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Found another one!

 

wrplasterdecals.dds in Skyrim HD - Towns

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This is the result of an alpha mask I think. It may or may not be an issue in game. Looks like a shared texture.
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Found another one!

 

wrplasterdecals.dds in Skyrim HD - Towns

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This is the result of an alpha mask I think. It may or may not be an issue in game. Looks like a shared texture.
I didn't notice this in-game. I was actually in search of the moss texture that is on the side of the Whiterun outer walls (never did find it) and ran across those couple textures that I posted.
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It looks like Serious HD rocksedgetrim01's alpha is a height-map, while Vanilla Skyrim rocksedgetrim01's alpha is a transparency-map ... Is this a modder misunderstanding? Or are there special NIFs floating around?

Vanilla Skyrim rocks01 seems to be a height-map. Vanilla volcanictundraminerals looks super weird, looks more than a specular map than anything else, or an erronous texture.

I guess all the files directly in landscape are actual height-map carrying, except the trim-file, all the sub-folders have transparency-maps.

OK, I will take this to mean that having these files in the Wiki INI is appropriate then ... ?

 

... and thanks for all of the recent feedback on the latest barrage of questions!

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Found another one!

 

wrplasterdecals.dds in Skyrim HD - Towns

Posted Image

This is the result of an alpha mask I think. It may or may not be an issue in game. Looks like a shared texture.
I didn't notice this in-game. I was actually in search of the moss texture that is on the side of the Whiterun outer walls (never did find it) and ran across those couple textures that I posted.
DDSopt seems to remove redundant texture information at each mip level. If you look at many alpha maps, you will find that the black portion will overlap with the crappy-looking edges in the primary and the new black parts of the converted version will mask that stuff. By removing the additional unnecessary texture information in the primary channel, DDSopt may be enabling more efficient rendering in game (but I am not sure about that!)
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Found another one!

 

wrplasterdecals.dds in Skyrim HD - Towns

Posted Image

This is the result of an alpha mask I think. It may or may not be an issue in game. Looks like a shared texture.
I didn't notice this in-game. I was actually in search of the moss texture that is on the side of the Whiterun outer walls (never did find it) and ran across those couple textures that I posted.
DDSopt seems to remove redundant texture information at each mip level. If you look at many alpha maps, you will find that the black portion will overlap with the crappy-looking edges in the primary and the new black parts of the converted version will mask that stuff. By removing the additional unnecessary texture information in the primary channel, DDSopt may be enabling more efficient rendering in game (but I am not sure about that!)

 

Yeah...DDSopt is still Greek to me. :teehee:
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  'JudgmentJay said:
Probably a dumb question' date=' but is there a way to check if a texture was messed up by DDSOpt outside the game?[/quote']

Yes, use DDSopt preview tab to look at each individual texture to compare. The Compressonator does a decent job too, but misses some things.

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Seems like kind of a pain to go through each one by double clicking like that. What about TES Texture Pack Merging Utility? It revealed a messed up texture in a mod I was DDSOpting earlier, and it has the nifty feature of copying one of the two textures, so if any textures are corrupt you can click the Copy button for the non-corrupt texture and it saves a copy of it in the application's folder. Once you're done you can just drag the textures folder in the application's directory and overwrite your optimized texture folder and merge them, thus eliminating the bad textures.

 

A side note... so even something like this should theoretically be OK in-game?

 

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Seems like kind of a pain to go through each one by double clicking like that. What about TES Texture Pack Merging Utility? It revealed a messed up texture in a mod I was DDSOpting earlier, and it has the nifty feature of copying one of the two textures, so if any textures are corrupt you can click the Copy button for the non-corrupt texture and it saves a copy of it in the application's folder. Once you're done you can just drag the textures folder in the application's directory and overwrite your optimized texture folder and merge them, thus eliminating the bad textures.

 

A side note... so even something like this should theoretically be OK in-game?

 

Posted Image

 

The problem is that in game, you will see the composite result of the texture after all layers are combined around the model. AFAIK, the model also defines aspects of texture behavior, and the shader computes even more of the net result. Thus, you are only seeing a small part of the issue when you look at texture primary channels only. You need to see what the alpha channel is doing as well to get a better idea from just looking at textures (i.e., view in DDSopt), and this is still not a complete picture. For that, you need to see the in-game result.

 

The texture above is probably fine in game, but without seeing the alpha, it is not possible to know.

 

Speaking of the preview though ... I have a feature request:

 

Enable moving between textures using the arrow keys. Presently, the L/R arrow keys control tab switching behavior; however, I would assign these keys to functions within each tab. For the Preview tab, I want to use the L/R arrows to go between textures and the U/D arrows to switch between primary/alpha.

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  'z929669 said:
Enable moving between textures using the arrow keys. Presently' date=' the L/R arrow keys control tab switching behavior; however, I would assign these keys to functions within each tab. For the Preview tab, I want to use the L/R arrows to go between textures and the U/D arrows to switch between primary/alpha.[/quote']

 

That would be great.

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Okay ... how about a spitter-line which you can move between origdest? Just kiddin'. I mean I'd love such a feature, but I may have not much time for implementing it (I don't mean the key, the splitter ofc :P). I got a new job in two weeks, and it's going to eat all my time the first months (you know ...).

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Congratulations on the new job. We certainly appreciate all the work you've spent on DDSopt and BSAopt, and hopefully you'll have some time to work on them again after you finish creating a good initial impression.

 

The new Skyrim Texture Viewer does a reasonable job of supporting quickly moving between textures. If we could get the author to add views of primary and alpha channels it would be even more useful.

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  'Ethatron said:
Okay ... how about a spitter-line which you can move between origdest? Just kiddin'. I mean I'd love such a feature' date=' but I may have not much time for implementing it (I don't mean the key, the splitter ofc :P). I got a new job in two weeks, and it's going to eat all my time the first months (you know ...).[/quote']

Kudos. We appreciate whatever time you are able to put towards your projects. We are greedy, yes, but also reasonable ;)

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This may be slightly off-topic here, but maybe not. Hoping someone can give me advice or can answer the questions below. If this is the wrong thread for this, I apologize. It seems like it could be applicable to this thread.

 

Since comparison screenshots are very useful to determine in-game how textures look between vanilla and modded textures or after optimization, I want to go through and try to capture as much as I can for each distinct texture in-game. However, doing this, as you might suspect, is very cumbersome. 

 

Here's my current method, taking Whiterun area as an example:

 

  Reveal hidden contents

 

 

Anyway, besides the implied question "is there a better/faster way to go about doing all that?" I have some questions about mods that may exist or not, which could help.

 

 

  Reveal hidden contents

 

 

Since those mods probably don't exist, I'd welcome any suggestions on quicker ways to improve my "method" above. It's beginning to feel like work and isn't fun waiting for the load menu or repeating steps over and over and over. My aspirations may be set too high on this one.

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