HR texture pack out.. Can we get some screenshots? (stuck at

Post » Sat Jun 09, 2012 11:00 pm

Thats not how it works.
That's how it works: http://pix.toile-libre.org/upload/original/1328647139.jpg
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Margarita Diaz
 
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Post » Sat Jun 09, 2012 3:59 pm

Zenkmander, can you make a screenshots of the graveyard in Windhelm? The tombs there are (were?) awful.

Here you go.

BEFORE:
http://i.imgur.com/ntzeQ.jpg

AFTER:
http://i.imgur.com/Ab4Lh.jpg
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Stephani Silva
 
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Post » Sat Jun 09, 2012 8:06 pm

3rd person screenshots in Windhelm's White Phial. Graveyard shots coming soon.

BEFORE:
http://i.imgur.com/4S1JR.jpg

AFTER:
http://i.imgur.com/NyNYw.jpg
The wood textures have certainly improved! And thanks for going after that graveyard. Appreciate it.
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WYatt REed
 
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Post » Sun Jun 10, 2012 12:33 am

Here you go.

BEFORE:
http://i.imgur.com/ntzeQ.jpg

AFTER:
http://i.imgur.com/Ab4Lh.jpg
Nice. It's definitely not HD, far from... but it's a pretty big improvement over the otherwise super blurry ones.
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Eibe Novy
 
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Post » Sat Jun 09, 2012 5:49 pm

Here you go.

BEFORE:
http://i.imgur.com/ntzeQ.jpg

AFTER:
http://i.imgur.com/Ab4Lh.jpg
Thanks. The tombs look a bit better now. But the water/mud still looks blocky/pixelated though... :(
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glot
 
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Post » Sat Jun 09, 2012 9:14 pm

Here you go.

BEFORE:
http://i.imgur.com/ntzeQ.jpg

AFTER:
http://i.imgur.com/Ab4Lh.jpg

here its a drastically lighting change aswell... hmmm

in overall, nice update.. but getting close to the textures, still looks awfull
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u gone see
 
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Post » Sat Jun 09, 2012 10:55 pm

What does that mean exactly? One of these 2 mods are not taking effect anymore until they get updated or the effect it′s just different because of the new resolutions?

The normal maps are the textures hidden under the textures that add detail to the models to give them proper surface texture materials. Like the grains in the wood for example or if you look at the cracks etc in the brickwork in that earlier picture. These maps require the origonal high polygon models to create, some of the models will be in the millions of polygon bracket and most PCs would cry, piss thier pants, then fall over dead if they had to produce a scene with all the models unoptimised in it.
The Normal maps can give detail to lower polygon models to reduce the load.
Like in a shooter game for example a gun barrel can obviously have hexagonal model (lower poly) but the surface itself looks completly rounded, you can only see the model is hexagonal by looking right at the end of the barrel though.
These normal maps are created, baked is the process name, from the origonal high polygon models and then used on the low polygon models.

Hope that helps.
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Taylor Tifany
 
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Post » Sat Jun 09, 2012 6:20 pm

Guys. The vanilla textures were terrible, worse as they had to be. But the high res textures are more detailed, not sharper, more detailed and not blurred at all. And that makes a big difference I think.
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Alexandra Louise Taylor
 
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Post » Sun Jun 10, 2012 2:29 am

Urgh that word again, HD.

The textures are massively improved.
Cheers beth.
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Marguerite Dabrin
 
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Post » Sat Jun 09, 2012 4:28 pm

Enprox, they ARE sharper. 1024x1024 instead of 512x512 is my guess? Texture modders, am I right?
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Gemma Woods Illustration
 
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Post » Sat Jun 09, 2012 3:56 pm

They look like double resolution yes, for the textures that need it.
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Melis Hristina
 
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Post » Sat Jun 09, 2012 11:25 pm

The normal maps are the textures hidden under the textures that add detail to the models to give them proper surface texture materials. Like the grains in the wood for example or if you look at the cracks etc in the brickwork in that earlier picture. These maps require the origonal high polygon models to create, some of the models will be in the millions of polygon bracket and most PCs would cry, piss thier pants, then fall over dead if they had to produce a scene with all the models unoptimised in it.
The Normal maps can give detail to lower polygon models to reduce the load.
Like in a shooter game for example a gun barrel can obviously have hexagonal model (lower poly) but the surface itself looks completly rounded, you can only see the model is hexagonal by looking right at the end of the barrel though.
These normal maps are created, baked is the process name, from the origonal high polygon models and then used on the low polygon models.

Hope that helps.

thanks....But how light gets affected by this?
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Ann Church
 
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Post » Sat Jun 09, 2012 6:19 pm

thanks....But how light gets affected by this?

Thats the only thing a normal map effects. It effects how light falls on a surface to 'fake' polygons.
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Christina Trayler
 
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Post » Sun Jun 10, 2012 4:28 am

thanks....But how light gets affected by this?

Because it's the normal model which defines how light interacts with the object in question. As the man said, it's the polygon model that defines the object's shape, and the original high-polygon model is used to generate a normal map or normal model. Then they generate a lower-count polygon model which is easy to render, while retaining the high-detail normal model, and allow light effects to make the low-polygon count poly model look higher-detail than it really is.
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Ana
 
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Post » Sat Jun 09, 2012 1:54 pm

They fixed all the crappy low res equipment.

http://img.photobucket.com/albums/v681/Reise/highres.jpg
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cutiecute
 
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Post » Sun Jun 10, 2012 4:12 am

Wasn't Doom 3 the first game that used this technique?
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Iain Lamb
 
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Post » Sun Jun 10, 2012 5:25 am

I can confirm that the Bethesda HD texture pack improves on the default textures, but I can also confirm that the available HD texture mods are still far superior to the Bethesda pack. I also want to note that the large texture pack mods will not appear in the steam workshop since they are over 1GB in size; you'll have to get them from the Nexus or elsewhere.
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Taylor Tifany
 
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Post » Sat Jun 09, 2012 3:38 pm

This HD Texture pack is meh!
But that's much worse is how it also disables all other texture mods!
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Jonathan Windmon
 
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Post » Sun Jun 10, 2012 12:47 am

They fixed all the crappy low res equipment.

http://img.photobucket.com/albums/v681/Reise/highres.jpg

Looks fantastic, I cant wait :D
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Emily Graham
 
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Post » Sun Jun 10, 2012 1:21 am

They fixed all the crappy low res equipment.

http://img.photobucket.com/albums/v681/Reise/highres.jpg
Wow, was it really that bad? Are you sure you didn't use the low-res textures setting on the right?
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Adam
 
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Post » Sun Jun 10, 2012 1:48 am

This HD Texture pack is meh!
But that's much worse is how it also disables all other texture mods!
Really?? My landscape texture mod seems to work fine even now with the hires textures...
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Lakyn Ellery
 
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Post » Sun Jun 10, 2012 4:23 am

So now the question is whether Bethesda's HD texture pack is better looking than the HD textures mod...

And that is my question
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Nuno Castro
 
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Post » Sat Jun 09, 2012 5:19 pm

Well my PC won`t be screaming then. But I never get excited over graphics anyway. They looked good enough and I said so before release, but I`ll keep them.
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Mackenzie
 
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Post » Sat Jun 09, 2012 6:50 pm

I can also confirm that the available HD texture mods are still far superior to the Bethesda pack.

Terrain textures maybe.

http://img.photobucket.com/albums/v681/Reise/2012-02-07_00025.jpg

http://img.photobucket.com/albums/v681/Reise/TESV2012-02-0714-59-57-94.jpg - This one has a minor sharpen filter mod active.

Even a lot of building textures are improved.

Wow, was it really that bad? Are you sure you didn't use the low-res textures setting on the right?

No that's the highest it goes on vanilla. That was one of the problem textures the game had. Several other clothing textures were like that.
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Cayal
 
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Post » Sat Jun 09, 2012 11:18 pm

The normal maps are the textures hidden under the textures that add detail to the models to give them proper surface texture materials. Like the grains in the wood for example or if you look at the cracks etc in the brickwork in that earlier picture. These maps require the origonal high polygon models to create,

No they dont, it can help though (baking is usually used for faces), but it really just needs a hi-res texture and you create the normal map from it.
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Gemma Flanagan
 
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