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

Post » Tue Feb 01, 2011 1:59 pm

May 27 2010 - BETA 1.56 Posted See Post 2

Vibrant DistantLOD and Vibrant Texture Enhancements Replacer

http://www.tesnexus.com/downloads/file.php?id=18677 or

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5384



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


Sept 05,2009 - Vibrant Distant Normal 1.31
Fixed One that I missed corrected to dxt5/512x512/Alpha Info Added and hand corrected anomlies has well

Sept 02, 2009 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 detail 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.


March 27, 2009 - 1.0 Oblivion Realms Textures
March 21, 2009 - 1.1 Weather Textures Uploaded

http://www.tesnexus.com/downloads/file.php?id=18677

or http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5384 - New Added Easy Readme for once

Tired of that gray dull looking distant that ship's with the game, use this to change that. Want trees that are more green, grass that is more color ful, sky that blend well with other mods, etc..

Goal: To make distantlod map's and Landscape, Architecture file look much better with more detail and color. without a cost to increase in performance.

Nothing Special just something that I created over the past few months.. I wanted a distantlod pack and texture pack that was more colorful and had a little more detail. Without a cost to vram performance.. So, I used different filter options and ran all textures with a 10% hue and saturation added to them and a 2% sharpen effect. What started has just a distantlod has now turned into a almost full texture replacer for all vanilla textures now..Using even more advanced filter process in Photoshop CS3 now..

All Pics Unless noted with AWLS, RAEVWD, Bomret's Normal's Map Recommended, Diverse Grasses Recommended, various other mods (UOP,USIP,Enhanced Weather, MMM, Travellers,) taking on Radeon HD 3650 512ddr2 with HDR, Shader 3.0 with Anti-Aliaising max (12xEdge Detect), HQ Ansitropic 16x, Max Settings in Oblivion, no self shadows or grass shadows (broken)..

History

Mar 02 09 - Added Vibrant Weather SI textures

Feb 09 - Added Vibrant Weather Textures

Added Vibrant Clutter Items and More OMOD 1.0

Added OMOD Verision for Architecture Textures for Cyrodiil and Shivering Isle..

SI fixes 1.1 - Fixed incorrect install path in OMOD version, both 1024 & 2048 version has been fixed now, will install to correct location has needed..[/b]

Added Color Maps for Shivering Isle normal and 2048 version

Added Enhanced Detailed Normal Maps to replace the vanilla ones blockiness and smoothing them out

Added Custom Grain Filter

Added 2048 Version

Beta2 is recreated with cs editor, which increased detail greatly (roads /trails can now be seen).

Beta1 was based off the originial lod images themselves. Detail not has great has Beta 2 version is.


Changes from Beta 1 to Beta 2
  • Did not use orignials this time around, recreated all new lod files in each quad withi cs editor, The ones the game ships with does not have same amount of detail that those created with cs editor would have.
  • Used a new filter to enhance the color and this enhanced the blending of textures up close to those that are loaded far away ( better blending overall in most areas)
  • Handpainted all cities wall in Imperial City, Anvil, Skingrad, Leyawiin, Chorrol, Cheydinhal, Bravil, and Bruma,
  • Handpainted all roads and trails that needed so that they would appear better from distance
  • Handpainted the Two Long Bridges Also so they would appear better
  • Changed file size and texture format from 1024x1024 to 512x512 in size and should not even affect performance at any cost. (was DXT3 format) now dxt1. there is almost a 600kb memory usage between dxt3 and dxt1 with very little difference in the image quality versus having 600kb file versus 1.2 mb files.
  • Next for Beta 3 handpaint location greater detail where ruins and farmhouse and villages are at...


Beta 1 Pics Before

1)http://i131.photobucket.com/albums/p305/corepc/ScreenShot128.jpg
2)http://i131.photobucket.com/albums/p305/corepc/ScreenShot129.jpg
3)http://i131.photobucket.com/albums/p305/corepc/ScreenShot130.jpg
4)http://i131.photobucket.com/albums/p305/corepc/ScreenShot131-1.jpg

Some Pics After - you will notice that things are slight brighter and greenier with these pics

1)http://i131.photobucket.com/albums/p305/corepc/ScreenShot123.jpg
2)http://i131.photobucket.com/albums/p305/corepc/ScreenShot124.jpg
3)http://i131.photobucket.com/albums/p305/corepc/ScreenShot125.jpg"
4)http://i131.photobucket.com/albums/p305/corepc/ScreenShot126.jpg"
5)http://i131.photobucket.com/albums/p305/corepc/ScreenShot127.jpg"

Beta 2 Pics

Anvil
http://i131.photobucket.com/albums/p305/corepc/ScreenShot154.jpg
http://i131.photobucket.com/albums/p305/corepc/ScreenShot155.jpg
http://i131.photobucket.com/albums/p305/corepc/ScreenShot156.jpg
http://i131.photobucket.com/albums/p305/corepc/ScreenShot157.jpg

Bravil
http://i131.photobucket.com/albums/p305/corepc/ScreenShot165.jpg
http://i131.photobucket.com/albums/p305/corepc/ScreenShot166.jpg
http://i131.photobucket.com/albums/p305/corepc/ScreenShot167.jpg
http://i131.photobucket.com/albums/p305/corepc/ScreenShot169-1.jpg

Mountain Pic no distant lod object loaded
http://i131.photobucket.com/albums/p305/corepc/ScreenShot158.jpg
http://i131.photobucket.com/albums/p305/corepc/ScreenShot159.jpg
http://i131.photobucket.com/albums/p305/corepc/ScreenShot160.jpg
http://i131.photobucket.com/albums/p305/corepc/ScreenShot161.jpg
http://i131.photobucket.com/albums/p305/corepc/ScreenShot162.jpg
http://i131.photobucket.com/albums/p305/corepc/ScreenShot163.jpg

Beta Grain Filter Pics - ATI X1250 (radeon 3650 died during this time - Have new 3650 now) , Bloom, 16xAF, Bomret Normal Maps, 800x600

Before Pics

http://i131.photobucket.com/albums/p305/corepc/ScreenShot24-3.jpg

http://i131.photobucket.com/albums/p305/corepc/ScreenShot23-3.jpg

http://i131.photobucket.com/albums/p305/corepc/ScreenShot22-2.jpg

After Pics

http://i131.photobucket.com/albums/p305/corepc/ScreenShot19-4.jpg - on the right compare the smooth looking grain filter to the peppered effected above on first pic..

http://i131.photobucket.com/albums/p305/corepc/ScreenShot20-4.jpg (oops this got screenshot in it) - Notice the beach on the left hand side compared to second pic above

http://i131.photobucket.com/albums/p305/corepc/ScreenShot18-4.jpg - look at the hills close to IC and on the left..you can see the difference between noise filter and grain filter and on the left..

New Vibrant Distant Lod Normals

The Normal Maps themselves the purpose of these is to enhance detail even more and get rid of the blockiness and make things much more smoother looking than the default normal map for distant lod themselves.

They have very little impact on performance since they are only about 600k in size and 1024x1024 images..dxt1 and no mip map generation. But still have great quality themselves.

Now onto the Image's..You really need to test these in the game to tell the difference nor not..click on image to see full size version..

http://www.tesnexus.com/downloads/images/18677-1-1220548663.JPG - notice the hill on the left hand side see the blockiness in it and dark shadows where the cliff would be at..

http://www.tesnexus.com/downloads/images/18677-2-1220548663.JPG - now notice the hill see the blockiness is not there anymore and there are not any dark shadows. things look much smoother now.

http://www.tesnexus.com/downloads/images/18677-3-1220548663.JPG - With VibrantDistantLOD loaded you can see a big difference has now that area is more grayish has it should be and smooth looking. That area is actually a cliff that is grey in color once close to it.

But you really have to load it in the game to tell the difference..comes has omod..

New Shivering Isle Version (normal 1024 version pictured)

http://www.tesnexus.com/downloads/images/18677-2-1224710792.jpg

http://www.tesnexus.com/downloads/images/18677-1-1224710792.jpg

==================

Vibrant Textures / VibrantTexturesSI

This is a landscape texture replacer that is meant to go along with VibrantDistantlod

But can be used standalone for a vanilla texture replacer for these textures,

landscape, plants, rocks (underwater, westweald) , trees (billboards, Branches, leaves), grasses,

Note: No Town Textures, Dungeons, Building textures are modified. Only natural objects. Or Oblivion textures modified use Architecture files posted below

=======================================

Details about changes and improvments

These are modified vanilla textures, what I did was sharpen up the textures, and depth (slight bumpmap texture layered in) in some cases (road textures) and adjust the color on some of the others (trees).

Many things will be more sharper looking thus have better looking detail up close. Plants and Trees are much more bumpy looking.

Rocks will vary but will have more color to them in general

Grass will be sharpen looking and more colorful also.

Performance

I did not change the size I kept those the same has to save on fps and memory usage versus quality.

So this mean they use the same has vanilla textures would use which is varied around the size of the texture itself

I did not make or included any normal maps since this is already done with Bomret Detailed Normal Map.

========================

Vibrant Textures - Architecture

Vibrant Textures Architecture Texture Pack OMOD 138 mb

This is a vanilla replacer for all Architecture Textures which include

Anvil, Bravil, Bruma, Castle, Cloudruler, Cheydinhal, Chorrol, Dungeons, ImperialCity, Ruins, Caves, Catherdal, Skingrad,

and more.

All Selectable Option via OMOD..So has to choose what you need.

These are based off vanilla textures themselves and have not been resized. So they have same performance has vanilla. But do look better overall.

I did increase the detail by running all the textures through a sharpen filter like I did with landscape textures themselves.

what this did was in some cases git rid of blurriness that some textures had.

Also this increased amount of detail that all textured had. They are now more pronounced and look much sharper looking. Some things look more bumpy aka column, some doors look more worn, Cheydinhal roof are more purple looking, Cathedral are more vibrant looking etc..Pic does not do it justice..

==============================

Vibrant Textures Architecture SI

Before http://i131.photobucket.com/albums/p305/corepc/VaniilaSI1.jpg

After http://i131.photobucket.com/albums/p305/corepc/VibrantSI1-1.jpg

Before http://i131.photobucket.com/albums/p305/corepc/VanillaBliss.jpg

After http://i131.photobucket.com/albums/p305/corepc/VibrantBliss.jpg

Before http://i131.photobucket.com/albums/p305/corepc/VanillaCrucible.jpg

After http://i131.photobucket.com/albums/p305/corepc/VibrantCrucible.jpg

These are once again vanilla textures, size is not increased, format is not changed, so performance is the same..

All SI Architecture textures have been ran through same filter process just like all other ones in this series that I have done. textures has been sharpend and color and been enchaned even more make them much more detailed, more bumpy looking in some cases, etc..

this is an omod and comes with install option to pick ruins, rootcaves, palace, bliss, Crucible, CityWalls..

===================

Vibrant Textures Clutter and More Oblivion and SI

OMOD Only - Install Options choose what you want?

Nearly ALL of Clutter Items that can be found in Oblivion - Bars, FarmHouse, Lowerclass, Middleclass, UpperClass, etc..

and

Shivering Isle - Grummite Totem, MadnessRocks, Paintings, furniture, cemetary, orderedchest and armor molds

Their textures have been given Vibrant Treatment ( increased detail by using sharpen filter in most cases, bumpmapping where neccessary, adjusting contrast/hue, etc filter's ) just like the other in the Vibrant series of retextures for oblivion

I would post more details and pic..But these changes are hard to notice via screenshot and more notice able in game itself..

======================

New Vibrant Weather Textures 1.1

- New Sun Textures
- Increased Detail, Increased Halo, Many Improvements for once Pics do this Justice to see what I mean..

http://www.tesnexus.com/downloads/images/18677-1-1237651862.JPG

http://www.tesnexus.com/downloads/images/18677-5-1237651864.JPG

http://www.tesnexus.com/downloads/images/18677-4-1237651863.JPG

http://www.tesnexus.com/downloads/images/18677-2-1237651863.JPG

http://www.tesnexus.com/downloads/images/18677-3-1237651863.JPG

This give all Vanilla Sky and Weather Textures - Vibrant Treatment - smart sharpen filter, despeckle, blur, and color tweaked for nearly all sky and weather textures in order to give them better quality, different feel, and bring up to par with weather textures from Enhanced Weather quality wise.

Filter process - Photoshop CS3

Smart Shapen was used to enhance detail,
despeckle and blur where then used to remove artifacts and blend them a little more
Color Filter where applied to many of textures to make them look more vibrant
Resaved them has dxt5format with alpha channel and mip map added..

Sun, Sun Ray, these textures I tried to make look less bright but still keep that sun look. So there still may be some tweaking that is needed to make these look better or not so bright for hdr users (bloom not tested)..Bright horizon'z aka

This will conflict with other weather textures replacers that alter vanilla sky, weather textures..improved weather textures for example.

Weather Mods: I have only tested this with enhanced weather. Note that some weather mods change weather settings in esp so these may look different, depending on how the mod affect's vanilla weather itself. else should give you better image quality in some cases..

==============

Vibrant Weather SI textures are posted..

I ran textures through all filter much like I did with oblivion textures see above, changed colors on many of them so that they would have more detail, and end up looking better..

Sunset Sky - major tweak to colors has you can tell..you can see the cyan blue sky up high..instead of bright orange blur now..

http://www.tesnexus.com/downloads/images/18677-1-1236022370.JPG

http://www.tesnexus.com/downloads/images/18677-2-1236022370.JPG

Night Sky - These are same screenshots, believe, me I reloaded by save several time to make sure..Instead of just a few color (red, yellow, white) there are many nebula colors now..(blue, green, red, yellow, orange, etc)..

http://www.tesnexus.com/downloads/images/18677-3-1236022370.JPG

http://www.tesnexus.com/downloads/images/18677-4-1236022371.JPG

I advise you to also install VibrantWeather up above Also so that you get those also to match what is used in SI from Oblivion weathers..

Weather Mods: I have only tested this with enhanced weather. Note that some weather mods change weather settings in esp so these may look different, depending on how the mod affect's vanilla weather itself. else should give you better image quality in some cases..

Else I do not know of any direct weather texture replacers for Shivering Isle.

==============

Vibrant Oblivion Realms

You will notice that most of the Realm Architecture is more bright looking and more older looking at same time. Because of Filtering that I used. Lava did not turn out the way I wanted to..That will need some more work..Interiors turned out quite well I think.

Did not Adjust Glow Map Textures, Normal Map, or WarGate Textures, etc..Make sure you have bomret detailed normal maps installed or something similar to get quality ..

But I am releasing has is, and will work on making the lava better at later time..Just under 25 mb so I can directly upload to pes and modify at later date also..

All Pics High Rez 1440x900 - ATI 3650

http://www.tesnexus.com/downloads/images/18677-1-1238167478.jpg -

http://www.tesnexus.com/downloads/images/18677-2-1238167479.jpg

http://www.tesnexus.com/downloads/images/18677-3-1238167479.jpg

http://www.tesnexus.com/downloads/images/18677-4-1238167479.jpg

http://www.tesnexus.com/downloads/images/18677-5-1238167480.jpg

http://www.tesnexus.com/downloads/images/18677-1-1238167586.jpg

http://www.tesnexus.com/downloads/images/18677-2-1238167586.jpg

http://www.tesnexus.com/downloads/images/18677-3-1238167586.jpg

http://www.tesnexus.com/downloads/images/18677-5-1238167587.jpg

http://www.tesnexus.com/downloads/images/18677-4-1238167587.jpg

http://www.tesnexus.com/downloads/images/18677-1-1238167624.jpg


==============

Installing

Using Omod for all Install - Everything listed below is optionial you do not need to install everything on this list only what you want or need ..

Install http://www.tesnexus.com/downloads/file.php?id=5296
Install http://www.tesnexus.com/downloads/file.php?id=10739
Install http://www.tesnexus.com/downloads/file.php?id=9969

  • Install http://www.tesnexus.com/downloads/file.php?id=18430 - overwrite any from UOP if asked, has they are same, this is normal map replacer that increase detail of depth of image's and quaility, vibrant textures work's along side these to increase color detail, sharpness, depth also..
  • Suggested for New Grass Types Install http://www.tesnexus.com/downloads/file.php?id=9276 now or later if you want dg grasses instead of mine see below - do not overwrite any from UOP, Bomret Detailed Normal Maps, if asked
  • Install for Grass Performance Increase http://www.tesnexus.com/downloads/file.php?id=12280 - Level 0 - SL - to maintain imaqe quaility on with variable length for both short and long grasses types..
    which DG uses..
  • Optionial Install http://oblivionmodgods.de/rpg-blackdragons-trees-t424.html - This will replace the vanilla tree models with new ones that have a different look and shadows etc..Some low end users may notice a small impact..
    Very nice addon.

  • Install Vibrant Textures - Overwrite any when asked
  • Install Vibrant Textures SI - Overwrite any if asked but if pure vanilla users then you will not be asked.
  • Install Vibrant Architecture - Remember this has a Omod Script to determine what you want to install..Assuming you use a full install then ,
    Overwrite any from UOP, Bomret When Asked,
  • Install Vibrant Architecture SI - Omod Script Install..Choose your options. Overwrite any if asked. but pure vanilla then you will not be asked..
  • Install Vibrant Clutter - Omod Install..Choose your options..
  • Install Vibrant Clutter SI - Omod Install..Choose your options
  • Install Vibrant DistantLod - Choose either 1024 or 2048 Version for Distant Color Maps
  • Install Vibrant DistantLod Si - choose either 1024 or 2048 Version for Distant Color Maps
  • Install Vibrant Distant Normal 1.1 - this contains both oblivion and si lod normal maps..
  • Install Grain Filter
  • Install Vibrant Weather - Install Vanilla Weather Enhancements, only tested with Enhanced Weather no other weather mods..

  • Install AWLS - http://www.tesnexus.com/downloads/file.php?id=19628- overwrite uop,bomrets,vibrant mine when asked..when you install both meshes (uop) and textures (uop,bomret,vibrant)

  • Optionial - Medium to High End Users..

  • Install RAEVWD - http://www.tesnexus.com/downloads/file.php?id=20053


What a Install Sorry for the Long Process but remember everything is optionial after all..

==============

Compatiblity

Bomret Detailed Normal Maps this is recommended to use with this has I did not do the normal maps for landscape, architecture files, etc..

Unless you are using mods like Qarls Texture Pack (2,3,), Bomret Shivering Isle or Detailed Terriain (possible to use shader's maybe), Wiseman, Etc..

It is suggested to either not to use and use all mine and bomret or

mix and match by carefully installing either those above and choosing what you need from mine, or install mine first and then overwrite with those that you need from above. with cases like qtp it would overwrite everything..etc ..

Mikal Improved Flora, Trees same applies has above do not use or mix and match install this after mine and mikal will overwrite in most cases..

Diverse grasses - Since it adds new grass types via esp (always activate this) you can mix match has needed..Either load diverse grasses first and then overwrite with mine, all new types from dg will still remain and all other would be vibrant, or install dg after to have dg textures take back over..

Weather Textures - Any mods that replace vanilla weather and sky will conflict with mine,
many weather mods change weather settings in game, so these have not been tested fully. So they may work wonder's for some, and other's may have some issue with them. I have only tested these with Enhanced Weather only no other weather mod..

========================

Pics are provided on tesnexus

Enjoy, Please report any bugs of weird looking textures I will try and fix has needed.

http://www.tesnexus.com/downloads/file.php?id=18677

==================

Always looking for feeback on them if they need to be adjusted or if you can tell any difference or not. etc..

Enjoy

Corepc
User avatar
Kevin S
 
Posts: 3457
Joined: Sat Aug 11, 2007 12:50 pm

Post » Tue Feb 01, 2011 4:28 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.

1.56 Beta Textures Upgrade


1.56 Fixes

- 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

1.55 Fixes

- Bump Mapped Landscape, Dungeons, Sewers, Aylied Ruins, Caves, and More
- Parallax Mapping Enabled for Sewers, Staring Dungeon, Caves
- New Color Scheme for Many Regions
- Over 130mb of textures redone
- Better Tree BillBoards, Leaves
- Better Plants Textures

  • 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


Almost 50 New Pics see Archive Here

http://s131.photobucket.com/albums/p305/corepc/vibrant/

Quick Pics

http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot488.jpg

http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot494.jpg

http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot502.jpg

http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot508.jpg

http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot520.jpg

http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot523-1.jpg

===========

Extract to oblivion data directory and overwrite All

Enjoy

Remember I really need feedback about the new texture are they overbaked, too sharp, too dull, etc..

Corepc
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Tue Feb 01, 2011 9:47 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..

Hope http://smartboydesigns.com/2009/02/05/batch-image-resizing-in-adobe-photoshop-cs3/ helps ...

[edit]
A few other tutorials : http://www.coremediadesign.co.uk/web_design_tutorials/photoshop_tutorials/photoshop_batch_automate_function.html | http://livedocs.adobe.com/en_US/Photoshop/10.0/help.html?content=WSfd1234e1c4b69f30ea53e41001031ab64-7425.html#WSfd1234e1c4b69f30ea53e41001031ab64-7424
[/edit]
User avatar
Prue
 
Posts: 3425
Joined: Sun Feb 11, 2007 4:27 am

Post » Tue Feb 01, 2011 4:55 pm

Hope http://smartboydesigns.com/2009/02/05/batch-image-resizing-in-adobe-photoshop-cs3/ helps ...


No DDS support in Image Processor in Photoshop cs3..already tried that..

I can save them has psd, but then I would just have to convert them back to dds once again, with another program..that may work..
User avatar
Connor Wing
 
Posts: 3465
Joined: Wed Jun 20, 2007 1:22 am

Post » Tue Feb 01, 2011 1:50 pm

No DDS support in Image Processor in Photoshop cs3..already tried that..

In that case, I suppose you can create a macro, as specified http://www.coremediadesign.co.uk/web_design_tutorials/photoshop_tutorials/photoshop_batch_automate_function.html ..
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Ricky Meehan
 
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Post » Tue Feb 01, 2011 4:12 pm

Hi :)

I am seriously considering replacing QTP3III Redimized (then reduced max) with your Vibrant enhancements in my quest for better, and maybe more stable, performance with my 9800gtx+ 512 and many mods.

Your enhancements look great (in the screens)!

Question: Is there a Detailed Normal Map replacement for Shivering Isle? I see only the vanilla repacements by Bomret.
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SiLa
 
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Post » Tue Feb 01, 2011 7:18 pm

In that case, I suppose you can create a macro, as specified http://www.coremediadesign.co.uk/web_design_tutorials/photoshop_tutorials/photoshop_batch_automate_function.html ..


Macro will work..exactly what I need thank you..
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clelia vega
 
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Post » Tue Feb 01, 2011 10:08 am

Macro will work..exactly what I need thank you..

Great ! Looking forward for the RAEVWD release :)
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Jonathan Braz
 
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Post » Tue Feb 01, 2011 5:21 pm

I am seriously considering replacing QTP3III Redimized (then reduced max) with your Vibrant enhancements in my quest for better, and maybe more stable, performance with my 9800gtx+ 512 and many mods.

Your enhancements look great (in the screens)!

Question: Is there a Detailed Normal Map replacement for Shivering Isle? I see only the vanilla repacements by Bomret.


performance using mine for sure over qtp3r / max etc..because mine perform the same has vanilla would. so that is without a doubt there. just my image quality is now where near has good..

http://www.tesnexus.com/downloads/file.php?id=13865 - Not sure how these work's or how much image quality is reduced, but, If anyone has any feedback about them, I will add them to my install list above for si normal maps..
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james kite
 
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Post » Tue Feb 01, 2011 11:14 am

performance using mine for sure over qtp3r / max etc..because mine perform the same has vanilla would. so that is without a doubt there. just my image quality is now where near has good..

http://www.tesnexus.com/downloads/file.php?id=13865 - Not sure how these work's or how much image quality is reduced, but, If anyone has any feedback about them, I will add them to my install list above for si normal maps..


Well gotta make a trade-off somewhere when searching for more performance. :shrug: I've read some comments saying that with your Vibrant stuff + Bomret's Normals the game looks almost as good as with QTP3- obviously opinion.

As I understand it, Bomret's Normals and Wiseman Normals do the opposite: Bomret increases detail whereas Wiseman reduces detail.
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Colton Idonthavealastna
 
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Post » Tue Feb 01, 2011 8:28 pm

Great ! Looking forward for the RAEVWD release :)


Thank you for showing me that macro link, should not be much longer now for Vibrant Textures for RAEVWD..

As I understand it, Bomret's Normals and Wiseman Normals do the opposite: Bomret increases detail whereas Wiseman reduces detail.


wiseman normals do not decrease detail by that much from my testing. But It may be noticeable at medium or small textures settings..

I am running high once again so hard for me to tell, If I deactivated my vibrant textures then perhaps I could tell better. but then I would lose all my pretty textures in si..etc..

Else, there is nothing like bomret detailed normal maps for si..

other than detailed terrain for si, or bomret si pack itself, which both affect performance. and those normal maps included in that would not like right with mine, since textures look much different.
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Alada Vaginah
 
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Post » Tue Feb 01, 2011 3:20 pm

Only have a few more textures to hand convert for Vibrant RAEVWD and it will be ready to for testing very soon. and this includes bomret detailed normal maps has well downsized..I used bomret normals where possible, and kept brumbek for those that I did not have (SI in particular)..
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Tyrel
 
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Post » Wed Feb 02, 2011 12:30 am

I have a question, how bad will the performance hit be with RPGblackdragon's trees, since it was recommended in the installation guide. Just curious, since the trees look very good in the screens. :)
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Michelle davies
 
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Post » Tue Feb 01, 2011 6:16 pm

I have a question, how bad will the performance hit be with RPGblackdragon's trees, since it was recommended in the installation guide. Just curious, since the trees look very good in the screens. :)


Have a small impact that I have noticed, for some it may be more noticeable but for other's it may not. depend on system, and if you have tree shadows turned on has well.

Your system spec are not much different than mine (amd x 2 4000) at 2.0 (same has your 3800), 2 gig ddr 800 (at 800mhz), ati 3650 with ddr2. But I probably use more mods that you do..
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James Baldwin
 
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Post » Wed Feb 02, 2011 1:17 am

I was looking for a good install on LOD....and understanding it all as well. Thanks for the guide and I plan on the full install as you discribe. I also plan on installing eve, ac & tt as well...looks like my newest oblivion adventure will be greatly enhanced by your mods and raevwd.
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Chavala
 
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Post » Tue Feb 01, 2011 3:51 pm

I was looking for a good install on LOD....and understanding it all as well. Thanks for the guide and I plan on the full install as you discribe. I also plan on installing eve, ac & tt as well...looks like my newest oblivion adventure will be greatly enhanced by your mods and raevwd.


enjoy..Chakka,

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

I have posted some pics of vibrant raevwd in the raevwd thread itself, I still have some issue to work out with my low rez textures (mip map setting)..So I may have to reoptimize my low rez textures once again..

But on the upside, I finally got nvidia dds plugin to work with those odd sized textures.So it was able to process even more more than it did last time..more than 85% this time around got resized and converted has needed..better than the 50% that happened before..
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cosmo valerga
 
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Post » Tue Feb 01, 2011 6:38 pm

Would you mind uploading one big file instead of all those small files?
I prefer downloading big files over small ones; it costs a lot of work ordering individual files.
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helen buchan
 
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Post » Tue Feb 01, 2011 8:36 pm

Would you mind uploading one big file instead of all those small files?
I prefer downloading big files over small ones; it costs a lot of work ordering individual files.


? I will upload a full to filefront,

but it will not included distant lod / distant normal / grain filter / weather textures

Just landscape, architecture , clutter, si has well..

and what format 7zip or Omod Format?
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Jinx Sykes
 
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Post » Tue Feb 01, 2011 5:04 pm

Thanks, Corepc.
If there are any meshes, could you please upload 7-zip so that we can PYFFI them?
Otherwise - if only textures are involved - OMOD.
great job, sometimes I ask myself how many hours are there in your day...

How compatible are these with Bomrets Detailed Normal Maps mod?
And with Enhanced Weather?
And with Enhanced Vegetation?

Thanks.
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marina
 
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Post » Tue Feb 01, 2011 11:41 am

Otherwise - if only textures are involved - OMOD.
great job, sometimes I ask myself how many hours are there in your day...

How compatible are these with Bomrets Detailed Normal Maps mod?
And with Enhanced Weather?
And with Enhanced Vegetation?

Thanks.


No meshes only textures ..Do we need a omod script install has well..

how many hours in my day..well I work a 40 hour job so when I am not working or doing real life stuff, I mod, not many sometime, when I have my days off, I pretty much mod all day sometime to catch up on time that I have missed while I was was work..LOL..

I did not include normals maps, mine are designed to work hand and hand with bomret..
enhanced weather no problem here has I designed my weather textures to work along side that has well..
enhanced vegetation..you can use the esp from that and use my billboard textures or install ev textures after mine to overwrite mine..

Corepc
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Rude Gurl
 
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Post » Tue Feb 01, 2011 4:25 pm

And how does your mod work with Really AEVWD by Arthmoor?
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Rex Help
 
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Post » Tue Feb 01, 2011 6:15 pm

And how does your mod work with Really AEVWD by Arthmoor?


It works just fine. At the moment, you might notice that close-up objects will be 'vibrant' because those are the one's CorePC did but the LOD textures won't be 'vibrant'; instead they'll be the default ones from RAEVWD (which look great too). CorePC is working on providing low-res vibrant textures for RAEVWD so that both your close-up and LOD textures will be vibrant. For now, it's still safe to use; chances are you won't even notice the difference between the two textures.
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Lou
 
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Post » Tue Feb 01, 2011 12:30 pm

And how does your mod work with Really AEVWD by Arthmoor?


Read below

For now, it's still safe to use; chances are you won't even notice the difference between the two textures.


In some spot is not noticeable the difference between raevwd textures and vibrant, but forts for example are really noticeable, far away textures are gray looking while vibrant textures up close are more brown looking, same way with ayeild ruins has well, long with imperial city wall..which are grey in color has well but up close mine are more white..

I am still working on vibrant raevwd textures and once those are done, then I will release for testing.

The large omod, will take me some time to make the omod install script, then upload..Which should be today, depending on what else I have to work on. I have alot of MMM stuff that I get done..
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jasminε
 
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Post » Tue Feb 01, 2011 7:29 pm

Hi Corepc.

I read in an earlier post would your Textures work with QTP3.

I use QTP3R and load your Textures with latest rebuild.

Everything looks absolutely Stunning. :woot: :celebration: :woot: If I knew how to take and show screen shots I would lol :facepalm:

Thank you for all your time with these.

Cheers.

James. :foodndrink:
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Dalton Greynolds
 
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Post » Tue Feb 01, 2011 5:50 pm

In some spot is not noticeable the difference between raevwd textures and vibrant, but forts for example are really noticeable, far away textures are gray looking while vibrant textures up close are more brown looking, same way with ayeild ruins has well, long with imperial city wall..which are grey in color has well but up close mine are more white..

I am still working on vibrant raevwd textures and once those are done, then I will release for testing.


I will be loading up vibrant distant LOD with enhanced weather tonight...did you plan on releasing vibrant textures for raevwd?

Secondly regarding the 2 grass mods - should I install both or just 1...Ill re-read the installation instructions tonight but just a little confused on this particular install issue given my rig (I have 1 nvidia 285 gpu and a 8400 core2 overclocked):

Suggested for New Grass Types Install Diverse Grasses Main now or later if you want dg grasses instead of mine see below - do not overwrite any from UOP, Bomret Detailed Normal Maps, if asked

Install for Grass Performance Increase Rpg Black Dragon LowTriPolyGrasses - Level 0 - SL - to maintain imaqe quaility on with variable length for both short and long grasses types..which DG uses..
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Ebou Suso
 
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