AaGeOn's HQ Texture Pack - WiP - Part 2

Post » Fri May 18, 2012 11:11 pm

So when this comes out, will I be able to use it instead of all the various ones that have been released (Whiterun, HQ Water, Vurts Flora Overhaul, etc.) or will this work with them?

You could always pick the textures that you prefer from each pack.
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Tom
 
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Post » Fri May 18, 2012 3:47 pm

I like the look of your work, but I think I'll be holding off until the promised performance patch comes out; I've got a decent machine, but the game's already sluggish enough as is.
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Everardo Montano
 
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Post » Sat May 19, 2012 1:37 am

Hey AaGeOn!
It's XSSheep from the minecraft forums, not sure if you would recognise me or not... Anyway, this is looking really good and I'll certainly try it out at least. I'm looking forward to it!

PS: Never knew you made texture packs for more... 'proper' 3D games either... Nice surprise. :P

I do remember you ;) Well minecraft wasn't my first modding project. I worked on textures/mods for Moh:aa, Quake 3, Sof II, UT99 , UT2k4, Doom 3, ..
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JaNnatul Naimah
 
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Post » Fri May 18, 2012 1:39 pm

I await updates to this as I would wait for updates on a YouTube channel. I am excited every time I see a new update. Keep up the great work!
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Michelle Serenity Boss
 
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Post » Fri May 18, 2012 1:28 pm

More updates this weekend :) after that the first Landscape Preview release will be launched :)
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Stay-C
 
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Post » Fri May 18, 2012 12:03 pm

AaGeOn, very nice. tnx for that :)
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Keeley Stevens
 
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Post » Fri May 18, 2012 7:55 pm

Lovin' it so far. Any word on when we can have the first version to test with?
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Hella Beast
 
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Post » Fri May 18, 2012 6:17 pm

21/11 Update 2-3 (added more screens) :
http://i148.photobucket.com/albums/s5/AaGeOn/snowtest2.jpg --> I didn't like the original at all, so it's a bit different. :)

Hey again,

I think the water looks brilliant in motion nice and subtle movements like it ought to be, vanilla was way too turbulent.

I like the less crazy footprints in the quoted picture, however wouldn't most footprints be facing forwards/backwards rather than circular? Or do you have no idea which way the texture will be rotated ingame?
Also, what about the occasional hoofprint maybe?

Loving your work, instant download when you're ready to release :D
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clelia vega
 
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Post » Fri May 18, 2012 5:07 pm

Gotta say, out of all the texture packs that I've seen out there so far, this one looks the best to me. Can't wait to see this thing released :thumbsup: .
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KiiSsez jdgaf Benzler
 
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Post » Fri May 18, 2012 4:14 pm

I do like the new tree from 21st. I can't tell much from the snow though. It does seem a bit more bumpy, and everything just less dense than before. The water does look much nicer and high quality.
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Nicholas C
 
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Post » Fri May 18, 2012 12:36 pm

This looks great, I'm really looking forward to it :D
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Daddy Cool!
 
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Post » Fri May 18, 2012 11:32 am

@AaGeOn Great work man.

I also want to add a note of caution in regards to to VRAM usage. (eg if skyrim + your texture pack requires more VRAM than a users video card has onboard then that user will get stuttering, lag and potentially crashes. Basically a all round frustrating play experience. )

Please keep in mind that the majority of users will have about 1gb of total vram on their cards. Some may have under 1gb and others up to 2gb.

So would suggest the goal should be to achieve a texture pack that keeps total VRAM under 1gb while using ultra settings. This should allow the majority of mid-high end pcs to run it well and thus ensure adoption of your pack as the standard for skyrim. (also consider that many users will also want to be wearing modded armor which will also be high res)

just some food for thought. (which you may have already considered)
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Guy Pearce
 
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Post » Fri May 18, 2012 12:36 pm

Agreed Leaping-Lizard, I'm only 1gb here.
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Ashley Clifft
 
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Post » Fri May 18, 2012 5:38 pm

@AaGeOn Great work man.

I also want to add a note of caution in regards to to VRAM usage. (eg if skyrim + your texture pack requires more VRAM than a users video card has onboard then that user will get stuttering, lag and potentially crashes. Basically a all round frustrating play experience. )

Please keep in mind that the majority of users will have about 1gb of total vram on their cards. Some may have under 1gb and others up to 2gb.

So would suggest the goal should be to achieve a texture pack that keeps total VRAM under 1gb while using ultra settings. This should allow the majority of mid-high end pcs to run it well and thus ensure adoption of your pack as the standard for skyrim. (also consider that many users will also want to be wearing modded armor which will also be high res)

just some food for thought. (which you may have already considered)

Indeed I'm keeping an eye on it, I've bought an 560ti 1gb just for this purpose. :)
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Veronica Martinez
 
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Post » Fri May 18, 2012 7:42 pm

you should release what you have thus far, and just make big updates
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Ross Thomas
 
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Post » Fri May 18, 2012 11:35 pm

you should release what you have thus far, and just make big updates

I disagree, releasing something that's not up to my standard of quality wouldn't make a great impression. The first landscape only test release will be in a few days and will closely resemble the finished/Polished version.
After each part of textures (landscape, indoor, ...) are done, I will release a test/preview release of it.
After everything had a preview release the bugs + polishing the textures will begin and eventually end up with a full release.
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Iain Lamb
 
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Post » Fri May 18, 2012 7:17 pm

@AaGeOn Great work man.

I also want to add a note of caution in regards to to VRAM usage. (eg if skyrim + your texture pack requires more VRAM than a users video card has onboard then that user will get stuttering, lag and potentially crashes. Basically a all round frustrating play experience. )

Please keep in mind that the majority of users will have about 1gb of total vram on their cards. Some may have under 1gb and others up to 2gb.

So would suggest the goal should be to achieve a texture pack that keeps total VRAM under 1gb while using ultra settings. This should allow the majority of mid-high end pcs to run it well and thus ensure adoption of your pack as the standard for skyrim. (also consider that many users will also want to be wearing modded armor which will also be high res)

just some food for thought. (which you may have already considered)
I imagine AaGeOn will do something similar to QTP3? Allowing full detail for those of us with a lot of VRAM, and creating reduced versions of his textures for those with less.

I know other modders reduced Qarl's packs rather than Qarl himself, but my point is that it's a lot easier to reduce texture pack sizes for cards with 1GB VRAM or less, than it is to create whole new ones for users with more. 1GB VRAM might be the standard right now, but Skyrim will be lasting us for 5 years. Future proofing needs to be kept in mind, so restricting texture packs for today's standards probably isn't the best idea. Aim for quality, see how that works out, and if reduced versions of textures are needed to keep VRAM usage below 1GB, then create optional versions for that reason.

Those are my thoughts on the matter anyway. But then, I have 2GB of VRAM, so perhaps I'm biased? Not sure. I would have thought future-proofing for a TES game would be a key factor to consider.

What's your thoughts on this AaGeOn?
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SiLa
 
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Post » Fri May 18, 2012 11:47 am

I imagine AaGeOn will do something similar to QTP3? Allowing full detail for those of us with a lot of VRAM, and creating reduced versions of his textures for those with less.

I know other modders reduced Qarl's packs rather than Qarl himself, but my point is that it's a lot easier to reduce texture pack sizes for cards with 1GB VRAM or less, than it is to create whole new ones for users with more. 1GB VRAM might be the standard right now, but Skyrim will be lasting us for 5 years. Future proofing needs to be kept in mind, so restricting texture packs for today's standards probably isn't the best idea. Aim for quality, see how that works out, and if reduced versions of textures are needed to keep VRAM usage below 1GB, then create optional versions for that reason.

Those are my thoughts on the matter anyway. But then, I have 2GB of VRAM, so perhaps I'm biased? Not sure. I would have thought future-proofing for a TES game would be a key factor to consider.

What's your thoughts on this AaGeOn?

Well I run a 590 with 3gb of ram and bought to see if a 560ti with 1gb could run it, at this point it does the job; but I won't back down if it's to much. It'll be an enthusiasts texture pack with no restrictions.
But like I said I also use 1024x textures for parts that don't need more pixels too look sharp.
I see textures packs with only 2048x textures and is imo just [censored]. :P
My textures will vary from 1024x - 8192x.
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Micah Judaeah
 
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Post » Fri May 18, 2012 8:49 pm

Well I run a 590 with 3gb of ram and bought to see if a 560 with 1gb could run it, at this point it does the job; but I won't back down if it's to much. It'll be an enthusiasts texture pack with no restrictions.
But like I said I also use 1024x textures for parts that don't need more pixels too look sharp.
I see textures packs with only 2048x textures and is imo just [censored]. :)
My textures will vary from 1024x - 8192x.
Good to hear :goodjob:

Can't wait to see more of your work either. You're doing a fantastic job, and the way you respond to C+C is really impressive, improving your textures further with every piece of feedback you get!
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Hazel Sian ogden
 
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Post » Fri May 18, 2012 5:14 pm

I was going to sell my gtx 560 ti twin frozr II 1gb T_T Looking forward for the first release!
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Mélida Brunet
 
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Post » Fri May 18, 2012 2:01 pm

My textures will vary from 1024x - 8192x.

Honestly 8192 is a daft size, nothing above 2048x2048 increases visual quality, so it'd be a waste of your own time and effort as well as game resources making textures that large :)
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Marina Leigh
 
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Post » Sat May 19, 2012 12:44 am

Honestly 8192 is a daft size, nothing above 2048x2048 increases visual quality, so it'd be a waste of your own time and effort as well as game resources making textures that large :)
What if a texture is uv'd across a reeaaalllly big area?

It also depends on what res you're playing at, in the end.
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Chloe Yarnall
 
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Post » Fri May 18, 2012 8:45 pm

What if a texture is uv'd across a reeaaalllly big area?

It also depends on what res you're playing at, in the end.

From what I've seen so far, the game would really stuggle to make use of even half that, even if it were spread across a large area.
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Jonathan Braz
 
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Post » Fri May 18, 2012 9:25 pm

I was under the impression that past a certain point the game still scaled the textures down. Maybe I was given misinformation :/
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Chloe Botham
 
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Post » Fri May 18, 2012 5:17 pm

I was under the impression that past a certain point the game still scaled the textures down. Maybe I was given misinformation :/

No it's not scaled down :)
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HARDHEAD
 
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