vfxninjaeditor Posted October 28, 2013 Posted October 28, 2013 Well, I wonder how Bethesda got their tiny rocks to spawn correctly. Specific shader settings in the .nif perhaps? If you have one mushroom for every spawn (assuming you don't spawn them often) performance should be fine.
vurt Posted October 28, 2013 Posted October 28, 2013 I think the grass generator can only handle very small files, that's why the slightly larger bush .nifs sometimes bugs out a bit. Just like the grass .nif's the generated rocks are extremely low poly (4kb file). The shroom mesh would be larger, even if it was just one (around 30-50k i bet).
vfxninjaeditor Posted October 28, 2013 Posted October 28, 2013 Could you make a lower poly shroom? Would be better than a 2D one.
vurt Posted October 28, 2013 Posted October 28, 2013 A square shroom would kind of suck though lol.. no instead it's better to change it so it is rendered in top-down view, that way you can't see it from the side. i'll mess around with it for a bit and see how it looks.. edit: https://piclair.com/data/jtr6x.jpg i need a better texture though.. with a normal map and a texture that has some shading on the sides it will look less like paper clip.. i know i have photograph of an anamita somewhere that i took last year, might work. edit 2: I guess the flat type variety works better than the ball type..
DoYouEvenModBro Posted October 31, 2013 Posted October 31, 2013 Regular Edition v188 was just released btw. EDIT: Male that v188A? Vurt no more Regular LOD Update? Did you incorporate that into 188a?
vfxninjaeditor Posted November 2, 2013 Posted November 2, 2013 Vurt, how is your overhaul of The Reach coming? Any images you can share?
Neovalen Posted November 2, 2013 Posted November 2, 2013 Regular Edition v188 was just released btw. EDIT: Male that v188A? Vurt no more Regular LOD Update? Did you incorporate that into 188a?It's 188b now but yes the updated LODs are included.
Tiger Posted November 8, 2013 Posted November 8, 2013 I'm getting an issue with SFO. At night in the tundra, I'm getting tiny white "sparkles". Just single pixels that flash white for a second. I've tried many different versions and it seems worse with the later ones. I know it's SFO as that's literally the only mod I have installed at the moment and I don't get it when I uninstall. Has anyone else experienced this? Wondering if it's my drivers. Here's an example. It's hard to see unless you click on the image to see it maximised:
Tiger Posted November 8, 2013 Posted November 8, 2013 Do you mean things like FXAA? If so then, no, nothing. INI is default and I don't use ENB. It's odd. It's only the Vurt plants it happens. Rest of the game is normal. I was getting an issue some time ago with a certain AMD driver version that gave me black dots all over the place but that was everywhere, not just on certain meshes/textures.
Aiyen Posted November 8, 2013 Posted November 8, 2013 Well could be transparency AA messing up... try to disable that from your drivers if you have it on. Also is it only grass that has it, or is it every type of flora?
Tiger Posted November 8, 2013 Posted November 8, 2013 Oh hang on. You were right about post processing Aiyen. My drivers are set to multisampling, changing it to supersampling gets rid of the sparkles so it must be that. I followed the AMD step guide that tells you to put it to Supersampling as well. It must have reset when I updated my drivers recently. Thanks for the help.. nothing to see here...
Aiyen Posted November 8, 2013 Posted November 8, 2013 Well driver settings are not really post processing ... but yeh when it looks like an AA problem and smells like one... then it most likely is one! :) Glad to help.
DoYouEvenModBro Posted November 8, 2013 Posted November 8, 2013 Isn't there a patch on the SFO page for the Transparency AA bug?
Tiger Posted November 8, 2013 Posted November 8, 2013 There's a patch for transparent pine and bent tree yes. My issue was the grass though. All sorted now anyway cheers.
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