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 Kelmych Posted May 18, 2013 Share Posted May 18, 2013 I don't think the guide lists how to edit the ini to ignore textures, is that something that you would like to handle on your own so it is done properly? or just haven't updated with that info yet? So far I've found 4 files that DDSopt doesn't do so well with optimizaiton: \textures\landscape\waterplanemuckpool.dds\textures\landscape\waterplanemuckpool_n.dds\textures\pipboy3000\screen.dds\textures\pipboy3000\screen_n.dds They are small files 16x16 and 64x64 that are reduced to 1x1 EDIT: messed up spacingAre these Fallout NV textures or Skyrim textures? Since 2 are in a pipboy3000 directory I assume Fallout NV. Water textures are somewhat tricky to optimize with DDSopt, and in Skyrim STEP suggests not optimizing some of them or optimizing with different parameters. I don't know how well suited DDSopt is to optimizing pipboy screen textures as the screens are typically icons and text. Link to comment Share on other sites More sharing options...
0 EssArrBee Posted May 18, 2013 Share Posted May 18, 2013 I haven't seen any other problems with icons or or water yet except that the water might be a bit too clear. The pipboy was completely white when I started the game and replacing those two with the originals fixed the problem, so those two textures appear to be a brightness of the pipboy screen. I'm not informed enough about texture types to know what section those texture might be placed under in the DDSopt.ini, so do I just put them under [Automatic]? Link to comment Share on other sites More sharing options...
0 Kelmych Posted May 19, 2013 Share Posted May 19, 2013 Do the textures have an alpha channel, and if they do how is the alpha channel used? There are many possible ways that the alpha channel can be used, as mentioned in the initial portions of this tab of the DDSopt guide, which is part of the reason for difficulty in automated optimization of textures. We have also seen problems in optimizing when there are abrupt changes within the texture. Link to comment Share on other sites More sharing options...
0 phazer11 Posted May 21, 2013 Share Posted May 21, 2013 I was using DDSOpt completely successfully until today. Now I can't use the program because it seems to be in an infinite startup loop checking the output. what I mean is the program opens but says skimming output xxxx Any ideas? At first it was when I told it to run as admin. Now I have to keep deleting the folder. I'm in Windows 8 64-Bit any ideas. Link to comment Share on other sites More sharing options...
0 z929669 Posted May 21, 2013 Author Share Posted May 21, 2013 In admin mode, DDSopt will remember the last folder set you browsed to, so if you happened to select your Skyrim data folder last time (or something equally deep), it will take awhile to scan. Just give it 10+ minutes if necessary ---and never select that folder again, or simply run as non-admin to reestablish a more manageable config ;) Link to comment Share on other sites More sharing options...
0 phazer11 Posted May 21, 2013 Share Posted May 21, 2013 I've tried that but I've waited an hour or more (probably something freaky like my desktop got selected) and it sits at refreshing file lists at about 45 mins in onwards. I also have to keep the stock .ini file for this not to happen it seems. I dual booted to my other HDD and was able to do it there but it was alot slower than through my SSD of course. I totally forgot to try nuking the registry values for output >v< Problem solved. Link to comment Share on other sites More sharing options...
0 CptJesus Posted May 25, 2013 Share Posted May 25, 2013 Just out of curiosity, is it supposed to take multiple hours to process the second HRDLC package? Link to comment Share on other sites More sharing options...
0 Kelmych Posted May 25, 2013 Share Posted May 25, 2013 No, it only takes a few minutes. Did you try killing the process and then doing it again? Link to comment Share on other sites More sharing options...
0 Cov Posted May 28, 2013 Share Posted May 28, 2013 Where would you recommend putting the Hi-res DLC Optimizer in the ModOrganizer priority list? Right below Unofficial Highres Patch so other textures overwrite it? Link to comment Share on other sites More sharing options...
0 Luinithil Posted May 28, 2013 Share Posted May 28, 2013 Put it in the same place STEP does: before the foundation mods. Link to comment Share on other sites More sharing options...
0 mokuro89 Posted June 12, 2013 Share Posted June 12, 2013 Hello,I'm new into this forum and the modding community, got a basic question and cant find the answerWhen should I ddstop a mod? i only got Why/How-to answersI'm following Neovalen guide:https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited#Let_The_Modding_Begin.21and i'm stuck at "Let the modding Beggin!":Should i do ddstop on every mod of the install list? only the big texture ones like skyrim HD 2K? Another point, like this guide:https://wiki.step-project.com/Guide:DDSopt_%26_Texture_Overhauls#tab=Using_DDSoptI left my [Raise foliage-map opacity each mip level] Checked to all DLC, is it right? and now should I Uncheck it for the other ones?Thanks in advice, and sorry for my english Link to comment Share on other sites More sharing options...
0 Freyrgjurd Posted June 12, 2013 Share Posted June 12, 2013 Another point, like this guide:https://wiki.step-project.com/Guide:DDSop...ing_DDSoptI left my [Raise foliage-map opacity each mip level] Checked to all DLC, is it right? and now should I Uncheck it for the other ones?Checked for vanilla (HRDLC, Vanilla and DLCs) and unchecked for other mods. As for DDSOpt, I just use it in very large textures, to reduce them or when the mod is pretty taxing and have just a 4K version available, for example. Another reason is for the lack of mipmaps and so on. There is a table with some more information in here: https://wiki.step-project.com/Guide:DDSopt_%26_Texture_Overhauls#tab=STEP_Mod_Texture_Properties Link to comment Share on other sites More sharing options...
0 rootsrat Posted June 12, 2013 Share Posted June 12, 2013 Would you optimise Automatic Variants texture packs? I was always wondering about this. I am not familiar with maps and textures (to be honest, I don't even know what the "map" or "minimap" is) so any information would be appreciated. Also, the table you linked is for STEP 2.2.3, and we're on 2.2.6. I presume there won't be many changes if any at all, but even if it's the latter case, it would be good just to update version number to be consistent. Link to comment Share on other sites More sharing options...
0 Freyrgjurd Posted June 12, 2013 Share Posted June 12, 2013 The table was for reference, to know what to look in the packs. https://en.wikipedia.org/wiki/Mipmap Mip maps. It depends. I monitor VRAM after every major texture pack. Lately, I ddsopt everything down to 2k difusse and 1k normals. Some textures don't get along and have problems, so I just revert. The packs from AV don't seem too big or too demanding.Generaly, architecture and landscape are the most candidates. Link to comment Share on other sites More sharing options...
0 rootsrat Posted June 12, 2013 Share Posted June 12, 2013 It's not even MINI maps, it's MIP maps... Link to comment Share on other sites More sharing options...
Question
z929669
Discussion thread:
DDSopt Guide by STEP
Wiki Link
GET DDSopt:
Github Pre-release versions
Official Nexus versions (select pre-release update 4)
Link to comment
Share on other sites
Top Posters For This Question
360
353
51
51
Popular Days
May 7
26
Jan 31
26
Jan 22
23
Mar 22
21
Top Posters For This Question
Kelmych 360 posts
z929669 353 posts
Ethatron 51 posts
phazer11 51 posts
Popular Days
May 7 2012
26 posts
Jan 31 2013
26 posts
Jan 22 2013
23 posts
Mar 22 2013
21 posts
1,702 answers to this question
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now