[wip/relz] Mtgr Texture Pack 1.1

Post » Sat Sep 04, 2010 9:39 pm

Mtgr texture pack 1.1

Description

Replaces vanilla textures with enhanced ones.
Resolution is unchanged.
This pack doesn't change world geometry.
I am still updating this pack(if i have the time it will be updated every 2-3 days)
Textures are compressed Dtx5

Textures replaced:

architecture
clutter
dungeons
landscape
Oblivion
plants
rocks
sky
trees
wood



Texture pack version 1.1(download it via mirror) http://www.tesnexus.com/downloads/file.php?id=30368

Updates:

Bravil Anvil and Leyawiin http://www.tesnexus.com/downloads/file.php?id=30341
Bruma and Chorrol http://www.tesnexus.com/downloads/file.php?id=30367
Skingrad and Cheydinhal http://www.tesnexus.com/downloads/file.php?id=30348
Landscape and rocks http://www.tesnexus.com/downloads/file.php?id=30344
Tapestries and rugs http://www.tesnexus.com/downloads/file.php?id=30327

Trees and plants is included in the texture pack but it can be used without the pack http://www.tesnexus.com/downloads/file.php?id=30313
Landscape and rocks is an updated version of the files from the pack but it can be used without the pack(with trees and plants) http://www.tesnexus.com/downloads/file.php?id=30344


Installation
Extract omod anywhere.

activate omod

Un-Installation

de-activate omod
delete omod.

Known bugs
None.

Incompatibilities
Replaces all textures in the folders architecture dungeons landscape oblivion plants rocks sky trees wood.
will overwrite all files with same name. Incompatibile with all texture replacers that change the same files.
It can be used with any normal maps or meshes.

Credits
Bethesda Softworks for the game.
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Jessica Lloyd
 
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Post » Sun Sep 05, 2010 6:19 am

I am using and enjoying several of your packs. They work great with Corepc's Vibrant Textures.

Thanks for making these available.

gothemasticator
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Taylor Bakos
 
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Post » Sun Sep 05, 2010 7:41 am

I also want to thank you. These are really nice and thanks for the great before/after pics as well. I'll definitely be downloading all these. Keep it up.
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N Only WhiTe girl
 
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Post » Sat Sep 04, 2010 4:51 pm

I am using and enjoying several of your packs. They work great with Corepc's Vibrant Textures.

Thanks for making these available.

gothemasticator



I also want to thank you. These are really nice and thanks for the great before/after pics as well. I'll definitely be downloading all these. Keep it up.


Thank you.
I will update the pack(it will take some time but i will try and add an update every 2-3 days)
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TASTY TRACY
 
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Post » Sat Sep 04, 2010 6:33 pm

On your nexus pages you write
If an texture replacer using the same method has been made i will remove the file.
Description
Please don't do that. Some like variety - http://www.gamesas.com/index.php?/topic/957424-custom-bain-projects/page__view__findpost__p__13861975.

So what method is that?

About updates - is this going to be updates to new content or updates to existing stuff you have already done or both?
It is hard to tell the difference some of these. maybe a note or two explaining what is different.

thanks very much for the effort on this.
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Jimmie Allen
 
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Post » Sun Sep 05, 2010 3:56 am

I know I have already told you mate, but your textures kick ass :D
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Amy Smith
 
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Post » Sun Sep 05, 2010 3:55 am

On your nexus pages you write Please don't do that. Some like variety - http://www.gamesas.com/index.php?/topic/957424-custom-bain-projects/page__view__findpost__p__13861975.

So what method is that?

About updates - is this going to be updates to new content or updates to existing stuff you have already done or both?
It is hard to tell the difference some of these. maybe a note or two explaining what is different.

thanks very much for the effort on this.



I know I have already told you mate, but your textures kick ass :D


About the updates
For the cities version 1 is included in the texture pack. Version 2 , 3 , 4 have different effects added.
There should be some difference in game. The texture pack and the updates are enhanced versions of vanilla files.
I will try and make an better description after i finish version 1.2
I could learn and make normal maps for the files(that should make an big difference and an big fps hit) but that will require an insane amount of work (even if i could work 4 hours an day it should take about 60-70 days)
Thanks.
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sara OMAR
 
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Post » Sun Sep 05, 2010 2:18 am

A quick question please.

Are you Mods compatible with QTP3R please?

Thanks.

James.
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jessica Villacis
 
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Post » Sat Sep 04, 2010 10:36 pm

A quick question please.

Are you Mods compatible with QTP3R please?

Thanks.

James.

Every landscape and city pack will overwrite the respective files in QTP3R. I don't think QTP3R touches the tapestries, so that one shouldn't change anything.

More to the point, though, they've got different styles. I think mtg's stuff fits well with Corepc's Vibrant Textures. I don't personally think they fit very well with QTP.

gothemasticator
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matt white
 
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Post » Sun Sep 05, 2010 12:34 am

Just as an FYI - Compressing everything as DXT5 isn't necessarily appropriate in all cases. Textures that don't have alpha channels should be compressed as DXT1 instead to save on VRAM usage.
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Neil
 
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Post » Sun Sep 05, 2010 7:42 am

Every landscape and city pack will overwrite the respective files in QTP3R. I don't think QTP3R touches the tapestries, so that one shouldn't change anything.

More to the point, though, they've got different styles. I think mtg's stuff fits well with Corepc's Vibrant Textures. I don't personally think they fit very well with QTP.

gothemasticator

Thank you for the reply gothemasticator.

I'm using Corepc's Vibrant Textures with QTP3R at the moment.

Should I leave it as it is?

Thanks

James.
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how solid
 
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Post » Sat Sep 04, 2010 6:32 pm

Thank you for the reply gothemasticator.

I'm using Corepc's Vibrant Textures with QTP3R at the moment.

Should I leave it as it is?

Thanks

James.

Well, that is interesting. I wonder what exactly you're letting overwrite what? :)

If you are happy with how the two of those work together (however exactly that is), then throwing mtg's packs into the mix certainly can't hurt. And since mtg thoughtfully packages them all as omods, you can just pop 'em in, check 'em out, and remove 'em if you don't like the result.

gothemasticator
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Rachie Stout
 
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Post » Sat Sep 04, 2010 5:51 pm

Well, that is interesting. I wonder what exactly you're letting overwrite what? :)

If you are happy with how the two of those work together (however exactly that is), then throwing mtg's packs into the mix certainly can't hurt. And since mtg thoughtfully packages them all as omods, you can just pop 'em in, check 'em out, and remove 'em if you don't like the result.

gothemasticator


Thank you again for your reply.

I wouldn't have a clue what overwrites what lol

I just OMOD'ed the packages and let OBMM do the rest. :whistling:

Final question.

All the Cities have multi Versions.

Which versin should I use please?
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LittleMiss
 
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Post » Sat Sep 04, 2010 8:46 pm

Good work! :tops:
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Catherine Harte
 
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Post » Sun Sep 05, 2010 2:47 am

Thank you again for your reply.

I wouldn't have a clue what overwrites what lol

I just OMOD'ed the packages and let OBMM do the rest. :whistling:

Final question.

All the Cities have multi Versions.

Which versin should I use please?

mtg's nexus pages have screenshots showing all the city versions. They're just slightly different takes on the same stuff, so it's entirely your preference.

gtm
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NEGRO
 
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Post » Sun Sep 05, 2010 3:00 am

A quick question please.

Are you Mods compatible with QTP3R please?

Thanks.

James.



Every landscape and city pack will overwrite the respective files in QTP3R. I don't think QTP3R touches the tapestries, so that one shouldn't change anything.

More to the point, though, they've got different styles. I think mtg's stuff fits well with Corepc's Vibrant Textures. I don't personally think they fit very well with QTP.

gothemasticator



Thank you for the reply gothemasticator.

I'm using Corepc's Vibrant Textures with QTP3R at the moment.

Should I leave it as it is?

Thanks

James.



Thank you again for your reply.

I wouldn't have a clue what overwrites what lol

I just OMOD'ed the packages and let OBMM do the rest. :whistling:

Final question.

All the Cities have multi Versions.

Which versin should I use please?


Sorry My pc went to hell and for the last 3 days i didn't have internet.
Yes and no. The pack is compatible with qtp3 it will only overwrite the .dds files the normal maps (_n.dds) and the meshes will not be overwriten(you will have the world geometry from qtp3).
It should look much better with qtp3.
My pack will overwrite Vibrant textures .dds files.
You can use the version that you like.
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Josh Sabatini
 
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Post » Sat Sep 04, 2010 8:55 pm

I'm the process of reinstalling Oblivion now and I'm glad that I came across this thread. I need to try these textures out. The screenshots are really good looking.
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Stu Clarke
 
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Post » Sun Sep 05, 2010 9:03 am

The pack is compatible with qtp3 it will only overwrite the .dds files the normal maps (_n.dds) and the meshes will not be overwriten(you will have the world geometry from qtp3).
It should look much better with qtp3.


So mixing Meshes from one pack with Textures from another one is OK and doesn't look weird?


Personally I think the outdoors textures are the best I've seen; even better than QTP3. But I still prefer QRP3 for Aylied Ruins, and Koldorn's for Caves and Dungeons, though.
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Josh Sabatini
 
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Post » Sun Sep 05, 2010 5:31 am

So mixing Meshes from one pack with Textures from another one is OK and doesn't look weird?


Personally I think the outdoors textures are the best I've seen; even better than QTP3. But I still prefer QRP3 for Aylied Ruins, and Koldorn's for Caves and Dungeons, though.


I not sure but i think qtp3 doesn't change aylied ruins(i think it's mentioned in the readme).
After im done with the cities(leyawiin and imperial city still need updating) i will start updating dungeons (aylied ruins caves) but there will be modular updates if you don't like one part you can use other mods for the textures.

Later edit Sorry Arthmoor i din not see your reply. If you know and good way of converting dtx5 to dtx1 that doesn't take an lot of time ( I work with photoshop and converting 1400+ files one by one will take an long time).
If the gain is worth it i will convert the files but i'm not sure there will be an fps gain.
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Michael Korkia
 
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Post » Sun Sep 05, 2010 10:48 am

Hi Mtgr23,

A quick update.

Using Corepc's Vibrant Textures with QTP3R, Mtgr texture pack with all the other Textures!!!

They work Fantastically :tops:

Thank You very much.Mtgr23

I'm looking Forward to your future releases.

James :foodndrink:
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Amy Siebenhaar
 
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Post » Sun Sep 05, 2010 7:44 am

Hi Mtgr23,

A quick update.

Using Corepc's Vibrant Textures with QTP3R, Mtgr texture pack with all the other Textures!!!

They work Fantastically :tops:

Thank You very much.Mtgr23

I'm looking Forward to your future releases.

James :foodndrink:


Thank you.
Leyawiin added to Tesnexus Bravil page http://www.tesnexus.com/downloads/file.php?id=30341

I will make normal maps for landscape and rocks

Vanilla texture with vanilla normal map
http://i908.photobucket.com/albums/ac282/Mtgr23/Defaulttexturewithdefaultnormalmap.jpg

Vanilla texture with normal map i just made
http://i908.photobucket.com/albums/ac282/Mtgr23/Defaulttexturewithmynormalmap.jpg

Texture with normal map http://i908.photobucket.com/albums/ac282/Mtgr23/ScreenShot19.jpg
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Jason King
 
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Post » Sun Sep 05, 2010 4:07 am

Incredible job! I've tried your Landscape and Rocks and trees /grass textures. I'll give you 5 stars 3 times. First, I'll give you 5 stars for making these textures an OMOD. Second, because you've chosen the right textures/colors without overdoing it. Third, because they're practically the same resolution.

One thing I have notice is that you've a TALENT for blending colors. For example, a sandy soil next to a sandy colored rock or a greenish soil next to a brown-greenish rock. I'm an artist and I pay attention to these little things:) You my friend, have single handily proven that color mixing and placement is as important as textures and, in some cases, it has a greater impact since "color" is the first thing we see before "texture". I CANT WAIT FOR YOUR NEXT WORK!


Note: For those who are using the Color Effect shader, you'll probably want to modified the shader since these textures makes the colors more vivid as well. BUT if you like extra viivid colors then you are good to go:) I've noticed that the Color Mood shader with these textures makes a good combo.
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JD bernal
 
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Post » Sat Sep 04, 2010 11:23 pm

Best texture pack ever.

When you get a chance, please take a look at the roots that dangle from the ceiling in caves and the dark brick texture that's used on rounded wall sections in Crumbling Mine near Chorral. Something about their textures or normal maps, or whatever, makes them too dark regardless of lighting.
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Amanda Leis
 
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Post » Sun Sep 05, 2010 1:25 am

Bump for this brilliant texture replacer.
If you have problems running QTP3 try this one instead. The textures are the same size as the vanilla ones, but they look much better. The landscape textures look even better than the much bigger QTP3 ones!

I'm one of the few that can't stand HDR or Bloom, so maybe that's why they look so good on my system.
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XPidgex Jefferson
 
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Post » Sun Sep 05, 2010 9:39 am

I run HDR and they look outstanding. I also run them with Bomrets normal maps, Koldorn's Ayelid and Fort Ruins, and Mikal's better trees plants and doors. I think my setup now looks better (and loads faster) than with QTP3R.

Great texture pack!
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Miranda Taylor
 
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