How what to improve the 'snow on rocks' look

Post » Wed May 16, 2012 11:37 pm

I think that snow is is located at: Textures-> Dungeons-> caves-> icecavesnowtrim01.dds Without testing, I can't say for sure. There's an: icecavewall01.dds that is literally 100% transparent, but it's backed up with an alpha file: icecavewall01_n.dds that is NOT transparent for some odd reason. Maybe this will help someone?
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priscillaaa
 
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Post » Thu May 17, 2012 6:49 am

Did anyone test this ? I can't do ir right now ...
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brian adkins
 
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Post » Thu May 17, 2012 7:55 am

Up...
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Campbell
 
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Post » Wed May 16, 2012 4:14 pm

I tried all that yesterday. It's not a texture to my knowledge, I believe it's a fractal or it's generated some other way.
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Elizabeth Lysons
 
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Post » Thu May 17, 2012 6:42 am

It is not a set texture. It is a shader that draws snow procedurally. Crysis used this technique too.

http://i.imgur.com/fwF4e.jpg
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gandalf
 
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Post » Wed May 16, 2012 10:23 pm

The snow is a dynamic system, it's not a traditional texture. There's probably not a file for it because the game paints this stuff onto already existing objects. I'm not sure how it knows where to put it, but to modify it you'll probably need to tweak the system itself.

Honestly though, I don't see what the big deal is. The system isn't perfect, but it's damn good enough to do what it needs to do. Better than any other game I've seen, because I don't know of any other game that really does that to that extent.

This.

While you can change the snow texture it maps onto the rocks, that streaky pattern emerges from the normal map of the rock itself (due to how the snow is calculated), not the snow texture. It could be fixed by smoothing all the rock normal maps, if they're anything like the NPC normal maps there may be pixelated artifacts in them
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Kortknee Bell
 
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Post » Wed May 16, 2012 7:59 pm

The shader responsible for the snow effect must be changed. Editing textures won't help here. The pixelshader obviously uses the vertex normals and the bumpmap to determine whether a point of the texture faces upwards. If some threshold is reached, the snow texture will be rendered instead of the actual surface texture. You'd have to change the pixelshader to use this "upwards" value to interpolate between the surface and snow textures to get smoother edges.
All shaders seem to be compiled into the shaders001.fxp file in the "Skyrim - Shaders.bsa". But don't ask me how to edit it, i don't really have the time to figure that out at the moment.
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Anthony Santillan
 
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Post » Thu May 17, 2012 4:41 am

yeh we know that but the problem is that it is using some kind of texture at least in some areas I can spot some color definition in the texture of the snow over rocks not just pure white as seems instead on other stuff like some buildings....

seems also that there is a way to give the surface a bump but as well a snowy area ...
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Melis Hristina
 
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Post » Thu May 17, 2012 5:34 am

seems also that there is a way to give the surface a bump

Yes, that is what we're talking about when we say "normals". The "bumpiness" is stored in a texture called normal map. They're usually stored with the suffix _n, pairred to another texture- ie. File.dds, File_n.dds - and ar eeasily recognisable as they appear a weird bluey-green-pink hologram like image.

The snow texture the pixelshader uses though is NOT normal mapped, that is defined by the normal map of the surface it is resting on, ie the boulder's. which happens to be the same normal map used in the snow distribution calaculation.
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Claire
 
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Post » Wed May 16, 2012 6:01 pm

Up!
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Chase McAbee
 
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Post » Thu May 17, 2012 1:05 am

Skyrim is limited to 2006 hardware because of the Consoles... All we can do now is Mod skyrim.

I'm not being a PC really devoted fan, i'm just saying the truth.. :)
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Taylah Haines
 
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Post » Wed May 16, 2012 10:43 pm

Skyrim is limited to 2006 hardware because of the Consoles... All we can do now is Mod skyrim.

I'm not being a PC really devoted fan, i'm just saying the truth.. :)
What this fits with finding the procedural snow texture?
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kat no x
 
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