(WIPRELZ) Vibrant Distant LOD & Vibrant Textures Enhance

Post » Mon May 07, 2012 2:31 pm

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
That's great news. Will have to wait for its release then.
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..
Yes that was taken NE of cheydinhal around noon IIRC, and it has the city on that small DLOD. Maybe I'll update you with coordinates on that when I visit the spot again. The glitch in its reflectivity is visible from all angles, and that bright area does not vary at whatever angle I'm looking. I only have bloom lighting enabled, and I also notice that snow-covered rocks and road spots shine when light is present. Does the intensity of the surface's shinyness depend upon the lighting used (bloom vs hdr)?

From your screenshot, I notice an abrupt change in the shiny parts of the surface as can be seen by the line that separates the parts that shine and those that not, somehow like the one from my screenie. Is that normal? I was thinking that there would be some smooth transition to shiny parts and not have that noticeable demarcation line.
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
That looks fantastic, and no where out of place. It should make a great addition to vibrant textures.
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Mackenzie
 
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Post » Mon May 07, 2012 12:51 pm

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

Downloaded no problem this morning quite quickly, must have been too many users, just in the process of making a new BAIN out of the whole vibrant collection.

+1 agree those roads look very nice
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Bethany Short
 
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Post » Mon May 07, 2012 1:46 pm

Thanks for this great update, the new textures look awesome, looking forward to that road replacer, looks amazing, although Ampolx road textures are very nice.
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Stu Clarke
 
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Post » Tue May 08, 2012 1:16 am

I have some several reports regarding some vibrant textures.

The first report concerns visible seams on textures.

Is it possible that the vibrant textures depicted in the screenies could be causing them? For your reference: http://img820.imageshack.us/img820/6648/screenshot8jq.jpg, http://img202.imageshack.us/img202/7444/screenshot11wz.jpg, http://img709.imageshack.us/img709/6054/screenshot13ah.jpg

The second report concerns some textures that IMO are not as vibrant as the others.

On this http://img806.imageshack.us/img806/424/screenshot14e.jpg, the wood texture on the right is not as detailed as compared to the center and left, but could the three still be sharpened up a little or perhaps are they stretched when displayed?

This http://img843.imageshack.us/img843/8291/screenshot15tz.jpg shows that the stone texture on the stairs is not as detailed as the others. Perhaps this is by design? Also, as I only forgot to take a picture, that same stone texture is used on several ceilings of the Rosethorn Hall (My Skingrad Manor), still by design too?

http://img4.imageshack.us/img4/9364/screenshot16yy.jpg is one of the Skingrad city gates, showing blurry metal texture whereas the other textures in the same picture are sharper.

There are other areas that show some blurry textures, and I can provide some screenies for them as needed.
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Richard Dixon
 
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Post » Mon May 07, 2012 3:23 pm

I have some several reports regarding some vibrant textures.

Hey!

The first report concerns visible seams on textures.

Is it possible that the vibrant textures depicted in the screenies could be causing them? For your reference: http://img820.imageshack.us/img820/6648/screenshot8jq.jpg, http://img202.imageshack.us/img202/7444/screenshot11wz.jpg, http://img709.imageshack.us/img709/6054/screenshot13ah.jpg
I'm not sure what's causing this.

The second report concerns some textures that IMO are not as vibrant as the others.

On this http://img806.imageshack.us/img806/424/screenshot14e.jpg, the wood texture on the right is not as detailed as compared to the center and left, but could the three still be sharpened up a little or perhaps are they stretched when displayed?

This http://img843.imageshack.us/img843/8291/screenshot15tz.jpg shows that the stone texture on the stairs is not as detailed as the others. Perhaps this is by design? Also, as I only forgot to take a picture, that same stone texture is used on several ceilings of the Rosethorn Hall (My Skingrad Manor), still by design too?

http://img4.imageshack.us/img4/9364/screenshot16yy.jpg is one of the Skingrad city gates, showing blurry metal texture whereas the other textures in the same picture are sharper.

There are other areas that show some blurry textures, and I can provide some screenies for them as needed.

These are all UV map problems. They are not caused by Vibrant Textures but by the mesh the texture is placed upon. Because of this, no matter what texture pack you use, if it doesn't correct these mapping errors, then it will appear the same.

Hope this clarifies some issues.

Cheers!

cc
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Angelina Mayo
 
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Post » Tue May 08, 2012 1:31 am

Thank you crimson.cosmos for providing some insights.

I'm not sure what's causing this.
Hmm. They aren't game-breaking glitches, but I was just wondering if there's something that can be done about those.

These are all UV map problems. They are not caused by Vibrant Textures but by the mesh the texture is placed upon. Because of this, no matter what texture pack you use, if it doesn't correct these mapping errors, then it will appear the same.
I'm not really versed in graphic modelling. Perhaps that is the case, unless Corepc has a different say otherwise. :smile: Because they might be caused by the underlying mesh, to follow up on my report, could it have something to do with PyFFI? I have recently PyFFI-ed the vanilla meshes with 2.1.6.
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Monika Krzyzak
 
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Post » Tue May 08, 2012 12:34 am

Is it possible that the vibrant textures depicted in the screenies could be causing them? For your reference: http://img820.imageshack.us/img820/6648/screenshot8jq.jpg, http://img202.imageshack.us/img202/7444/screenshot11wz.jpg, http://img709.imageshack.us/img709/6054/screenshot13ah.jpg

Those appear to be separations between the meshes, not issues with the textures themselves. Is your game running the UOP?
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Penny Wills
 
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Post » Mon May 07, 2012 5:19 pm

Those appear to be separations between the meshes, not issues with the textures themselves. Is your game running the UOP?
Yes I have UOPS on top of UOP 3.2.0. Also, while still on UOP, is it fine to re-PyFFI meshes that are already optimized? UOP 3.2.0 was released more than two years ago, and I'm wondering if there would be no conflict to re-PyFFI its meshes anew.
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tiffany Royal
 
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Post » Mon May 07, 2012 4:17 pm

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
Updating on signs that did not get vibrant treatment, it seems http://img833.imageshack.us/img833/2574/screenshot23jg.jpg too didn't get any treatment at all, so it looks like the Anvil sign. Regarding the Leyawiin sign, indeed it only got one filter pass upon close inspection, also shown in the screenshot I provided.

EDIT: Along with Leyawiin sign post, the Imperial city sign post too only got one pass filter.
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Joe Alvarado
 
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Post » Mon May 07, 2012 5:51 pm

Those are Imperial Government workers painting those signs, what do you expect? :)
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Dan Stevens
 
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Post » Tue May 08, 2012 1:29 am

I have some several reports regarding some vibrant textures.

The first report concerns visible seams on textures.

Is it possible that the vibrant textures depicted in the screenies could be causing them? For your reference: http://img820.imageshack.us/img820/6648/screenshot8jq.jpg, http://img202.imageshack.us/img202/7444/screenshot11wz.jpg, http://img709.imageshack.us/img709/6054/screenshot13ah.jpg


Looks like they could be missing the alpha channel detail or the texture's do not match closely with normal itself will take a look at the Wood Textures..Else mesh related has stated..

Sorry been away getting my new machine up and running and learning windows 7 and getting everything reinstalled..

Spoiler


------------------
System Information
------------------
Time of this report: 2/15/2011, 08:38:25
Machine name: QUADCOREPC
Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7600) (7600.win7_gdr.101026-1503)
Language: English (Regional Setting: English)
System Manufacturer: Hewlett-Packard
System Model: p6754y
BIOS: BIOS Date: 09/07/10 08:41:32 Ver: 6.04
Processor: AMD Athlon™ II X4 640 Processor (4 CPUs), ~3.0GHz
Memory: 4096MB RAM
Available OS Memory: 4096MB RAM
Page File: 1500MB used, 6688MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11

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Channing
 
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Post » Mon May 07, 2012 10:49 am

Looks like they could be missing the alpha channel detail or the texture's do not match closely with normal itself will take a look at the Wood Textures..Else mesh related has stated..

Sorry been away getting my new machine up and running and learning windows 7 and getting everything reinstalled..

Spoiler


------------------
System Information
------------------
Time of this report: 2/15/2011, 08:38:25
Machine name: QUADCOREPC
Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7600) (7600.win7_gdr.101026-1503)
Language: English (Regional Setting: English)
System Manufacturer: Hewlett-Packard
System Model: p6754y
BIOS: BIOS Date: 09/07/10 08:41:32 Ver: 6.04
Processor: AMD Athlon™ II X4 640 Processor (4 CPUs), ~3.0GHz
Memory: 4096MB RAM
Available OS Memory: 4096MB RAM
Page File: 1500MB used, 6688MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11


Nice PC. So you should be cranking out the mods superfast now! :)
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Jack Moves
 
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Post » Mon May 07, 2012 10:29 pm

So you'll go by the name QuadcorePC from now? :)
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SUck MYdIck
 
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Post » Mon May 07, 2012 5:02 pm

So you'll go by the name QuadcorePC from now? :)
:rofl: That made my day! :lol:
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Lou
 
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Post » Tue May 08, 2012 12:43 am

Nice PC. So you should be cranking out the mods superfast now! :)

Well that depends on what type of mod they are

Has some of my tools that I used no longer work under Windows Seven 64bit, UAC..like DDS Convertor 2.1 which I used heavliy to Batch convert DDS images it no longer work's correclty, all images are locked and cannot be opened or edited even if run under Admin Account. It is either a UAC Issue or Something with how the program work itself that prevent it form working anymore, or it just may not work with Windows Seven 64 Bit.

I will have to resort to using Photopshop Batch Processing which is like 4 or 5 times has slow has DDS Convertor was in order to batch process textures now..Sigh Joys of New Operating System having find software that work's ..

So you'll go by the name QuadcorePC from now? :)


:rofl: That made my day! :lol:

No that is reseverd for the Computer itself - QuadCorePc -

Plus I really do not want to have to Rebuild all those star's under my name..I am almost caught up to Buddah who has 17,961 post, Me 17,175 post..only 800+ more ..
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Dean Ashcroft
 
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Post » Mon May 07, 2012 12:58 pm

Plus I really do not want to have to Rebuild all those star's under my name..I am almost caught up to Buddah who has 17,961 post, Me 17,175 post..only 800+ more ..
I wouldn't want to start that over either! :ahhh: Anyways, I've derailed a thread enough today. ^_^
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Emzy Baby!
 
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Post » Mon May 07, 2012 5:28 pm

Has some of my tools that I used no longer work under Windows Seven 64bit, UAC..like DDS Convertor 2.1 which I used heavliy to Batch convert DDS images it no longer work's correclty, all images are locked and cannot be opened or edited even if run under Admin Account. It is either a UAC Issue or Something with how the program work itself that prevent it form working anymore, or it just may not work with Windows Seven 64 Bit.

CorePC could it be a file permissions problem - I remember during testing various versions of the Wrye Bash beta installer between win 7 and win XP machines and multiple users, the files I wanted to manipulate were awkward when they had been copied via a drive with ntfs ....

Solution for me found here - http://support.microsoft.com/kb/162786

acls can cause problems even for full admin accounts.
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maria Dwyer
 
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Post » Tue May 08, 2012 12:25 am

CorePC could it be a file permissions problem - I remember during testing various versions of the Wrye Bash beta installer between win 7 and win XP machines and multiple users, the files I wanted to manipulate were awkward when they had been copied via a drive with ntfs ....

Solution for me found here - http://support.microsoft.com/kb/162786

well it could be a permisson problem has not only DDS Convertor not wanting to work, but,

also Oblivion Mod Manager any file that is created has a omod and then extract to c:\bethesda\oblivion\data\ has a file lock symbol on it...Permission Problem for Sure has some of my Files say Adminstrator and other's say QuarCorepc/Corepc on them..What I have to do is extract the omod and then install it manually over everything..What a pain in ass to do..Because I about to do RAEVWD , AWLS, ..ughh..

May have to pull out my 250gb and Reinstall Good old Trusy Xp on it just for Oblivion and Modding and Let Window Seven do all the DX10 Games..
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Luis Longoria
 
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Post » Mon May 07, 2012 11:07 pm

thought it might be worth looking into, give it a study anyway before firing up an administrator command line, especially be careful with wildcards if you intend hitting a batch of files :)
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David Chambers
 
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Post » Mon May 07, 2012 5:55 pm

thought it might be worth looking into, give it a study anyway before firing up an administrator command line, especially be careful with wildcards if you intend hitting a batch of files :)

If I go to properties on each file and then details tab and select remove Properties and Personal Information and the select option to make a copy it fixes the problem, okay for just a few files, but, for a batch no way. Because I would have to end up renaming them..

.Maybe I should just turn off UAC and see if that fixes the problem and disconnect from the net etc..and see if that get's around the problem..

messing around with command cacls is not something that I want to do..
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Ben sutton
 
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Post » Tue May 08, 2012 12:09 am

And BAIN saves the day :goodjob:

problem solved just have to install everything with BAIN now :biggrin:
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Guy Pearce
 
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Post » Mon May 07, 2012 7:19 pm

oh yes, theres that too :whistling: :facepalm:

Sorry I forgot about its recent capabilities. Now that your using it, could this possibly prompt bain wizards for Vibrant? Personally I just use http://www.bild.me/bild.php?file=6948875Untitled.jpg as sub-packages in one bain, but I know you provide greater flexibility in your omod scripts for the individual packages and finer control for users installing it that way.
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Damian Parsons
 
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Post » Mon May 07, 2012 6:09 pm

And BAIN saves the day :goodjob:

problem solved just have to install everything with BAIN now :biggrin:

Corepc:

I do not use UAC. It is a nice feature for those who don't know about computers or security, but it is a pain in the you know what for those who do. As long as you have a good firewall, turn off file and print sharing, and know what to do and not to do, you should be OK and not have problems.

As for internet, I only browse in a virtual machine, NEVER using my PC OS.

VMplayer is FREE and I use it exclusively for browsing. Easy to transfer downloads to PC OS. If anything gets messed up I just recopy the base image. Safest way to browse the Internet. Also, great for having OB on it to test installs and such without messing your basic install.
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Jade Muggeridge
 
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Post » Mon May 07, 2012 9:37 pm

oh yes, theres that too :whistling: :facepalm:

I will most likely keep things like this for Future Release for BAIN/Obmm Install..

Spoiler


Zip for Oblivion

Core - Readme
Arch
Clutter
Dungeons
effects
Dungeons
Oblivion
Oblivion Gate
Plants
Rocks
Tree
Wood

Should be almost 300mg..

If over that I will move Landscape, Plants, Trees texture into one Zip

Or move Architecture into One Zip by Itself with Choices

Zip for SI Content follwing Same Above but much smaller of course so one zip

Zip for Weather

That is my plan

LOD (will have choice of normal or 2048 Version) will be seperate

And will include omod conversion if possible


Corepc
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emily grieve
 
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Post » Mon May 07, 2012 5:37 pm

Looks like a good plan, with 3 or 4 files being both BAIN and OMOD ready and giving the users choice where it may be required looks really nice. The one I put together with all of your files using 7-zip default settings is 437mb (and thats with a bit of duplication going on because the last sub-package included in there is the 1.6 update, I have not weeded out the individual files which that overwrites), so your finalised split should collectively not only be smaller but more manageable for updating too.
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Cartoon
 
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