[BETA] Detailed Terrain

Post » Wed Mar 30, 2011 12:24 pm

I get flickering blood myself, as well, and I've never even installed DT on my game.

I think this is a vanilla issue.
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Trista Jim
 
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Post » Wed Mar 30, 2011 10:47 am

Have any other Texture packs had the alpha Channel Information added? Iv'e just been looking at the detailed terrain website & love the look, but how well will it sit with texture packs other than QTP ?
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Big mike
 
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Post » Tue Mar 29, 2011 10:19 pm

Unfortunately if you want to enjoy Detailed Terrain, using QTP3's terrain textures is really the only option at this point. I've personally done a few really http://www.tesnexus.com/downloads/file.php?id=37536 http://www.tesnexus.com/downloads/file.php?id=36953 that are DT-compatible, and I'm sure there might be a few more random textures out there, but as far as I know there isn't any complete set of terrain textures with alpha channel information besides QTP3's. It is kind of surprising no one's made the vanilla landscape textures compatible, considering there's a whole big group of people out there that are missing out on DT's magic and it's not that difficult of a project, if somewhat time-consuming.
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Dragonz Dancer
 
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Post » Wed Mar 30, 2011 9:55 am

This is a great mod, loving it. Looking for more graphical improvements to Oblivion.

However the mod is 117mb in size and Qarl's is 1.7Gb. Is that because it only deals with floor textures or are they lower quality, or some are missing.

Thanks
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Lucky Girl
 
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Post » Wed Mar 30, 2011 5:27 am

This is a great mod, loving it. Looking for more graphical improvements to Oblivion.

However the mod is 117mb in size and Qarl's is 1.7Gb. Is that because it only deals with floor textures or are they lower quality, or some are missing.

Thanks

It only replaces the terrain textures, which take up a fraction of the overall space taken up by all textures.
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alicia hillier
 
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Post » Wed Mar 30, 2011 3:11 am

It only replaces the terrain textures, which take up a fraction of the overall space taken up by all textures.

Actually it changes the shaders for the textures, as opposed to mods like QTP3 which provide new replacement textures themselves. It is different, not a texture replacer itself
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Emmanuel Morales
 
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Post » Wed Mar 30, 2011 12:59 pm

Actually it changes the shaders for the textures, as opposed to mods like QTP3 which provide new replacement textures themselves. It is different, not a texture replacer itself

Vargr, I admit I could totally be mistaken here, but I believe the full DT install does both. Yes it changes the shaders, but it also replaces the textures with alpha-tweaked versions. Feel free to correct me if I've misstated this somehow.
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Sheila Esmailka
 
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Post » Wed Mar 30, 2011 3:06 am

Actually it changes the shaders for the textures, as opposed to mods like QTP3 which provide new replacement textures themselves. It is different, not a texture replacer itself

Yeah, I was just speaking of the textures specifically. The post above me is correct, it does stuff with shaders but also replaces the terrain textures with modified QTP3 ones that have alpha channels for transparency. You can use any terrain texture with DT as long as it has an alpha channel, for example the road texture linked in my signature is DT-compatible.
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Tammie Flint
 
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Post » Wed Mar 30, 2011 12:05 am

When there are obvious seams as in two tiles are easily distinguishable on the ground, is that a fault with detailed terrains or the rendering of Oblivion?
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Samantha Pattison
 
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Post » Wed Mar 30, 2011 5:29 am

When there are obvious seams as in two tiles are easily distinguishable on the ground, is that a fault with detailed terrains or the rendering of Oblivion?

It sounds like an issue with texture tiling, but you'd have to post a screenshot for me to understand it better.
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Fluffer
 
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Post » Wed Mar 30, 2011 12:34 pm

Actually instead of adding the alpha to the vanilla textures that should be added to the Vibrant textures since they are much better looking then vanilla textures, more detailed then QTP3 textures and have no performance hit above what the vanilla textures have.
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Jeneene Hunte
 
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Post » Wed Mar 30, 2011 6:11 am

Actually instead of adding the alpha to the vanilla textures that should be added to the Vibrant textures since they are much better looking then vanilla textures, more detailed then QTP3 textures and have no performance hit above what the vanilla textures have.

Well, once you've got the vanilla textures done it's a pretty simple process to convert them to the vibrant textures I imagine. Also, it's probably inaccurate to call them more detailed than the QTP3 textures since the QTP3 textures are higher resolution and thus by their nature "more detailed."
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Lily
 
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Post » Wed Mar 30, 2011 12:56 pm

Actually instead of adding the alpha to the vanilla textures that should be added to the Vibrant textures since they are much better looking then vanilla textures, more detailed then QTP3 textures and have no performance hit above what the vanilla textures have.


An adding Alpha Channel to Vibrant Vanilla Texture would end up increasing their actual mb size and in game usage has most of the vanilla ones are dxt1, If you add alpha channel it would increase the size in mb has it would change them dxt1 to dxt3 or dxt5, which is needed for alpha channel to work. It would then end up affecting performance and no longer would run like vanilla does. my 2 cent's..
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Rachael
 
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Post » Wed Mar 30, 2011 1:01 am

An adding Alpha Channel to Vibrant Vanilla Texture would end up increasing their actual mb size and in game usage has most of the vanilla ones are dxt1, If you add alpha channel it would increase the size in mb has it would change them dxt1 to dxt3 or dxt5, which is needed for alpha channel to work. It would then end up affecting performance and no longer would run like vanilla does. my 2 cent's..


Yes, but would it be better performance than QTP3 with alpha?
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Alina loves Alexandra
 
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Post » Wed Mar 30, 2011 1:41 pm

I would guess yes since the QTP3 textures are still higher resolution and use more texture memory.

I'm actually surprised no one has done alpha channels for the vanilla textures to make them compatible with Detailed Terrain. It's such a great mod, one of my favorites, but if you don't like QTP3's terrain textures you're out of luck. Though I'm perfectly happy with them.
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Big mike
 
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Post » Wed Mar 30, 2011 2:30 am

I would guess yes since the QTP3 textures are still higher resolution and use more texture memory.

I'm actually surprised no one has done alpha channels for the vanilla textures to make them compatible with Detailed Terrain. It's such a great mod, one of my favorites, but if you don't like QTP3's terrain textures you're out of luck. Though I'm perfectly happy with them.


I like them, for the most part, however, at just 1GB ov Vram, I would like to reduce some overhead (ATM, using QTP3R, Bomret SI, Mikall's trees&flora, AWLS, FCOM++, and a few i don't remember) when I installed IMPReal IC, it suddently slowed visibly, I would like to reduce overhead, without significant loss of quality.
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katie TWAVA
 
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Post » Wed Mar 30, 2011 10:41 am

It's tough, I've got 1gb of vram as well, and I've installed just about every hi-res texture I could find. At some point I switched to QTP3R and got rid of stuff like hi-res tree billboards and sky textures when I realized I was hitting 1200mb vram usage. I do fine in SI with Bomret's, but I've come to accept lower framerates in Cyrodiil as the trade-off for having great visuals. Actually some of my worst framerates occur in cities, with vram usage around 600-700mb, not necessarily outside where it goes over 1000mb sometimes. I don't know that eliminating QTP3's terrain textures is really the best idea to reduce overhead, but if you included them with a number of other hi-res textures to get rid of, you might make an impact. I could never give up Detailed Terrain though. Actually my road texture was developed after I tried to make the vanilla road texture DT compatible since I hated the QTP3 one, but I ended up just making a new hi-res texture. I am pretty in love with DT haha. It's just such an elegant modification that basically overhauls the entire ground terrain "system" and improves it by 100000000%, I don't know if there's another mod that has a similarly huge impact from a seemingly small modification.
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Sammygirl
 
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Post » Wed Mar 30, 2011 6:27 am

I like them, for the most part, however, at just 1GB ov Vram, I would like to reduce some overhead (ATM, using QTP3R, Bomret SI, Mikall's trees&flora, AWLS, FCOM++, and a few i don't remember) when I installed IMPReal IC, it suddently slowed visibly, I would like to reduce overhead, without significant loss of quality.


Then Perhaps think about Using the http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3985 - this has a option that reduced the textures and normal map size down in size to reduce overhead.
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Elisha KIng
 
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Post » Tue Mar 29, 2011 11:43 pm

I've thought about switching to Reduced, but everything I've learned from trying to tweak things for better performance indicates that changing a single component like that isn't going to make much of a difference, at least in my case. In fact when I first installed the full QTP3, the drop in framerate was negligible, and what motivated me to switched to Redimized was the stuttering from all the loading of textures and frequent crashes most likely due to 1200mb of textures trying to load on a 1gb card (though it was kind of cool seeing the sky totally black one time because the textures didn't load).

I've concluded that in my case, with 240 active mods and dozens more merged into my Bashed patch, having installed nearly all available hi-res textures for things not covered by QTP3, and being unable to live without heavy-hitting stuff like RAEVWD, OBGE with SSAO, and MMM (I think I've hit my acronym quota), it will take a hell of a lot of scaling back to recover the framerates I had shortly after installing the game. But I'm pretty uncompromising, I'm using AWLS and Illumination Within because I like what the light sources add to the scene, I'm using the Redone series' crazy 4096x4096 armor textures despite the huge size not really improving anything beyond what a 2048x2048 texture would do. :teehee:

That being said, what matters to me is that the game's perfectly playable. I don't mind if it dips down to really low framerates, but it so rarely happens when I'm in a battle or would otherwise be annoyed by a low framerate, so I'm perfectly happy sacrificing the frames if I get to gawk at the super incredible visuals this five year old video game is producing.

Anyway, I just realized yellowspandex had installed ImpeREAL Districts, which has the potential to significantly reduce your framerate with what it adds. Though the newer version is a lot kinder in that area than the previous one, I think there's still a pretty big hit. It's hard for me to tell because for some reason my framerates in the IC were already terrible before I installed it. But it would make a lot of sense if your performance took a hit right after installing that mod, so there's your culprit.
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Joey Avelar
 
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Post » Wed Mar 30, 2011 8:42 am


Anyway, I just realized yellowspandex had installed ImpeREAL Districts, which has the potential to significantly reduce your framerate with what it adds. Though the newer version is a lot kinder in that area than the previous one, I think there's still a pretty big hit. It's hard for me to tell because for some reason my framerates in the IC were already terrible before I installed it. But it would make a lot of sense if your performance took a hit right after installing that mod, so there's your culprit.


I know thats the culprit but is my understanding, that it and by itself does not cause such a drastic impact. However i'm not sure if the impact is due to graphics or CPU,

Anyways. right now I will give a try to qtp3r reduced variations for IC only and see what happens. Also I want to try DT but is not clear to me if the shader thing is ready to go or I need OBGE? In their thread they say that DT uses OBGE or OVEP.

Oh and does QTP3 include normals as well (such as Bomrets is used in conjuction with Vibrant)?
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adame
 
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Post » Wed Mar 30, 2011 9:59 am

Yes, QTP3 includes normals for its textures. If it didn't it would pretty much be worthless, heh.

As for Detailed Terrain, it isn't dependent on OBGE or anything. You can just download DT and install it via omod, which is what I did, along with its various patches and additions for SI and UL if you use any of them. I really super highly recommend Detailed Terrain, in fact I can't recommend it enough. http://img90.imageshack.us/img90/6258/iloveguars1.jpg. Specifically the ground terrain. Notice how the grass and dirt make seamless transitions around the stones in the ground. It's beautiful! DT does that with every terrain texture via the alpha channels, customizing each texture specifically so that they will layer and blend together in a natural way. Vanilla terrain just fades between textures and it looks really bad, and DT almost, though not completely, minimizes the fading and replaces it with textures that mix naturally in layers. Did I mention it's beautiful??? And that screenshot wasn't even taken with DT in mind (notice the filename :teehee:), I could take screenshots that really show off its greatness if you're not convinced!
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Greg Cavaliere
 
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