z929669 Posted April 25, 2012 Share Posted April 25, 2012 Discussion thread:DDSopt Guide by STEPWiki Link GET DDSopt:Github Pre-release versionsOfficial Nexus versions (select pre-release update 4) Link to comment Share on other sites More sharing options...
0 z929669 Posted September 17, 2012 Author Share Posted September 17, 2012 Are Vurt's textures automatically omitted from optimisation when using the settings from this post?No, but not all of Vurt's textures have problems with DDSopt either. We just need to note which ones need to be skipped and add them to the INI in the correct position.And another question, what does "Ignore border on optimizing" do and should it remain set to 1%?I am not sure on this one either, so I just leave it at the default. Ethatron will need to explain. Link to comment Share on other sites More sharing options...
0 frihyland Posted September 17, 2012 Share Posted September 17, 2012 Are Vurt's textures automatically omitted from optimisation when using the settings from this post? And another question, what does "Ignore border on optimizing" do and should it remain set to 1%?Skip the branches. The borders of many textures "tile" and so they cannot be optimized without creating seams. Link to comment Share on other sites More sharing options...
0 uLoop Posted October 3, 2012 Share Posted October 3, 2012 Hi, I have been lurking around this thread for a while, but I couldn't find much in the way of a coalesced list of vanilla textures broken by DDSopt pre III. Is the exclusion list in the ddsopt.ini complete, or do I have to worry about ddsopt corrupting vanilla textures? PS: I excluded the .png files, the hotiron files, the textures\graynoise.dds and the textures\effects\highfrequencynormals.dds files. The pineforest files should be fine, as they are handled in the .INI. Any other suggestions? Link to comment Share on other sites More sharing options...
0 z929669 Posted October 3, 2012 Author Share Posted October 3, 2012 DDSopt Pre III is pre-configured to deal with all vanilla textures appropriately. Go ahead and run it without worry. Link to comment Share on other sites More sharing options...
0 uLoop Posted October 4, 2012 Share Posted October 4, 2012 DDSopt Pre III is pre-configured to deal with all vanilla textures appropriately. Go ahead and run it without worry.Thank you. Link to comment Share on other sites More sharing options...
0 Besidilo Posted October 4, 2012 Share Posted October 4, 2012 DDSopt Pre III is pre-configured to deal with all vanilla textures appropriately. Go ahead and run it without worry.Even the paper textures? I thought those should be omitted from being optimised by DDSopt. Same for Vurt's branches. Link to comment Share on other sites More sharing options...
0 frihyland Posted October 4, 2012 Share Posted October 4, 2012 DDSopt Pre III is pre-configured to deal with all vanilla textures appropriately. Go ahead and run it without worry.Even the paper textures? I thought those should be omitted from being optimised by DDSopt. Same for Vurt's branches.Those aren't vanilla textures, those are mods :PÂ Vanilla = Textures.bsa and the HR DLC bsa's Link to comment Share on other sites More sharing options...
0 Besidilo Posted October 4, 2012 Share Posted October 4, 2012 DDSopt Pre III is pre-configured to deal with all vanilla textures appropriately. Go ahead and run it without worry.Even the paper textures? I thought those should be omitted from being optimised by DDSopt. Same for Vurt's branches.Those aren't vanilla textures, those are mods :PÂ Vanilla = Textures.bsaOh, my bad. Which paper textures are we supposed to avoid then? Link to comment Share on other sites More sharing options...
0 Ethatron Posted October 7, 2012 Share Posted October 7, 2012 Someone compiles me a list of mods to look at? (besides Soul Gems Differ) And the idea with the "ini" was that you can start managing, hacking, exchanging, sharing, organizing the unsolvable special cases without the supervisor. It's not the supervisor's favorite officially approved list. ;^) The special alpha-mode is only on for files marked "foilage" in the ini, it isn't applied by default. Link to comment Share on other sites More sharing options...
0 Besidilo Posted October 7, 2012 Share Posted October 7, 2012 You're back! Start with the Texture Pack Combiner, those are the core mods. Link to comment Share on other sites More sharing options...
0 Ethatron Posted October 7, 2012 Share Posted October 7, 2012 C'mon, "look at every texture that exist" is not a good response. :P Link to comment Share on other sites More sharing options...
0 torminater Posted October 7, 2012 Share Posted October 7, 2012 It's what all of us have to do, too. Unfortunately. Link to comment Share on other sites More sharing options...
0 Besidilo Posted October 7, 2012 Share Posted October 7, 2012 It's what all of us have to do' date=' too. Unfortunately.[/quote'] Indeed. :( If you have to pick, start with the textures from large texture packs first, e.g. Skyrim Realistic Overhaul 1.5, Skyrim HD - 2K Textures 1.5, WATER 1.5b, Skyrim Flora Overhaul 1.5a, that are actually being used in TPC, e.g. let it combine the files first and look up the specific folders... Link to comment Share on other sites More sharing options...
0 frihyland Posted October 7, 2012 Share Posted October 7, 2012 C'mon' date=' "look at every texture that exist" is not a good response. :P[/quote']I agree, starting with mods that are more likely to have issues is a much better idea.  I would suggest water, blood, and parallax mods to start with. WATER - Water And Terrain Enhancement ReduxPure WatersBlacksmithforge water fixEnhanced Blood TexturesCrimson Tide - BloodProject Parallax - Roads and BridgesProject Parallax - MarkarthProject Parallax - WindhelmProject Parallax - SolitudeParallax Rocks and MountainsProject Parallax - WhiterunNice to see you back Ethatron. Link to comment Share on other sites More sharing options...
0 Kelmych Posted October 8, 2012 Share Posted October 8, 2012 Based on discussions in this thread earlier this year, I'm not sure how DDSopt handles providing the correct set of mipmaps for textures that are rectangular. My impression was that these need to done in a separate run through DDSopt with the "Don't eliminate lower mip levels" flag checked. If so, it would be useful if there were a flag that caused this for rectangular textures only ("Don't eliminate lower mip levels for rectangular textures") so that the processing could be done in a single run with DDSopt. Link to comment Share on other sites More sharing options...
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DDSopt Guide by STEP
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