Things not making sense.
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03-20-2007, 09:49 PM,
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I also think the building have less polies then vanilla OB ones, they had an insane amount an Xbox could handle
"Why would I be bound by rules if I can see so far beyond them?"
"I think, therefore I am" - Descartes "I don't think, therefore I spam" "Do not seek to follow the footsteps of the wise, seek what they sought" "On top of the world" |
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03-20-2007, 09:57 PM,
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Quote:Originally posted by Dave_91I personally dislike the textures of the Redoran pieces, I think they look too orange, whereas the Morrowind versions were more of a yellowish/dull brown bone look, the ones we have (with all due respect to the texturers) don't really have the same impact.This begs an interesting question, what about using some high quality alternative TES3 land textures (assuming they exist)? The TES3 originals were 256x256. The TES4 textures are mostly 512x512. I would imagine (but I don't know for sure) that there are some higher quality TES3 replacement textures, such as by Qarl or by someone else, I've seen many good alternatives, but never took the time to see what res they are. It would be possible for me to use those in the lookup file used by TESAnnwyn rather than Oblivion's and re-texture the landscape in some more original looking textures. The main downside is losing 3D grass. But we could just replace the lava/sandstone rocky type textures which makes up the bulk of the interior, which would make the contrasts more subtle and the lighting darker, whilst keeping the OB grass (which modders can play around with and change later). I also think TES4 is generally more light saturated than TES3, which helps bring up the green of Cyrodiil, but for Vvardenfell it can be a bit too intense in the middle of the day, if the LOD ashlands don't have a snowy feel they look like you're going to choke in all the ash instead. Changing the sky should help (certainly changing the weather to one of the many Oblivion types does). The higher detailed LOD texture generator also helps and having more varied textures in a single area will make a big difference, though the latter won't happen until modders start moving in to those areas and re-texturing them. Btw, you'll notice that the vertex colour map is often used to outline the buildings and placed rocks, in fact the TES4 CS automatically creates vertex colour blobs if you use procedural generation to place trees. If you manually do the same at the base of your buildings (use a dark grey/black colour) and draw a line around the base of each of your buildings, that'll help them blend in to the surrounding landscape, making them look less alien to their surroundings. Those are good replicas though, nice meshes - good job. Lightwave |
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