(WIP/RELZ) Vibrant Distant LOD & Vibrant Textures Enhancemen

Post » Tue Dec 06, 2011 10:29 pm

This is a great install guide! Just what I needed.

One question, though. The grain filter wanted to overwrite MMM. Is that okay? Should I let it?

Also asked this in the FCOM thread. Sorry for the double-up.

So far, this is working/looking REALLY good and classy. I kind of like the original textures, so enhancing them like this rather than replacing them with the higher-res QTP is really up my alley.
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Auguste Bartholdi
 
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Post » Wed Dec 07, 2011 5:27 am

I don't think MMM replaces the grain filter, so maybe it's a readme file or something.... in any case, the Vibrant grain filter is a good one to use IMO, so I would overwrite.
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Tanya
 
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Post » Wed Dec 07, 2011 2:08 am

MMM included a grain filter by mistake.. So, yes let Vibrant overwrite it.
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Sweets Sweets
 
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Post » Wed Dec 07, 2011 9:46 am

Oh! Ha, okay, thank you!
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AnDres MeZa
 
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Post » Tue Dec 06, 2011 7:40 pm

Bump

Vibrant RAEVWD progress is coming along nicely, I have moved all the vibrant textures into lowres folder has needed, I just need to now, resize them which will be the longest part of this process..asking this question in case anyone can help

Does anybody know a way in photoshop cs3 using a batch or script to resize them?

Else I will continue resizing by hand..


Any update on this section to this great set of mods? -yes I know you have been very busy with your other mods so no rush or worry on my part-
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Karen anwyn Green
 
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Post » Wed Dec 07, 2011 2:41 am

Any update on this section to this great set of mods? -yes I know you have been very busy with your other mods so no rush or worry on my part-


No have not had a chance to get Vibrant RAEVWD working correctly yet. Has I have to resize many of my textures and remove mip map settings on many of them in order for things to look right and not super sharp from a distance.
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Brian Newman
 
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Post » Wed Dec 07, 2011 6:27 am

No have not had a chance to get Vibrant RAEVWD working correctly yet. Has I have to resize many of my textures and remove mip map settings on many of them in order for things to look right and not super sharp from a distance.


No problems take your time to get it right - I think your work on MMM, TT, EVE & Armamentarium Complete are far more important than Vibrant RAEWD right now....however, I must say that your work on the Vibrant series of mods looks like it has been well received as well and recommended by quite a few users.

Just wanted to say I do (and many others for sure) appreciate all of your mods - they are all very well done (even if you are from Texas ha ha - Im from NY - go Yankees)!!!
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Luis Reyma
 
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Post » Wed Dec 07, 2011 2:18 am

- VibrantDistantLOD Normal - see pic of what the new Lod Normal look like. Detail, Detail, Detail. Imperial City Overhead..

http://i131.photobucket.com/albums/p305/corepc/ScreenShot274.jpg
http://i131.photobucket.com/albums/p305/corepc/ScreenShot275.jpg
http://i131.photobucket.com/albums/p305/corepc/ScreenShot276.jpg


Vibrant Normal 1.3 Done!!!!! All LOD Normal have been upgraded to dxt5 with alpha channel that contains height map information has well. And lowered size down to 512x512 to save vram since I changed it use dxt5 instead of dxt1. Still doing some test and making screenshots. Will post pics later once I get them all done..and post the update has well.

No problems take your time to get it right - I think your work on MMM, TT, EVE & Armamentarium Complete are far more important than Vibrant RAEWD right now....however, I must say that your work on the Vibrant series of mods looks like it has been well received as well and recommended by quite a few users.

Just wanted to say I do (and many others for sure) appreciate all of your mods - they are all very well done (even if you are from Texas ha ha - Im from NY - go Yankees)!!!


Thank you, Between MMM, TT, EVE, Arma, I do find time to work on Vibrant Textures and make it better see pics above of new Vibrant Normal. And Well I never expected for Vibrant to be taking in like has. So I thank the comunity once again, and I will continue working on it to make it better over time. Has that is only fair. I will get Vibrant RAEVWD done at some time, just tricky getting them to look right after all.
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scorpion972
 
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Post » Wed Dec 07, 2011 2:53 am

I'm having some surprising and sad issues. I can't figure out what the problem is.

I've installed everything on the install guide above, and my frame rate has really bottomed out. I tried disabling RAEVWD, and shockingly, it was not the problem. Also tried turning off All Natural. I guess I'll just progressively disable stuff and see what changes.

It couldn't be the trees mod, could it? I don't get it. The Vibrant stuff does not use any more resources than vanilla. Unless it's Streamline, but I don't think so...

Sigh.
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Lucie H
 
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Post » Wed Dec 07, 2011 5:10 am

I'm having some surprising and sad issues. I can't figure out what the problem is.

I've installed everything on the install guide above, and my frame rate has really bottomed out.


All over the place or just around certain things frame rate drops?

Are you using any other textures mods? qtp3 meshes by chance?
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Bloomer
 
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Post » Wed Dec 07, 2011 5:19 am

All over the place or just around certain things frame rate drops?

Are you using any other textures mods? qtp3 meshes by chance?

I don't know if this will help, but if I stand right where the Imperial Waterfront quick-travel dumps me, and walk on the... walkway... like towards the pirate boat (not facing the pirate boat but facing where the walk goes, pirate boat/water off to my right), it's pretty bad. Looking out into the distance, however, is not a problem at all. Standing on the other side of the wall, like where all the shacks are, again, facing the water and looking into the distance is fine, but facing all the shacks and the wall, it's trouble.

Confusing.

As far as I know, the only texture mods I'm using at the ones listed in the helpful install order up at the top of this thread. I wonder if I screwed something up during installation? Pretty sure I did it exactly as was written.

Before doing any modifications, just with vanilla, I had everything turned up to max and got decent frame rates (tho I would sometimes turn exterior shadows down to something reasonable and turn off shadows on grass and what not).
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stevie critchley
 
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Post » Tue Dec 06, 2011 8:58 pm

I don't know if this will help, but if I stand right where the Imperial Waterfront quick-travel dumps me, and walk towards the pirate boat, it's pretty bad. Looking out into the distance, however, is not a problem at all.


Waterfront area there is always a fps drop in this area. Even in vanilla..

Test it other areas to see if same, most likely not.
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CHARLODDE
 
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Post » Tue Dec 06, 2011 9:03 pm

Yeah, Waterfront is horrible for framerates, regardless of texture packs and add-ons.
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Harry-James Payne
 
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Post » Wed Dec 07, 2011 10:24 am

Ha, okay. I will do some more testing and report back. Thanks, you guys!

Although, I gotta say, something made the Waterfront go from passable (15-25 fps) to unbearable (5-10fps). I think I must have done something... Even when I tried out QTP3 (and had nothing else installed), it was okay.
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Amy Melissa
 
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Post » Wed Dec 07, 2011 10:42 am

Although, I gotta say, something made the Waterfront go from passable (15-25 fps) to unbearable (5-10fps). I think I must have done something... Even when I tried out QTP3 (and had nothing else installed), it was okay.


Optimization meshes from UOP maybe is only thing that could affect waterfront area, since that is only thing that is adding meshes in the vibrant install after all.

look under \Data\meshes\Architecture\ImperialCity and copy and then remove these files see if help any..

Icwaterfrontwallhouse01.nif
Icwaterfrontwallhouse02.nif

Else RAEVWD, disable plugins for that and rerun teslodgen and see if that helps any..
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Bethany Short
 
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Post » Wed Dec 07, 2011 8:38 am

Ah, good idea! I'll try that.

Could it also be Real Lights that came with AWLS? (Or did it come with All Natural? I disabled All Natural, tho)
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Verity Hurding
 
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Post » Wed Dec 07, 2011 6:55 am

Real Lights can definitely cause strain as well, as it replaces all the static lights with, well, real lights.
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Elizabeth Lysons
 
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Post » Tue Dec 06, 2011 11:17 pm

That's another thing I'd better try. I guess I'm just glad it's not RAEVWD. Need to figure out what it is, though... I don't think it could be the Vibrant stuff (and I'm glad of that at least).
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Markie Mark
 
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Post » Wed Dec 07, 2011 8:14 am

The thing about having hundreds if not thousands of graphical improvements to choose from, isn't that one in particular is usually the main problem, but rather it's loading them all together. Texture packs add a lot of pressure to VRAM, turning on AA adds a lot, RAEVWD adds a lot, Real Lights taxes the CPU, etc etc. It's just finding a nice balance.

But of course, sometimes there is a problem with your game that causes that to happen... let us know!
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Nims
 
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Post » Wed Dec 07, 2011 2:29 am

Vibrant Normal 1.3 Done!!!!! All LOD Normal have been upgraded to dxt5 with alpha channel that contains height map information has well. And lowered size down to 512x512 to save vram since I changed it use dxt5 instead of dxt1.


Vibrant Distant Normal 1.3 Uploaded

Enhancements for 1.3

  • Resized from 1024 to 512 to compenstate for the upgrade from dxt1 (no alpha channel) to dxt5.
  • DXT5 format Now so alpha channel infomation could be used
  • All brand new normals map regenerated with Photoshop and Paint.net Plugins Used to add Height Map Information in the Alpha Channel.
  • Doing these changes greatly enchaned the overall detial on lod itself. Roads can be seen better from a distance, ravines and valley will have darker shading, normal match better to lod meshes themselves. Seams between lod quads have been reduced slighty.


Has you can tell from the pics..

http://www.tesnexus.com/downloads/images/18677-2-1251940891.JPG

http://www.tesnexus.com/downloads/images/18677-1-1251940891.JPG

http://www.tesnexus.com/downloads/images/18677-1-1251940774.JPG

http://www.tesnexus.com/downloads/images/18677-2-1251940775.JPG

http://www.tesnexus.com/downloads/images/18677-3-1251940775.JPG

http://www.tesnexus.com/downloads/images/18677-4-1251940775.JPG

http://www.tesnexus.com/downloads/images/18677-5-1251940775.JPG

all 1.3 normal map including SI are 512x512 with detail..

Corepc
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Crystal Birch
 
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Post » Wed Dec 07, 2011 7:48 am

Splendid! Being able to see the distant roads is how Oblivion was supposed to be. Here a http://rampantgames.com/blog/uploaded_images/cakebattle-784758.jpg of my gratitude.

Note: oddly, I can't see the small road in front of http://www.tesnexus.com/downloads/images/18677-2-1251940775.JPG
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Blaine
 
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Post » Wed Dec 07, 2011 1:13 am

Note: oddly, I can't see the small road in front of http://www.tesnexus.com/downloads/images/18677-2-1251940775.JPG


I will add that to Distant Color Map Update since that is what adds colors to roads and make them show up.

good spot there..Did not notice it before.

Edit: Checked You can barely see it on color map, will color in..

Check back one page for Normal 1.3 Pics which has been uploaded
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Heather M
 
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Post » Tue Dec 06, 2011 6:54 pm

Vibrant Distant Normal 1.3 Uploaded

Enhancements for 1.3

  • Resized from 1024 to 512 to compenstate for the upgrade from dxt1 (no alpha channel) to dxt5.
  • DXT5 format Now so alpha channel infomation could be used
  • All brand new normals map regenerated with Photoshop and Paint.net Plugins Used to add Height Map Information in the Alpha Channel.
  • Doing these changes greatly enchaned the overall detial on lod itself. Roads can be seen better from a distance, ravines and valley will have darker shading, normal match better to lod meshes themselves. Seams between lod quads have been reduced slighty.


Has you can tell from the pics..

http://www.tesnexus.com/downloads/images/18677-2-1251940891.JPG

http://www.tesnexus.com/downloads/images/18677-1-1251940891.JPG

http://www.tesnexus.com/downloads/images/18677-1-1251940774.JPG

http://www.tesnexus.com/downloads/images/18677-2-1251940775.JPG

http://www.tesnexus.com/downloads/images/18677-3-1251940775.JPG

http://www.tesnexus.com/downloads/images/18677-4-1251940775.JPG

http://www.tesnexus.com/downloads/images/18677-5-1251940775.JPG

all 1.3 normal map including SI are 512x512 with detail..

Corepc


bump for vibrant users that did not see this..
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Ownie Zuliana
 
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Post » Tue Dec 06, 2011 8:00 pm

Does anybody know a way in photoshop cs3 using a batch or script to resize them?


It's not photoshop, but a quick Google run turned this up: http://www.multipleimageresizer.net/features.aspx
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kiss my weasel
 
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Post » Tue Dec 06, 2011 10:00 pm

It's not photoshop, but a quick Google run turned this up: http://www.multipleimageresizer.net/features.aspx


Thanks Arthmoor,

but I have found a batch process in ps so no problem anymore in doing the resizing and saving all in one process. I had to create a action function, and then use automate batch and tell it use my new action.
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Robert Jr
 
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