[BETA] Detailed Terrain

Post » Wed Mar 30, 2011 1:55 am

Thanks to your Tutorial I was able to create my first Detailed Terrain texture myself. Thank you for making it possible. ;)
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Justin Bywater
 
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Post » Tue Mar 29, 2011 11:44 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.
The http://www.tesnexus.com/downloads/file.php?id=5296 fixes this.

There's a stray alpha property on that mesh.
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Dawn Farrell
 
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Post » Wed Mar 30, 2011 2:52 am

Thanks to your Tutorial I was able to create my first Detailed Terrain texture myself. Thank you for making it possible. ;)

Awesome man! I hope you'll post some screenshots - I'd love to see how it's working out for you.

The http://www.tesnexus.com/downloads/file.php?id=5296 fixes this.
There's a stray alpha property on that mesh.

Thanks for that information mmmpld.
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gary lee
 
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Post » Wed Mar 30, 2011 4:32 am

just out of curiosity when can we expect a new release?
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Devin Sluis
 
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Post » Wed Mar 30, 2011 6:18 am

Awesome man! I hope you'll post some screenshots - I'd love to see how it's working out for you.


The texture is included in the new version of UL Rolling Hills. A hay ground texture and I think for my first try it is quite good. The funny thing is I couldn't stand the normal overlay anymore and so I tried your way. Besides it was quite easy while only using the Alpha channel from the Normalmap. ;)
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Dewayne Quattlebaum
 
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Post » Wed Mar 30, 2011 1:23 am

any progress on this mod anymore? I would love to see this mod to be improved as the blood flickering is very annoying. Otherwise it is a wonderful mod!
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Kate Norris
 
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Post » Wed Mar 30, 2011 8:02 am

I've read through the thread and I've read through the discussions of blood flickering and the shader patch.... But I *still* don't understand.

Please forgive my stupidty...


What exactly does the Detailed Landscape patch at this location do and is it necessary?
http://hosted.filefront.com/Zeroed
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Pat RiMsey
 
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Post » Wed Mar 30, 2011 2:48 am

i loaded this and the textures on the ground went light purple and displayed the cryodiil map. so if i was in IC it would display the part of the map that covers the IC. it was very strange and i had too delete it and reinstall all my texture mods.

can you help too why this happened??!?!?
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Kirsty Wood
 
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Post » Wed Mar 30, 2011 3:55 am

just out of curiosity when can we expect a new release?

any progress on this mod anymore? I would love to see this mod to be improved...

At this point, I'd expect updated shaders from Zeroed at some point, but there's no specific schedule since we all work on this when life allows. When the next version is released will depend entirely on when we have developed enough updates to bother.

The texture is included in the new version of UL Rolling Hills...

Cool. :) I look forward to seeing the new version.

What exactly does the Detailed Landscape patch at this location do and is it necessary?
http://hosted.filefront.com/Zeroed

The files you linked to are Zeroed's work in progress shaders. They may work better or reduce issues for folks, but are still undergoing frequent revisions. Because of that, it doesn't make sense to re-release the whole package for every shader revision and make people download the whole thing again. When Zeroed is satisfied with the current version, they'll be rolled into an update for the main package.

i loaded this and the textures on the ground went light purple and displayed the cryodiil map.

I've heard of that happening with other mods that change the game's textures, but I'm not sure what causes it. I would guess that some file was corrupted in the process of downloading or unpacking the files, but in any case, the only solution I've heard of is to remove, re-download, and re-install your texture mods.
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Nomee
 
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Post » Wed Mar 30, 2011 4:36 am

do you plan on doing the detailed terrain for bomrets textures for shivering isles?
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Ashley Hill
 
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Post » Wed Mar 30, 2011 6:26 am

do you plan on doing the detailed terrain for bomrets textures for shivering isles?


There is already a package available. But this will be updated with the latest files soon.
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Jack
 
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Post » Wed Mar 30, 2011 2:38 am

i loaded this and the textures on the ground went light purple and displayed the cryodiil map. so if i was in IC it would display the part of the map that covers the IC. it was very strange and i had too delete it and reinstall all my texture mods.

can you help too why this happened??!?!?


From the http://www.gamesas.com/bgsforums/index.php?showtopic=670780:

"If you have visual anomalies, or it just looks downright weird after you patch

If you have weird textures issues, such as a map like image on the ground, or weird looking skies, or excalmation points, that is from prior mods that need to be updated or reinstalled to fix this. Also, if you have a heavilly modded game, you may have to completely uninstall and reinstall after getting updates to the mods you use. And, do not put all the mods back on at once, do one at a time, play the game to test, add another one. Do not save if you are using an existing save, just

To uninstall and reinstall, follow these steps:

1. Back up any Saves to another location (see #4).
2. Run the Uninstaller.
3. Find the Program Files/Bethesda Softworks/Oblivion folder and manually delete it.
4. Find the <>/My Documents/My Games/Oblivion folder and delete it. Note, this is where your Saves are, so this is your last chance to back up.
5. Empty the Recycle Bin.
6. Do a Clean Boot
7. Install the Game, and patch it with the 1.2 Patch. If you have expansions or official content, then instead of the patch, add them in this order: Official Mods, Knights of the Nine, Shivering Isles and then Patch it with the SI 1.2 Patch.
8. Install any mods, verfying first if there is an update or fix for the new patch."

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brenden casey
 
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Post » Wed Mar 30, 2011 11:25 am

Well, it's been a while I use this and it it's a very bad WORK!
Because of you I look too much the ground!

Excellent job :goodjob:
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Laura Mclean
 
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Post » Wed Mar 30, 2011 9:23 am

an update?
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Motionsharp
 
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Post » Tue Mar 29, 2011 10:03 pm

At the moment I'm using this as the basis for my OVEP work. I'm adding ambient aperture lighting (for self-shadowing) and regular parallax mapping (for basic relief detail) and using the awesome blending system already in place. If Zeroed makes any changes, I'll probably incorporate them into the OVEP version.


Also, @Chainsaw: I made a few adjustments to how some bits of the textures are handled, if you have the time I could use a bit of help getting everything updated to the new format. Notably the blue channel of the normal map has been completely repurposed and reconstructed from the red and green channels.
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Strawberry
 
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Post » Wed Mar 30, 2011 4:01 am

Also, @Chainsaw: I made a few adjustments to how some bits of the textures are handled, if you have the time I could use a bit of help getting everything updated to the new format. Notably the blue channel of the normal map has been completely repurposed and reconstructed from the red and green channels.


That's hot. :D Is that going to be a terrain-only shader?
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Deon Knight
 
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Post » Wed Mar 30, 2011 12:10 pm

There is already a package available. But this will be updated with the latest files soon.

The updated texture pack has been uploaded and should be available shortly at both PES and TESNexus. Thanks Bomret!

an update?

Not yet, and no ETA for one. As noted previously, there will be an update when we have updates to make, which we don't at the moment.

At the moment I'm using this as the basis for my OVEP work. I'm adding...

I'm still catching up on the OVEP threads (I got a new job and moved half way across the country, so I've been a tad short on free time the past several weeks), but this sounds cool and promising. I'll touch base with you on the topic once I'm up to speed.
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SaVino GοΜ
 
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Post » Tue Mar 29, 2011 11:03 pm

At the moment I'm using this as the basis for my OVEP work. I'm adding ambient aperture lighting (for self-shadowing) and regular parallax mapping (for basic relief detail) and using the awesome blending system already in place. If Zeroed makes any changes, I'll probably incorporate them into the OVEP version.
Also, @Chainsaw: I made a few adjustments to how some bits of the textures are handled, if you have the time I could use a bit of help getting everything updated to the new format. Notably the blue channel of the normal map has been completely repurposed and reconstructed from the red and green channels.



This sounds good, but there are some problems that you should be aware of - I initially thought about doing this, and instead of using the alpha channel for the mask information, putting it in the blue channel. The game unfortunately re-uses the landscape textures for non-landscape objects, such as caves etc. So you'd end up having to:

1) change all of the lighting shaders to reconstruct the normal map from red and green channel; or
2) (more feasible) duplicate some of the textures to be used on the non-terrain objects. Chainsaw looked in to doing this and said that the texture memory increase was significant. Additionally, it means changing who-knows-how-many NIFs, although it's probably possible to use a python script to automate this to some extent.

Also, I don't know if you're relying on having a view vector for other improvements to the terrain (such as parallax mapping). It unfortunately isn't there (I tried that already :) ) . Although ambient aperture lighting should work, since by my reading of the ATI paper, it doesn't require one (might be wrong there though). I looked at doing this myself a while ago, but never got round to generating the textures required.
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Mel E
 
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Post » Tue Mar 29, 2011 11:35 pm

Not yet, and no ETA for one. As noted previously, there will be an update when we have updates to make, which we don't at the moment.

thank you but I expect a new update to correct the bug of texture disappeared around caves
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Amanda Leis
 
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Post » Wed Mar 30, 2011 6:58 am

thank you but I expect a new update to correct the bug of texture disappeared around caves

I assume you're reffering to the http://www.gamesas.com/bgsforums/index.php?showtopic=808462&st=160# about in the first thread. I was not able to reproduce this issue - I visited the spot you pictured, and everything looked fine. I have also had no other reports of it. This leads me to believe that it's an issue with one of the other mods you're using, or some kind of minor file corruption on your end. I'd suggest you check out those possibilities. My apologies for not being clearer about that before.
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Claire Vaux
 
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Post » Wed Mar 30, 2011 6:08 am

This sounds good, but there are some problems that you should be aware of - I initially thought about doing this, and instead of using the alpha channel for the mask information, putting it in the blue channel. The game unfortunately re-uses the landscape textures for non-landscape objects, such as caves etc. So you'd end up having to:

1) change all of the lighting shaders to reconstruct the normal map from red and green channel; or
2) (more feasible) duplicate some of the textures to be used on the non-terrain objects. Chainsaw looked in to doing this and said that the texture memory increase was significant. Additionally, it means changing who-knows-how-many NIFs, although it's probably possible to use a python script to automate this to some extent.

Also, I don't know if you're relying on having a view vector for other improvements to the terrain (such as parallax mapping). It unfortunately isn't there (I tried that already :) ) . Although ambient aperture lighting should work, since by my reading of the ATI paper, it doesn't require one (might be wrong there though). I looked at doing this myself a while ago, but never got round to generating the textures required.

Ah, that's the fun of it. You can get the view vector from the view/projection matrix, as I found out from one Fabio Policarpo. Normalize and negate the vertex position post-transform. It's in view space, but converting everything else isn't extraordinarily expensive/complex. I'm also just using a version of the heightmap from a lower MIP channel for the AAL bit, as it's close enough from empirical testing. I'm using the normal map blue channel for a lot of different things anyway, so I figure I may as well just rewrite lighting stuff while I'm at it. Incidentally, would you happen to know what the attenuation map is? Does that govern light distance falloff or is something else?

Also: Compression artifacts in the heightmap add variety/texture XD

thank you but I expect a new update to correct the bug of texture disappeared around caves

I get the sense you didn't mean it, but that did come out rather rudely, i.e. you somehow expect him to pander to your specific issues RIGHT NOW regardless of what else may be going on. Perhaps rephrase? ;)
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Sanctum
 
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Post » Wed Mar 30, 2011 6:57 am

I've made a new shader patch, which should fix the blood issue.

http://hosted.filefront.com/Zeroed/2216031

Let me know if it works.
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Siobhan Thompson
 
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Post » Wed Mar 30, 2011 11:00 am

I've made a new shader patch, which should fix the blood issue.

http://hosted.filefront.com/Zeroed/2216031

Let me know if it works.


Just tried this in game - so far looking good no sign of flickering yet
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Saul C
 
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Post » Wed Mar 30, 2011 11:29 am

still flickers.. also flickers how i tilt the characters head (view). Tried to see if it wasn't related to the omod so i uninstalled it. Went back to the save and it was gone.. reinstalled it again and it was back.
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Cedric Pearson
 
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Post » Wed Mar 30, 2011 10:00 am

is there any more progress at all on this mod?
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Allison C
 
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