too busy thinking about small standalone projects an not about big things.... now it's kind of late...we'll see i guess for FO4 if something similar could be done.
  3. ... about the idea of meshes included in shiny for other mods... seems at least complicate for plain vanilla replacers,problem is compatibility with body types , mesh ups, weapons reshape and so on. CBBE ,better shaped weapons, immersive armors...they all ...and similar mods would need meshes files ad hoc. if i can make a suggestion a tutorial for users to explain which values should be tweaked...would help. when i released blades set with tweaked meshes for a decent specularity i had no problem, since cbbe unp and stuff do not touch blades....for hide or steel and others heavily used by immersive armors and god knos how many others...is instead pretty complicate. best of luck to author
  4. lol... hey turn off that yellow mate...i'm getting tanned :D  .seriously now (why i'm writing here...when i promised myself to not do it anymore? Mistery...or pause from actual work on mods..i tend to do some...hopefully somebody will arrive soon to shout up my comments...no matter if is a civil discussion...or my reply to an insult...monster alzahimerd/nerd ex comical clowns are always vigilant) ANywaaaaaAy...or annie's WAY... or annie is away (for long because is dead and we need to wait resurrection of deads in THAT blessed day when corruption of corpses will turn into GRACE? nobody knows...and nobody cares...really nobody cares) "REALISTIC" is a two sided bladeword when we talk about about games ....what is more realistic? a render that shows actual real life or a "fiction" thing that simulate reality? i guess both when done in the correct way  BUT...always a but...or a butt...or a butthead...or beavis *cabal send cabal to f*@K himself,for the chronicles* realistic in a game is imo something that belongs to a REALITY plane. if bethesda creates a "reality" in skyrim ... but even more in fallout with a (lemme say) cheap way (NIF files and a pictorical look on everything) we (modders)should follow this direction and stay in the artistic direction of the game . reality...or realism is what stands in an artistical "plane" to try to make things like exactly taken from real life in skyrim when skyrim is supposed to be "pictorical" without even the proper "tools" for it is pointless (and must be done in a proper way... not just brightening nifsettings and env ) because... the engine works for a different "reality plane" AAAAAAAAAAAAAAAAAnd (and is annie's friend).... if a texture or a model stands out like a turd on the christmass table we cannot talk about realism. Kierkegaard docet
  5. "For those that think armor mods like Amidianborn are too "clean", I would certainly recommend this for anyone that wants a nicer looking armor and weapon set in the game that is still 100% lore friendly." so...if amb are too clean you replace with more shining ones? interesting point of view. anyway...it's not compatible with amb unlike description says, in any way, on side note realistic shining...is not glass/diamond shining...particularry with medieval /norse inspired equipment...and it's not even a problem of oxidation or dirt... is a matter of materials, skyrim armor are supposed to be hammered by humans.... not created by machines, they cannot be a shining ferrari. for a reference i suggest to look at some fiction/movie thing like LOTR ,Vikings, game of thrones... wich seems almost well made. materials like moonstone cannot be reflective as ebony (obsidian_metal like)...moonstone is opalescent... not even shiny. draugr armor/weaps are supposed to lay in a dungeon for centuries... oricalcum is like this https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTFgzIuo-z90hCsTbGqic0HCPpw-o31hPbkIW_aGNuXYB6vmUS3_Q even cleaned...is not shiny. as i told to this mod author long time ago .... is a matter of engine, nifshadersettings, lighting, and use of NIF format that makes impossible proper material diversification as in other games. in proper enb like mistveil or K or grim winter (particularry) my ....and any metal is shiny as it should just to be precise... (oh and countdown for usual ban begins...clearly).
  6. startac... i did something...kinda all new textures... photos or not....may like or not... but are new... made from scratch...i remade normal maps.... you did an horrible tweak on vanilla textures... sharp filter+saturation :) want me to post the HUUUUUUUUge gallery of vanilla textures resized? you do not lol....go to work... c'mon ...oh yeah...SRO released 12-11-2011 right? it explain so much popularity undeserved oh... and the day i'll need advices from people like you.... will mean that i'm nt able to open photoshop anymore get ready... with landscape update (current is my first work on landscape) you wil be able to see what a TRUE retexturing project is. why i have to fight each time in this forum with people unable to SEE real things?... delete my account
  7. parallax here were created to work with first project parallax... i do not know if some values have been changed on meshes with pp remastered. amb whiterun will be updated soon... but will not support parallax probably... is something i do not use...and good normal maps do the job pretty well... we'll see
  8. https://www.finedictionary.com/Retexture.html weaving or forming AGAIN. not cover an already textured object with noise 4k....wise
  9. ddsopt--->lossless---->2k or 1k yep ...not bad about textures, if not for the huge size (also plese somebody give the authors a scripted installer/bain ready stuff... so they can pack into one file instead of 10 small packages for each statue) was saying? oh yep not bad bout textures, the mod removes the very pixelate effect from statues...it was really really morrowindish.... i have in my game, is a good work! oh... i do not particularry agree on ysgramor de-chain-mail-ification ... nothing is changed in the economy of the game afterall... chainmail or not... so it's ok. sparrowprince and cabal remaking imperial ruins? hell why not! (sparrowprince does not know it yet :D )
  10. and no dragonscales /bone? :D kidding hopefully these will be next releases: book update with all the things done so far + new creatures package (draugr 2 variants, chaurus,falmer, dragon priest 2 variants... hopefully wolves). in armor package :new an optional mesh replacer for male ancient nord+ new textures in weapons package, complete dwemer set, some pieces of draugr weaponry...ergo nord hero, i have to see how many weapons btw, for sure axes bow and quiver. dragon priest staff and short sword. staves (staff 1 and 4 for sure.. we'll see about the others) in unique items staff of magnus and the fancy 70's rolling ball related to magnus....lol. then standalone chitin DB all the armor-clothes variants . imperial heavy set... maybe... and i mean maybe imperial light and light studded set nightingale... no... no carbon fiber. sorry :) just old dark good leather. dark brotherwood clothes and armor...if i can quicly manage the terrficant normal maps (terrificant in the worst meaning). end of plans for the moment
  11. not exactly, i did not change textures  because of the analisis here....first release was ment to work well with parallax,that's the reason of lucid spots and other effect like amount of grain and noise ment to compensate parallax warping, but during the job i did not find the idea interesting anymore...found some good results with much bumped normal maps...2 hours of work ...and here we are. i'm not pissed, or angry or anything, from the beginning i told that to me changes NOTHING is a mod of mine is used or not in core or else...i found wrong that only amb "bugs" was matter of discussion... and other problems on other textures set...including bethhdcrap easily forgotten. i found wrong poll resets,since there is multiple choice enabled... because it's like to say "opinions mean nothing" above all first opinions that are nitpicking free i told few posts before ..zen and patience...afterall modding is supposed to be experimental...and author needs time to evaluate and change things.... bos ,sro,beth had from 7 months to a couple of year to be completed ,reviewed,tweaked,redone,fixed....amb had ...how much...15 days? we should also think about these things before vivisection of mods....this is my crude but honest point of view.
  12. cannot digest poll results once again angel? i'm sorry for you. there's the reset poll option eventually do not lose hopes... but remember to exclude amb next time. are you also saying that voters for amb are stupid? "There should be a link right above the poll to "[undo vote]". From the results, it seems members are voting for the one they like best and not the one that fits the mandate for Core (perhaps the mandate isn't understood?)" just to know
  13. i did not explain myself well maybe...or some understand just what they want. has been said to keep amb out of any poll, since it already won with a modest 85% of votes previous one, but 1 or 2 user do not like amb and we're doing the clown-art again untill we do not vote for the mod that 1-2 users want in core...propaganda pays...always, no doubt. now .. since it's a waste of resources and time for people doing comparisons ,shots, whatelese the best idea is to exclude amb and keep the results of other polls before amb release... easy,fast, and more serious.
  14. what confuses me is that only my mod got problems..other options are perfect!and awesome! i'm open to suggestion...but on which base of tecnical knowledge are you offering them? and why...with all this knowledge you do not see problems on other textures ...just on mine? this leaves me confused. i'm used to say that i cannot explain my mother how to make babies...sorry to be rude and "boar" but we cannot discuss till tomorrow saying actually nothingif pool results were for beauty of skyrim...poll was still there...i'm sure. and it's ok for me,i actually did more than a mod this year...and nothing changes if these caves are used or not in core...i honestly do not even know what's used of my work currently in step...is the way to manage these choices that leaves me confused quite a loti have t make kinda 2000 textures in these days... sorry if i will not follow the discussion . next time write it BIG... votes counts nothing are just used to know eventually people opinion and anytime any decision could be changed. that's transparent.
  15. we just have to admit clearly...poll got no meaning and staff decides what to use.... totally fair for me, no problem
  16. angel... u can do better?do it... how many textures you did this year? i've been able to do this mod, you asked people what they prefer...they told you amb and poll disappeared... hell of the illusion school!
  17. you did not understand Z, or doing anything to not understand... to try dialectical magic and macumbas leads to nowhere..in particular with me. question in simple words: why we make a poll if we already know what is gonna to be used in core...pardon...few already decided what's going to beused in core... and why we delete a poll when is not going in the way some (few looking at the votes) were expecting. and do not tell me it's a matter of packs , because it's like to say that anything is accepted. ...core, base,vanilla, end of the world, teletubbies,packs...i do not care, what i see is: i ask people to chose and when they vote i do not care about their opinion. bit of bulgarian election imo... do really what you want as said i could not care less...but is not transparent ,to use an euphemism.
  18. let's remove the tree from the roots (bloody rooooots...sorry but to quote sepultura is almost authomatic for me...lol) do not add amb to any poll... there's already a texture pack and decisions taken ..use it and no more problem...
  19. i'm sure we'll see scenes like godzilla vs king kong movies , but with people running to vote for vanilla and not to save their life. i'm really sorry...but i do not see much balance....from reviews to some decisions on this mod ....from day 1. see Z ...are this kind of sentence that i do not understand : "I actually like this mod, but I have to say that it is a bit of a stretch from vanilla. We will definitely be considering it for an official Pack though." sounds like you already know results and will re-do polls untill results are the ones you know. maybe i'm wrong but this is the impression
  20. poll deleted because not showing names of voters still keeping right numbers ? with a mod on 80% and other on 7%? :) i can bet my last 10 grams of tobacco that results will be different this time...is not easier to just exclude some mods from poll? parallel universe.... such a puzzle....
  21. yes... very true... there is indeed a big difference in rendering with or without displacement maps..it can be pretty noticeable...would be nice to have all with parallax... but you know...is already good that beth gave us the normal (some wrong... but are there :D )
  22. parallax maps do not need enb to say the truth, we have 2-3 examples in plain skyrim if i remember correctly.... one is the stone base in whiterun,just in front of main gate when you enter...the base arrives up to the market district... it got parallax in default game. another example are the glaciers...all of them... limited to second layer of glacier meshes . enb fixes many distorsion artifacts due to wrong vertical displacement... makes easier the job for texture makers since "normalize" the displacement into proper range of values... with enb u can use even a black and white schematic parallax map without problem...in normal skyrim you have to spend HOURS improvizing the right bump in greyscale values... believe me...it's boring :) parallax/displacement is also a pretty old tecnique, at least as normal and bump maps. the pourpose is to complete the normal map bump work...use of resources is not particularry heavy for vram... but heavier than normal maps for computing...since object need to be recalculated with rendering. limits: distorsion artifact...as said out of enb.... and major limit is that can be used just on walls stone eventually wood if the bump is not much... and similar stuff...would create a very weird effect on any other surface like metal, on armors,on weapons. results in terms of realism can be very good or painfull...all depends on the quality of maps. ndo2 and crazybump are mostly the program used to bake the displacement maps from normal automatically ...clear parallax maps can be created also by hands... as said is quite boring. i like this mod in particular...for me in general some good normal do the job pretty well, but having some moderate parallax is anyway interesting. textures are detailed and not overdone...i must say i like it.
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