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

Post » Wed Feb 02, 2011 12:45 am

Corepc, in order to advertise your beautiful Vibrant textures some more, I made a few nice screenies from my recent visit to the IC sewers:

http://i35.photobucket.com/albums/d191/haegint/Oblivion/Sewers01.jpg
http://i35.photobucket.com/albums/d191/haegint/Oblivion/Sewers02.jpg
http://i35.photobucket.com/albums/d191/haegint/Oblivion/Sewers03.jpg
http://i35.photobucket.com/albums/d191/haegint/Oblivion/Sewers05.jpg
http://i35.photobucket.com/albums/d191/haegint/Oblivion/Sewers06.jpg

All pics were made with the somewhat modified HDR lighting settings I'm using (see earlier posts, about 20 or so up). You already said you stopped working on these. Now the rest of the world can confirm how wonderfully athmospheric they are! :thumbsup:
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Chase McAbee
 
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Post » Tue Feb 01, 2011 10:54 am

http://i35.photobucket.com/albums/d191/haegint/Oblivion/Sewers02.jpg
http://i35.photobucket.com/albums/d191/haegint/Oblivion/Sewers03.jpg


Thanks , I will have to admit, love how the torch light really reflects off the new textures color and normal maps has well. Has this was one of the textures set that bomret detailed normal maps did not look that well with. So I had to recreated the detailed normal map from mine so that hieght map and parallax effect would work right..The Door in particular on left hand side, you can see the recessed effect in the wall from the stones that are missing.

I am sure there a more textures that I will have to recreate the detailed normal maps for once again so will include them has needed. So far only the sewers have needed them..

======

What I have been working on for next updates..

The Plant and Flora Textures have color artifacts. so this why they are so sharp or colorful.. so I have to redo those..manually fix them what a pain, has the artifacts come from the vanilla once again..

Corepc
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kelly thomson
 
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Post » Tue Feb 01, 2011 9:45 pm

The Door in particular on left hand side, you can see the recessed effect in the wall from the stones that are missing.

Yes indeed, this is a most lovely detail. What I like about the sewers walls they really seem to be damp and wet, and have this kind of ceramic glow to them. Brillant work!

As to flowers and plants, I probably need not tell you but there are a few mods out there that improve the flowers and plants already from the vanilla versions. Maybe there is something there already that you can somehow re-use for your work?
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tegan fiamengo
 
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Post » Tue Feb 01, 2011 10:58 am

AWESOME screenshots!
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Prisca Lacour
 
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Post » Tue Feb 01, 2011 11:50 pm

As to flowers and plants, I probably need not tell you but there are a few mods out there that improve the flowers and plants already from the vanilla versions. Maybe there is something there already that you can somehow re-use for your work?


Plants, Flowers, Grasses, Flora,

I think I may have got the image to look a whole lot better by downgrading the textures from dxt3/dxt5 to dxt1 so this remove the alpha channel and make the grass and flora a little more detailed and more natural looking, and have more shadowly look to them has well..and it also cut file size down by half and vram usage has well has gone down even more.

Let me take some more screen shots in more areas ..

Flora seems I am missing some of them..added to list..

AWESOME screenshots!


Tommy did take some good screenshots, And so has everyone else, just imagine how they look in game once again..
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Etta Hargrave
 
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Post » Tue Feb 01, 2011 2:01 pm

I'm a big fan of your Vibrant Textures, so much so that I've switched from QTP3R, exellent work! :foodndrink:

I do, however, have a question/concern/thought... because the normals pop out a bit more, "blocky" pixilation is all the more obvious. I don't really mind this, as it's really the only negative I've come across, but I also came across http://tesnexus.com/downloads/file.php?id=7582&navtag=file/images.php?id=7582&tab=3 mod, and thought perhaps it could be something to look into???

Anyway, keep up the good work, and thanks for making my Oblivion look a lot better.
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Gracie Dugdale
 
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Post » Tue Feb 01, 2011 10:09 am

I'm a big fan of your Vibrant Textures, so much so that I've switched from QTP3R, exellent work! :foodndrink:

I do, however, have a question/concern/thought... because the normals pop out a bit more, "blocky" pixilation is all the more obvious. I don't really mind this, as it's really the only negative I've come across, but I also came across http://tesnexus.com/downloads/file.php?id=7582&navtag=file/images.php?id=7582&tab=3 mod, and thought perhaps it could be something to look into???


Blocky pixliation is caused by normal map once again, and some of them I will have to regenerate Normal Maps for the 1.5 version so the are not so blocky looking once again. But yet still have the same amount of detail that Bomret Detailed Normal Maps Provide..

In the next 1.5 Update I will provide detailed normal maps for once again. Take a while to make them and make sure they look and work right in game once again.

Corepc
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brian adkins
 
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Post » Tue Feb 01, 2011 3:54 pm

As all the comparison shots given in the OP compare this project with vanilla textures only (not to mention a nasty point of view shift not helping the comparison either), I'm at a loss as to how it actually compares with the "standard" replacements recommended at http://devnull.sweetdanger.net/lod2.html (that is, QTP3+BT4096+QN4096). Help, anyone?
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Etta Hargrave
 
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Post » Tue Feb 01, 2011 9:54 am

CorePC,

I really like your LOD package, and I realize this project is aiming for a minimal if not negligible performance hit since you use the default texture size that Oblivion does, and you have accomplished this quite well the textures/LOD look great! And for being only 1024x1024 it is really amazing versus vanilla Oblivions awful tex's.

I was wondering if there was any way you could make a higher resolution LOD package than the (I believe) 512x512 LOD's you are using now. I love the way yours look, and the brightness really brings the world alive to another level, but compared to the 2048 version they do look better but that extra crispness of the higher resolution LOD's are not there.

If you could that'd be totally awesome :), if not I guess i'm stuck with the lackluster QN/BTQ 2048's haha.

-Jamrock990

EDIT: Above poster: CorePC's Vibrant Textures have no performance hit whatsoever (negligible), and use the same texture size as vanilla Oblivion does. The texture packs on TOTO improve the size of the resolution making them appear more "crisp" and high-resolution. Using bigger textures will therefore lower your FPS and use more VRAM. Same goes for the QN/BTQ 4096, which are only recommended for people with 1GB of VRAM or more. I have 1GB of VRAM and I still don't use the 4096, they are just overkill 2048 is a good balance between quality and performance imho.
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Kaley X
 
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Post » Tue Feb 01, 2011 12:27 pm

I was wondering if there was any way you could make a higher resolution LOD package than the (I believe) 512x512 LOD's you are using now. I love the way yours look, and the brightness really brings the world alive to another level, but compared to the 2048 version they do look better but that extra crispness of the higher resolution LOD's are not there.


There is already a Vibrant 2048 DistantLOD Color Replacer,

So Assuming you are talking about a 1024x1024 DistantLOD Normal Maps..Which I would have to redo, has reszing the 512 DistantLodNormals would be a bad idea ..
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Andrew Lang
 
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Post » Tue Feb 01, 2011 6:52 pm

There is already a Vibrant 2048 DistantLOD Color Replacer,

So Assuming you are talking about a 1024x1024 DistantLOD Normal Maps..Which I would have to redo, has reszing the 512 DistantLodNormals would be a bad idea ..


Really? That is great I will check that out.

I don't know how many people actually use such high resolution LOD's. I prefer 4096x4096 Qarl Normals, the 2048 BTQ vs 4096 btq I can't tell much of a difference so I don't bother. I will have to see how the Vibrant color 2048 works with Qarls 4096.

It would be awesome if you could do a 4096 Normal LOD, or even a 2048 would be great as these LOD's look the best IMHO. Only if you think it is worthwhile to do so, I may be the only one crazy enough to throw in 4096 LOD's haha.

-J
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Alex Vincent
 
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Post » Tue Feb 01, 2011 4:09 pm

Hi, I've read the thread, downloaded all available mods and am looking forward to trying it out - I'd like to ask, are the RAEVWD vibrant textures available yet or have I missed something?
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Eric Hayes
 
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Post » Tue Feb 01, 2011 4:16 pm

It would be awesome if you could do a 4096 Normal LOD, or even a 2048 would be great as these LOD's look the best IMHO. Only if you think it is worthwhile to do so, I may be the only one crazy enough to throw in 4096 LOD's haha.


I found my originial 1024x1024 Normal Map, before I resized them 512x512 and changed to dxt5 format..I need to compare them to see if they are same or not. Will try and get them uploaded, but, not anytime soon, busy working on MMM/Cobl..

Hi, I've read the thread, downloaded all available mods and am looking forward to trying it out - I'd like to ask, are the RAEVWD vibrant textures available yet or have I missed something?


I have not finished the Vibrant RAEVWD Texture yet, they will be part of 1.5 Updates once they are finished..
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Shelby McDonald
 
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Post » Tue Feb 01, 2011 10:51 pm

Just wanted to drop a line and say thanks for these...I like my colours bright! :)
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Roy Harris
 
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Post » Tue Feb 01, 2011 2:34 pm

I 'm currently downloading this awesome mod and in the read me corepc states vibrant weather textures only tested with enhanced weather. I use all natural looked through the post and didn't find an answer to this . I would liker to know if vibrant weather textures are compatible with all natural thanks for the response
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Mistress trades Melissa
 
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Post » Tue Feb 01, 2011 11:43 am

Nov 15 2009

- Fixed Issue with Incorrect Alpha Channel Information that was causing pink puffy clouds and pink sewers exit with All Natural.
- All Vibrant Weather Both Cryodiil and SI Textures now have correct Alpha channel added back to them has well.
- Tweaked Sun to be More Elipsed
- Tweaked Sun Glare to be More Intensive



I use all natural looked through the post and didn't find an answer to this . I would liker to know if vibrant weather textures are compatible with all natural thanks for the response


Yes, and guess you did not read good enough right on first page Nov 15 2009, Will correct the readme notes..
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Kira! :)))
 
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Post » Tue Feb 01, 2011 9:37 am

Yes, and guess you did not read good enough right on first page Nov 15 2009, Will correct the readme notes..
.


Thanks for the response sorry I should have read the read me better thanks again for your response and also for your excellent work on this mod for what I hjave installed it is awesome
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Niisha
 
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Post » Tue Feb 01, 2011 11:55 am

Hello, Corepc, guys.

For a very long time am using Bomret's Detailed Normal Maps topped up with a great number of Corepc's Vibrant Textures.

Now I asked myself:
Both Bomret's and Corepc's are texture replacers. Do I have to run both?

So, here is my question:
What is the best combination between the normal maps of Bomret and Corepc's vobrant textures?
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Chris Cross Cabaret Man
 
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Post » Tue Feb 01, 2011 1:55 pm


So, here is my question:
What is the best combination between the normal maps of Bomret and Corepc's vobrant textures?


Both, Has Vibrant does not contain normal maps so you need to use Bomret Detailed Normal Maps for best results..

Only nomal maps are the DistantLod Ones and bomret does not touch lod once again.
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Chase McAbee
 
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Post » Tue Feb 01, 2011 7:16 pm

New 1.56 Vibrant Textures Upgrade

http://www.megaupload.com/?d=ZWZM11AB

You must have all other vibrant texture install first and bomret normal maps etc, Install this over that and overwrite when asked.

- Adjusted Bump Mapping, Sharpen, Layer, Coloring Process once more for Landscape Textures
- Adjusted Sand Normal Maps to be in dxt5 format for shiny Sand
- Adjusted Mip Map Method so less flicker on textures when AF and AA is turned on
- Adjusted Road Texture back to Normal Variety has smallroadstone would cause blending problems in some areas


  • http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot444.jpg
  • http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot443.jpg
  • http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot441.jpg
  • http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot440.jpg
  • http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot439.jpg
  • http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot438.jpg
  • http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot437.jpg
  • http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot436.jpg
  • http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot435.jpg
  • http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot434.jpg
  • http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot433.jpg
  • http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot432.jpg
  • http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot431.jpg
  • http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot430.jpg
  • http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot429.jpg
  • http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot428.jpg
  • http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot427.jpg
  • http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot426.jpg
  • http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot425.jpg
  • http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot423.jpg


And somehow I still manage to find time to work on these I do not know how...With everything else going on at this moment..

Please report any bugs or blending issue..I know there could be some still..and I have not fixed the tiling pattern yet tricky..
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Blessed DIVA
 
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Post » Tue Feb 01, 2011 11:17 pm

Thanks for the update. :)
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Kaylee Campbell
 
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Post » Tue Feb 01, 2011 12:57 pm

Thanks too

What level of finished does this leave the project at?
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Chelsea Head
 
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Post » Tue Feb 01, 2011 4:54 pm

Thanks for the update. :)


Enjoy, my colurful updates once again.

No Weather updates yet..On my list to tone down my Vibrant Sun a little a bit..Blinding at time..

And revamp the cloud textures so mip map method is much better and alpha channel has well..

What level of finished does this leave the project at?


I am always working on them until I feel I am happy with them.

The next thing I will work on is the tiling pattern on landscape textures if coloring scheme is to everyone liking..

And then once landscape is fhisined

And then I need to do the bump mapping, sharpen, layer processing, etc on the Architecture and so on until 2.0 is finished..

Then build new LOD Textures from All the new stuff..

I find working on textures a great break from overhaul work for me, has I can test both changes at once in game.

Corepc
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Emma Copeland
 
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Post » Tue Feb 01, 2011 10:07 pm

thanx for the update! :)

wow I still can't believe it's not butter. those screenshots look great.
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Bedford White
 
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Post » Tue Feb 01, 2011 11:55 pm

Just beautiful :icecream:
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Becky Palmer
 
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