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

Post » Tue Feb 01, 2011 3:58 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.
User avatar
Emily Jones
 
Posts: 3425
Joined: Mon Jul 17, 2006 3:33 pm

Post » Tue Feb 01, 2011 9:32 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.
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Tue Feb 01, 2011 1:14 pm

MMM included a grain filter by mistake.. So, yes let Vibrant overwrite it.
User avatar
Nichola Haynes
 
Posts: 3457
Joined: Tue Aug 01, 2006 4:54 pm

Post » Tue Feb 01, 2011 2:01 pm

Oh! Ha, okay, thank you!
User avatar
lucy chadwick
 
Posts: 3412
Joined: Mon Jul 10, 2006 2:43 am

Post » Tue Feb 01, 2011 11:54 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-
User avatar
Jonathan Braz
 
Posts: 3459
Joined: Wed Aug 22, 2007 10:29 pm

Post » Tue Feb 01, 2011 1:10 pm

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.
User avatar
Dan Endacott
 
Posts: 3419
Joined: Fri Jul 06, 2007 9:12 am

Post » Tue Feb 01, 2011 10:29 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)!!!
User avatar
Mike Plumley
 
Posts: 3392
Joined: Wed Sep 05, 2007 10:45 pm

Post » Tue Feb 01, 2011 7:29 pm

- 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.
User avatar
christelle047
 
Posts: 3407
Joined: Mon Apr 09, 2007 12:50 pm

Post » Tue Feb 01, 2011 6:49 pm

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.
User avatar
Shannon Lockwood
 
Posts: 3373
Joined: Wed Aug 08, 2007 12:38 pm

Post » Tue Feb 01, 2011 12:07 pm

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?
User avatar
Juanita Hernandez
 
Posts: 3269
Joined: Sat Jan 06, 2007 10:36 am

Post » Tue Feb 01, 2011 11:23 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).
User avatar
Suzy Santana
 
Posts: 3572
Joined: Fri Aug 10, 2007 12:02 am

Post » Tue Feb 01, 2011 8:15 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.
User avatar
Lauren Denman
 
Posts: 3382
Joined: Fri Jun 16, 2006 10:29 am

Post » Tue Feb 01, 2011 5:22 pm

Yeah, Waterfront is horrible for framerates, regardless of texture packs and add-ons.
User avatar
mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

Post » Tue Feb 01, 2011 11:03 pm

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.
User avatar
Ysabelle
 
Posts: 3413
Joined: Sat Jul 08, 2006 5:58 pm

Post » Tue Feb 01, 2011 3:56 pm

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..
User avatar
Irmacuba
 
Posts: 3531
Joined: Sat Mar 31, 2007 2:54 am

Post » Tue Feb 01, 2011 4:20 pm

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)
User avatar
amhain
 
Posts: 3506
Joined: Sun Jan 07, 2007 12:31 pm

Post » Tue Feb 01, 2011 7:35 pm

Real Lights can definitely cause strain as well, as it replaces all the static lights with, well, real lights.
User avatar
Craig Martin
 
Posts: 3395
Joined: Wed Jun 06, 2007 4:25 pm

Post » Tue Feb 01, 2011 12:38 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).
User avatar
Ian White
 
Posts: 3476
Joined: Thu Jul 19, 2007 8:08 pm

Post » Wed Feb 02, 2011 12:08 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!
User avatar
Guy Pearce
 
Posts: 3499
Joined: Sun May 20, 2007 3:08 pm

Post » Wed Feb 02, 2011 12:24 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
User avatar
Danial Zachery
 
Posts: 3451
Joined: Fri Aug 24, 2007 5:41 am

Post » Wed Feb 02, 2011 1:26 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
User avatar
lillian luna
 
Posts: 3432
Joined: Thu Aug 31, 2006 9:43 pm

Post » Tue Feb 01, 2011 2:11 pm

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
User avatar
D IV
 
Posts: 3406
Joined: Fri Nov 24, 2006 1:32 am

Post » Tue Feb 01, 2011 7:18 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..
User avatar
Kitana Lucas
 
Posts: 3421
Joined: Sat Aug 12, 2006 1:24 pm

Post » Tue Feb 01, 2011 11:07 am

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
User avatar
Enny Labinjo
 
Posts: 3480
Joined: Tue Aug 01, 2006 3:04 pm

Post » Tue Feb 01, 2011 6:16 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.
User avatar
Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

PreviousNext

Return to IV - Oblivion