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dukefx last won the day on July 4 2014

dukefx had the most liked content!

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About dukefx

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  • Birthday 03/02/1986
  1. I've tried a proper collision mesh for roadstraight01 and nothing changed regarding the blood splatters. My best guess is that it's a matter of CK settings. Adjusting the angle of the splatters maybe. It should work like snow and moss applied onto objects. Unfortunately I don't have the time to play around with other mods. The next update will feature a removal of redundant triangles, but nothing else. If I cut the amount of polygons any further there'd be a noticeable difference in shading. The cracks/valleys would be destroyed. I've tried it several times. On top of that I'm going to add 2 more versions. One with a proper collision mesh and one that uses vanilla roads for LOD.
  2. There's no need to remove any Parallax mods. Anything that affects roads will be ignored. For screenshots see the ones uploaded by users here: https://www.nexusmods.com/skyrim/mods/55518/?tab=3&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodimages%2F%3Fid%3D55518%26user%3D2&pUp=1 They tend to care more about screenies than I and have all kinds of textures. Blood splatters only look odd with the Enhanced Blood Textures mod. I believe it's not on my end, other decals work perfectly.
  3. Well, I can't really go lower or the extrusions will be flattened entirely. Those who care will notice their foot being inside the rocks (although it has almost enough leeway) and not floating above the cracks. I just did some tests in game and the difference in shading is like heaven and hell. I'm standing on an optimized one. The ones further away are the old ones https://cloud-3.steampowered.com/ugc/589160126696871119/775C0495BF213FADAB00E7A403D0A6F581C42D49/ Edit: that may actually just be a normal issue. Edit2: not the normals. Edit3: I'm starting everything from scratch and remove nothing, but the redundant triangles.
  4. Btw. I have 2 questions. 1. How does a collision mesh affect performance? I will need the exact same mesh, it's a road after all. 2. Would adding the vanilla road meshes as LOD be a good idea?
  5. Yes, they did tell me to contact someone whose name consists of lots of numbers, but I didn't bother with it, sorry. I'll do it later, I promise :P @SparrowPrince Scripts won't help me. Max 2012 has amazing modeling (Graphite) tools. It was a worthy upgrade after 3DSMax 3.1 which was still in the hands of Kinetix XD Back in the early 2000s I've tried a lot of stuff. Houdini was made for aliens, but got more user friendly, ZBrush was made for aliens and still meant for aliens. Maya used to have a superior particle system, but the modeling tools were far inferior so I wasn't really interested. Blender is quite alright and I have it installed for importing/exporting stuff that Max can't handle. I also used that for modeling (practicing) and it's not better than Max 3.1 nor worse. Oh, and there's Modo that began its career as nothing but a modeling software, but I wasn't impressed. As you can see I have no idea what Maya can do these days.
  6. roadcurvelong45lramp01 (one of the largest meshes) has been reduced from 49630 to 36215 triangles. I removed 3701 by hand. Took me roughly 5 hours >.
  7. Edit: I'm going to remove the seams by hand (removing edge loops won't kill the UVs, what a miracle). Will take quite a lot of time tho. Until then lets suspend the auto-optimization.
  8. A quick comparison: https://imgur.com/BzYjpaS,PLBE7dL,jf2ahEA#0 From left to right: original, prooptimzer set to 75%, your version 4k quick renders and 1 with viewport shading. No time for in game tests now. Edit: unfortunately your optimizer did not get rid of the seams either :(
  9. I tried Meshlab as well and it gave me an error. I used an OBJ. After some research a guy found a workaround: importing it as PLY. I couldn't find any plugins for Max that'd export as PLY. I'm gonna have a look at your work, but I have to take a shower and leave soon.
  10. There shouldn't be anything like that. I sliced and patched the original mesh. These here (the ones I posted already): https://i.imgur.com/ShelkAN.jpg (that face was folded onto others >. I'm quite curious what Maya can do. I checked ZBrush and Blender as well. Their better optimization tools do not preserve UVs, and those that actually do are far worse than Max's ProOptimizer.
  11. That was the first thing I tried, believe me. I made the rocks use the road texture and the ground was replaced by dirt01. Here's how it looked like: https://cloud-2.steampowered.com/ugc/3278934346190871927/139E09BD6807D0731DE79A45961FEA4233D26A5E/ The first thing my "lab rat" (one of my best friends) noticed was the high contrast between the rocks and the dirt and I had to agree with him. Next try: lets set the ground to use the road textures as well. Results: mismatching UVs in some places, but only in SOME places. I have absolutely no idea what caused it, but even if it wouldn't suffer from this issue, the results were still displeasing. https://i.imgur.com/8Gvud7e.jpg The meshes are compatible with most mainstream textures. My policy for those whose textures do not work: take it or leave it! It's simply impossible to please everyone.
  12. Thank you for the warm welcome. :)
  13. I've registered just to shed some light on how this actually works. It's easy to criticize without knowing what someone has to deal with. Having to work on an existing mesh with UVs and textures is something totally different than designing everything from scratch. Let me show you how a vanilla road looks like: Here it is with no modifications: https://i.imgur.com/KG7Eozt.jpg Looks alright, doesn't it? Well, it's far from alright. It's "stitched" together, and by that I mean they simply placed elements next to each other without actually combining them properly. https://i.imgur.com/NYBsm46.jpg This is where the seams come from. But wait, there's more..... https://i.imgur.com/ShelkAN.jpg The red lines display open edges. Open edges on the inside? Unacceptable. Every mesh, except the chunks contain these. I'm all ears when it comes to constructive criticism, but when I get hit by random numbers out of thin air... well, you can imagine I'm not happy about it. Stuff like "50% less polys would be enough" and the like. Also, in regards of performance: at first I haven't actually looked at the frame rate, but I didn't feel any difference. After some feedback I tested it myself and my frame rate is totally the same. There are people with worse PCs than mine and report zero performance loss. Others who experience this on far, far better PCs than mine probably push their game beyond reasonable limits. I'm not saying that they are using 8k textures for a tiny mushroom and such, but they sure don't optimize their game well. Back to the road meshes... those seams need to go (they are all the exact same spot where the different elements where stitched together + the outter borders where boundaries needed to be preserved at all costs), but everything else is just the way I want it. I've done a lot of tests and there's a huge noticeable difference in shading. Test it on snowy roads and it'll be even more visible.
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