VRAM. A guide. Yes I know this has been asked before but ple

Post » Tue May 29, 2012 12:30 pm

Wow amazing! Do you mind telling me what programs did you use to do that? I usually use nvtools with the bat files found here (just for DXT comp., don't know if can also reduce resolution)
http://forum.worldoftanks.eu/index.php?/topic/33107-program-for-texture-resizing/

The only problem is... how to find out which textures are 2048??
Gather free software

BSAopt (now you can unzip SKyrims .bsa archives
nvidia Windows texture thumbnails (nvidia.com developer tools). This will disaply the textures as thumbnails in Windows
Windows Texture viewer - now you can double click a .dds file and it will open up in a viewer. Observe at the bottom, in the status bar, it will tell you the correct file format. DXT1, DXT5, mip maps, etc.
Paint.NET (resize image, reduce by a power of 2 (512, 1024, 2048, 256, 128, 64, etc.). Save as... . be sure to use the correct compression format (DXT1, DXT5 ... see above), use default settings for anything you don't understand. Tick the mip map box if the texture originally had it.

Those are the basics.

PUt the textures in the proper folder where Skyrim can find it (when you unzip SKyrim's .bsa archives, they will unzip in the proper folder directory structure, so use that as a guide --example: Data/Textures/architecture/whiterun/wrdoor01.dds.).

Play the game.
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casey macmillan
 
Posts: 3474
Joined: Fri Feb 09, 2007 7:37 pm

Post » Tue May 29, 2012 9:13 pm

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snip
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Thanks for this! Lots of useful info.
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Motionsharp
 
Posts: 3437
Joined: Sun Aug 06, 2006 1:33 am

Post » Wed May 30, 2012 1:07 am

Gather free software

BSAopt (now you can unzip SKyrims .bsa archives
nvidia Windows texture thumbnails (nvidia.com developer tools). This will disaply the textures as thumbnails in Windows
Windows Texture viewer - now you can double click a .dds file and it will open up in a viewer. Observe at the bottom, in the status bar, it will tell you the correct file format. DXT1, DXT5, mip maps, etc.
Paint.NET (resize image, reduce by a power of 2 (512, 1024, 2048, 256, 128, 64, etc.). Save as... . be sure to use the correct compression format (DXT1, DXT5 ... see above), use default settings for anything you don't understand. Tick the mip map box if the texture originally had it.

Those are the basics.

PUt the textures in the proper folder where Skyrim can find it (when you unzip SKyrim's .bsa archives, they will unzip in the proper folder directory structure, so use that as a guide --example: Data/Textures/architecture/whiterun/wrdoor01.dds.).

Play the game.
Thanks Virus! :biggrin:
So I have to use DXT 1 or 5 according to the original file (I suppose to avoid white alpha channel)? And what about normal maps? Never worked on them, I have to resize + compress them the same way?

There's no difference between paint.net and photoshop (with nvidia dds plugin) as resizing quality in your opinion?

Thanks and sorry for my "n00biness", skyrim textures are WAY more complicated than what I was used to work with :biggrin:
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Deon Knight
 
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Joined: Thu Sep 13, 2007 1:44 am

Post » Tue May 29, 2012 4:34 pm

One thing I've noticed is using the enhance option of AA in the NVIDIA settings seems to work better. Using 4xAA enhance application setting but keeping Skyrim's own at 4xAA seems to smooth things out.
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Louise Dennis
 
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