Jump to content

TechAngel85

Administrator
  • Posts

    14,559
  • Joined

  • Last visited

Everything posted by TechAngel85

  1. Remember, we have been thinking about this stuff for nearly three years, so all would do well to study the Data Dictionary of our Semantic Mediawiki implementation of Mods and Packs in particular. Please discuss or add input on the above-linked DD Talk page All Pack-Mod-centric information needs to be consolidated on the page I linked in order to be implemented (so that we all know what is going on and why). A forum is just too convoluted for consolidating ideas. Let's get all of the good ideas onto that Talk page and revise the Packs tab in particular as necessary. Even if you just want to add links to posts over here on the forums ... THAT IS FINE. Just please help us to consolidate on the wiki (I am way too immersed in RL to take that on myself ATM). At some point, I will tidy up the wiki page and consolidate everything neatly. In short: Mod Template (i.e., mod pages) should contain all common, static mod-specific info about a given mod. These pages are absolutely necessary to driving the wiki for just about any implementation that is desireable. No getting around creating mod pages, so bite the bullet and get them created as necessary. They will NEVER go away Pack Template should contain all common, static pack-specific info about a given pack. Like mods, pack pages will never go away, but we can drastically change them to suit the needs of Pack usersGuide Templates bring Mod/pack info together, and we could have more than one type of template even to produce whatever guide style is wanted.Versioning or tracking of other changing information associated with specific Mods/Packs/Guides (conflict res, instructions, version #s, patches, etc.) will need to be handled as Semantic sub-objects or some other method that is scaleable and practically maintainable.Anyone interested in helping out needs to learn about Semantic Mediawiki. A prerequisite is a decent understanding of wiki markup in general as well as template creation and maintenance. Lastly, anyone interested in helping with development of the SMW infrastructure as actual devs or just those willing to propose viable ideas and contribute in an organized way (this is you Nearox and Smile, et al.), please PM admin to get access to the DD forum thread and Pack implementation forum thread and get ready to read a lot of historic info. Pack Proposal With the release of STEP v2.2.9, STEP will shift it's focus to our new paradigm outlined out the STEP:Mandate page for STEP v2.3.0 and beyond. This also means STEP:Extended will be shifted from the main STEP:Guide to a Pack and will be the Official STEP Pack. What is a Pack? Well to quote the Mandate: You can see a list of example Packs created by users here: https://wiki.step-project.com/Category:Packs Some are using the in-place infrastructure which we're considering to be a Beta format and some are simply using a normal Wiki page. Our goal is to have all Packs using the infrastructure that the Wiki Devs have put their hard work into; however, we need help from the community and that's where you come in! The infrastructure is still in a Beta state; however, is working for simple Pack creation and should be mostly, if not completely, bug free. We need you, the community, to help improve this infrastructure by using it and providing feedback on its use. Even if you don't play on creating a Pack, you can use it to create a "dummy pack" for testing purposes and these "dummy packs" can be removed later. We're looking for all and any feedback! Everything from feature suggestions to changes and/or improvements on existing features and its use will be helpful. Even if there are Core mods that you think would be best shifted to Extended, we want to hear about it! If you're interesting in testing this out, please contact a Staff member to be added to the Pack Author group on the wiki. Wiki Development If you know your stuff with Wiki Development and are interested in becoming part of that team, please let us know! We're always looking for new members that can work in this area. Keep in mind the wiki uses https://semantic-mediawiki.org/ . Feature Ideas, Suggestions and Improvements Ability to use a custom CSS file via the forms as well as a default one if no custom CSS is providedAdd Pack Author group to forums with or without a badgeTabs to the form on the Mod Pages which users can access to for adding general and Pack information. See discussion starting here.See this post for Nearox's well rewritten ideas for mod tables, ToC and more. Clarifying post here.Addition of icons (see here)Load Order section (see here)Features Implemented / Changes Removed the "Mod List:" text from the tables headers so only the user's desired titles will display. (Template edit)
  2. There is no alpha channels for anything yet so I went with 888. The skin texture itself; however, is saved in DXT1. It's not detailed enough that you can tell a difference when loaded side by side. I checked once I figured out this compressed vs uncompressed thing.
  3. Happy to report the artifacting is gone. Here's the new file: https://drive.google.com/file/d/0B1_Nlyy2ueu0bkVacHE1SldPaVE/edit?usp=sharing and I've updated the link on the previous post to the new file as well.
  4. I think I might have finally gotten it... RTFM! Read the readme on the tool and played a bit with the settings...time to redo all the normals...
  5. I have to do it in Photoshop because of having to edit the file. CrazyBump doesn't allow editing (the kind I need) from what I've seen of it. It's good for creating normals; however, I'm not creating them but rather simply editing/fixing them. I've tried a very wide range of settings for DXT1 and DXT5; however, none of them will save the file in the same quality as the originals. Time to PM the author.
  6. It's present in some but not all options so it's not the diffuse map (skin) and since it's not present with all options it can only be the normal maps. When I re-saved them after fixing that issue in the blue channel, I saved with with the Nvidia Tool as DXT1. EDIT: That's the culpret. It's the normal after it's been re-saved. The artifacting is visible when zoomed in and and especially when only viewing the blue channel. Any suggestions on this since all I have to work with atm is the Nvidia Tool which is causing the issue? EDIT: This is the issue in the normals that needs to be fixed and the reason for the re-save.
  7. Okay everyone, I'm at the point that I'm ready for some feedback. I need the overhaul installed and tested. Feedback on the texture, normals (muscle tones) and specular maps (the shine on the skin). Try it with your ENB of choice and try it in vanilla lighting. All feedback is welcome. What's been done: Hand specular maps reduced by 25%Face specular map reduced by 50%Fixed muscle tones not working in the FOMOD (no one really saw this issue but me...need to submit a bug report for MO)Shadowing and stretching mostly fixed on stomach area by merging assets (it's great to have full permission to use these assets!)Fixed vanilla texture seam on inner right thigh (this appeared as a thick black line in vanilla)Fixed issue with the normals (there was a cutout in the blue channel causing a "V" to appear next to the inner right knee)created custom specular maps for each normal (muscle tone) so the light will reflect more accuratelyRemoved most of the blotchy spots from the skin texture as well as smoothed out some areas...that's all I can think of at the moment... File: https://drive.google.com/file/d/0B1_Nlyy2ueu0bkVacHE1SldPaVE/edit?usp=sharing Known Issues: Very light wrist seems when really close to the wrists. These shouldn't be noticeable during normal gameplay, but let me know if they are. You'll really only notice them if you're up close and looking for them.Normals have some blotchy areas in them which are hidden within the channels. This is most likely a result from the texture they were made from. I'm planning on smoothing them out.Vertical line issue...the cause is not yet known. I've eliminated the specular maps off the list of suspects because I replaced them with black textures and they were still there.
  8. Let us know how it goes.
  9. Posting your INI would be helpful. Shadow resolution and iBlur need to be tweaked. Here's my shadow settings. These are from Ultra plus a bit a tweaking... [Display] iShadowMapResolution = 2048 fShadowBiasScale = 0.1500 iShadowMaskQuarter = 4 iBlurDeferredShadowMask = 3 fShadowDistance = 5000.0000 fInteriorShadowDistance = 3000.0000 iShadowFilter = 4 bShadowsOnGrass = 1 fShadowLODStartFade = 200.0000 bDeferredShadows = 1 iShadowMode = 4 bTreesReceiveShadows = 1 bDrawLandShadows = 1 bDrawShadows = 1 bShadowMaskZPrepass = 0
  10. How is your AF set and what is it set to?
  11. There was actually nothing wrong with the instructions. Just the way you were interpreting them was off. The "Earth 1024" option was always in the main file. It was never a separate file. I've re-worded the instructions a bit to be more clear to hopefully clear up the confusion.
  12. I started over with cleaning up the skin texture and it's already looking very nice. I have just a bit more to do on it. I don't want it to look perfect, but there are still a few spots to clean up a bit. It currently looks really really good under ENB as a vanilla replacement, imo. In vanilla lighting, the specular is way too bright so I'm going to tone that down a bit. All-in-all, it's almost done. I'll post the aphla mod sometime today for testing. Back to work...but first, more coffee!
  13. Things like this can be reported in the Bug Reports thread. It will probably be tomorrow before I'm able to look into this. Download the 1.65 file and the "Earth 1024" option is in the FOMOD.
  14. Just a quick update to let everyone know that I'm going to start getting back to working on this again.
  15. Contacted Brumbek with a link to my post above and an invitation to join the forums.
  16. Mfg Console didn't do anything for me or I don't know how to use it properly. The numbers that showed when clicked are: Pie - 000d7c39Plate - 000d7c01Honey Nut Treat - 230468c7
  17. Okay here are the issue videos with tables: https://www.youtube.com/watch?v=kYaqrClwA_g https://www.youtube.com/watch?v=Nivm1jjANAo In all fairness, this also happens in vanilla sometimes so maybe it's an issue to look into possibly providing a fix for? Here are a couple shots of the others: Here, sitting down at the table causes these items to move and the cup to fall off the table. (Could be vanilla placement issue) Here, as soon as the interior loads you hear a clanking in the room. This kettle is simply laying in the middle of the floor.
  18. Of course. I'm running a full STEP Extended installation. I tried both with the setting set to 1 and 0...made no difference. I'll see about taking some video and uploading it.
  19. You actually have to sit at the tables to cause the issue.
  20. Plugged this mod in to test it out for a bit. Only been using it for a few minutes and can tell you the issue with the objects bouncing on the tables is still present with iPresentInterval set to 0 or 1. Just sat in a chair at a table and had a pie jump off into the floor. At another table an egg kept rolling and rolling in place without anyone touching it.
  21. I'm interested in the progress as well. This thread seems to have died off a bit.
  22. It was nothing because it is the ground model. Nothing to worry about.
  23. This statement is not true for all systems. I have 8GB of RAM and 4GB of VRAM and I have no issues with stuttering at all... ...and I haven't ran DDSopt on any of my textures! You simply have to know what you're doing and build a quality system.
  24. An HDD is fine for Skyrim. I've running Skyrim on an HDD and it only results in longer loading times. That's it. In fact, if you're not used to the speed of an SSD then you're not going to miss it. You can buy one later with you can afford it as I'm planning to. Covert is right about overclocking with the stock cooler though; however, that not an unlocked processor so overclocking would be limited anyway. I don't suspect you'll be doing overclocking if you're asking about compatibility anyway. My only recommendation is, if you have the cash, is to spend more money and get a GTX 760 or equivalent (as long as your friend's PSU can support it). I have a GTX 760 card and it chews up most games like candy. You'll also be able to run most ENBs with the GTX 760 without issues as long as you're realistic with the ENB settings. I run Vividian Vanilla ENB (normal version) and stay around 50 FPS on average. This will cost you anywhere between $80-$100 more depending if you get a 2GB or 4GB model (I have a 4GB). All in all, that system will run a modded Skyrim, just don't expect what you see on benchmarks since those would be against an unmoded game. You might even be able to pull off some ENBs with this setup, if you use the performance versions which turn off a lot of the ENB settings.
  25. Not a free game but Bioware/EA is signing up users for a chance to be in the Alpha of Shadow Realms. https://www.shadowrealms.com/register
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.