(WIPRELZ) Vibrant Distant LOD & Vibrant Textures Enhance

Post » Mon May 07, 2012 11:48 am

CorePC, I dont know if you have tried them but I notice you link RPGs more detailed and processor hungry trees, have you tried RPGs LowPolyTrees instead...

http://www.tesnexus.com/downloads/file.php?id=33414

Might be worth a mention for a different choice for users - As for how they look with your textures.....

http://www.bild.me/bild.php?file=5418545ScreenShot5.jpg

http://www.bild.me/bild.php?file=5802372ScreenShot1.jpg

http://www.bild.me/bild.php?file=3336340ScreenShot2.jpg

http://www.bild.me/bild.php?file=1032339ScreenShot3.jpg

http://www.bild.me/bild.php?file=2220037ScreenShot4.jpg


Edit: Also, just a thought - I am using All Natural, and in the ini I have selected EW and AWS. I notice you still mention that you have only tried this texture set with EW (or rather, maybe the original Enhanced Weather)... Is the information reference weather out of date, or do you still only recommend Enhanced Weather - In which case I need to try this with only EW in the All Natural ini. I am wondering about those seams especially if you do not experience them.

Edit2: Quick update, changed to just EW on the laptop this time... still have the seam, its a bit faint in this shot....
http://www.bild.me/bild.php?file=1537786ScreenShot153.jpg
User avatar
Tracy Byworth
 
Posts: 3403
Joined: Sun Jul 02, 2006 10:09 pm

Post » Mon May 07, 2012 2:23 pm

Anything happening with development on this? I have used QTP3 full until my last two games where I switched to vibrant and it was a great change. I especially like the cave and dungeons. I have only been using the files from nexus so before I start my next game I wanted to see if there were any changes. I have already found the 1.55 and 1.56 updates, so if I install these on top of the ones from nexus I should have the latest?
User avatar
Bee Baby
 
Posts: 3450
Joined: Sun Jun 18, 2006 4:47 am

Post » Mon May 07, 2012 10:06 pm

Anything happening with development on this? I have used QTP3 full until my last two games where I switched to vibrant and it was a great change. I especially like the cave and dungeons. I have only been using the files from nexus so before I start my next game I wanted to see if there were any changes. I have already found the 1.55 and 1.56 updates, so if I install these on top of the ones from nexus I should have the latest?

1.55 and 1.56 Updates where the last one that I posted

plus the http://www.4shared.com/file/wX8n8okQ/VibrantSnowRevised.html
User avatar
Devils Cheek
 
Posts: 3561
Joined: Sun Aug 13, 2006 10:24 pm

Post » Mon May 07, 2012 10:38 pm

1.55 and 1.56 Updates where the last one that I posted

plus the http://www.4shared.com/file/wX8n8okQ/VibrantSnowRevised.html

Getting the snow replacer now, much apprecited, and mighty fine work. Thanks for your effort.
User avatar
Damian Parsons
 
Posts: 3375
Joined: Wed Nov 07, 2007 6:48 am

Post » Mon May 07, 2012 1:06 pm

To CorePC:

The description of Vibrant Textures in TesNexus site says:

"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 .."

In another thread on this forum I found this installing order someone is (or was) using:
"I use the following esp-less texture packs together (installed in this order), which pretty much cover everything in vanilla Oblivion and SI, in addition to things like RAEVWD and AWLS. Most are available on Nexus:

Vibrant Textures
Qarl’s Texture Pack 3 Redimized
Bomret Texture Pack Shivering Isles
... the list continues ..."

If I install Vibrant Textures and then install QTP3 Redimized, would QTP3 really overwrite Vibrant Textures? I mean, installing Vibrant + QTP3 in this order is necessary * OR * it would be the same effect as if I only installed QTP3?

Another question: the Vibrant omod links at Tesnexus are up-to-date? I didn't see any references to 1.56 version there. Shall I DL Vibrant Textures from Tesnexus and then grab 1.56 update?

Thank you!
User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Post » Mon May 07, 2012 2:32 pm

To CorePC:

The description of Vibrant Textures in TesNexus site says:

"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 .."

In another thread on this forum I found this installing order someone is (or was) using:
"I use the following esp-less texture packs together (installed in this order), which pretty much cover everything in vanilla Oblivion and SI, in addition to things like RAEVWD and AWLS. Most are available on Nexus:

Vibrant Textures
Qarl’s Texture Pack 3 Redimized
Bomret Texture Pack Shivering Isles
... the list continues ..."

If I install Vibrant Textures and then install QTP3 Redimized, would QTP3 really overwrite Vibrant Textures? I mean, installing Vibrant + QTP3 in this order is necessary * OR * it would be the same effect as if I only installed QTP3?

Another question: the Vibrant omod links at Tesnexus are up-to-date? I didn't see any references to 1.56 version there. Shall I DL Vibrant Textures from Tesnexus and then grab 1.56 update?

Thank you!

If you install full QTP after vibrant you will have QTP for nearly everything (some minor exceptions). So if you want vibrant but a few specifics from qtp3 then you need to extract only the qtp3 files you want to use and overwrite vibrant. QTP3 and QTP3R are the same except for size of textures.

When extracting QTP3® keep an eye on whether you need the meshes as some of the QTP3 textures have matching mesh files. Vibrant I believe is all textures.

I believe same goes for vibrant SI and Bomret's SI but I have not played SI yet to see.

And as far as the tesnexus files, install those and grab the updates from the links in Corpec's post above.
User avatar
Dan Endacott
 
Posts: 3419
Joined: Fri Jul 06, 2007 9:12 am

Post » Tue May 08, 2012 12:54 am

Bomret's SI definitely features meshes as well as, well, textures. Pretty sure none of the Vibrant packs do, however. :shrug:
User avatar
Life long Observer
 
Posts: 3476
Joined: Fri Sep 08, 2006 7:07 pm

Post » Mon May 07, 2012 4:09 pm

If you install full QTP after vibrant you will have QTP for nearly everything (some minor exceptions). So if you want vibrant but a few specifics from qtp3 then you need to extract only the qtp3 files you want to use and overwrite vibrant. QTP3 and QTP3R are the same except for size of textures.

When extracting QTP3R keep an eye on whether you need the meshes as some of the QTP3 textures have matching mesh files. Vibrant I believe is all textures.

I believe same goes for vibrant SI and Bomret's SI but I have not played SI yet to see.

And as far as the tesnexus files, install those and grab the updates from the links in Corpec's post above.

And I can use Detailed Terrain alongside Vibrant Textures or this is not necessary?

Thanks again!
User avatar
louise tagg
 
Posts: 3394
Joined: Sun Aug 06, 2006 8:32 am

Post » Mon May 07, 2012 11:10 pm

And I can use Detailed Terrain alongside Vibrant Textures or this is not necessary?

Thanks again!

I never used detailed terrain. What do you use it with now? How much overhead does it require and is it really good? I may give it a try.
User avatar
Catherine Harte
 
Posts: 3379
Joined: Sat Aug 26, 2006 12:58 pm

Post » Mon May 07, 2012 10:22 am

And I can use Detailed Terrain alongside Vibrant Textures or this is not necessary?
If you have a look in the archives for each (Vibrant Textures and Detailed Terrain, that is) - either using BAIN, or simply an archive app like 7-Zip - you'll see where there is conflict. Regardless, if you have Detailed Terrain installed after Vibrant Textures, you should receive the benefits of the DT shader edit. But it depends if DT is reliant upon standard (i.e., QTP3/QTP3R) meshes/textures also being adjacent (to the DT-modified ones).

You can but try, unless the readme(s) tell(s) you anything...

Personally, I don't use it, and wouldn't unless I was going full (or very close to, especially in landscape areas) QTP3/QTP3R. I believe that's how it is intended, at the very least.
User avatar
Matt Gammond
 
Posts: 3410
Joined: Mon Jul 02, 2007 2:38 pm

Post » Mon May 07, 2012 11:58 am

And as far as the tesnexus files, install those and grab the updates from the links in Corpec's post above.

I'm grabbing the Vibrant files from TesNexus right now.
But I could find only the link for Vibrant 1.56 update here in this thread. Do I have to install both 1.55 and 1.56 upgrades * OR * 1.56 version also contains 1.55 ?
If I have to download and install both upgrades, please can someone post a link to the 1.55 upgrade (again, I found only the link for 1.56 version in page 1 of this thread).

Also:
Are Vibrant Caves, Vibrant Snow Replacer and Vibrant Dungoen Interiors/Exteriors included in the updates above mentioned (or in some Tesnexus pae) * OR * I must DL them separately?
Thanks!
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Mon May 07, 2012 12:27 pm

1.56 Version contains the 1.55 fixes has well which can be found in post 2 once again which includes caves, dungeons , etc..Snow replacer is seperate once again..

Tesnexus contains the original, what is posted in post 2 are upgrades once again to the orignial downloads.
User avatar
Chloé
 
Posts: 3351
Joined: Sun Apr 08, 2007 8:15 am

Post » Mon May 07, 2012 3:34 pm

1.56 Version contains the 1.55 fixes has well which can be found in post 2 once again which includes caves, dungeons , etc..Snow replacer is seperate once again..

Tesnexus contains the original, what is posted in post 2 are upgrades once again to the orignial downloads.

Thanks CorePC and the other members of this list who helped me.

I was reading the previous Vibrant Distant LOD thread and I read something I didn't know: a RAEVWD-version for Vibrant Textures. Any news on this project?
User avatar
Lovingly
 
Posts: 3414
Joined: Fri Sep 15, 2006 6:36 am

Post » Mon May 07, 2012 1:56 pm

I read something I didn't know: a RAEVWD-version for Vibrant Textures. Any news on this project?

Not at this time, Cobl 1.73, OOO 1.35, MMM 3.7b7, take up most of my time, getting those ready for release's, which are getting closer once again at least Public Beta Finally..

After those are out then I will have time to work on Vibrant Stuff
User avatar
TIhIsmc L Griot
 
Posts: 3405
Joined: Fri Aug 03, 2007 6:59 pm

Post » Tue May 08, 2012 12:58 am

Not at this time, Cobl 1.73, OOO 1.35, MMM 3.7b7, take up most of my time, getting those ready for release's, which are getting closer once again at least Public Beta Finally..

After those are out then I will have time to work on Vibrant Stuff

Man, FCOM project is getting fast... good news... I am eager to put my hands on this new version to come!
User avatar
Stu Clarke
 
Posts: 3326
Joined: Fri Jun 22, 2007 1:45 pm

Post » Mon May 07, 2012 8:23 pm

take up most of my time,

After those are out then I will have time to work on Vibrant Stuff

Well maybe I did find some time .

While Modding and Testing and reading the forums etc

I do sometime manage to find time to run textures through mip map filter and etc trying to find something that looks really. Before I play and this time I would like to share with everyone what the result was after it was done..

The Pics

Spoiler


http://i131.photobucket.com/albums/p305/corepc/ScreenShot21-6.jpg

http://i131.photobucket.com/albums/p305/corepc/ScreenShot25-2.jpg

http://i131.photobucket.com/albums/p305/corepc/ScreenShot26-3.jpg

http://i131.photobucket.com/albums/p305/corepc/ScreenShot30-2.jpg

http://i131.photobucket.com/albums/p305/corepc/ScreenShot31-1.jpg


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

http://www.filefront.com/17829765/Vibrant-Textures-1.6.7z/

1.60 Vibrant Textures and Vibrant Bomret Fixes

Includes Modified Bomret Detailed Normal Maps(Landscape Textures Only) - Changed Mip Map Filtering and Bump Mapped a Few of Grass Normal Maps to match Vibrant 1.5. Adjustments..Still some tilling at long distance..But overall effect is sharpness on textures have been reduced but blending has increased alot up close and mid way..

ReRand Mip Map filtering Process to reduce the tiling up close..

All Credit's to Bomret for his Detailed Normal Map Replacer

All Fixes Below Included in 1.6 Update

Spoiler


1.56 Addon Snow Replacer

- Requested Snow Replacer Texture

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


Enjoy

Corepc
User avatar
hannah sillery
 
Posts: 3354
Joined: Sun Nov 26, 2006 3:13 pm

Post » Tue May 08, 2012 12:22 am

Enjoy

Corepc

I most certainly will. I use your textures instead of Quarl's. Thanks for the great work, Corepc.
User avatar
Roberto Gaeta
 
Posts: 3451
Joined: Tue Nov 06, 2007 2:23 am

Post » Mon May 07, 2012 10:34 am

I most certainly will. I use your textures instead of Quarl's. Thanks for the great work, Corepc.

Well I hope these are has beautiful for you has they are for me and perform they same has well..

Try Changing this in your .ini to these values

fEnvMapLOD2=1800.0000
fEnvMapLOD1=1500.0000

Morning "Bump" for 1.6

This Morning Pics - Forest South of Bruma / Northern Imperial Isle

http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot35.jpg

http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot37.jpg

http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot38.jpg

http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot39.jpg
User avatar
Rachel Cafferty
 
Posts: 3442
Joined: Thu Jun 22, 2006 1:48 am

Post » Mon May 07, 2012 2:09 pm

Is this compatible with the Weather: All Natural mod? At least, is the weather component compatible?
User avatar
Dezzeh
 
Posts: 3414
Joined: Sat Jun 16, 2007 2:49 am

Post » Tue May 08, 2012 2:09 am

Is this compatible with the Weather: All Natural mod? At least, is the weather component compatible?

Yes, the Weather Component is just Vanilla Weather Texture Replacer is all and work with All Natural or Enhanced Weather

If you get pink skies then download the Weather 1.3 Version..
User avatar
evelina c
 
Posts: 3377
Joined: Tue Dec 19, 2006 4:28 pm

Post » Mon May 07, 2012 7:54 pm

Thank you for the update, I enjoy this mod very much. I was wondering what exactly those ini values changes?
Thank you.
User avatar
Eibe Novy
 
Posts: 3510
Joined: Fri Apr 27, 2007 1:32 am

Post » Mon May 07, 2012 12:55 pm

Yes, the Weather Component is just Vanilla Weather Texture Replacer is all and work with All Natural or Enhanced Weather

If you get pink skies then download the Weather 1.3 Version..

I tried it just now and it works fine. no pink skies. Thank you! :)
User avatar
CORY
 
Posts: 3335
Joined: Sat Oct 13, 2007 9:54 pm

Post » Mon May 07, 2012 5:05 pm

Corepc, thank you for the gift of wonder your Vibrant Texture replacers bring to the game. I can say they can rival QTP and they bring out the beauty in vanilla textures.

I have installed the whole vibrant texture packs on top of Bomret's detailed normal maps for vanilla. I have also installed the 1.6 beta update, and snow revised. I'm now reporting on some possible glitches that may somehow relate to your replacers.

This http://img641.imageshack.us/img641/3183/screenshot10k.jpg shows that the Anvil sign marker is not as "vibrant" as the other sign markers. This is the same for all Anvil sign markers that may be found along the road throughout Cyrodiil. Perhaps you could point out what to look for and I'll try to see if I can help troubleshoot the problem.

This http://img517.imageshack.us/img517/2817/screenshot12m.jpg on the other hand shows inconsistent "reflective" snow surface I encountered while trekking along the Jerall Mountains.
User avatar
Sista Sila
 
Posts: 3381
Joined: Fri Mar 30, 2007 12:25 pm

Post » Mon May 07, 2012 1:23 pm

Thanks for the update CorePC, looking forward to being able to download this update for the desktop one day - File/GameFront currently telling me 24 hrs to completion .. and slowly getting worse. O_o. Will try again later.
User avatar
Phillip Hamilton
 
Posts: 3457
Joined: Wed Oct 10, 2007 3:07 pm

Post » Tue May 08, 2012 1:03 am


This http://img641.imageshack.us/img641/3183/screenshot10k.jpg shows that the Anvil sign marker is not as "vibrant" as the other sign markers. This is the same for all Anvil sign markers that may be found along the road throughout Cyrodiil. Perhaps you could point out what to look for and I'll try to see if I can help troubleshoot the problem.

This http://img517.imageshack.us/img517/2817/screenshot12m.jpg on the other hand shows inconsistent "reflective" snow surface I encountered while trekking along the Jerall Mountains.

Looked at the signs

Anvil sign did not get Vibrant Treatment,
Bravil and Leyawiin Sign's only got One Filter Pass where the other got 2 filter passes

Fixed for 1.62

I was asssuming that you where north of cheydinhal so I tried hunting down that spot that you posted in the pic above..

I could not find that exact spot, but I was fairly close at tracking down something that looks just like the one you posted in game. And well I have HDR turned on and has you can see everything is shiny, up close, is it reflective only from only certains angle or when some light source is shining close to it. So that is actually normal..I actually noticed some of the snow rocks have a shine at night to them has well, when you pull out a torch..

http://i131.photobucket.com/albums/p305/corepc/ScreenShot400.jpg



Thanks for the update CorePC, looking forward to being able to download this update for the desktop one day -
File/GameFront currently telling me 24 hrs to completion .. and slowly getting worse. O_o. Will try again later.

That is strange for FileFront/Gamefront to be slow but it is weekend once again. If you need a Megaupload link let me know..

==========

Oh something that will be in 1.62 Updates - Found this lovely Vibrant Vanilla Ruin Texture that speaks for itself has a Road Texture Replacer

http://i131.photobucket.com/albums/p305/corepc/ScreenShot60.jpg
User avatar
aisha jamil
 
Posts: 3436
Joined: Sun Jul 02, 2006 11:54 am

PreviousNext

Return to IV - Oblivion