[BETA] Detailed Terrain

Post » Wed Mar 30, 2011 10:25 am

hi
installed it and it looks awesome.
but u prolly wanna look at http://img143.imageshack.us/my.php?image=screenshot16fd6.jpg.
another http://img408.imageshack.us/my.php?image=screenshot18rp4.jpg
this is on the lake in front of the infected mine.
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ladyflames
 
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Post » Wed Mar 30, 2011 12:04 am

Hi there!
I heard a lot about this mod, I'm ... well .. shocked that his brand new idea doesn't get as much attention as it surely deserves.
However, I'm probably too dumb to understand one basic thing:
This new shader needs some new texture layers. Because Oblivion vanilla textures don't have them, they got added to textures and that's the big thing I'm currently downloading, right?
However, these textures aren't based on vanilla textures, they're from those creepy monsters (QTP3?) :hehe: that eat up my Vram (I only have 256).

CorePC stated that
Performance: It is adding about 10 meg more in vram usage at medium quality ..
, are there any reference points how much memory I'd lose in case I really dare to install this (Full Texture Size)? Is there anything despite piteously begging that could make you do the same for vanilla textures? :mellow:
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kyle pinchen
 
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Post » Wed Mar 30, 2011 5:58 am

so si there anyway possible to fix the blood problem? im not seeing to much flickering outside but a lot inside of caves and the blood often turns orangy pinkish on certain walls or floors.
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James Smart
 
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Post » Wed Mar 30, 2011 1:00 pm

so si there anyway possible to fix the blood problem? im not seeing to much flickering outside but a lot inside of caves and the blood often turns orangy pinkish on certain walls or floors.


Have you tried the shader patch?
http://hosted.filefront.com/Zeroed/
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Lexy Dick
 
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Post » Tue Mar 29, 2011 9:44 pm

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 remember on my old radeon card, I got lots of blood flickering, never did turn it back on. I thought there was some giant thread about that in the Hardware section?


I mostly wanted to chime in to say I don't think there's many instances of Z-fighting in the game though. Maybe with certain shaders + transparency it could happen. Try taking a weapon into NifSkope some time, make a duplicate of it in the same place- rather than any z-fighting, it just modulates the specular and bloom effects higher. :)
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Danielle Brown
 
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Post » Wed Mar 30, 2011 11:45 am

...but u prolly wanna look at http://img143.imageshack.us/my.php?image=screenshot16fd6.jpg...

Have you confirmed that that isn't there without the mod? I'm pretty sure I noticed some of that happening before this mod even came to mind. I'll make sure to check it out though, in any case. Thanks for the report.

...are there any reference points how much memory I'd lose in case I really dare to install this (Full Texture Size)?

The texture size that you're referring to is the texture resolution setting in the game's graphics settings. Setting that value lower basically downsizes whatever texture's you're using automatically. I'd suggest you give the mod a try with the included textures and your normal settings. So far, even users with 256MB cards have reported only trivial performance differences, so you'll probably be just fine. Either way, post back about your results. We'll either have more evidence for good performance on smaller cards, or we can work on a better solution for them.

...I don't think there's many instances of Z-fighting in the game though. Maybe with certain shaders + transparency it could happen...

It specifically happens with nifs that are alpha blended against each other and are either coplanar or extremely close to it. The Bethesda folks did a good job of keeping this to a minimum, because they know it looks bad, but it comes up now and then.
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Ludivine Dupuy
 
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Post » Tue Mar 29, 2011 10:15 pm

So far, even users with 256MB cards have reported only trivial performance differences, so you'll probably be just fine.

Many thanks for your reply :), I guess I'm going to try as soon as I have the time :(

By the way: Would it be much work or require some expert knowledge for just resizing the new textures back to vanilla size? Does that even make sense? I really have no clue, please don't kill me :angel:
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Marta Wolko
 
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Post » Wed Mar 30, 2011 8:48 am

Many thanks for your reply :), I guess I'm going to try as soon as I have the time :(

By the way: Would it be much work or require some expert knowledge for just resizing the new textures back to vanilla size? Does that even make sense? I really have no clue, please don't kill me :angel:



You'll be fine with 256mb video ram. I have that and it works fine. Of the top of my head, I think that Oblivion doesn't tend to use more than 200mb on Large mode anyway (although that isn't scientific :) ).
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Eileen Müller
 
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Post » Wed Mar 30, 2011 3:18 am

Quick question pertaining to the usage of Bomret's Detailed Normals and this mod. Obviously it has already been discussed on that they will conflict visually, but I just need to know, will only Omodding the normals not associated with the terrain textures (aka everything in the Landscape folder of Bomret's pack) allow then to coexist peacefully? Just need specifications on which ones can be safely used to get the best of both worlds.
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Nicole Coucopoulos
 
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Post » Tue Mar 29, 2011 11:59 pm

Would installing qarls 2 and 3 make this look any better?
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Leah
 
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Post » Wed Mar 30, 2011 8:45 am

hi
installed it and it looks awesome.
but u prolly wanna look at http://img143.imageshack.us/my.php?image=screenshot16fd6.jpg.
another http://img408.imageshack.us/my.php?image=screenshot18rp4.jpg
this is on the lake in front of the infected mine.


That annoying problem is not related to these shaders. I noticed it the first time when I installed the latest offifcial patch.

By the way: Would it be much work or require some expert knowledge for just resizing the new textures back to vanilla size? Does that even make sense? I really have no clue, please don't kill me


To keep the features stored in the mipmaps it is quite some work. So I suggest you leave them if they run ok ;)

@ linkinkampf19: I'll check that out. You can use all of the normal maps in landscape/oblivion and three or four in the regular landscape folder but I have to look which ones.

Would installing qarls 2 and 3 make this look any better?


These textures are already the ones from Qarls 3.
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Manny(BAKE)
 
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Post » Tue Mar 29, 2011 9:49 pm

Thanks Bomret. I just wanted to get a nice, happy medium without worrying that I 'd get horrible looking textures or normals due to mismatches. Unfortunately, and maybe this can sort of be handled here, this happened with QTP3 Redimized, in which sewers and castle walls were off kilter due to this particular mismatch... Any ideas? I don't think I had any other replacers on at the time. Thanks for you time... I hope this can be resolved with a decent outcome.
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Chelsea Head
 
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Post » Wed Mar 30, 2011 10:25 am

Quick question pertaining to the usage of Bomret's Detailed Normals and this mod...

That should work fine. If you have both packages in OMOD form, and you activate Bomret's first, then Detailed Terrain, you should be prompted to overwrite the landscape normal maps. Doing so should produce grand results. :)

Would installing qarls 2 and 3 make this look any better?

As Bomret said, the landscape textures used by this mod are already based on the QTP3 textures. Using either of those texture replacers would improve the buildings and dungeons and such, but wouldn't effect the landscape since DT already brings it up to QTP3 standard (and beyond).

...in which sewers and castle walls were off kilter due to this particular mismatch... Any ideas?

I'm not sure what could be happening there, but it sure sounds like you're just missing some of the textures from your QTP installation. That could be a problem with the file you downloaded, the unpacking process, lots of things really. You'll probably have better luck asking in the QTP thread.
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katie TWAVA
 
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Post » Tue Mar 29, 2011 10:07 pm

Chainsaw - I ran into an issue with what I believe are detailed terrains textures.

The exterior rock of Capstone Cave, next to Bruma, was almost transparent.

Here is the location from My Beta Comments :

3/2/2008 (20:26) Oblivion.esm 1/1/2001 (11:16) Games CapstoneCaveExterior (2,37) 10233 153711 26938 "capstone cave rock"

The rock is the frame around the door to the cave.

I looked at the rock in CS and it appears transparent as well. The ID of the rock is : CEntranceMtnSnowLG02

I am using Beta II version.
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Trey Johnson
 
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Post » Wed Mar 30, 2011 4:09 am

I'm very sorry, I totally missed the new version. :(

The mirror on TESInfo is now up to date too. My apologies!
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Greg Cavaliere
 
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Post » Wed Mar 30, 2011 1:24 pm

I'm very sorry, I totally missed the new version. :(

The mirror on TESInfo is now up to date too. My apologies!

No worries. The first post has been updated to reflect this. :)
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djimi
 
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Post » Wed Mar 30, 2011 2:26 am

By disabling the omod, i get some pink textures. Any way to get back the old textures?

Thanks!

EDIT : nevermind, got it fixed by updating my archiveinvalidation.txt
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Dalley hussain
 
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Post » Wed Mar 30, 2011 6:09 am

By disabling the omod, i get some pink textures. Any way to get back the old textures?

Thanks!

EDIT : nevermind, got it fixed by updating my archiveinvalidation.txt
:o ...You're still using the "archiveinvalidation.txt" file??

:whisper: There's a better way now. Check out http://www.gamesas.com/bgsforums/index.php?showtopic=692116&hl=invalidated thread.
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Jessie Rae Brouillette
 
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Post » Wed Mar 30, 2011 1:07 am

makes the world look SOO much better, and it does have some FPS loss...but not much.
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Nana Samboy
 
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Post » Wed Mar 30, 2011 5:33 am

Did the SI pack ever get updated with the files I noted?
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Jerry Cox
 
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Post » Wed Mar 30, 2011 12:41 pm

Did the SI pack ever get updated with the files I noted?


Not yet. And it does not need to be. These textures are not treated like landscape textures. They're applied to a mesh and so do not benefit from this shader.
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Soku Nyorah
 
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Post » Wed Mar 30, 2011 7:25 am

Not yet. And it does not need to be. These textures are not treated like landscape textures. They're applied to a mesh and so do not benefit from this shader.
Sweet! Thanks.
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Jason Wolf
 
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Post » Tue Mar 29, 2011 11:39 pm

Hey ChainsawXIV, any idea when we can expect the 1.0 version of this mod? I was going to download 0.4, but if 1.0 is on the horizon, I might as well hold on for a while longer since the mod is a pretty big download. :)
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Jordan Fletcher
 
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Post » Wed Mar 30, 2011 7:36 am

I read somewhere that the problem with blood was dealt with but I just killed some bandit all around today and the blood splatters created flickers a lot... This was around Vilvarin (the Ayleid ruind just in front of the Prison Sewer Exit of the Imperial City. I have the detailed terrain installed as last texture set. It is pretty much the last thing I installed to make sure ti was not overwrite by anything and applied on top on everything else (like Qarl Textures Pack III).
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NIloufar Emporio
 
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Post » Wed Mar 30, 2011 7:50 am

Hey ChainsawXIV, any idea when we can expect the 1.0 version of this mod? I was going to download 0.4, but if 1.0 is on the horizon, I might as well hold on for a while longer since the mod is a pretty big download. :)

I have no specific schedule for the next release at the moment. It will depend on when changes and updates are ready to ship.

I read somewhere that the problem with blood was dealt with but I just killed some bandit all around today and the blood splatters created flickers a lot... This was around Vilvarin (the Ayleid ruind just in front of the Prison Sewer Exit of the Imperial City. I have the detailed terrain installed as last texture set. It is pretty much the last thing I installed to make sure ti was not overwrite by anything and applied on top on everything else (like Qarl Textures Pack III).

The problem should be reduced in the latest version of the mod, but it will still happen some times for some people. Zeroed is still working on the issue.
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Joe Alvarado
 
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