[WIPz] Darknut World Textures

Post » Tue Feb 01, 2011 4:58 pm

Very nice Connary, I love your textures.

Er...who? :D

Screw BC, please finish these textures, DarkNut. B)
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Leonie Connor
 
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Post » Tue Feb 01, 2011 10:32 pm

Updated
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Lou
 
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Post » Tue Feb 01, 2011 2:53 pm

NIce Darknut, the detail on the ground textures is magnificent
I was just asking about a pond muck like the one you are working on; it looks great so far
BTW I just wanted to thank you for your magnificent Better Clothes hi res textures, they rock!
Any plan on doing the rest of the clothes and maybe the robes too?
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Robyn Lena
 
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Post » Tue Feb 01, 2011 10:28 am

Way awesome, as usual. :goodjob:

Edit:

2048x2048 res textures? O_o I thought the game could only handle 1024x1024 and anything above would be auto-scaled...

Sheesh...
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NIloufar Emporio
 
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Post » Tue Feb 01, 2011 4:59 pm

Way awesome, as usual. :goodjob:

Edit:

2048x2048 res textures? O_o I thought the game could only handle 1024x1024 and anything above would be auto-scaled...

Sheesh...


There will be 1024 & 2048 versions ..... I do think 2048 is overkill for most things but I run the game at 1920 x 1080 & you can def see the difference between the 2 resolutions, especially on ground textures.
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(G-yen)
 
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Post » Tue Feb 01, 2011 5:15 pm

There will be 1024 & 2048 versions ..... I do think 2048 is overkill for most things but I run the game at 1920 x 1080 & you can def see the difference between the 2 resolutions, especially on ground textures.


In Darknut we trust. Btw, do you plan on adding some extra details to the textures or are you just going to sharpen them up to the extreme?
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Eilidh Brian
 
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Post » Tue Feb 01, 2011 7:00 pm

In Darknut we trust. Btw, do you plan on adding some extra details to the textures or are you just going to sharpen them up to the extreme?


You can't resize a 256 x 256 texture to 2048 x 2048 & just "sharpen" it ...... its a combo of filtering, layering & hand drawing with the original texture as the base.

Its taken me a long time to get the process down pat .... I have made a bunch of scripts to automate a lot of the tedious multistage processes I use on these textures.
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Harry-James Payne
 
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Post » Tue Feb 01, 2011 9:45 pm

You can't resize a 256 x 256 texture to 2048 x 2048 & just "sharpen" it ...... its a combo of filtering, layering & hand drawing with the original texture as the base.

Its taken me a long time to get the process down pat .... I have made a bunch of scripts to animate a lot of the tedious multistage processes I use on these textures.


Well I'm an absolute layman as far as texturing goes but I know this much. What I meant by "sharpening" is keeping the looks of the original texture only sharper, nicer... sort of. You know...

Ahhhw... now I'm embarrased.
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CYCO JO-NATE
 
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Post » Tue Feb 01, 2011 4:40 pm

You can't resize a 256 x 256 texture to 2048 x 2048 & just "sharpen" it ...... its a combo of filtering, layering & hand drawing with the original texture as the base.

Its taken me a long time to get the process down pat .... I have made a bunch of scripts to animate a lot of the tedious multistage processes I use on these textures.


Why would anyone make Textures the size of 2048 x 2048. I've learned from friends in the business that Most games will down size anything above 1024. Morrowinds Engine is hard coded to down size at 1024. Just so this is clear. 512 x 512dds is 4 times the file size of 256 x 256 dds. So you can clearing see how 1024x 1024 is very, very big. Making textures the size of 2048 will do nothing more than slow down the game speed for no good reason. Try testing the sizes in game as you play. Testing in CS will not downsize.

You do good work and don't shoot me for pointing this out. If you wish to P.M. me about it. I can let you talk with my game making buddy's if you don't believe me.
This will be the only time I'll post to you about this as I've found people don't like when things like this are pointed out, even when it's in everyone ( yours and people who play the mods ) interest.

Again You do great work. I hope you take this as meant to be helpful and I completely understand if you just disregard what I said.
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Katey Meyer
 
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Post » Tue Feb 01, 2011 7:54 pm

Awesome work as always Darknut!
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mimi_lys
 
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Post » Tue Feb 01, 2011 10:33 pm

Looks awesome, especially the imperial textures.

In http://i61.photobucket.com/albums/h61/TheDarknut/balmoraFlat.jpg http://i61.photobucket.com/albums/h61/TheDarknut/balmora3D.jpg though, the ground mesh seems to take up more space, and a lot of things are bleeding into the ground (a whole step in one area).
The technique gives the floor an amazing 3D look, and the bleeding isn't stupendously bad, but it's done through mesh editing, right? So maybe you could lower the ground mesh a little. :shrug:

Anyways keep the great work up!
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kasia
 
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Post » Wed Feb 02, 2011 12:10 am

Why would anyone make Textures the size of 2048 x 2048. I've learned from friends in the business that Most games will down size anything above 1024. Morrowinds Engine is hard coded to down size at 1024. Just so this is clear. 512 x 512dds is 4 times the file size of 256 x 256 dds. So you can clearing see how 1024x 1024 is very, very big. Making textures the size of 2048 will do nothing more than slow down the game speed for no good reason. Try testing the sizes in game as you play. Testing in CS will not downsize.

You do good work and don't shoot me for pointing this out. If you wish to P.M. me about it. I can let you talk with my game making buddy's if you don't believe me.
This will be the only time I'll post to you about this as I've found people don't like when things like this are pointed out, even when it's in everyone ( yours and people who play the mods ) interest.

Again You do great work. I hope you take this as meant to be helpful and I completely understand if you just disregard what I said.


I always thought MW downsized textures as well & you may even remember Me in the past saying I thought 2048 was ridicules for MW ... & maybe it is
All I can say is since I got this new quad-core Game PC I have done a lot of side by side comparisons with the same texture ... @ 2048 & @ 1024 & you can def see the difference, especially with ground textures & there is zero difference in frame rate between 2048 & 1024 ... the load times between cells is maybe a sec longer with the 2048's

In the end I will release 2 versions 1 for sane people & 1 for the rest of us :evil:
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Emma-Jane Merrin
 
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Post » Tue Feb 01, 2011 3:50 pm

-clip-
Also here is a beta of My BC scum mod ... makes the scum transparent so you see the water under it ... looks really cool with MGE water!
Adds new lily pads ..... will work with what ever textures you use ... no textures are included with the beta.

This only effects the scum around Seyda Neen

http://rapidshare.com/files/238018910/DN_scum.zip

Very nice effect, Darknut! :thumbsup: :thumbsup:
I'm using MGE v3.8-rev0116 with phal's latest water shader, and Connary's BC Landscapes - everything appears as it should with the added benefit of just enough surface transparency.

Moving thru the scum now also allows the water ripples to show.

I traveled up the coast beyond Seyda Neen and still observed the water reflection on the scum, so it appears to affect more of the pond scum than just around Seyda Neen (which is fine with me). :shrug:

The only visual anomaly I noticed was where the sun reflection off the pond water surface intersected with animated flora - there's a solid white ghost underlying where the flora would normally be rendered without the animation; the entire plant is rendered properly, it just looks like a white shadow under the plant edges. Likely something to do with the shaders interacting that isn't normally visible with the stock scum mesh.

Would it be possible to darken the reflection a bit? As it is now, the sun reflection is almost white - a more murky reflection might help make the water seem more like stagnant still pools.
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Ilona Neumann
 
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Post » Tue Feb 01, 2011 1:43 pm

Very nice effect, Darknut! :thumbsup: :thumbsup:
I'm using MGE v3.8-rev0116 with phal's latest water shader, and Connary's BC Landscapes - everything appears as it should with the added benefit of just enough surface transparency.

Moving thru the scum now also allows the water ripples to show.

I traveled up the coast beyond Seyda Neen and still observed the water reflection on the scum, so it appears to affect more of the pond scum than just around Seyda Neen (which is fine with me). :shrug:

The only visual anomaly I noticed was where the sun reflection off the pond water surface intersected with animated flora - there's a solid white ghost underlying where the flora would normally be rendered without the animation; the entire plant is rendered properly, it just looks like a white shadow under the plant edges. Likely something to do with the shaders interacting that isn't normally visible with the stock scum mesh.

Would it be possible to darken the reflection a bit? As it is now, the sun reflection is almost white - a more murky reflection might help make the water seem more like stagnant still pools.


Screenie?

vid card?
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Matt Fletcher
 
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Post » Wed Feb 02, 2011 1:43 am

Screenie?

vid card?

evga eGeForce 8800GT SC 512MB

Scum - http://www.liquidanvil.com/mw/screenshots/scum_refl_animflora_glitch.jpg.

Scum - this is just outside Hla Oad / good http://www.liquidanvil.com/mw/screenshots/scum_refl_hlaoad.jpg over entire pond (although a little too white IMO - reflective property could do with a bit of darkening).


No problems here - this one's just to show off the great effect!
Scum - http://www.liquidanvil.com/mw/screenshots/scum_transparency.jpg can be seen under the water surface / stump just behind can be seen reflected in water surface.
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m Gardner
 
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Post » Tue Feb 01, 2011 5:47 pm

Are you done with this yet?
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FABIAN RUIZ
 
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Post » Tue Feb 01, 2011 2:27 pm

Update :rock: :rock: :frog:
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lauren cleaves
 
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Post » Tue Feb 01, 2011 3:18 pm

Did any of you that Dl'ed the beta have any trouble with the size of the textures?
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Ryan Lutz
 
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Post » Wed Feb 02, 2011 4:06 am

You are amazing!!

Sorry if this has already been asked, but how much overlap is there between this and other world texture replacers. There are a bunch of them, and it would be great to have just one collection with all the best at the highest resolution with all the relevant displacement maps, etc.

http://ltm.ufrealms.net/textpacks/

http://korana.elricm.com/texture_replacers.htm
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Jordyn Youngman
 
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Post » Tue Feb 01, 2011 7:04 pm

You are amazing!!

Sorry if this has already been asked, but how much overlap is there between this and other world texture replacers. There are a bunch of them, and it would be great to have just one collection with all the best at the highest resolution with all the relevant displacement maps, etc.

Resolution isn't everything. I'll just quote Skydye:
There is no best in art only different.

Try and mix and match your graphics to make a world that is all you.

I like color in my game so this is the one I like most.
Bash's masterpiece Fantasy Color Morrowind

http://morrowind4kids.com/download.html

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sam
 
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Post » Tue Feb 01, 2011 12:32 pm

True... I just have such trouble choosing between all these texture mods. Darknut, Korana, Connary, Khalazza, and even the Fantasy Color Morrowind. I suppose you are right that we must each pick and choose ourselves, but with any Win-Win scenario you are missing out on something and it is hard to accept lying down. :)

I know that each modder used different techniques from colorizing and increasing the resolution, to adding displacement maps, etc. I suppose it would be nice to see Darknut or someone try to work magic on something that already had magic worked upon it, instead of vanilla morrowind. Just a thought.
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Amanda Furtado
 
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Post » Wed Feb 02, 2011 12:46 am

Just downloaded this. I'll test it out tonight. Why the alpha channels if I may ask?
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Tamara Dost
 
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Post » Tue Feb 01, 2011 1:34 pm

Just downloaded this. I'll test it out tonight. Why the alpha channels if I may ask?



Shouldn't be any alpha .... unless I screwed up on the save .... I'll check later .... at work now
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Sunny Under
 
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Post » Wed Feb 02, 2011 4:20 am

Shouldn't be any alpha .... unless I screwed up on the save .... I'll check later .... at work now


Your not alone on that. I can't remember how many times I've had to save something with an alpha then forgot to change it back on the rest of the textures. :banghead:
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sam smith
 
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Post » Wed Feb 02, 2011 2:55 am

I would like to see some screenies of these textures on your PC's ... so I can see if it looks close to the way it looks on My PC

thanks in advance.
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MR.BIGG
 
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