Really Textured Normals

Post » Wed Mar 30, 2011 1:39 pm

I am neither the author or involved - So dont be crediting here... But from what I have seen of them, I think they deserve a look ...

http://www.tesnexus.com/downloads/file.php?id=38204

Vanilla sized normal maps, they look a bit more detailled on brick/stone work in particular, the author admits he may have overdone some normals but its early days at the moment, still needs to do clutter and statues. I am a big fan of Bomrets but these also look very promising without putting any performance hit on your machine.

Personally I'm going to try with a BAIN, overwriting Bomrets (so I still get Bomrets clutter and statues) and CorePCs vanilla sized Vibrant collection

Edit: Bonus! - Its already a simple BAIN :) http://www.bild.me/bild.php?file=8138393Untitled.jpg
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Blessed DIVA
 
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Post » Wed Mar 30, 2011 5:35 am

Those screenshots are intense. It's hard to say whether it's because of the new normals or the OBGE shaders he's using. Be sure to take a couple pictures of what your game ends up looking and post them here.
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Kortniie Dumont
 
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Post » Wed Mar 30, 2011 2:09 am

Those screenshots are intense. It's hard to say whether it's because of the new normals or the OBGE shaders he's using. Be sure to take a couple pictures of what your game ends up looking and post them here.


Yes, I think my over-enthusiasm may have been a bit premature. They are good, but not to be used with CorePC Vibrant, best used as intended with just vanilla textures ...

http://www.bild.me/bild.php?file=8138393Untitled.jpg

And - I am probably in the minority here but I still use medium game texture setting on the laptop, also not a good idea. With Large game texture settings no problems but with anything less I have noticed a fair few glitches without having to look too hard.

So fine with Large game texture setting and using vanilla textures, definate improvement on the detail (although a bit of groundwork in the towns needs a bit of love), but personally I have just switched Bomrets and CorePC BAINs back in :wub: . Bookmarked to watch developments.
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Ross Thomas
 
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Post » Wed Mar 30, 2011 2:52 am

The author has taken note of comments reference DXT compression and mip maps .. A new update is available.

I made some comparison screenshots with the new set and no DoF, open them up simultaneously in new tabs to flick between them ...

First these are on the laptop with Medium Texture Game Setting..

http://www.bild.me/bild.php?file=2846083Medium_Texture_game_setting_-_1_-_Vanilla_Textures.jpg

http://www.bild.me/bild.php?file=5913381Medium_Texture_game_setting_-_2_-_Bomrets_Detailled_Normals.jpg

http://www.bild.me/bild.php?file=2118236Medium_Texture_game_setting_-_3_-_Really_Textured_Normals.jpg

Second set on the desktop with Large Texture Game Setting (and again no DoF)..

http://www.bild.me/bild.php?file=3464092Large_Texture_game_setting_-_1_-_Vanilla_Textures.jpg

http://www.bild.me/bild.php?file=5935410Large_Texture_game_setting_-_2_-_Bomrets_Detailled_Normals.jpg

http://www.bild.me/bild.php?file=9363486Large_Texture_game_setting_-_3_-_Really_Textured_Normals.jpg

Looks like progress is being made :)

I pm'd the author too reference all files that conflict with the UOP's (gave him a comprehensive list) - If he took just extracted Vanilla textures to work with then overwriting UOP's will be going back a step... so will see what the response is. Its looking good though. The recent work has solved the glitches I found with medium texture setting.
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Jenna Fields
 
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Post » Tue Mar 29, 2011 10:52 pm

Nice to see another Detialed Normal Map Mod.

Big Difference Between Bomret and These for sure just from the pics the depth on tiles etc.

Requires one of those MIx and Match to find that perfect blend with Vibrant For Sure.

Has I am sure I used a different mip map method that they did..
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Cash n Class
 
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Post » Wed Mar 30, 2011 6:17 am

Yep, I will not be using these when I revert to Bomrets and your Vibrant full set, just testing for a new author and the benefit of Vanilla users.

If I were to revert to vanilla plus just a normal map set though I think I would be tempted to swing to use these overwriting Bomrets (he still needs to do some which Bomrets covers)
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Tania Bunic
 
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Post » Tue Mar 29, 2011 11:37 pm

Bomret does not have Armor or Clothing or Weapons or Creatures normals

This contains Clothing, Armor , Weapons, Creatures so that is something :thumbsup:

that you could add to your Bomret's..

No Clutter so you may want to report that..

Going to copy that stuff into my Bomret's BAIN Install
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Marnesia Steele
 
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Post » Wed Mar 30, 2011 11:39 am

He already has clutter on the cards for a rainy day, along with daedric shrine statues.
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Noely Ulloa
 
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Post » Wed Mar 30, 2011 12:14 am

He already has clutter on the cards for a rainy day, along with daedric shrine statues.


Tell him to add GodStatues has well that is only other thing missing

This is certainly more complete than Bomret Once Again, because of Armor, Clothing, Weapons, Creatures .

just have to test them out see the visual and performance difference.
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Tamara Primo
 
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Post » Wed Mar 30, 2011 2:48 pm

Tell him to add GodStatues has well that is only other thing missing


Told him about this topic too so he will probably have a nosy.

Has I am sure I used a different mip map method that they did..


Would that make any graphical anomolies if your Vibrant textures sets are overwriting Really Textured Normals set?

I am guessing being gradually more distant any discrepancy between normal mip maps and texture mip maps would be possibly hard to spot.
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Anna Beattie
 
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Post » Wed Mar 30, 2011 1:13 pm

If one is using QTP3, does using this have any benefit? Noob question, but I never understood the texture/mesh relationship...
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Crystal Clarke
 
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Post » Wed Mar 30, 2011 11:35 am

Would that make any graphical anomolies if your Vibrant textures sets are overwriting Really Textured Normals set?

I am guessing being gradually more distant any discrepancy between normal mip maps and texture mip maps would be possibly hard to spot.


Perhaps some artifacts or bad blending on some things, depends on method he used.

Has I used various methods depending on what they where. Like Vibrant and Vibrant Bomret Landscape Textures and Normal Map I used MItchell and limited mip map to 4. While on Architecture I used Lancoz and limited them to 8. While On Other things I used Paint.net supersampling (12 mip map)..

Vibrant includes normal maps for these textures..So I would keep mine in play for at least these..

landscape
Sewers
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Jordyn Youngman
 
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Post » Wed Mar 30, 2011 1:04 am

If one is using QTP3, does using this have any benefit? Noob question, but I never understood the texture/mesh relationship...


They are vanila sized while qtp3 are not so yes in that area.

I know qtp3/qtp3r changes alot of landscape textures to be different. so you would have use qtp3 ones in order for those to blend correctly and also for detailed terrain features to work has well.

The qtp3 meshes should work just fine if you want the parrallax mapping enabled for etc on sewers, buildings, etc..
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Laura-Lee Gerwing
 
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Post » Wed Mar 30, 2011 2:28 pm

Now has BAINs - I PM'd Jarod if he would make the installation more modular, however he is a bit limited in internet use, so I offered to re-package and upload - And got the go-ahead ;) - Follow the mirror link he put up.

He still has work to be done on statues and clutter, but he has updated quite a lot of files in the current version (also a problem was found with Waterfalls animation - also now resolved), and ... included a new Shivering Isles set.
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RUby DIaz
 
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Post » Wed Mar 30, 2011 9:37 am

I've asked the author if he would like to make a QTP3 compatible version(I think higher res normal maps that match qtp3 style).Also I suggest,to anyone who use qtp3,to install Vibrant then Really textured normal maps,qtp3(any version) and Detailed terrain.In this way we get really good looking textures and even the items such as armors and weapons have normals that enhance the details!
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Sami Blackburn
 
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Post » Wed Mar 30, 2011 2:39 am

Yep, I will not be using these when I revert to Bomrets and your Vibrant full set, just testing for a new author and the benefit of Vanilla users.

If I were to revert to vanilla plus just a normal map set though I think I would be tempted to swing to use these overwriting Bomrets (he still needs to do some which Bomrets covers)

Same here. Those are fantastic normals, but a bit overdone for me. I was getting disoriented in caves/mines because of all the wonderful rock. Maybe on a bigger monitor? I can't imagine the time spent on these. Definately makes a performance hit when using RAEVWD. And the maps seem to look best with Vanilla textures. I was getting ready to look at MTGR textures, but I think with those be a performance hit too, with the shaders.

alt3n1ty: nice of you to build the BAIN installer. ;)
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matt
 
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Post » Wed Mar 30, 2011 1:23 am

I've asked the author if he would like to make a QTP3 compatible version(I think higher res normal maps that match qtp3 style).~


I dont think he will, for a few reasons.

First he made these for his wife, over a long period of time, on a machine that performs to their liking with vanilla sized textures. He will not be using QTP3.

He made every one of them (I think theres over 3000) from scratch with GIMP, and not using anyone else's normals, or game original normals. He used game Textures to derive the bump map information.

And last, even if he did download QTP3, the resulting size of a similar re-do of everything QTP3 sized would probably make just Part 1 nearly double sized, and be too much for his internet limitations .. It took me three hours last night on cable with no limitations to upload the BAINs.

Personally I have no interest in QTP3 either, those textures give the world a feeling that detracts from the fantasy theme or feel of Oblivion IMHO. I like adding detail to the games visuals, but not so much it turns Oblivion into our world. So I never use them either. Vibrant is my cup of tea :)

Edit: With a splash of Lush and Gaudy ofc :)

http://www.bild.me/bild.php?file=5026866ScreenShot69.jpg

http://www.bild.me/bild.php?file=1937597ScreenShot66.jpg
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JUan Martinez
 
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Post » Wed Mar 30, 2011 5:17 am

Whoops, wrong Tree normals and textures in the above screens - Heres one on the laptop after I have stopped shuffling my installers about :)

http://www.bild.me/bild.php?file=6456052ScreenShot353.jpg
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Gemma Archer
 
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Post » Wed Mar 30, 2011 5:31 am

Same here. Those are fantastic normals, but a bit overdone for me. I was getting disoriented in caves/mines because of all the wonderful rock. Maybe on a bigger monitor? I can't imagine the time spent on these. Definately makes a performance hit when using RAEVWD. And the maps seem to look best with Vanilla textures. I was getting ready to look at MTGR textures, but I think with those be a performance hit too, with the shaders.


Actually, fickle me, I have changed my mind especially after the new version.

I still have Bomrets,
Over-Written with RTNM (there are still some Jarod needs to complete the set, so the ones not overwritten in Bomrets are in the game),
then Over-Written with Vibrants whole set (because CorePC has some tailored normals for his textures),
and finally Over-Written with Lush and Gaudy which also incorporates some of Improved Trees and Fauna which has been modified.
Lush and Gaudy also has a modified set of land textures from QTP3, but I am not using those.

alt3n1ty: nice of you to build the BAIN installer. ;)


Well, I was bored, and the guy needed a hand in the bandwidth department :)
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Charles Mckinna
 
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Post » Wed Mar 30, 2011 1:32 am

WOW i finally downloaded these normal maps and man it looks really...really good. :drool:

http://i176.photobucket.com/albums/w172/Illius_photos/TES/Oblivion/ScreenShot124.jpg

http://i176.photobucket.com/albums/w172/Illius_photos/TES/Oblivion/ScreenShot127.jpg
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Reanan-Marie Olsen
 
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Post » Wed Mar 30, 2011 1:11 am

WOW i finally downloaded these normal maps and man it looks really...really good. :drool:

http://i176.photobucket.com/albums/w172/Illius_photos/TES/Oblivion/ScreenShot124.jpg

http://i176.photobucket.com/albums/w172/Illius_photos/TES/Oblivion/ScreenShot127.jpg

Wow that is just the normals?

Lush and Gaudy looks good too.

Thanks Alternity for bringing this up.

[edit] is this the same Jarod - spelled Jarrod who did one of the first texture packs for Oblivion - as found http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=572? And later eclipsed by that QTP - as most texture packs unfortunately are.
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Jack Walker
 
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Post » Wed Mar 30, 2011 3:55 am

[edit] is this the same Jarod - spelled Jarrod who did one of the first texture packs for Oblivion - as found http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=572? And later eclipsed by that QTP - as most texture packs unfortunately are.


:) No he's new on the modding scene, "My knowledge of modding and computer graphics is limited and I would like to thank everyone for bearing with me."

I would hold fire on Lush and Gaudy for today though, I'm just in the middle of testing the wizard on the next revision which will include "Slightly Greener Cyrodiil"
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Nicole Kraus
 
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Post » Wed Mar 30, 2011 12:53 am

So were you saying that Bomret's should be installed before getting this, since his covers some stuff that this one doesn't?
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Emily abigail Villarreal
 
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Post » Wed Mar 30, 2011 8:14 am

So were you saying that Bomret's should be installed before getting this, since his covers some stuff that this one doesn't?


Yep, overwrite Bomrets with this and you have everything.

Jarod just needs to do Daedric Statues, God Statues and clutter for Cyrodiil

He put those off until after he completed Shivering Isles, thats done now and the few problems have been ironed out with the two 1.1 files, so I believe he is now concentrating on the statues and clutter for 1.2 (or whatever version number is applied next)

Files missing in comparison to Bomrets include a few miscellaneous ones with the above, I sent him a PM with this lot listed ...

Spoiler
Textures\architecture\bruma\brumawoodpost_n.dds
Textures\architecture\castle\cheydinhal\cheydinhalcitydoor01_n.dds
Textures\architecture\castleinterior\castlewallblank-n.dds
Textures\architecture\castleinterior\narrowhalls\narrowfloor1way_n.dds
Textures\architecture\castleinterior\narrowhalls\narrowfloor2way_n.dds
Textures\architecture\castleinterior\narrowhalls\narrowfloor3way_n.dds
Textures\architecture\castleinterior\narrowhalls\narrowfloorlway_n.dds
Textures\architecture\castleinterior\narrowhalls\narrowfrontwall01_n.dds
Textures\architecture\castleinterior\narrowhalls\narrowfrontwall02_n.dds
Textures\architecture\castleinterior\narrowhalls\narrowfrontwall02secretdoor_n.dds
Textures\architecture\castleinterior\narrowhalls\narrowfrontwall03_n.dds
Textures\architecture\castleinterior\narrowhalls\narrowinclinewall_n.dds
Textures\architecture\castleinterior\narrowhalls\narrowledge01_n.dds
Textures\architecture\castleinterior\narrowhalls\narrowroof02_n.dds
Textures\architecture\castleinterior\narrowhalls\narrowroof03_n.dds
Textures\architecture\castleinterior\narrowhalls\narrowroom2way_n.dds
Textures\architecture\castleinterior\narrowhalls\narrowroom4way_n.dds
Textures\architecture\castleinterior\narrowhalls\narrowroomcorner_n.dds
Textures\architecture\castleinterior\narrowhalls\narrowroomlway_n.dds
Textures\architecture\castleinterior\narrowhalls\narrowstairs_n.dds
Textures\architecture\castleinterior\narrowhalls\narrowwalltop_n.dds
Textures\architecture\cheydinhal\darkbrotherhood\darkbrotherhooddoor01_n.dds
Textures\architecture\cheydinhal\darkbrotherhood\rfdunxbricks001db_n.dds
Textures\architecture\cheydinhal\darkbrotherhood\rfdunxfloor001db_n.dds
Textures\architecture\cheydinhal\darkbrotherhood\rfdunxfloor002db_n.dds
Textures\architecture\cloudrulertemple\crtburntwood_n.dds
Textures\architecture\daedricstatues\azura01_n.dds
Textures\architecture\daedricstatues\boethia01_n.dds
Textures\architecture\daedricstatues\clavicusvile01_n.dds
Textures\architecture\daedricstatues\daedricpedestal_n.dds
Textures\architecture\daedricstatues\dagon_n.dds
Textures\architecture\daedricstatues\goblin_n.dds
Textures\architecture\daedricstatues\hermaeusmora01_n.dds
Textures\architecture\daedricstatues\hircine_n.dds
Textures\architecture\daedricstatues\malacath01_n.dds
Textures\architecture\daedricstatues\mephala01_n.dds
Textures\architecture\daedricstatues\meridia01_n.dds
Textures\architecture\daedricstatues\molagbal01_n.dds
Textures\architecture\daedricstatues\namira_n.dds
Textures\architecture\daedricstatues\nocturnal01_n.dds
Textures\architecture\daedricstatues\pedestal01_n.dds
Textures\architecture\daedricstatues\pedestal02_n.dds
Textures\architecture\daedricstatues\peryite01_n.dds
Textures\architecture\daedricstatues\sanguine01_n.dds
Textures\architecture\daedricstatues\sheogorath01_n.dds
Textures\architecture\daedricstatues\vaermina01_n.dds
Textures\architecture\daedricstatues\wolf_n.dds
Textures\architecture\godstatues\godakatosh_n.dds
Textures\architecture\godstatues\godarkay_n.dds
Textures\architecture\godstatues\goddibella_n.dds
Textures\architecture\godstatues\godjulianos01_n.dds
Textures\architecture\godstatues\godkynareth_n.dds
Textures\architecture\godstatues\godmara_n.dds
Textures\architecture\godstatues\godseptim_n.dds
Textures\architecture\godstatues\godstendarr_n.dds
Textures\architecture\godstatues\godzenithar_n.dds
Textures\architecture\imperialcity\icsign_n.dds
Textures\architecture\leyawiin\leyawiinstuco_n.dds
Textures\architecture\lowerclass\geypanel02_n.dds
Textures\architecture\lowerclass\geypanel03_n.dds
Textures\architecture\lowerclass\geypanel04_n.dds
Textures\architecture\lowerclass\geypanel05_n.dds
Textures\architecture\lowerclass\geypanel06_n.dds
Textures\architecture\lowerclass\geypanel07_n.dds
Textures\architecture\lowerclass\geypanel1_n.dds
Textures\architecture\lowerclass\lowinterior\geypanel08_n.dds
Textures\architecture\lowerclass\lowinterior\geypanel09_n.dds
Textures\architecture\lowerclass\lowinterior\geypanel10_n.dds
Textures\architecture\lowerclass\lowinterior\geypanel11_n.dds
Textures\architecture\lowerclass\lowinterior\geypanel12_n.dds
Textures\architecture\lowerclass\lowinterior\geypanel13_n.dds
Textures\architecture\lowerclass\lowinterior\geypanel14_n.dds
Textures\architecture\statue\bravil\nightmother01_n.dds
Textures\architecture\statue\bravil\nightmotherkid01_n.dds
Textures\architecture\statue\bravil\nightmotherset01_n.dds
Textures\architecture\statue\bravil\nightmotherset02_n.dds
Textures\architecture\statue\bravil\nightmotherset03_n.dds
Textures\architecture\statue\bravil\nightmotherwater01_n.dds
Textures\clutter\barrel03top_n.dds
Textures\clutter\barrel04top_n.dds
Textures\clutter\barrelhugefront_n.dds
Textures\clutter\barrelhugeside_n.dds
Textures\clutter\barrelkeg01_n.dds
Textures\clutter\barrelkeg02_n.dds
Textures\clutter\barrelkeg03_n.dds
Textures\clutter\barrelkeg04_n.dds
Textures\clutter\barrelopen02_n.dds
Textures\clutter\barrelopen_n.dds
Textures\clutter\barreltopped02_n.dds
Textures\clutter\barreltopped_n.dds
Textures\clutter\crate01_n.dds
Textures\clutter\crate02_n.dds
Textures\clutter\crate03_n.dds
Textures\clutter\crate04_n.dds
Textures\clutter\crate05_n.dds
Textures\clutter\crate06_n.dds
Textures\clutter\firewood01_n.dds
Textures\clutter\ironrivets01_n.dds
Textures\clutter\ironrusted01_n.dds
Textures\clutter\loggrate01_n.dds
Textures\clutter\metalbrassborder01_n.dds
Textures\clutter\metalhinge01_n.dds
Textures\clutter\rope_n.dds
Textures\clutter\woodpost02_n.dds
Textures\clutter\woodpostend02_n.dds
Textures\clutter\barset\handle01_n.dds
Textures\clutter\barset\handle02_n.dds
Textures\clutter\barset\metalbracerusty03_n.dds
Textures\clutter\barset\metalbracerusty04_n.dds
Textures\clutter\barset\metalbracerusty05_n.dds
Textures\clutter\barset\metalplate01_n.dds
Textures\clutter\barset\metalrusty01_n.dds
Textures\clutter\barset\metalrusty02_n.dds
Textures\clutter\barset\metalrusty03_n.dds
Textures\clutter\barset\metalrusty05_n.dds
Textures\clutter\barset\metalrusty06_n.dds
Textures\clutter\barset\metaltankard01_n.dds
Textures\clutter\barset\metaltankard02_n.dds
Textures\clutter\barset\metaltankard03_n.dds
Textures\clutter\barset\rope01_n.dds
Textures\clutter\castleinterior\throneplatform01_n.dds
Textures\clutter\castleinterior\thronewoodback01_n.dds
Textures\clutter\castleinterior\thronewoodpoint01_n.dds
Textures\clutter\castleinterior\thronewoodside01_n.dds
Textures\clutter\castleinterior\thronewoodtop01_n.dds
Textures\clutter\castleinterior\kvatchcastleinterior\kvatchcastleinteriordoor01_n.dds
Textures\clutter\castleinterior\kvatchcastleinterior\kvatchthronecushions_n.dds
Textures\clutter\castleinterior\kvatchcastleinterior\kvatchthronedetail_n.dds
Textures\clutter\castleinterior\kvatchcastleinterior\kvatchthronemain_n.dds
Textures\clutter\castleinterior\kvatchcastleinterior\kvatchthronewood_n.dds
Textures\clutter\farmhouse\burntpail_n.dds
Textures\clutter\farmhouse\burntpailbottom_n.dds
Textures\clutter\farmhouse\farmbroom_n.dds
Textures\clutter\farmhouse\yarn01_n.dds
Textures\clutter\farmhouse\yarn02_n.dds
Textures\clutter\fightersguild\barkmaple01_n.dds
Textures\clutter\fightersguild\barkmaple01bloody_n.dds
Textures\clutter\fightersguild\barkmapleend01_n.dds
Textures\clutter\fightersguild\fighterspad01_n.dds
Textures\clutter\fightersguild\haybail01_n.dds
Textures\clutter\fightersguild\haybail02_n.dds
Textures\clutter\fightersguild\haybail03_n.dds
Textures\clutter\fightersguild\leatherpadding01_n.dds
Textures\clutter\fightersguild\leatherpadding01bloody_n.dds
Textures\clutter\fightersguild\leatherpadding02_n.dds
Textures\clutter\fightersguild\leatherpadding02bloody_n.dds
Textures\clutter\fightersguild\practicemat02_n.dds
Textures\clutter\fightersguild\practicemat03_n.dds
Textures\clutter\fightersguild\shieldbronze01_n.dds
Textures\clutter\fightersguild\swordbronze01_n.dds
Textures\clutter\fightersguild\targetheavy01_n.dds
Textures\clutter\lowerclass\barrellowerclass_n.dds
Textures\clutter\lowerclass\barrelmetal_n.dds
Textures\clutter\lowerclass\chesthinge01_n.dds
Textures\clutter\lowerclass\chestside_n.dds
Textures\clutter\lowerclass\chestwood_n.dds
Textures\clutter\lowerclass\lowerclasspaintingframe01_n.dds
Textures\clutter\lowerclass\metal01_n.dds
Textures\clutter\lowerclass\metalsignhinge01_n.dds
Textures\clutter\lowerclass\plankstain_n.dds
Textures\clutter\lowerclass\tablescratch_n.dds
Textures\clutter\lowerclass\tabletop01_n.dds
Textures\clutter\lowerclass\thatchbasket01_n.dds
Textures\clutter\metalsmith\anvilmedal01_n.dds
Textures\clutter\metalsmith\bellows01_n.dds
Textures\clutter\middleclass\keghardware_n.dds
Textures\clutter\middleclass\lecternlockhinge01_n.dds
Textures\clutter\middleclass\middlebarrelinterior01_n.dds
Textures\clutter\middleclass\middlechest_n.dds
Textures\clutter\middleclass\middleclassbarrel01_n.dds
Textures\clutter\middleclass\middleclassbarrel02_n.dds
Textures\clutter\middleclass\middleclassbarrelmetal01_n.dds
Textures\clutter\middleclass\middleframe01_n.dds
Textures\clutter\upperclass\displaycaselatch01_n.dds
Textures\clutter\upperclass\frame01_n.dds
Textures\clutter\upperclass\frame02_n.dds
Textures\clutter\upperclass\handle01_n.dds
Textures\clutter\upperclass\ivorytableleg01_n.dds
Textures\clutter\upperclass\upperchest01_n.dds
Textures\clutter\upperclass\upperchest_n.dds
Textures\clutter\upperclass\uppertrim01_n.dds
Textures\clutter\vinyard\graqe_n.dds
Textures\clutter\vinyard\plankstain_n.dds
Textures\clutter\vinyard\wienbarrels_n.dds
Textures\clutter\vinyard\wienmetal_n.dds
Textures\dungeons\fortruins\rfintxstone001_n.dds
Textures\dungeons\fortruins\rfintxstone002_n.dds
Textures\dungeons\fortruins\rfintxstone003_n.dds
Textures\dungeons\misc\necroclaw01_n.dds
Textures\landscape\ivy _n.dds
Textures\oblivion\citadelexterior\newblade2_n.dds
Textures\oblivion\citadelexterior\newblade_n.dds
Textures\oblivion\citadelexterior\pillartall_n.dds
Textures\plants\oblivionbloodgrass_n.dds


All of those above are included in http://www.tesnexus.com/downloads/file.php?id=18430, so installing RTNM over Bomrets gives a full collection of normal maps.

I like the way he created these, I thought initially he had extracted the game BSAs, and just revamped normals ... Corrected was I, he did extract BSAs, but he grabbed game original Textures (not normals), and derived his Normal maps from each one of them using GIMP. Just under 3000 of them hand made.

Since then, theres probably more work than I know of, but he has re-done the lot with mip maps (twice I think - So probably has a batch method of applying such changes now to save time), and a few bugs ironed out like a waterfall normal which stopped waterfall animations working correctly.
User avatar
Laura-Jayne Lee
 
Posts: 3474
Joined: Sun Jul 02, 2006 4:35 pm

Post » Wed Mar 30, 2011 12:27 am

:) No he's new on the modding scene, "My knowledge of modding and computer graphics is limited and I would like to thank everyone for bearing with me."

I would hold fire on Lush and Gaudy for today though, I'm just in the middle of testing the wizard on the next revision which will include "Slightly Greener Cyrodiil"

By 'hold fire' you mean don't download yet because a better more all inclusive version with a BAIN wizard will be available soon and you or they will announce it here?

I quote this part of their readme:
*Special thanks and an OBE for the champion of BAINs ... ... alt3rn1ty*

WTH!
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Alan Whiston
 
Posts: 3358
Joined: Sun May 06, 2007 4:07 pm

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