[BETA] Detailed Terrain

Post » Wed Mar 30, 2011 2:52 am

CorePC - if I understand it correctly it's replace some but not all of the QTP3 textures so there should not be too much extra load

As for the blood problem if you mean the blood effect with MMM if never seen any problem with that - if it the blood decals (which are in vanilla ) with the old version I used to get a flicker and then it was fine , new version I'll have to report back on


Yep, not quite the size of qtp3r itself so It may be okay...I will report back to see if it conflict's with Bomret Normal Maps..

Yep, this is overwriting some of the normal maps from Bomret Normal Maps...Most of them are the terrian normal maps themselves ..so it should be okay...

Blood problem I will report back also...
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Miss K
 
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Post » Wed Mar 30, 2011 2:35 am

Yep, not quite the size of qtp3r itself so It may be okay...I will report back to see if it conflict's with Bomret Normal Maps..

Yep, this is overwriting some of the normal maps from Bomret Normal Maps...Most of them are the terrian normal maps themselves ..so it should be okay...


Yes this conflicts with my mod, because my Normal Maps are based on the vanilla textures. You'll get a very ugly result when using my mod with this. We'll have to wait till a vanilla landscape pack for Detailed Terrain will be released.
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Gemma Flanagan
 
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Post » Wed Mar 30, 2011 4:29 am

Yes this conflicts with my mod, because my Normal Maps are based on the vanilla textures. You'll get a very ugly result when using my mod with this. We'll have to wait till a vanilla landscape pack for Detailed Terrain will be released.


Thank you...I will wait for a vanilla version whenever that is made...Else I may try a custom install and use only certain ones from this and overwrite your's with those...
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Jose ordaz
 
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Post » Wed Mar 30, 2011 1:47 am

Chainsaw - does Beta II include a fix for the tiling issue I reported with Chorrol landscapes ?

All the landscape textures in the Beta II download have been given an anti-tiling treatment, so yes, this should be much better now.

Yep, not quite the size of qtp3r itself so It may be okay...

Most of the performance hit for QTP comes from the textures added for world objects, because there are far more of them than there are landscape textures. Since DT only uses the landscape textures, in theory (and according to those who've tried it so far) it should have little or no impact on performance. Try it out yourself, and let us know how it performs for you.

We'll have to wait till a vanilla landscape pack for Detailed Terrain will be released.

Just to reiterate the point, don't hold your breath waiting for a vanilla landscape texture pack, as I'm not planning to make one at this point. I welcome anyone else to take on that project, and I'd be happy to offer any help that's needed, but I won't be doing it myself any time soon.
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Roisan Sweeney
 
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Post » Wed Mar 30, 2011 12:43 pm

reporting quickly back on beta 2 - the blood decal seem to have completely lost the shimmer effect now - in fact they look way better that the vanilla ones did
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Iain Lamb
 
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Post » Wed Mar 30, 2011 1:52 pm

Blood flicker is a lot less frequent, even with MMM activated.
And tiling near Chorrol is close to invisible now.
:goodjob:
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Lauren Denman
 
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Post » Wed Mar 30, 2011 6:47 am

Just to reiterate the point, don't hold your breath waiting for a vanilla landscape texture pack, as I'm not planning to make one at this point. I welcome anyone else to take on that project, and I'd be happy to offer any help that's needed, but I won't be doing it myself any time soon.


Ok, seems I did not read that. Hmmm...
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Ben sutton
 
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Post » Wed Mar 30, 2011 1:21 am

The blood is much better now...

I only have black textures outside the Imperial Prison...
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Krystal Wilson
 
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Post » Tue Mar 29, 2011 11:09 pm

Most of the performance hit for QTP comes from the textures added for world objects, because there are far more of them than there are landscape textures. Since DT only uses the landscape textures, in theory (and according to those who've tried it so far) it should have little or no impact on performance. Try it out yourself, and let us know how it performs for you.


Look good do not have the landscape tiling , roads look better from long distance along with everything else that is out beyond the range that ansitropic filtering end at set at 16xaf....

problem and the blood issue is fixed now...

Performance: It is adding about 10 meg more in vram usage at medium quality ..

I run anywhere between 60-90mb in vram usage at any given time..depending on what is getting loaded...

But, I can tell the difference and things look really good with bomret's normal maps loaded...

I think this will stay on my hd for a while...Thank you keep up the good work ChainsawXIV...
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Nims
 
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Post » Wed Mar 30, 2011 10:03 am

Ok, seems I did not read that. Hmmm...


Yeah, Hmmm....., I was waiting to see if DT was going to do vanilla. My problem is that I didn't care too much for QTP's landscapes, notably the roads. I use QTP3 for interiors, but prefer Bomret's work for landscape, notably the roads.... Guess I could try again. .....did I mention the roads?
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lauraa
 
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Post » Wed Mar 30, 2011 2:19 am

Yeah, Hmmm....., I was waiting to see if DT was going to do vanilla. My problem is that I didn't care too much for QTP's landscapes, notably the roads. I use QTP3 for interiors, but prefer Bomret's work for landscape, notably the roads.... Guess I could try again. .....did I mention the roads?

I can understand where you're coming from, and maybe I'll do the vanilla textures eventually - I'm bound to get really board at some point :P - but to be honest I just don't want to right now. It took between 40 and 60 hours of work to do the first set, and while the vanilla ones would be a bit faster I have trouble getting motivated to put that kind of time into what are essentially redundant assets. Like I said, I'd be happy to collaborate on creating a vanilla texture pack, but I'm just not feeling the solo effort at the moment.
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KU Fint
 
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Post » Wed Mar 30, 2011 2:29 am

I can understand where you're coming from, and maybe I'll do the vanilla textures eventually - I'm bound to get really board at some point :P - but to be honest I just don't want to right now. It took between 40 and 60 hours of work to do the first set, and while the vanilla ones would be a bit faster I have trouble getting motivated to put that kind of time into what are essentially redundant assets. Like I said, I'd be happy to collaborate on creating a vanilla texture pack, but I'm just not feeling the solo effort at the moment.


I really like to take a try, but I'm just overloaded with projects and ideas and don't want to delay any of them too long. Really hope someone will take the challenge.
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jennie xhx
 
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Post » Wed Mar 30, 2011 12:07 pm

I can understand where you're coming from, and maybe I'll do the vanilla textures eventually - I'm bound to get really board at some point :P - but to be honest I just don't want to right now. It took between 40 and 60 hours of work to do the first set, and while the vanilla ones would be a bit faster I have trouble getting motivated to put that kind of time into what are essentially redundant assets. Like I said, I'd be happy to collaborate on creating a vanilla texture pack, but I'm just not feeling the solo effort at the moment.

Maybe if you write up a step-by-step guide somebody else can do it themselves. ... but not me, I loves my QTP.
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clelia vega
 
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Post » Wed Mar 30, 2011 7:48 am

Maybe if you write up a step-by-step guide somebody else can do it themselves. ... but not me, I loves my QTP.

The http://detailedterrain.com/index.php?page=guide linked in the first post gives simple instructions and guidance that should allow anyone proficient at creating regular textures more than enough information to take on the project. :)
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Rik Douglas
 
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Post » Wed Mar 30, 2011 7:44 am

i still get blood flickering, now im not sure if its your shaders or if its qarls textures, but it seems only to happen when im inside caves, whenever an opponents blood hits the cave floor or walls it flickers.
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SUck MYdIck
 
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Post » Wed Mar 30, 2011 5:10 am

i still get blood flickering, now im not sure if its your shaders or if its qarls textures, but it seems only to happen when im inside caves, whenever an opponents blood hits the cave floor or walls it flickers.


I wouldn't attribute that to the mod. I don't think caves use terrain shaders (the bits are actually separate models) due to how they're handled. Then again I'm not sure textures could even cause that either. Maybe Z-fighting?
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Heather Kush
 
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Post » Wed Mar 30, 2011 1:40 am

I wouldn't attribute that to the mod. I don't think caves use terrain shaders (the bits are actually separate models) due to how they're handled. Then again I'm not sure textures could even cause that either. Maybe Z-fighting?

I think Ilmryn has it right. Zeroed can probably say for sure though - I'm not sure if he ended up making changes to the decal shader as well as the landscape shader to address the initial problem.
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Penny Wills
 
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Post » Wed Mar 30, 2011 7:06 am

I also still have the blood flickering. Happens outdoors for me.

Noticed weird blue artifacts after killing some bandits on a really steep slope. Depending where I looked changed the size, area they covered and if they even showed.
When I left the area, they didn't appear, and going back minutes later they were gone.

I have MMM installed with Deadly Reflexes and Gorier Blood 1.1 textures. MMM and DR have shader effects and Gorier Blood changes the default textures.
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Anna S
 
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Post » Wed Mar 30, 2011 6:24 am

Hey. I realise that the blood flickering is still there (seems less frequent though), although I'm mystified as to why it happens.

In the latest version, I used the original vanilla vertex shaders and only modified pixel shaders, so z-fighting seems an unlikely reason for it unless I've misunderstood what can cause it :/

I have replaced the decal shader, since this was necessary to fix the blood masking issue. I'm still looking at finding a proper fix.

EDIT: Kyrithe, could you test a new shader for me, and see if this fixes the blood flickering for you? http://hosted.filefront.com/Zeroed/
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Claudia Cook
 
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Post » Wed Mar 30, 2011 9:26 am

I tried out the new shader and I still get the flickering. It only happens though when 2 or more blood decals share the same area. If there's just one then it's fine.

It may have been the same way with the old one. I had grass toggled off to watch what was happening this time.

On a side note, when I first loaded the new shader I was in Chorrol facing west and the mountains had a white sheen similar to the blood shader issue in MMM with fog. This was much less pronounced though and the weather was overcast, not total fog. I'd never see the mountains that far back if it was. Once again, no idea if it's in the old shader seeing it needed specific weather more than likely to show up and could be an engine limitation like the blood shader issue.

Might not even be related to this mod for all I know. I use AWS if that helps / matters.
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I’m my own
 
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Post » Wed Mar 30, 2011 1:06 am

I tried out the new shader and I still get the flickering. It only happens though when 2 or more blood decals share the same area. If there's just one then it's fine.

It may have been the same way with the old one. I had grass toggled off to watch what was happening this time.



Hmm, thanks for the information about when this occurs, very helpful! Unfortunately, this may not be fixable because I can recreate this with stock oblivion shaders under similar circumstances. Please can you try this (with Detailed Terrain textures, but original shaders) and see if you get the same thing?
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Deon Knight
 
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Post » Wed Mar 30, 2011 7:59 am

Just uninstalling the patch for DT should get me back to the original shaders, correct?

Edit...

I uninstalled the patch you had up, and I still seen the blood flickering. At certain areas it seems more consistent than others, but it does seem to be tied to another blood decal being on it. When one fades the flickering stops.
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Steve Fallon
 
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Post » Tue Mar 29, 2011 10:17 pm

Just uninstalling the patch for DT should get me back to the original shaders, correct?

Edit...

I uninstalled the patch you had up, and I still seen the blood flickering. At certain areas it seems more consistent than others, but it does seem to be tied to another blood decal being on it. When one fades the flickering stops.

It sounds like the decals are z-fighting with each other. The flickering effect would be caused by the two alpha blended surfaces masking each other as the engine waffles about which one's in front. I'd try tinkering with the alpha blend settings, using one bit alpha in the decal pixel shader, and/or tweaking the decal vertex shader to push the decals from the surface by an amount that varies with each decal.
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ruCkii
 
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Post » Tue Mar 29, 2011 10:35 pm

The more I play around it's looking like the inconsistency is due to the angle your looking at the blood compared to where it is and its angle on the ground.

Edit...
Forgot to add, I put the patched shaders back on.
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Jerry Jr. Ortiz
 
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Post » Wed Mar 30, 2011 10:26 am

That's definitely an issue with Gamebryo waffling about with alpha blending, then. (as Chainsaw puts it so very well) Sorting is goofed for whatever reason. I can't imagine how nasty the code would have to be in order to get everything all wonky-like.

(although it would explain why they never release source code for their games-- it would probably be fatal on contact to any software engineers viewing it, and lawsuits would be bad :P)
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Jade Payton
 
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