AMPS Cavern Retexture problem

Post » Wed Dec 14, 2011 1:44 am

I want to see if anyone else has the same issue as me.

I installed AMPS Cavern Retexture http://www.tesnexus.com/downloads/file.php?id=34175
I also have Cava Obscura

With AMPs installed, caves are much darker, torch does not help very much. Also, the local map is much darker. It is to the point that I can't really use it.

I do not want to mess with torch brightness as they are fine everywhere else. Seeing how there is no esp with the textures, I am puzzled to how this issue happens, and if there is a solution.
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sas
 
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Post » Wed Dec 14, 2011 9:05 am

I'm afraid there is no other way then Gimp. About local map only map shader on (or something) in oblivion.ini could help.
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OTTO
 
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Post » Wed Dec 14, 2011 2:27 pm

I want to see if anyone else has the same issue as me.

I installed AMPS Cavern Retexture http://www.tesnexus.com/downloads/file.php?id=34175
I also have Cava Obscura

With AMPs installed, caves are much darker, torch does not help very much. Also, the local map is much darker. It is to the point that I can't really use it.

I do not want to mess with torch brightness as they are fine everywhere else. Seeing how there is no esp with the textures, I am puzzled to how this issue happens, and if there is a solution.

AMPS cavern textures are darkish, but I thought the whole idea of Cava Obscura was to make dungeons much darker? Maybe it's more realistic, but I have to draw the line between realism and being able to see what's going on, so I haven't used it. The combination sounds difficult though. Good luck with that.
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Isaac Saetern
 
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Post » Wed Dec 14, 2011 4:28 am

There are other textures for caves out there.

AmpolX made that not thinking of darkness mods. I think Wrinkly made Cava not thinking of the darker textures that are out there (Grand Duke also made a dark one).
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Alyesha Neufeld
 
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Post » Wed Dec 14, 2011 8:34 am

All replacers newer then Quarl are too dark for any "darker dungeons" mods. But you may try to combine QTP3 with some texture from other pack .
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Leilene Nessel
 
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Post » Wed Dec 14, 2011 3:43 pm

Not true - the textures in Vibrant by CorePC work great with darkness mods.

MTGR also has pretty light textures ... also check out the textures by Koldorn (2 versions), Ryu Doppler, Evander.

There are a few others as well.
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Sweets Sweets
 
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Post » Wed Dec 14, 2011 2:45 pm

I think it also has to do with normal maps. Last night I removed AMPS caves, I installed the Really Textured Normal Maps. So my install order is:

Really Textured Normals
Bomrets Normal maps for Vanilla
Vibrant 1.65
QTP3 full

After installing the RTNM, the forts became a bit darker (I was in Sancte Tor), but the local map (in the map menu) was OK - not as dark as when AMPs was installed. So the normal maps have some sort of effect that limits the range/view of torches.

Or am I the only one having this issue?

I just put a new computer together to get max Oblivion experience:
AMD 3.6Ghz quad core cpu
16GB RAM
10K ATA-600 HD
Radeon HD 6950 with 2GB VRAM

Plays like a charm, but for the light issue.
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Dominic Vaughan
 
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Post » Wed Dec 14, 2011 8:47 am

I think it also has to do with normal maps. Last night I removed AMPS caves, I installed the Really Textured Normal Maps. So my install order is:

Really Textured Normals
Bomrets Normal maps for Vanilla
Vibrant 1.65
QTP3 full

After installing the RTNM, the forts became a bit darker (I was in Sancte Tor), but the local map (in the map menu) was OK - not as dark as when AMPs was installed. So the normal maps have some sort of effect that limits the range/view of torches.

Or am I the only one having this issue?

I just put a new computer together to get max Oblivion experience:
AMD 3.6Ghz quad core cpu
16GB RAM
10K ATA-600 HD
Radeon HD 6950 with 2GB VRAM

Plays like a charm, but for the light issue.

I can't help with the normal maps question, but many thanks for the new PC specs.
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Syaza Ramali
 
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Post » Wed Dec 14, 2011 8:30 am

I think it also has to do with normal maps. Last night I removed AMPS caves, I installed the Really Textured Normal Maps. So my install order is:

Really Textured Normals
Bomrets Normal maps for Vanilla
Vibrant 1.65
QTP3 full

After installing the RTNM, the forts became a bit darker (I was in Sancte Tor), but the local map (in the map menu) was OK - not as dark as when AMPs was installed. So the normal maps have some sort of effect that limits the range/view of torches.

Or am I the only one having this issue?

I just put a new computer together to get max Oblivion experience:
AMD 3.6Ghz quad core cpu
16GB RAM

10K ATA-600 HD
Radeon HD 6950 with 2GB VRAM

Plays like a charm, but for the light issue.




Not sure ,but normal map may affect the way how a light reflects, works on the srface . But looking at your instal order you should have just QTP3 cave textures ( and QTP3 normal maps of course ).
You have changed the video card . It's possible this is the reason this "issue".
If you don't want to change torch light radius .Still don't you ?
If you don't want to mess in oblivion.ini HDR section.
You may try some OBGE shaders.

@Psymon
Thank you for the Ryu Doppler stuff . Pity without normals it was made.
There is some new textures made by darooz on Nexus. I checked two first parts out .Definitely worth to download .
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SWagg KId
 
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Post » Wed Dec 14, 2011 3:58 am

With my new video card (Radeon HD 6950 2GB Vram) I can throw every texture into the game and still be under the limit with a smooth game. The 3.6Ghz processor handles the NPCs well enough that I only get a few lags in huge fights.

My decision to install the RTNM and Bomrets normal maps was to cover as much as I could. Vibrant has some things QTP3 does not so I installed that also. Topped of with QTP3. Th9ngs look great but darker in some places. Turning on the brightness slider or monitor brightness helps but ruins the in-game blend where lights and fires look just right.

The darker caves with AMPS happened even with my older card (Radeon 4650).

The isea that normal maps may change the way light reflects sounds possible. I do not mind increasing torch brightness but that will make them too bright in areas not affected by the normal maps making things darker. So I am at a crossroads with this. Perhaps searching the forums for some texture combos that work may be worth the effort.
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Lizs
 
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Post » Wed Dec 14, 2011 7:55 am

Maybe http://www.tesnexus.com/downloads/file.php?id=35454 or, better in my opinion, http://tesalliance.org/forums/index.php?/files/file/1012-insanitys-cave-retexture/ textures. If you like dark one of course .
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Honey Suckle
 
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