[RELz] ATP2.0

Post » Fri May 27, 2011 4:50 pm

ATP 2.0

A modular installation for high-res oblivion landscape textures. You chose what textures you want to install and what to leave out.

I guess im making a RELz thread for the work that has been released now. This will be the new home for future releases and updates. All textures are still 1024x1024. THIS IS NOT AN ADD-ON TO QTP3

ATP Colovian Highlands
Basing all of the chorrol mountains with rocky grass textures. Screens included with download.

http://www.tesnexus.com/downloads/file.php?id=28637

ATP Blackwood
Bringing a more wet, swamp plant look to the argonian forests.

http://www.tesnexus.com/downloads/file.php?id=28500

ATP Gold Coast
Breathing new life to the maritime wilderness.

http://www.tesnexus.com/downloads/file.php?id=28383

ATP Great Grasses
Retextures of all grassland images for the Great Forest and Niben Valley area.

http://www.tesnexus.com/downloads/file.php?id=28682

ATP Roads and Cobblestones 2.0 Advanced
Worn, dirty, real life grundge textures for the roads and pathways of Oblivion.

http://www.tesnexus.com/downloads/file.php?id=28683

Possibly more to come...

Coming up: ATP-Jerall Mountain Revised

*side project-Cups and Bowls
Aims to retexture all of oblivions cups and bowl clutter with higher res images


Lower Class Release found here - - -> http://www.tesnexus.com/downloads/file.php?id=28808
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chinadoll
 
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Post » Fri May 27, 2011 5:48 pm

Nice, first reply!

Lol anyways more on topic, Your work looks amazing. Tiling isn't an issue as far as i can see either. I likey.

If you can get more regions released i will definitely switch to your textures instead of QTP3. I just dont want to be walking around with half the world high res textures and the rest hoaky and vanilla you know?

Keep up the good work!
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Sarah MacLeod
 
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Post » Fri May 27, 2011 6:45 am

this looks amazingly good. impressive!
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Benji
 
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Post » Fri May 27, 2011 1:30 pm

Hello, AmpolX.

What I see looks very impressive.
Very, very impressive.
However... I have tried every texture replacer only to realize they always hit the performance.
This is why I now play vanilla textures with Bomret's Normal Maps.

Can you give some rough idea what FPS loss should be expected?
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M!KkI
 
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Post » Fri May 27, 2011 8:33 am

Thank you for these
Curious though, which areas are you planning to do next, if any at all?
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Lisa Robb
 
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Post » Fri May 27, 2011 4:36 pm

Very nice, very nice indeed Ampol. Especially if there is hardly any fps impact as you state. Remind me a lot of stalker matched with your ENB settings, wish my rig could handle that. Grrr. Beautiful.
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A Dardzz
 
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Post » Fri May 27, 2011 10:34 am

They all look outstanding! Thanks for making them! :D
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Marion Geneste
 
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Post » Fri May 27, 2011 5:48 pm

Next package is Great Forest...hopefully
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Jordan Fletcher
 
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Post » Fri May 27, 2011 11:03 am

can't wait!
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Marion Geneste
 
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Post » Fri May 27, 2011 3:37 pm

They look really good! I'm excited to see more.
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naome duncan
 
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Post » Fri May 27, 2011 5:37 am

Very beautiful work! I will most definitely be checking these out once I finish up on my current race overhaul project! Thank you!
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Trey Johnson
 
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Post » Fri May 27, 2011 8:31 pm

Awesome quality textures!
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Vickey Martinez
 
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Post » Fri May 27, 2011 8:10 am

OP updated with new release: ATP-Great Grasses
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Eddie Howe
 
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Post » Fri May 27, 2011 9:08 am

Thanks for the update
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matt
 
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Post » Fri May 27, 2011 9:36 pm

Cool, thanks! I think TESN is having a bug. When I try to download it lets me pick a server, but then says no such file. I'll try later since they have been updating servers lately.
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Dorian Cozens
 
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Post » Fri May 27, 2011 11:44 am

Update: ATP-Roads and Cobblestones 2.0 released Check OP
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Lisa
 
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Post » Fri May 27, 2011 8:46 am

Wow, keep firing them out Ampol. Nice, keep up the good work, texture packs that wont kill my system at last!
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Kyra
 
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Post » Fri May 27, 2011 4:25 pm

Are your textures compatible with that one enhanced landscape blending shader system?

PS: Bal Cleric, your avatar makes a fallacious statement. A ninja can hope, at best, to die shortly before the pirate they just sneak-attacked, since pirates are http://en.wikipedia.org/wiki/Blackbeard#Death from blade wounds. The pirate would have plenty of time to retaliate and kill with a pistol from his brace before succumbing to the wound (which would only be fatal if the ninja was highly skilled).
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TIhIsmc L Griot
 
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Post » Fri May 27, 2011 1:13 pm

Are your textures compatible with that one enhanced landscape blending shader system?
It's compatible in that it doesn't cause any problems, but it doesn't take advantage of the shader because it doesn't contain the necessary alpha information in the texture files. So you'll get AmpolX's improved textures, but you won't get the enhanced blending on those textures.
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naomi
 
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Post » Fri May 27, 2011 6:34 am

Yeah, AmpolX, I really do like your textures, and will give the Roads and Cobblestones a shot. I use Detailed Terrain in combination with Otup Stoneworks, so I know what the negatives of using them together.

Incidentally, it would be really cool if, oh, I dunno, someone, were to make new textures to go with Detailed Terrain, because the effect is stupendous. I don't know if, oh, I dunno, anyone, knows about this link: http://detailedterrain.com which explains how to work with the alpha channels, yeah, that would be neat.
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LuBiE LoU
 
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Post » Fri May 27, 2011 1:23 pm

Got both of the new packs now. :celebration: Thanks much!
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Darlene Delk
 
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Post » Fri May 27, 2011 3:05 pm

Yeah, AmpolX, I really do like your textures, and will give the Roads and Cobblestones a shot. I use Detailed Terrain in combination with Otup Stoneworks, so I know what the negatives of using them together.

Incidentally, it would be really cool if, oh, I dunno, someone, were to make new textures to go with Detailed Terrain, because the effect is stupendous. I don't know if, oh, I dunno, anyone, knows about this link: http://detailedterrain.com which explains how to work with the alpha channels, yeah, that would be neat.

Im not going to make my textures for Detailed Terrain. I like them just the way they are and I made them mainly for myself in my taste.

Other people are more than willing to make a conversion of my textures for detailed terrain though.
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Lynette Wilson
 
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Post » Fri May 27, 2011 10:07 am

Other people are more than willing to make a conversion of my textures for detailed terrain though.
I'm sorry, that was slightly unclear. Are you giving open permission to do the conversion?

I'd love to, and the process seems simple, but I am horrible with graphics programs.
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lillian luna
 
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Post » Fri May 27, 2011 11:47 am

I'll be putting my gaming puter together next week, is anybody running these with a 9600GT? If so, what resolution? I would really like to put these in my game but I would rather not get my hopes up downloading them and then put them in-game only to be disappointed.

On topic: Thanks for continuing you're work on these AmpolX. If my computer is gonna be good enough, I intend to run all of the texture packs you've released so far. (creatures, clutter etc)

Ravin
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Lillian Cawfield
 
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Post » Fri May 27, 2011 2:11 pm

I'll be putting my gaming puter together next week, is anybody running these with a 9600GT? If so, what resolution? I would really like to put these in my game but I would rather not get my hopes up downloading them and then put them in-game only to be disappointed.

As a point of comparison, a while back I recorded VRAM usage, everything maxed @ 1680x1050, while using QTP3R (I don't know whether that's 1024, 2048, some mixture, or whatever) and some other texture replacers, lots of grasses and lush trees, etc. (in a big forest, also with a bit of architecture) plus some NPCs, a monster and the PC in 3p view, running around full tilt... anyway, that used ~560MB at peak. So if anyone can help out with the specs on QTP3R, you might be able to judge from there.

Also depends on your CPU a bit, and your screensize, favoured resolution, and VRAM the GPU has available (probably either 512MB or 1GB), a lot.
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Scott
 
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