[relz] Better Telvanni Normals

Post » Thu Dec 30, 2010 12:43 pm

Name: Better Telvanni Normals
Version: 1.0
Date: 3/16/2010
Category: Resources
Author: ishmaeltheforsaken

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Requirements:
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Oblivion 1.2.416

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Description:
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Replacement normal maps for Jon Satriani's Telvanni Tileset

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Details:
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!Requires Jon Satriani's Telvanni Tileset!

I was somewhat dissatisfied with what I felt were rather lackluster normal maps in the Telvanni Tileset for Oblivion... At fisrt, I was going to try and add parallax mapping to some meshes, but in-game, I realized that what it really needed was just some better normal maps. So, I set out to make them. This replaces every single normal map utilised by the tileset, and (in my opinion) dramatically heightens the graphical quality, at no cost (all my maps are the same size as the originals). I hope you enjoy :)

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Installation
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Extract this archive to any folder and then copy the contents to Oblivion's Data folder.

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Un-Installation:
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Re-install the origninal mod.

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History:
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3/16/2010 - 1.0- initial release

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Contact:
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Should you need to, you can contact me via PM at either the gamesas forums or the Nexus forums. My screenname at both is ishmaeltheforsaken.

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Credits:
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Thanks to Bethesda for creating Oblivion.
Thanks to InsanitySorrow for his ReadMe Generator this file is based on.
Thanks to Jon Satriani for the original Telvanni Tileset

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Tools Used:
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Insanity's ReadMe Generator
Photoshop


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Licensing/Legal:
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You must contact me and obtain my permission before re-packaging any part of this mod. If I do not respond within 2 weeks, feel free to do whatever you like with this mod.


Download at:

http://www.tesnexus.com/downloads/file.php?id=30497
http://www.invision.tesalliance.org/forums/index.php?/files/file/390-better-telvanni-normals/
User avatar
Sami Blackburn
 
Posts: 3306
Joined: Tue Jun 20, 2006 7:56 am

Post » Thu Dec 30, 2010 1:20 pm

Best topic description ever. :D
User avatar
Emily abigail Villarreal
 
Posts: 3433
Joined: Mon Aug 27, 2007 9:38 am

Post » Thu Dec 30, 2010 6:53 pm

Very nice! Great job, ishmaeltheforsaken :goodjob:
Hopefully I get to see it in mod soon.
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Samantha hulme
 
Posts: 3373
Joined: Wed Jun 21, 2006 4:22 pm

Post » Thu Dec 30, 2010 4:20 pm

What does RELz stand for?
User avatar
Your Mum
 
Posts: 3434
Joined: Sun Jun 25, 2006 6:23 pm

Post » Thu Dec 30, 2010 5:39 pm

Cool :)

If you want to see it in a mod, I would recommend very highly bg2408's http://www.tesnexus.com/downloads/file.php?id=22320, which uses my tileset.

Glad people are still interested in this resource!

-JonS
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Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Post » Thu Dec 30, 2010 9:49 am

What does RELz stand for?


It's REL for released + an extra character to make it searchable (minimum 4 characters for a search term) - convention is a 'z'
User avatar
Gill Mackin
 
Posts: 3384
Joined: Sat Dec 16, 2006 9:58 pm

Post » Thu Dec 30, 2010 9:29 pm

whoa, those screenshots look great :D
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Destinyscharm
 
Posts: 3404
Joined: Sun Jul 23, 2006 6:06 pm

Post » Thu Dec 30, 2010 10:58 pm

Thanks so much for all the comments :)
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Matt Gammond
 
Posts: 3410
Joined: Mon Jul 02, 2007 2:38 pm

Post » Thu Dec 30, 2010 9:35 am

So, we're now working on a set of replacement textures for Plangkye's old Morrowind ones, at 1024x1024 instead of the original 512x512. Some of the textures are easy to recreate (bark, bark w/ sap, etc.), but the more esoteric ones (like the exterior mushroom pod walls, and the interior ceilings) are more difficult. I'm sure that we can come up with something, but I'd appreciate any ideas on how we might go about doing those. If anyone knows how Plangkye did them for his original pack, that would help immensely, but mostly, I'm just asking for ideas. Anything can help!

Thanks in advance :)
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Carolyne Bolt
 
Posts: 3401
Joined: Mon Jul 10, 2006 4:56 am


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