[RELz] Insanity's Retexture Releases

Post » Wed Mar 30, 2011 9:25 am

Just drop the weapons folder inside your texture folder, all weapons textures are in the one folder called weapons, they don't have sub-folders for some odd reason.


10-4
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Wayland Neace
 
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Post » Wed Mar 30, 2011 12:05 am

IS - Cool stuff. I have always loved your retextures (Spellbreaker looks so good now!).

I have a question about the Enhanced Normals for Daedric/Dwemer etc. - are they already included in the Enhanced Armory packages for the Daedric/Dwemer etc.? BAIN shows stuff being overwritten, but I am wondering if I even needed to install the normals as they might already have been in the other Armory package?
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IM NOT EASY
 
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Post » Wed Mar 30, 2011 12:05 am

Yup the Improved Armoury releases contain new normal maps for that set, but they're based on the new textures. The Enhanced Normal map packages are based on the original textures, so you get to choose which to use :lmao:
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BethanyRhain
 
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Post » Wed Mar 30, 2011 12:34 am

I have yet another release :D

Improved Armoury - Leather
  • Version: 1.0
  • Release: 02/03/2011
  • Download: http://tesalliance.org/forums/index.php?/files/file/793-improved-armoury-leather/

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Nauty
 
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Post » Wed Mar 30, 2011 1:01 am

Hello, IS,
A year and a half I installed your first enhancements, today I updated and upgraded to your latest add-ons.

Great work, can't stop staring!

Thank you and keep the good work.
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Matthew Barrows
 
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Post » Wed Mar 30, 2011 9:15 am

Thanks :D, I have another one to add to the list:

Improved Armoury - Gray Fox Cowl
  • Version: 1.0
  • Release: 01/03/2011
  • Download: http://tesalliance.org/forums/index.php?/files/file/794-improved-armoury-gray-fox-cowl/

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e.Double
 
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Post » Wed Mar 30, 2011 8:05 am

Been downloading the releases since yesterday and it seems there's a new one every 2-3 hours. Great work IS! Loving them all so far. :goodjob:
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Nick Tyler
 
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Post » Wed Mar 30, 2011 5:19 am

Do you think I would be able to see a complete retexture for vanilla weapons and armors next week?:P Btw,how you do so much releases in a day?O_O I think I'll play oblivion until I finish it and the I'll play a FIXED/STABLE new vegas-.-
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Tyrone Haywood
 
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Post » Wed Mar 30, 2011 12:25 am

Thanks :D

Doubt that :lmao:, But I'd like to make a good dent in the overall work needed to finish the project. I manage to release so many becuase a few of them were small releases, so they can be made quickly.
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Katie Louise Ingram
 
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Post » Wed Mar 30, 2011 1:14 am

Do you think I would be able to see a complete retexture for vanilla weapons and armors next week?:P Btw,how you do so much releases in a day?O_O I think I'll play oblivion until I finish it and the I'll play a FIXED/STABLE new vegas-.-


Actually he's been sitting on these for months and has finally decided to release them - all in a trickle to drive us all crazy!!!
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Alister Scott
 
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Post » Wed Mar 30, 2011 7:13 am

Actually he's been sitting on these for months and has finally decided to release them - all in a trickle to drive us all crazy!!!


Shhhhhh you're giving away mah secrets :rofl:
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Dragonz Dancer
 
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Post » Wed Mar 30, 2011 9:32 am

Not sure how they were done, and honestly you have the wrong thread for discussing someone else's mod :P, Also it's not a good idea to compare how things were done, I'm pretty sure we both have different goals which means different techniques will be used to reach them.


Yeah I just thought you might have some insight into those textures having done retextures of armor yourself, and was just curious about your technique anyway.
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Kim Bradley
 
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Post » Wed Mar 30, 2011 7:39 am

Yeah I just thought you might have some insight into those textures having done retextures of armor yourself, and was just curious about your technique anyway.


Well from looking at the pictures, I think they're more heavily edited than mine, author has most likely replaced parts of the textures with new pics ect, bit like QTP for armor.
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Ricky Meehan
 
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Post » Wed Mar 30, 2011 9:22 am

Yeah, I've got this huge list of Improved Armoury files now... except for Mithril. You might want to rename that one at some point - it's just called "Mithril". ;)
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Emily abigail Villarreal
 
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Post » Tue Mar 29, 2011 9:31 pm

I noticed that after I uploaded the file :lmao:, I might get around to fixing it later.
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Mistress trades Melissa
 
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Post » Tue Mar 29, 2011 8:34 pm

Well from looking at the pictures, I think they're more heavily edited than mine, author has most likely replaced parts of the textures with new pics ect, bit like QTP for armor.


Thanks, I kind of figured he just assembled them out of new stuff (it must take forever), good to have someone with some experience confirming it.

Honestly I'm kind of amazed that your textures come out so well, I've been thinking about the need for a "QTP for armor" for a bit and have thought about doing it myself, but your textures are kind of making it unnecessary! I mean, why go to all the trouble assembling new huge textures out of various images when yours are already high enough quality? In-game the differences in quality would be hard to spot--it's only when I opened up your textures in GIMP that I realized your technique used the original textures. Do you feel like you're defying the gods of texturing? haha

One question--have you tried compressing them, or is there a noticeable loss in quality when you do? If not you might want to try compression just to reduce the filesize / texture memory used.
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Mélida Brunet
 
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Post » Wed Mar 30, 2011 6:00 am

Thanks, I kind of figured he just assembled them out of new stuff (it must take forever), good to have someone with some experience confirming it.

Honestly I'm kind of amazed that your textures come out so well, I've been thinking about the need for a "QTP for armor" for a bit and have thought about doing it myself, but your textures are kind of making it unnecessary! I mean, why go to all the trouble assembling new huge textures out of various images when yours are already high enough quality? In-game the differences in quality would be hard to spot--it's only when I opened up your textures in GIMP that I realized your technique used the original textures. Do you feel like you're defying the gods of texturing? haha


If done well, a QTP set would surpass my edits and would be rather noticeable in-game. But at that resolution you'd need to work hard on the details. But I think it'd be worth it.

One question--have you tried compressing them, or is there a noticeable loss in quality when you do? If not you might want to try compression just to reduce the filesize / texture memory used.


They're currently usin DXT5 compression, I could compress the main textires with DTX1, but not sure how big the loss in quality would be.
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DAVId MArtInez
 
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Post » Wed Mar 30, 2011 12:19 am

Yikes! Ever think about using jpeg instead of pngs?
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BRIANNA
 
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Post » Wed Mar 30, 2011 12:17 pm

They're currently usin DXT5 compression, I could compress the main textires with DTX1, but not sure how big the loss in quality would be.


Ah, yeah I meant using DXT1, I suppose if there wasn't any compression at all they'd be monstrous. I just saved a copy using DXT1 and compared it to the original, and there is no noticeable difference between them. With the Elven cuirass it cuts the filesize in half. I'm not sure how mipmaps end up being affected though (messing around with my new road texture I thought I might have encountered issues with them and compression via GIMP, but I'm not completely sure because it might have been issues with the normal map). As long as no one's complaining though you don't really need to bother, unless you really care that much to spend a big chunk of time resaving dozens of armor textures, heh. Also if you're really bored you can offer alternate elven textures http://www.tesnexus.com/downloads/file.php?id=3989 to save me a few minutes of editing them myself, ha ha ha, just kidding. I'm actually considering going back to the greener Elven textures since the more yellow ones may be too similar to Dwarven armor color.
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Michael Russ
 
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Post » Tue Mar 29, 2011 11:45 pm

Never saw these before. Well done :thumbsup:
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ladyflames
 
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Post » Wed Mar 30, 2011 12:11 pm

Oh no, now I'm curious how themythofstrider did the Madness/Amber retextures, compared to InsanitySorrow's textures, compared to those giant 4096 textures, compared to DOOM2 I don't know I need to take a nap I think. Everyone does awesome work, anyway.
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Victoria Bartel
 
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Post » Wed Mar 30, 2011 7:24 am

upscaled the file size by exported the uvmap with nifscope. Photoshop filter (plastic wrap) and enhanced normals by the one and only insanitysorrow. Then i added some new textures here and there ... leather belt, red cloth, horns on the count helm.

I wouldn't recommend making textures the way I do though ... it's like running around with a blindfold on until you bump into something cool (or kinda cool).
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x_JeNnY_x
 
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Post » Wed Mar 30, 2011 1:32 am

That's exactly how I've thought of doing new armor textures, though. Hopefully coming across the right components somewhere and then mashing them all together as gracefully as possible to produce an all new hi-res texture that isn't just the original scaled up. I just have no idea how I'd be able to get it to the level of quality those 4096 textures are at. The only thing I'm good at is the clone tool :( lool
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Lizs
 
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Post » Wed Mar 30, 2011 2:25 am

So what man, find textures online, or macro photos of stuff, cut and paste. Use the darken/light colorburn/color dodge tools. Just play around.

I made the amber armor textures from a super high res photo of amber, and and avacado. then a lot of cutting and pasting over the vanilla texture and cloning. Then shadows and highlighting. Simple.
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Natasha Callaghan
 
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Post » Wed Mar 30, 2011 9:30 am

Ha, avocado. I guess it's a good opportunity to get creative and find anything that works. Well that's encouraging, I guess I'll stop thinking about it and actually try to do them. That is, after I get through the half dozen other things on my list of Oblivion modding projects. :ahhh:

In the mean time InsanitySorrow's textures get the job done quite well!
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Kaley X
 
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