z929669 Posted November 21, 2012 Author Posted November 21, 2012 Quote Quote Quote Quote Yes somehow i succeed to upload it. No errors this time. This is just 1024 resolution. The same like old file. Yes, i do recommend. How much VRAM do you have, btw? I presume that people with 2 gb of VRAM can use all high-res textures?I operate using only 1 GB VRAM (mirrored via CrossfireX), so I'd like to determine 'stretched' versus 'un-stretched'. Then I want to construct a custom hybrid of SRO and compare only the following + HRDLC over a virgin vanilla installation without any post processing or other 'noise':SRO 1024 fullSRO hybrid full (need details on your recommendations for combining HI & LO - If I construct, I will share with you for upload to your mod)SRO 2048 fullI will likely also experiment with 4096 mountains.It easy to determine. Landscape, Dungeons and Towns are stretched in many places. But with Landscape and Towns you must be careful because they cover huge areas, and this will eat VRAM easily.Dungeons and interiors operate like individual cells, which means when you enter some house or cave only this cell is loaded. In this case you can use even 4096 textures. Clutter is tricky. Many clutter textures are placed outside, and high-res is not a good idea. I can't use all high-res clutter. Also with 1gb of VRAM forget about 4096k mountains. What you need to do is find and save places where textures are stretched or not and determine which res is the best. First install all high-res textures and then throw inside low-res version, Clutter file for example. Then enter the game and load those places with Clutter textures and look.And do not overwrite high-res files with low-res, just rename them like in attachment. Here you see Clutter which is mixed file that i use in game, and ClutterM which is high-res file. After deciding what to use you can delete high-res version file. This is how i do when testing and mixing textures. Also i have to mention that i use only parts of HD DLC; armor, weapons, clothes and some clutter. Armor, weapons and clothes textures are resized to 1024 res. I think there is mod which also did this? You also know which other mods i recommend and use, and this is included in my combination except Vurts textures. They look great but i can't use them cause game stutter to much. And to be honest those vanilla plants look pretty good. They are not stretched. Many SRO textures look very good even in 1024 resolution because i have made them to be very detailed and clear in 2048 res. So resizing wont make them look worse to much. And mods like this are very helpful: https://skyrim.nexusmods.com/mods/26126/OK, this is a good start. I'll use DDSopt to reduce some of the HRDLC textures as you advised and then go through this exercise using SRO HI/LO to see what has the biggest effect. The mod you mention is a MUST for STEP I think (will post a thread). SMIM USP do not do this? Thanks @Starac I blended your v1.6 1k/2k textures, and the result is great so far. I simply replaced the following 2k texture folders (I did not go through each texture folder. I only replaced directories where I assume most textures occur in high density/frequency outdoors. I retained 2k trees, roads and dungeons as well as all architecture directories not named after towns or that are not part of Skyrim exteriors (e.g., highhrothgar, skyhaventemple, falmer hut). Following is a complete list of 2k textures that I overwrote with 1k. So far, my frame rates and VRAM consumption are only either same or slightly higher than with pure 1k (if you care to, please let me know if I missed anything obvious or if I unnecessarily included anything): Reveal hidden contents 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Farlo Posted November 21, 2012 Posted November 21, 2012 Hey Starac, we're debating the bedroll textures for v2.2.0b (here) and as you can see, we're clashing over the fact that while SRO provides a better resolution and detail it isn't as worn as you'd expect a bedroll to be in Skyrim. Â Is there any chance you could make a "dirty" version, either standalone or as part of your next update? Â Thanks and keep up the great work.
Starac Posted November 21, 2012 Posted November 21, 2012 Quote Quote Quote Quote Quote Yes somehow i succeed to upload it. No errors this time. This is just 1024 resolution. The same like old file. Yes, i do recommend. How much VRAM do you have, btw? I presume that people with 2 gb of VRAM can use all high-res textures?I operate using only 1 GB VRAM (mirrored via CrossfireX), so I'd like to determine 'stretched' versus 'un-stretched'. Then I want to construct a custom hybrid of SRO and compare only the following + HRDLC over a virgin vanilla installation without any post processing or other 'noise':SRO 1024 fullSRO hybrid full (need details on your recommendations for combining HI & LO - If I construct, I will share with you for upload to your mod)SRO 2048 fullI will likely also experiment with 4096 mountains.It easy to determine. Landscape, Dungeons and Towns are stretched in many places. But with Landscape and Towns you must be careful because they cover huge areas, and this will eat VRAM easily.Dungeons and interiors operate like individual cells, which means when you enter some house or cave only this cell is loaded. In this case you can use even 4096 textures. Clutter is tricky. Many clutter textures are placed outside, and high-res is not a good idea. I can't use all high-res clutter. Also with 1gb of VRAM forget about 4096k mountains. What you need to do is find and save places where textures are stretched or not and determine which res is the best. First install all high-res textures and then throw inside low-res version, Clutter file for example. Then enter the game and load those places with Clutter textures and look.And do not overwrite high-res files with low-res, just rename them like in attachment. Here you see Clutter which is mixed file that i use in game, and ClutterM which is high-res file. After deciding what to use you can delete high-res version file. This is how i do when testing and mixing textures. Also i have to mention that i use only parts of HD DLC; armor, weapons, clothes and some clutter. Armor, weapons and clothes textures are resized to 1024 res. I think there is mod which also did this? You also know which other mods i recommend and use, and this is included in my combination except Vurts textures. They look great but i can't use them cause game stutter to much. And to be honest those vanilla plants look pretty good. They are not stretched. Many SRO textures look very good even in 1024 resolution because i have made them to be very detailed and clear in 2048 res. So resizing wont make them look worse to much. And mods like this are very helpful: https://skyrim.nexusmods.com/mods/26126/OK, this is a good start. I'll use DDSopt to reduce some of the HRDLC textures as you advised and then go through this exercise using SRO HI/LO to see what has the biggest effect. The mod you mention is a MUST for STEP I think (will post a thread). SMIM USP do not do this? Thanks @Starac I blended your v1.6 1k/2k textures, and the result is great so far. I simply replaced the following 2k texture folders (I did not go through each texture folder. I only replaced directories where I assume most textures occur in high density/frequency outdoors. I retained 2k trees, roads and dungeons as well as all architecture directories not named after towns or that are not part of Skyrim exteriors (e.g., highhrothgar, skyhaventemple, falmer hut). Following is a complete list of 2k textures that I overwrote with 1k. So far, my frame rates and VRAM consumption are only either same or slightly higher than with pure 1k (if you care to, please let me know if I missed anything obvious or if I unnecessarily included anything): Reveal hidden contents textures\architecture\farmhouse   farmhouse01.ddstextures\architecture\farmhouse   farmhouse01_n.ddstextures\architecture\farmhouse   stonefloor01.ddstextures\architecture\farmhouse   stonefloor01_n.ddstextures\architecture\farmhouse   stonewall01.ddstextures\architecture\farmhouse   stonewall01_n.ddstextures\architecture\farmhouse   woodpost02.ddstextures\architecture\farmhouse   woodpost02_n.ddstextures\architecture\farmhouse   woodwalkway01.ddstextures\architecture\farmhouse   woodwalkway01_n.ddstextures\architecture\farmhouse   woodwall01.ddstextures\architecture\farmhouse   woodwall01_n.ddstextures\architecture\markarth   crackrock4.ddstextures\architecture\markarth   crackrock4b.ddstextures\architecture\markarth   crackrock4b_n.ddstextures\architecture\markarth   crackrock4var2.ddstextures\architecture\markarth   crackrock4var3.ddstextures\architecture\markarth   crackrock4_n.ddstextures\architecture\markarth   irondoor1.ddstextures\architecture\markarth   irondoor1_n.ddstextures\architecture\markarth   irondoor2.ddstextures\architecture\markarth   irondoor2_n.ddstextures\architecture\markarth   largecarving.ddstextures\architecture\markarth   largecarving_n.ddstextures\architecture\markarth   lightrock2.ddstextures\architecture\markarth   markarthtemp01.ddstextures\architecture\markarth   markarthtemp01a.ddstextures\architecture\markarth   markarthtemp01_n.ddstextures\architecture\markarth   markarthtemp02.ddstextures\architecture\markarth   markarthtemp02_n.ddstextures\architecture\markarth   markarthtexturetemphouse.ddstextures\architecture\markarth   mrkbasestoneb01lite.ddstextures\architecture\markarth   mrkbasestoneb01_n.ddstextures\architecture\markarth   mrkbasestoneb02.ddstextures\architecture\markarth   mrkbasestoneb02_n.ddstextures\architecture\markarth   mrkbasestonedesigns04horiz.ddstextures\architecture\markarth   mrkbasestonedesigns04vert.ddstextures\architecture\markarth   mrkbasestonedesigns04vert_n.ddstextures\architecture\markarth   mrkbasestonedesigns05horiz.ddstextures\architecture\markarth   mrkbasestonedesigns05horiz_n.ddstextures\architecture\markarth   mrkbasestonedesigns05vert.ddstextures\architecture\markarth   mrkbasestonedesigns05vert_n.ddstextures\architecture\markarth   mrkbasestonedesigns06horiz.ddstextures\architecture\markarth   mrkbasestonedesigns06horiz_n.ddstextures\architecture\markarth   mrkbasestonedesigns07horiz.ddstextures\architecture\markarth   mrkbasestonedesigns07horiz_n.ddstextures\architecture\markarth   mrkcolm01.ddstextures\architecture\markarth   mrkcolm01_n.ddstextures\architecture\markarth   mrkcolumnnepo01.ddstextures\architecture\markarth   mrkcolumnnepo01_n.ddstextures\architecture\markarth   mrkdeco01.ddstextures\architecture\markarth   mrkdeco01_n.ddstextures\architecture\markarth   mrkdirt02.ddstextures\architecture\markarth   mrkeagle02.ddstextures\architecture\markarth   mrkeagle02_n.ddstextures\architecture\markarth   mrkinnwindows01.ddstextures\architecture\markarth   mrkinnwindows01_n.ddstextures\architecture\markarth   mrkkingrock01.ddstextures\architecture\markarth   mrkkingrock01_n.ddstextures\architecture\markarth   mrkmetadesigns01.ddstextures\architecture\markarth   mrkmetadesigns01_n.ddstextures\architecture\markarth   mrkmetala01.ddstextures\architecture\markarth   mrkmetala01_n.ddstextures\architecture\markarth   mrkmossdirt01.ddstextures\architecture\markarth   mrkmossdirt01_n.ddstextures\architecture\markarth   mrkmtslab03.ddstextures\architecture\markarth   mrkmtslab03_n.ddstextures\architecture\markarth   mrkrock01.ddstextures\architecture\markarth   mrkrock01_n.ddstextures\architecture\markarth   mrkrockdesigns01.ddstextures\architecture\markarth   mrkrockdesigns01_n.ddstextures\architecture\markarth   mrksilversmithshop01.ddstextures\architecture\markarth   mrksilversmithshop01_n.ddstextures\architecture\markarth   mrkslatesteps02.ddstextures\architecture\markarth   mrkslatesteps02_n.ddstextures\architecture\markarth   mrkstairschunky01.ddstextures\architecture\markarth   mrkstairschunky01_n.ddstextures\architecture\markarth   mrkstonealpha01.ddstextures\architecture\markarth   mrkstonealpha01_n.ddstextures\architecture\markarth   mrkstoneblocklarge01.ddstextures\architecture\markarth   mrkstoneblocklarge01_n.ddstextures\architecture\markarth   mrkstoneblocks03.ddstextures\architecture\markarth   mrkstoneblocks03_n.ddstextures\architecture\markarth   mrkstoneborders03.ddstextures\architecture\markarth   mrkstoneborders03_n.ddstextures\architecture\markarth   mrkstonefloor01.ddstextures\architecture\markarth   mrkstonefloor01_n.ddstextures\architecture\markarth   mrkstonehorz01.ddstextures\architecture\markarth   mrkstonehorz01_n.ddstextures\architecture\markarth   mrktemplepart01.ddstextures\architecture\markarth   mrktemplepart01_n.ddstextures\architecture\markarth   mrktemplewall01.ddstextures\architecture\markarth   mrktemplewall01_n.ddstextures\architecture\markarth   mrktemplewall02.ddstextures\architecture\markarth   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You want me to check all this! Are you serious :) Between my mixed and pure 1024k version is about 85-100mb difference. Btw, i use 2048k for Landscape, except trees. But Landscape can also be mixed, and you can use 1024 res normal maps. Be creative man :) Quote Hey Starac, we're debating the bedroll textures for v2.2.0b (here) and as you can see, we're clashing over the fact that while SRO provides a better resolution and detail it isn't as worn as you'd expect a bedroll to be in Skyrim. Is there any chance you could make a "dirty" version, either standalone or as part of your next update? Thanks and keep up the great work.Actually i didn't know that bedroll textures are in 1.6 update? These are HD DLC textures that i have forget to remove during file transition. I probably will not release any more updates for Skyrim?
Farlo Posted November 21, 2012 Posted November 21, 2012 Quote Actually i didn't know that bedroll textures are in 1.6 update? These are HD DLC textures that i have forget to remove during file transition. I probably will not release any more updates for Skyrim?Ah, so those screenshots weren't deceptive.  If my vote matters at all, please do continue, your work is awesome.
z929669 Posted November 22, 2012 Author Posted November 22, 2012 Starac said: z929669 said: (if you care to please let me know if I missed anything obvious or if I unnecessarily included anything):You want me to check all this! Are you serious :)Between my mixed and pure 1024k version is about 85-100mb difference. Btw, i use 2048k for Landscape, except trees. But Landscape can also be mixed, and you can use 1024 res normal maps. Be creative man :)No, that is why I prefaced with "if you care to" (which I suspected you wouldn't). I was just trying to find a way to creatively coax more specifics from you and save myself some time ... it worked :P And I honestly cannot see any perceptible difference between many of your 1k/2k terrain textures (e.g., forest floor around Riverwood) ... but I will play around some more as you suggest when I have some time Starac said: Quote Hey Starac, we're debating the bedroll textures for v2.2.0b (here) and as you can see, we're clashing over the fact that while SRO provides a better resolution and detail it isn't as worn as you'd expect a bedroll to be in Skyrim. Is there any chance you could make a "dirty" version, either standalone or as part of your next update? Thanks and keep up the great work.Actually i didn't know that bedroll textures are in 1.6 update? These are HD DLC textures that i have forget to remove during file transition. I probably will not release any more updates for Skyrim?I knew they were just leftover from HRDLC as I mention in the thread that Farlo linked ... not sure what he is talking about though, because I also noted that the resolution of Better Bedrolls was same as HRDLC (but I think that the author simply sharpened the vanilla HR versions, albeit a bit too much) :?
Starac Posted November 24, 2012 Posted November 24, 2012 z929669 said: Starac said: z929669 said: (if you care to please let me know if I missed anything obvious or if I unnecessarily included anything):You want me to check all this! Are you serious :)Between my mixed and pure 1024k version is about 85-100mb difference. Btw, i use 2048k for Landscape, except trees. But Landscape can also be mixed, and you can use 1024 res normal maps. Be creative man :)No, that is why I prefaced with "if you care to" (which I suspected you wouldn't). I was just trying to find a way to creatively coax more specifics from you and save myself some time ... it worked :P And I honestly cannot see any perceptible difference between many of your 1k/2k terrain textures (e.g., forest floor around Riverwood) ... but I will play around some more as you suggest when I have some time Starac said: Quote Hey Starac, we're debating the bedroll textures for v2.2.0b (here) and as you can see, we're clashing over the fact that while SRO provides a better resolution and detail it isn't as worn as you'd expect a bedroll to be in Skyrim. Is there any chance you could make a "dirty" version, either standalone or as part of your next update? Thanks and keep up the great work.Actually i didn't know that bedroll textures are in 1.6 update? These are HD DLC textures that i have forget to remove during file transition. I probably will not release any more updates for Skyrim?I knew they were just leftover from HRDLC as I mention in the thread that Farlo linked ... not sure what he is talking about though, because I also noted that the resolution of Better Bedrolls was same as HRDLC (but I think that the author simply sharpened the vanilla HR versions, albeit a bit too much) :?There is a difference, but it depends which texture is in question.1024 res normal maps can be used with all Landscape. But it's boring to mix this. Quote Ah, so those screenshots weren't deceptive. If my vote matters at all, please do continue, your work is awesome.Thanks.
wysiwyg Posted December 18, 2012 Posted December 18, 2012 Looks like this is no longer on Nexus. Starac was apparently banned after removing the files and stating he planned to charge for updates. Not sure what that was all about. I have the files except the DawnGuard update so does anyone know if he moved to another host for the mod?
z929669 Posted December 18, 2012 Author Posted December 18, 2012 SRO is effectively no longer a part of STEP.
WilliamImm Posted January 30, 2013 Posted January 30, 2013 Well, we don't care. SRO is not going to be included in STEP for the forseeable future. Also, downloading something from a site that I've never heard of - what could possibly go wrong? (Hint: nearly everything. I'm not going to be suprised if that link was infected)
Besidilo Posted January 30, 2013 Posted January 30, 2013 Quote Also, downloading something from a site that I've never heard of - what could possibly go wrong? (Hint: nearly everything. I'm not going to be suprised if that link was infected) Wut.
zone22 Posted January 30, 2013 Posted January 30, 2013 Quote Well, we don't care. SRO is not going to be included in STEP for the forseeable future. Also, downloading something from a site that I've never heard of - what could possibly go wrong? (Hint: nearly everything. I'm not going to be suprised if that link was infected) The man asked for a link and I gave it. Apologies for trying to be helpful. Second, as of STEP v2.2.0a, which is on Nexis. It uses texture combiner. I'm just following the wikihttps://wiki.step-project.com/Texture_Pack_Combiner As for viruses highly unlikely. Considering it's been scanned the death from four different AVS providers. That being said it still needs be hosted on proper site which most likely won't happen in the foreseeable future. btw, thank you for taking the time to create/maintain the STEP project.
justjr Posted January 30, 2013 Posted January 30, 2013 WilliamImm said: Well we don't care. SRO is not going to be included in STEP for the forseeable future. Also, downloading something from a site that I've never heard of - what could possibly go wrong? (Hint: nearly everything. I'm not going to be suprised if that link was infected)LOL I am sorry but... this is really naive.
z929669 Posted January 30, 2013 Author Posted January 30, 2013 Quote Well, we don't care. SRO is not going to be included in STEP for the forseeable future. Well, we DO care; however, it might be better said that "we are not interested," at this time unless the host is Starac and he is knowingly making his content available for the foreseeable future. Otherwise, the source is simply one of "us," which is acceptable for personal use, but not for STEP --or the Nexus for that matter, so it is a moot point.
WilliamImm Posted January 30, 2013 Posted January 30, 2013 Yea, that was my mistake. The post was made on a rush, and I was just going to say basically, that unless the mod author uploads a official version somewhere, this mod will not be in STEP. Also, I really don't like downloading from sites that I've never heard of (and the user didn't make many posts, if at all), so I initially took it as a spambot and gave my hasty response. The site is fine - nothing that brings up a red flag. Looks like a guild site, actually, on further inspection.
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