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Everything posted by z929669
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Ignore "My display flat panels" and leave it at defaults, since it does not have a gamma setting and is monitor specific (DVI only). From the help menu: Display Color for Digital Flat-Panels (DVI Monitors) Use the Display Color (Digital Flat-Panel) page to set the hue, saturation, brightness, contrast, and color temperature for displays connected through a DVI connection. This page contains color settings for individual displays. To configure color settings a particular desktop and all its associated displays, see Desktop Color instead. Desktop Color Use the Desktop Color page to adjust color settings, such as gamma, brightness, and contrast, for a particular desktop. If multiple displays are associated with the desktop, then all changes in the page are applied to each of the displays. The Desktop Color page is found under the Desktops and Displays > Desktop Management group in Standard View or the Desktop Management group in Advanced View. To adjust color settings for an individual display, use the Display Color page for that particular display. For more information, see Display Devices. ... all you need to know seems to be in the help.
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Aren't changes in one area reflected in the other where there are redundancies? I use "Desktop Management" I think, and there is a button in the middle of this that must be clicked on to engage the CCC 2D drivers.
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This also ensures that we can keep track of the sources of information.
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Graphics-driver version usually has more range and degrees of freedom. Just follow the instructions and notice that #3 is the 'best' method, given that #1-#2 are not set to 'extremes' (those should be set to baseline defaults)
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SKYRIMLE Issues with guide instructions
z929669 replied to Luinithil's question in Creation Kit Support
I am finally trying to learn more about using the Creation Kit ... Currently, I am having real problems panning the camera. If I hold down my mouse wheel (mouse 3), I can pan, yes, but whatever object is selected also moves to the left. This happens whenever I hold down the mouse wheel. Selected object continuously moves to the left, and I can pan just fine ... but who cares, because I have now messed up the selected object's position. Soes anyone have any idea why this is happening or how to 'fix'? -
DROPPED Terrain Bump - Texture Pack (by SparrowPrince)
z929669 replied to z929669's topic in Skyrim LE Mods
Not sure. It probably has something to do with the move. Will need to look into it. EDIT: We may have to dig them up from a site backup ... I have not set up my local dev server, which is where this would be stored if I had it. -
DROPPED Terrain Bump - Texture Pack (by SparrowPrince)
z929669 replied to z929669's topic in Skyrim LE Mods
Yes, all is laid out, but most people unfortunately only read a short bit of a thread and take posts they see out of the larger context, so drowning 'nay'say with lots more 'yay'say might just prevent some people from getting concerned over things that shouldn't be concerning to them unless they actually notice an obvious issue on their own. -
Sorry, I moved the page to the correct spelling https://wiki.step-project.com/Guide:ENBseries_INI/Environment now the breadcrumb to the parent is there, not sure what your CSS is doing though.
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DROPPED Terrain Bump - Texture Pack (by SparrowPrince)
z929669 replied to z929669's topic in Skyrim LE Mods
Some people that come here listen to technical stuff that they might not understand ... all these people hear is "this is not the way it is supposed to be" or "this is not 'best practice'", and they do not objectively see anything else, and OCD takes over, and suddenly you have a scare, and Ebola is going to kill anyone with TB installed :/ I am just trying to rectify illogical and irrational conclusions. -
Here is an example of how this could work using your Environments tab ... the way you have it, there is no need to create a /Screenshots subpage. https://wiki.step-project.com/Guide:ENBseries_IN/Environment ... be sure to navigate to the bottom of the page and follow the category links to see how it is hierarchically organized under the Guides category.
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Dummy images are an image one of us uploaded quite a while back that tech is using over and over again for now.RE duplicated images: Good, that's what I expected but was not certain. Tech, I am just suggesting that you use the INI sections as subpage names to your guide and /Screenshots as sub-subpage names to the sections, as that seems like the only way you could logically parse the screens (but for some of these sections, you might even need to go down to /Guide:ENBSeries.INI/Sectionname/Screenshots/#) I will change the category of the guide and add it as a sub to Guides, and if you add [[Category:INI Settings]] to your 'settings section' pages and [[Category:Screenshots]] to your screenshots sub-subpages, that would work nicely I think.
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I can delete your pages.
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DROPPED Terrain Bump - Texture Pack (by SparrowPrince)
z929669 replied to z929669's topic in Skyrim LE Mods
Why bother? Just install the mod ... the consensus is that it is an improvement, regardless of normal-map sourcing (see instructions on the mod page). That is why it is in STEP (read above) -
I modified my previous post and you both me ... see above
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I had thought we determined this some time ago .... o_O
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The dummy image is small, but I am not sure if browsers (or wiki caching) treat the images as one instance repeated many times or many instances repeated one time (i.e., for 300 duplicated images, 1 cached image versus 300, respectively). I think that a good multi-page strategy could be done in two ways: creating one page per setting at the top level (and adding all to a unique category or, better yet, a subcategory of [[Category:Guides]]), or creating one top-level page and giving each setting a subpage. I searched the wiki using term 'screenshots' ... Terrain Bump screenshots subpage came up, and it belongs to [[Category:Mod Subpage]], which belongs to [[Category:Mods]], so this was a successful search for me, and it seems to be a logical way to organize mod-related screenshots. (but where the heck did the images go??). Anyway, the ENB INI guide could use /Screenshot subpages by setting and use [[Category:Screenshots]]. I think then each subpage will inherently belong to [[Category:Guides]] as well EDIT: Actually, a category hierarchy makes sense too ... Key: Category[subcat][sub-subcat] (pagename/subpagename/subsubpagename) [*]Guides (Guide:ENB) [*]INI Guides (Guide:ENBSeries.INI) [*]INI Settings (Guide:ENBSeries.INI/Environment) [*]Screenshots (Guide:ENBSeries.INI/Environment/Screenshots) the subpages are INI section names. I know these are subpages (s4n does not like them), but they are also categorized effectively, and the page names are intuitive. Searching by any term in the page name will bring that page near the top of the search result, and it is simple for users to navigate either visually or via the URL.
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you want to use "raise foliage-map opacity each mip-level" and set that to some higher value in the DDSopt submenu under behave. that will fix such issues.
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Actually, there are lots of things in addition to faces that get this treatment ... head, hands and skin textures in addition to architecture, blood, clutter, cubemaps, LOD, sky, etc.The facetint stuff doesn't seem to use alpha, but I have only checke a few ...Here are some interesting examples ... alpha used for effects data: # orange.dds ##################################################################D:Skyrim ModsMod_WorkingOptimizationSkyrim Vanilla Textures (cleaned source)texturesdlc02effectsorange.ddsprocessing: Format : DXT1 to A8R8G8B8 Dimensions : 4x4 to 1x1 - 3 to 1 levelsnotes: Turned contrast off for interface texture. Planar image detected, collapsing to size 1x1. Texture was compressed.delta: 20 bytes less# fxtentacle01.dds ############################################################D:Skyrim ModsMod_WorkingOptimizationSkyrim Vanilla Textures (cleaned source)texturesdlc02effectsfxtentacle01.ddsprocessing: Format : DXT5 to A8R8G8B8 Dimensions : 256x1024 to 1x1 - 11 to 1 levelsnotes: Turned contrast off for interface texture. Planar image detected, collapsing to size 1x1. Texture was compressed.delta: 349580 bytes less... and another ... alpha used for opacity: # transparent.dds #############################################################D:Skyrim ModsMod_WorkingOptimizationSkyrim Vanilla Textures (cleaned source)texturesdlc02weaponsrieklingspearstransparent.ddsprocessing: Format : DXT1 to A8R8G8B8 Dimensions : 128x128 to 1x1 - 8 to 1 levelsnotes: Planar image detected, collapsing to size 1x1. Texture was compressed.delta: 10932 bytes lessThe face textures may be a special case, since those textures are dependent upon base textures, and many titmasks do not get converted to 1x1, because they are not monochromatic. My guess is that the meshes have the restriction. But this will likely not apply to anything not being used as a texture overlay-type texture or maybe anything other than faces. EDIT: Following is an example of what I am absolutely sure is a problem texture after optimization, but it is unclear if this is due to downscaling the texture or conversion, but I suspect the former: # skyrimcloudsfill.dds ########################################################D:Skyrim ModsMod_WorkingOptimizationSkyrim Vanilla Textures (cleaned source)texturesskyskyrimcloudsfill.ddsprocessing: Format : DXT1 to A8R8G8B8 Dimensions : 32x32 to 1x1 - 6 to 1 levelsnotes: Planar image detected, collapsing to size 1x1. Texture was compressed.delta: 692 bytes less
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I am wondering if a similar effect is seen with other 1x1. That alpha likely makes all the difference. If the collapsed version changes the alpha to pure black, then that would account for the purple (i.e., texture is missing). I optimized every vanilla texture without constraint and will test the effects in game by randomly going all kinds of places ....
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All one needs to do to see what tools are available on the wiki: TOOLBOX > SPECIAL PAGES > Version There is a lot of info on Special Pages too, and don't forget other tools that can be used on any page via other options in the top-bar menu. mediawiki has lots of info to offer for those curious enough to investigate and play around.
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Probably will have no effect. The BSAs still all need to be extracted and assets overlayed with all others. Reducing the sizes of the BSAs would conceivably increase performance, but probably not by any detectible amount. The DDSopt batch script removes the redundancies, so you might consider using that to clean up the vanilla textures before optimizing.
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There is probably some limit, but I would not guess that it is limiting with regard to your needs. I'll bet you could have 800 galleries. Any integer can be used to indicate an individual gallery. The main limit is page load time though, so be strategic in your implementation and create subpages maybe to hold gallery blocks ... or just limit top pages to 10-20 (... 50-100) galleries and continue them over several top pages.
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You have to define a 'class'. Maybe create Template:HishutupTestTemplate with a couple of Properties (Property:HishutupTestProperty1, Property:HishutupTestProperty2, etc.). Then the Form (Form:HishutupTestForm). You will need to define the data type for the Properties and think ups some simple thing for the template (or copy one from one of our community templates) and associate the template with the Form. s4n (Brian) works backwards from Forms, I think, but the SMW literature works forward from Properties. s4n's way is probably best if you are doing something complicated and you have a very specific idea how you want to accomplish, but I would look at SMW help pages and just create those pages and learn how to use them. that is the first step. If you can't get that working, then you are not ready to even begin asking questions :) ... and don't begin by looking at our implementation ... it is pretty complex and kind of deviates from the norm in some places. Very hard to follow the logic of our implementation. EDIT: Actually, I created some stuff for testing purposes when I was first learning. you can play with that stuff and edit it as much as you like if you want: https://wiki.step-project.com/Form:Class1 https://wiki.step-project.com/Form:Class2 https://wiki.step-project.com/Template:Class1 https://wiki.step-project.com/Template:Class2 https://wiki.step-project.com/Property:Property1 https://wiki.step-project.com/Property:Property2 https://wiki.step-project.com/Property:Property3 https://wiki.step-project.com/Property:Property4 ... I am not able to support you much though, as I have not looked at that stuff for a couple of years.
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Still waiting on a response to my last ... I really hate to implement anything without evidence, and I really hate to gather evidence if someone else has already done it :P
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I read it twice, and am still not following ... too late maybe. Sounds like a lot of logic for SMW to handle. If you get a sandbox started and create the unique templates, properties and forms to get started, that will help. You will want to create something very simple to see how these three components relate in SMW. Once you figure that out, you will graduate to a level where you can sort of follow what Brian has done with SMW. What you are explaining seems like a difficult task in SMW, but I like to think it is possible.

