~AOF's Paint Bucket~

Post » Mon Jul 19, 2010 4:31 pm

Seems like just 6 months ago or so you came back to modding. I had no idea you were this busy. :foodndrink: Just shows you how rarely I come to the forum now a days.
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Cesar Gomez
 
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Post » Mon Jul 19, 2010 8:02 pm

Blah, I've been able to resist your Velothi textures heretofore, but now they're just too awesome to pass up! :(
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Damian Parsons
 
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Post » Mon Jul 19, 2010 9:33 am

I just recent discovered your Textures, and I find them quite appealing.
Quite detailed and IMO the right artistic direction!

Snagged!


Thanks. i try to make them look similar to the original textures with perhaps a bit more grunge. Sometimes I go a bit overboard in the grunge department, I am trying to lighten up on the grunge a bit though. :S


Great job AOF! These textures look fantastic. 100% download. I just wondered, will you retexture Redoran/mournhold/bloodmoon buildings asweel?


I might have a go at mournhold or the bloodmoon architecture at some point. I have been meaning to do one or the other for a while. I extracted most of the BM architecture from the BSA several months ago and that was about as far as i got. :D I might have to keep in mind to try to create some decent textures for them.


Seems like just 6 months ago or so you came back to modding. I had no idea you were this busy. Just shows you how rarely I come to the forum now a days.


Hmm, seems like I have been back longer but I know it couldn't have been more then a year since I was gone most of the summer last year. Maybe it has been about 6 months give or take.... :shrug:

I am not really that busy, I just work on whatever I feel like working on at any given moment. I just have loads of ideas always popping into my head and then I get the urge to want to work on it. Sometime later i get bored and stop working on it, sometimes for months, and I just keep hopping around from one project to another. :D



Thanks everybody. If there are any problems or suggestion please let me know. :rock:
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Darren Chandler
 
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Post » Mon Jul 19, 2010 8:02 pm

Thanks a lot for the new Velothi textures!
It seems like they're much smaller than the textures I've been using before, but somehow they still manage to add even more detail to the scene. :)

I really hope we get to see some more texture packs made by you. I'd be very interested in some creature textures made by you... for example, the silt striders. All the other retextures for them are basically just the blurry vanilla textures with some fake detail added to them (sharpen, contrast, noise etc.).
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maddison
 
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Post » Mon Jul 19, 2010 11:20 am

Thanks a lot for the new Velothi textures!
It seems like they're much smaller than the textures I've been using before, but somehow they still manage to add even more detail to the scene. :)

I really hope we get to see some more texture packs made by you. I'd be very interested in some creature textures made by you... for example, the silt striders. All the other retextures for them are basically just the blurry vanilla textures with some fake detail added to them (sharpen, contrast, noise etc.).


You mean something like..... http://img375.imageshack.us/img375/7468/siltstriderwip.png

The screenshot is sorta crappy, I had the saturate shader set at default which is really saturated when I took this screen so.....

The texture has been changed a bit since then also, nothing to major though. Need to get it animated which is why it is still collecting dust.....
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Alexis Estrada
 
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Post » Mon Jul 19, 2010 6:20 pm

AOF =>
your new textures are splendid!! thank you very much.

However when, I am far from a building and that I look at it that has at certain places of the small white points.
and when I approach, those disappear.
=> http://img37.imageshack.us/img37/800/mgescreen4.jpg
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Naomi Ward
 
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Post » Mon Jul 19, 2010 5:39 pm

I am stoked off my ass to start using those waterfall textures.
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Rachie Stout
 
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Post » Mon Jul 19, 2010 10:50 am

AOF =>
your new textures are splendid!! thank you very much.

However when, I am far from a building and that I look at it that has at certain places of the small white points.
and when I approach, those disappear.
=> http://img37.imageshack.us/img37/800/mgescreen4.jpg


Hmm that happens in my game to. I thought it was something to do with MGE rendering distant statics or my video card or something along those lines..... Must be something to do with the mip maps. I will have a look at them a little later, i have to go somewhere for a bit.
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Sabrina garzotto
 
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Post » Mon Jul 19, 2010 7:45 am

A bit of a nudge forward to announce the release of Vivec Velothi V3 textures, and the damn waterfalls. <_<

EDIT: Video for waterfalls, pics of new Vivec Velothi textures, and download links in first post..... :foodndrink:

Super! Thanks for releasing these AOF!


I'm thinking we should install v3 over v2 in order to keep the canton and statue UV mesh fixes included with v2 ? :unsure:

FYI: just as a heads-up to others, those fixed meshes are not included in v3, nor are the statue retextures.
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Sammygirl500
 
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Post » Mon Jul 19, 2010 9:56 am

Super! Thanks for releasing these AOF!


I'm thinking we should install v3 over v2 in order to keep the canton and statue UV mesh fixes included with v2 ? :unsure:

FYI: just as a heads-up to others, those fixed meshes are not included in v3, nor are the statue retextures.


Yes I didn't include the uv fixes in this version... I am still working out some tweaks to the models which is why I didnt include them. Mostly I am adjusting the mapping in certain areas to fix the tile count and also fix the visible seams in the model. I will probably update sometime in the future with further fixes. I also planned to remodel the statues entirely at some point and map them so that they use only 1 or 2 texture sheets rather then however many Bethesda used.....

The textures will work with the original models. :goodjob:


EDIT: I will have a look at the mip maps and see if I can fix the "white dot" issue and update the file when ready.
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Gemma Flanagan
 
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Post » Mon Jul 19, 2010 10:38 am

Thanks for the release, AOF ;) Much appreciated :)
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Zach Hunter
 
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Post » Mon Jul 19, 2010 11:28 am

I like your textures but is there a way, on my own, to reduce the noise of your textures? I have the Imperial housing textures and there's a wood texture outside that "glitters" a bit too much from a distance. BTW, what causes that visual effect?
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Enny Labinjo
 
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Post » Mon Jul 19, 2010 10:18 pm

aof i lve your waterfall and installed it instantly but it looks some kind different than yours. first of all it's not transparent and it's shimmering effect is so bright that it looks like mercury or something.

did i forgot a check somewhere? i use the newest mcp but i don't use mge but usually all of your textures look good without mge so i think i made a mistake... but which???
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sally coker
 
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Post » Mon Jul 19, 2010 11:19 am

You mean something like..... http://img375.imageshack.us/img375/7468/siltstriderwip.png

Wow, that looks great! Now silt striders really look like gigantic fleas.
Hope you'll be able to animate it soon. :)
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remi lasisi
 
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Post » Mon Jul 19, 2010 9:47 pm

AOF, do you really need to animate that Silt (which i bet would be a lot of work?), can't you just switch out the parts with the original Silt and it'll animate like the original? Maybe it's too different though..
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Red Bevinz
 
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Post » Mon Jul 19, 2010 9:57 pm

I like your textures but is there a way, on my own, to reduce the noise of your textures? I have the Imperial housing textures and there's a wood texture outside that "glitters" a bit too much from a distance. BTW, what causes that visual effect?


Adding more mip maps should get rid of the noise. If you have photoshop or the gimp or something similar and the DDS plugin you should be able to fix it.

I don't know technically how to explain what causes it but its something to do with most game engines not being able to resize textures properly from differing ranges. The pixels are fighting each other for space or some such stuff. I am sure if you search about the net you can find a much better more technical explanation. :)


aof i lve your waterfall and installed it instantly but it looks some kind different than yours. first of all it's not transparent and it's shimmering effect is so bright that it looks like mercury or something.

did i forgot a check somewhere? i use the newest mcp but i don't use mge but usually all of your textures look good without mge so i think i made a mistake... but which???


In MCP you should have "bump/reflect map local lighting" checked. Without that on you will probably get a really bright reflection map. i purposely over do the reflections to look how I want them to with this feature in mind. :)


Wow, that looks great! Now silt striders really look like gigantic fleas.
Hope you'll be able to animate it soon.


Haha i still think they look like snails for the most part. I am sure they are based on at least a few different real world critters though.


AOF, do you really need to animate that Silt (which i bet would be a lot of work?), can't you just switch out the parts with the original Silt and it'll animate like the original? Maybe it's too different though..


In Nifskope? I don't know if that would work. The body is 1 large piece, the arms and legs are separate pieces. I think the original silt only has the arms and legs animated though. I could probably use morph targets to animate rather then trying to rig it otherwise. Might be a little easier to get things working if I don't use a rig. :)


EDIT: Still trying to figure out that white dot issue with the textures. I had a bit to much to drink last night and didn't try very hard to fix them as a result. :whistling:
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Neil
 
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Post » Mon Jul 19, 2010 9:41 pm

In MCP you should have "bump/reflect map local lighting" checked. Without that on you will probably get a really bright reflection map. i purposely over do the reflections to look how I want them to with this feature in mind. :)

i have checked this because i use other textures using this feature. is it right to look http://i213.photobucket.com/albums/cc288/SisterV/wf.jpg http://i213.photobucket.com/albums/cc288/SisterV/wf2.jpg?
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Albert Wesker
 
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Post » Mon Jul 19, 2010 10:37 pm

i have checked this because i use other textures using this feature. is it right to look http://i213.photobucket.com/albums/cc288/SisterV/wf.jpg http://i213.photobucket.com/albums/cc288/SisterV/wf2.jpg?



:o Not at all..... Maybe I packaged the wrong files, I have 2 different sets for testing purposes, though they are in different folders. I will have a look.


EDIT: papill6n uploaded some screens of the waterfalls to nexus and they look right, meaning its not a problem with the files. :S

I am not sure what the problem could be. It appears that your waterfalls aren't rendering the alpha map properly. :S The only thing I could think of is that you don't have the base texture installed though you should get some errors if that were the case. :shrug:

Try reinstalling maybe? Otherwise maybe try a new download.
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Carlitos Avila
 
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Post » Mon Jul 19, 2010 5:54 pm

:o Not at all..... Maybe I packaged the wrong files, I have 2 different sets for testing purposes, though they are in different folders. I will have a look.


EDIT: papill6n uploaded some screens of the waterfalls to nexus and they look right, meaning its not a problem with the files. :S

I am not sure what the problem could be. It appears that your waterfalls aren't rendering the alpha map properly. :S The only thing I could think of is that you don't have the base texture installed though you should get some errors if that were the case. :shrug:

Try reinstalling maybe? Otherwise maybe try a new download.

thank you :) i will try this. i saw your waterfalls in the videos and was quite irritated when seeing mine. i will try out and look what happens :D thanks for your support aof :)
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Jeneene Hunte
 
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Post » Mon Jul 19, 2010 9:03 am

yes the waterfalls are beautiful in game, on the other hand when one is very close they appear very pixelized (like the screens of Sister). :read:
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jessica breen
 
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Post » Mon Jul 19, 2010 10:44 pm

i don't get it work. it just does not look right. i tried to change the texture and apply the original alpha, saving as dds with alpha but then the water looked black ingame (while it looked very good in the cs). when i tried it without reflect my game crashes.

it just does not look the way it does in the vid :(
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Harinder Ghag
 
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Post » Mon Jul 19, 2010 10:27 am

yes the waterfalls are beautiful in game, on the other hand when one is very close they appear very pixelized (like the screens of Sister). :read:


Well stop looking so damn close. <_< :whistling:


i don't get it work. it just does not look right. i tried to change the texture and apply the original alpha, saving as dds with alpha but then the water looked black ingame (while it looked very good in the cs). when i tried it without reflect my game crashes.

it just does not look the way it does in the vid


I am sorrry, I really have no clue. I am not so good with figuring out technical issues. :S Perhaps you could ask one of the more tech savvy folks around here?
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Haley Merkley
 
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Post » Mon Jul 19, 2010 3:27 pm

yeah. i'm not a complete [censored] at this topic so i'm quite embarrassed by myself... :brokencomputer: thanks for your help aof, i appreciate all the work you've done :) :foodndrink:
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Lizbeth Ruiz
 
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Post » Mon Jul 19, 2010 10:38 pm

Sister, I have exactly the same problem. :( I've determined that it's caused by the normal maps - see http://i50.photobucket.com/albums/f332/ecucej/MGEScreenshot022.jpg, where the top two waterfalls have had the maps removed in NifSkope while the bottom one hasn't. Unfortunately I have no idea how to fix it, and the waterfalls look weird in-game without the normal maps.
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Dina Boudreau
 
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Post » Tue Jul 20, 2010 1:14 am

There are problems with the NIFs, the bump map texture filtering is wrong on two of them (making pixellation), and the bump luma and offset settings are very large for some reason. I will try to fix these if you have time to test it.
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Nitol Ahmed
 
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