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

Post » Tue Feb 01, 2011 11:03 am

Hey, I'm back. I think I've narrowed down the problem. It seems to be Vibrant Architecture that is causing me problems. My framerate at the Waterfront is fine with RAEVWD, AWLS, etc etc, but when I enable Vibrant Architecture and regenerate my LODs, wham. FPS goes way south.

Any insight? Why the heck would this be? Something to do with optimization meshes from UOP? I have UOP installed at the moment. I don't think Vibrant Architecture asks to overwrite it or anything, though.... I guess my next step is to try enabling everything except Vibrant Architecture and see what happens.
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JUan Martinez
 
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Post » Tue Feb 01, 2011 6:08 pm

Any insight? Why the heck would this be? Something to do with optimization meshes from UOP? I have UOP installed at the moment. I don't think Vibrant Architecture asks to overwrite it or anything, though.... I guess my next step is to try enabling everything except Vibrant Architecture and see what happens.


Luckly there is omod script in place? uinstall architecture and do not choose "install all" use individual option and do not install Castle, Imperial City and Ships and see if that helps any? Well start there? Would be best if you did each one, I know that is alot of installing and uinstalling and reinstalling to find out. But it will really help since. Waterfront area is a mix of Castle, Imperial City, Ships, and Misc textures.

If I need to I can update the omod script with even more break down of install options for Misc that contains lowerclass, stonewalls, farmhouse, and give you even more option to help narrow down the problem.
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kirsty joanne hines
 
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Post » Tue Feb 01, 2011 9:48 am

Sure, I'll try that. Thanks, Core! It does not seem to be the lowerclass housing, but I'll find out. Seems to be the big wall thing between the docks and the lowerclass, the big tower with the door at south (forget what building that is exactly), and/or the ships.

What I can't figure out is why this would even occur. Is it a conflict with something else I have installed? Before testing out architecture, I think I'll enable the rest of the Vibrant OMODs and see if any of them cause issue. I'm pretty sure it's just architecture.
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Bryanna Vacchiano
 
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Post » Tue Feb 01, 2011 2:44 pm

Seems to be the big wall thing between the docks and the lowerclass,


It is going to be the big wall, each nif is around 1.4mb in size, and has many faces and vertices, they have not been optimized either has they are not in UOP or part of operation optimization. Which I thought it was, guess not.

I can do some basic nifskope optimization to the meshes themselves. strippify them, remove double, and unused vertices. Smooth Normals, and then few more things. That is about all that I can do meshes wide to help increase the fps a little bit.

I will need somebody to pyfii for me. Since I cannot get it work right.

But it is worth a test after all.

Corepc
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Ross Thomas
 
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Post » Tue Feb 01, 2011 7:54 pm

These LODs certainly look great, especially with clearly visible roads. But if they are 512x512, how do they compare visually with 2048 LODs?
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BEl J
 
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Post » Tue Feb 01, 2011 8:36 pm

CorePC, I pyffied icwaterfrontwall01, 02, and 03.nif , it was only about a 95% compression, and they are still over 1.2mb each. Do you want me to send them to you?
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kevin ball
 
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Post » Tue Feb 01, 2011 8:29 pm

These LODs certainly look great, especially with clearly visible roads. But if they are 512x512, how do they compare visually with 2048 LODs?


Are you talking Qarl Lod and Normal Maps 2048?

I would have to load qtp3 in order for those to looks right. Which I am not going to do since I am middle of devleopment of Vibrant Files.

Only the Vibrant Normal Maps are 512x512. The Vibrant Color Maps are either 1024 or 2048..Which you can barely tell the difference between with new 1.3 Normal Maps..


CorePC, I pyffied icwaterfrontwall01, 02, and 03.nif , it was only about a 95% compression, and they are still over 1.2mb each. Do you want me to send them to you?


I will try them out thanks. Will send you something to test out has well here in little bit.
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Dean Ashcroft
 
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Post » Tue Feb 01, 2011 2:52 pm

@Corepc
Looks like one of the larger ones snuck in to Vibrant Distant Normal 1.3. 60.-64.00.32_fn.dds dxt1
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Steve Smith
 
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Post » Wed Feb 02, 2011 12:03 am

CorePC, I pyffied icwaterfrontwall01, 02, and 03.nif , it was only about a 95% compression, and they are still over 1.2mb each. Do you want me to send them to you?


No difference for me, fps still same around WaterFront. And I tried optimiziation with nifskope those did not make a difference either. FPS still drop even if you disable the wall. So it something else around waterfront causing the massive fps drops. Could be the huge subspace that is placed over everything so that npcs do not fall into the water. Back to drawing board to figure it out.


@Corepc
Looks like one of the larger ones snuck in to Vibrant Distant Normal 1.3. 60.-64.00.32_fn.dds dxt1


Thank you, I meant to repair that one since it has some patterns that showed up when I converted to normal map. So I need to hand paint a few things on that one before I reupload the whole package once more. and make sure to downsize and convert to dxt5 and add alpha infomation has well since it missing that.

Corepc
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Mrs shelly Sugarplum
 
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Post » Tue Feb 01, 2011 10:02 am

@Corepc
Looks like one of the larger ones snuck in to Vibrant Distant Normal 1.3. 60.-64.00.32_fn.dds dxt1


Uploaded 1.31 Vibrant Distant Normal with correction for one that ThumperZ posted..

Dxt5/512x512/Added Alpha Info and hand corrected anomlies has well on it.
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Mason Nevitt
 
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Post » Tue Feb 01, 2011 9:47 am

Thanks CorePC, I think I'll finally have some time to try out the new Distant Normal's today.
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Sammygirl500
 
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Post » Tue Feb 01, 2011 6:38 pm

Hi Corepc, question for you. Did your vibrant tin roofs make it into one of the SI packages or do I still need to install that separately? I'm finally getting around to completing my Oblivion beautification routine.
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Tanya Parra
 
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Post » Tue Feb 01, 2011 11:31 pm

Thanks CorePC, I think I'll finally have some time to try out the new Distant Normal's today.


Enjoy


Hi Corepc, question for you. Did your vibrant tin roofs make it into one of the SI packages or do I still need to install that separately? I'm finally getting around to completing my Oblivion beautification routine.


Nope the tin roofs are still seperate. Here in link in case you are looking for them..

http://www.4shared.com/file/75034673/1300f283/VibrantTinRoof.html
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Emily Rose
 
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Post » Tue Feb 01, 2011 7:48 pm

I have to say, these new distant normals look GREAT. As others have said, seeing the roads so clearly is a nice feature.

I switched over to the 1024s. I don't know if it makes much of a difference performance-wise, but with the new distant normals, using the smaller ones doesn't make much of a difference appearance-wise, either.

I finally have my Oblivion installation just as I want it, after weeks of messing with stuff, and I'm ready to play. :)
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lisa nuttall
 
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Post » Tue Feb 01, 2011 11:05 am

I have to say, these new distant normals look GREAT. As others have said, seeing the roads so clearly is a nice feature.

I switched over to the 1024s. I don't know if it makes much of a difference performance-wise, but with the new distant normals, using the smaller ones doesn't make much of a difference appearance-wise, either.


Color Maps are either 1024 or 2048.

and there is barely difference now between those with Normal 1.31 loaded. Other than memory usage..

Scrrenshots to show what I mean. Can you tell a difference?

http://i131.photobucket.com/albums/p305/corepc/ScreenShot297.jpg - debug screen shows this

http://i131.photobucket.com/albums/p305/corepc/ScreenShot322.jpg -

Use 1024 to save vram once again..
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Symone Velez
 
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Post » Tue Feb 01, 2011 9:22 am

I think you posted the same screenshot for both of them. Accidentally, I mean! :P I was going back and forth thinking, jeez, they really DO look the same... and then I realized they had the same filename. :)
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Samantha hulme
 
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Post » Tue Feb 01, 2011 6:18 pm

I think you posted the same screenshot for both of them. Accidentally, I mean! :P I was going back and forth thinking, jeez, they really DO look the same... and then I realized they had the same filename. :)


I was doing the same lol

"omg they really do look the same"
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Darlene DIllow
 
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Post » Tue Feb 01, 2011 4:32 pm

I think you posted the same screenshot for both of them. Accidentally, I mean! :P I was going back and forth thinking, jeez, they really DO look the same... and then I realized they had the same filename. :)


Oops I did corrected now..

http://i131.photobucket.com/albums/p305/corepc/ScreenShot297.jpg - debug screen shows this

http://i131.photobucket.com/albums/p305/corepc/ScreenShot322.jpg - in this pic the fps dropped because I was holding down the print screen button to get debug screenshot..and the files are toward the bottom the distant lod ones..compared to up top like in first pic..
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Jon O
 
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Post » Wed Feb 02, 2011 12:22 am

Uploaded 1.31 Vibrant Distant Normal with correction for one that ThumperZ posted..

Dxt5/512x512/Added Alpha Info and hand corrected anomlies has well on it.

Thank you for the quick update, got the new normals in and they look great.
Really appreciate your effort on this entire project it makes my game look better and also run better.
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lacy lake
 
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Post » Tue Feb 01, 2011 8:26 pm

Hotfix Texture Pack Upgrade for just the Vibrant Dungeon Caves

http://www.4shared.com/file/141226427/589b4357/Vibrant_Caves.html - extract to data folder overwrite all..

This will just fix the Dungeon Caves textures to have correct alpha information that was missing from texture itself (specular data), this was causing many black spots and other anomlies to show up in game. Thanks to X'tyfe for reporting them.

------------

Vibrant Before Pics - (pic by Xtyfe at medium quality)

http://img395.imageshack.us/img395/4075/screenshot10y.png
http://img94.imageshack.us/img94/1521/screenshot11.png

------------

Vibrant Revamped with Alpha Information Added (specular lighting enabled now)..

Added 2% Sharpen Filter
Added Bump Map Effect to textures has well

Results (pics by Me at high quality)

http://i131.photobucket.com/albums/p305/corepc/ScreenShot362.jpg
http://i131.photobucket.com/albums/p305/corepc/ScreenShot363.jpg
http://i131.photobucket.com/albums/p305/corepc/ScreenShot361.jpg
http://i131.photobucket.com/albums/p305/corepc/ScreenShot360-1.jpg

-------

Most likely many more of my textures have incorrect alpha information so I have to recheck each one and resave them in GIMP. Has both Photoshop and Paint.net will not save textures with alpha information already stored in them for things like specular lighting (reflective surfaces) that I have found.

So I will have to devote some time to fixing this stuff so that everyone can have even more visual goodies that vanilla came with that got messed up with vibrant..

Corepc
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Rachel Briere
 
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Post » Wed Feb 02, 2011 1:04 am

Morning Bump. read above..
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Charlotte X
 
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Post » Tue Feb 01, 2011 4:55 pm

Very nice, downloading.
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Chloe Yarnall
 
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Post » Tue Feb 01, 2011 4:17 pm

Yes, I was sorta thinking that all textures might have to be redone, but I know that's a lot of work.
I will try these new caves textures later on today and see
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Cagla Cali
 
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Post » Tue Feb 01, 2011 6:28 pm

Very nice, downloading.


thank you,

Yes, I was sorta thinking that all textures might have to be redone, but I know that's a lot of work.
I will try these new caves textures later on today and see


Yes, going to be alot of work. Has most of architecture / cave textures use alpha information. So I have to basically redo over again..

But this give me chance to redo alot of them and add things like bump maps, texture effects, and redo the sharpen % has well.

Report back please and tell me if you like the how the new ones look, and if they blend right and if you get shiny surfaces has well..
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Naomi Lastname
 
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Post » Tue Feb 01, 2011 10:29 am

I was wondering why the cave textures would be black in the distance then slowly fade to the right texture the closer I got... Thanks man!
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Ronald
 
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