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Posted

Hey there Pfuscher!

 

PM me on Nexus to get your Mod Author badge for the STEP forums. My contact info is in my signature below.

 

As for STEP hating your mods, we don't! Do know that the main Mandate of STEP is to remain as close to the original game as possible and a lot of your mods are artistic deviations from vanilla. This doesn't mean they're bad. Many are quite good actually; however, it does mean most of them would not be able to fit into STEP's goals and purpose.

Posted

Hi Pfuscher,

I personally have some of your work in my modded Skyrim but I guess if they are not in STEP is because of 4k  :lol:

 

And what TechAngel85 said too.

Posted (edited)

Ah now I understand, thank you.

I think 4k can easily be downscaled with texture optimizer. And I got some 1k and 2k stuff, too.

Besides, "Shaders" for example is completely lowres

Edited by Pfuscher
Posted

I always wanted to try your work since I saw you doing mesh edits over at the ENB forums. You actually seem quite far from being a Pfuscher, more of a perfectionist.

The 4k tag is a little scary for me as I'm not sure how to treat parallax maps in DDS opt. I'm not even sure what resolution is "optimal" for playing with a 4gb card, is 512 sufficient? Or maybe 1k? Should I treat all of them the same or are there textures that can be reduced further because the cover smaller meshes?

Posted

Hey there Pfuscher!

 

PM me on Nexus to get your Mod Author badge for the STEP forums. My contact info is in my signature below.

 

As for STEP hating your mods, we don't! Do know that the main Mandate of STEP is to remain as close to the original game as possible and a lot of your mods are artistic deviations from vanilla. This doesn't mean they're bad. Many are quite good actually; however, it does mean most of them would not be able to fit into STEP's goals and purpose.Yeah

Yeah we don't hate them but they are deviations from vanilla and the require ENB to work properly. We don't include anything that requires ENB as a rule.

Posted

Afaik parallax maps are either designed for the vanilla (buggy) parallax interpretation or the ENB one. Out of curiosity, what difference does it make?

Posted

The difference is that the vanilla implementation will shift the texture ever so slightly.. so you have to make the compensation in the texture. Which is just too tedious and not really intuitive to do. 

Posted

So Enb is required to do proper parallax? Why have I been making greyscale height maps if they dont work properly? I assumed Boris fixed the original implementation and also added ones that work from within the texture alpha (as my WATER mod uses).

 

???

 

Random, but has Boris looked into parallax occlusion? It is much less performance friendly, but there is a flag for it in the NIF, that I guess does not work.

 

Also, I hate your mods' Pfus. They are so detailed it hurts my head just to try and work out if they are real or not. Heeeeeee! Oh and have you had a look into updating your version of WATER Plants again? I made some mesh optimizations to reduce the number of textures needed.

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