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NoxyGame

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    Germany
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    Baldur's Gate 1&2

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  1. Hey thc002, I've also whondered about a good AA solution for Skyrim especially for transparency AA and did some FullScene Sparse Grid SSAA tests myself. 4xMSAA + 4xSGSSAA with a little higher negative LOD has a good visual quality, but costs some more GPU performance and a bit more VRAM, with your gfx card you might drop below your display refresh rate (Vsync on, of course) and experience little stuttering because of a non constant framerate. The 4x config will pretty much reduce any flickering of moving objects... you'll notice it during loading screens when the objects are zoomed and and if they have transparency or specular glossiness. *Note* I did some more testing today. Make sure to ENHANCE the AA setting... otherwise you'll lose performance and gain no benefit from doing it with override! */Note* But if you want to trade some performance for visual quality you could set forced vsync to 1/2. This way you might stay on a steady 30 fps and you could run the 8x config or the 4x config and even enable Ambient Occlusion but don't choose the Performance setting.. you'll experience shadow/shader flickering from bushes as you walk by... so choose Quality instead... with AO enabled the game itself looks a little better speaking of more realistic. Here's a screenshot of the config window for 4x config with half vsync rate http://aes-autopflege.de/tmp/NV_insp_config_4xSGSSAA.png You might want to test 2xMSAA + 2xSGSSAA with a neg. LOD of -0.375 or -0.250 if you're not satisfied with the performance. Don't forget the C1 bit in the AA compatibility setting. I've seen some other posts where 10C1 or 12C1 is recommended... this needs a deeper look at... because Diablo 3 for example has 12C1 and SGSSAA works pretty good there too. I've also added 2 ingame screenshots showing the difference between 2x and 4x in detail. But the real difference can be seen with moving objects that have transparency like the needles of the trees. Less flickering and very fine details! Greetings Noxy
  2. Left/Right-Strafing properly added to the Skyship script to ensure better parking
  3. LocalRotation 2 GlobalRotation of multipe axis is now working for the cannon mod
  4. The glasses are from ahirus_glasses

    http://oblivion.nexusmods.com/mods/34079

    mfg Noxy

  5. wait whered you get that glasses mod ;D i was thinking of making one of those with overlays for sunglasses
  6. Just letting you know that the release is about to happen soon. (somehow people think I'm talking chinese when I say that The Asteria can fly :happy: ) New Teaser Video released, take a look and tell me what you think. Havoked Versions work too as seen in the end of the teaser and a lot of more nice features to come in later versions. :thumbsup: (maybe I should record a havoked fight in the air or on the sea, arrrrrrr pirates!) (or maybe I should include some more nudity, those mods seem to be more interesting than a fully flyable airship :confused: ) http://www.youtube.com/watch?v=a5BsDa-7dfE mfg Noxy
  7. Okay it looks like it's getting better and better :thumbsup: go get your own opinion by watching this new teaser! http://www.youtube.com/watch?v=6vFxEaN_5oI there's less stuttering when not recording with fraps... mfg Noxy
  8. Well guess what... that has been the initial idea but then you have to recalculate the angle and the position corresponding to the ship or the marker, otherwise you'll end up having activators that might be moving with the ship but the position and direction will be facing the wrong position/angle... think of it like you'll have a lever on the left, you stand in the middle and there's a lever to your right, now when they all fly the same way and u make a turn by 180 degree, the leftmost lever will then be the rightmost and vice versa... you see what i mean? you should also remember that there will be more than just one lever that you as a player ingame will have to activate, forward, barkward, up, down, left, right.... so that's the point why iskeypressed will make it easier to implement and easier to control by the player at least it would be acutally enjoyable if i had dual cast for forward, backward, then switch the magicspells via hotkey to left, right and doing all that while standing or running around fighting against pirates and dragons on the ship and not having to run to levers while we're sailing at full speed :pirate: mfg Noxy
  9. Been some time the last time i've been around here... but... it looks like i found something useful that works with papyrus :thumbsup: Here is my first teaser with some new Skyrim video footage and something from what i had already done in Oblivion. There's still a lot of stuff that needs to be done and i really need the iskeypressed functions from SKSE or someone who was already able to get something similiar working but with using magic casts to get papyrus to work with properties... Enjoy! http://www.youtube.com/watch?v=5-BH1usby1Q
  10. you can already... no mod necessary... Works flawless when the object you want to tame isn't attacking you, otherwise you might need to block a bit and put your weapons back until the fighting script accepts your surrender. code is always the same... open console click the object, the make it the calling instance/reference and type just these 3 commands ssq 750ba forcerefintoalias animal setplayerteammate 1 and btw there's also a mod that let's you summon the desired monster/animal via rings http://www.skyrimnexus.com/downloads/file.php?id=4034 Greetings Noxy
  11. Allright new version has just been released, tell me how you like the new physics, this could/would become a key-concept feature towards the skyrim airships the COBL dependencies have also been removed, some people seem to struggle a little bit with it and other mods http://www.tesnexus.com/downloads/file.php?id=40959 Enjoy :thumbsup:
  12. The 3D Ship models were done by orillionbeta, found here http://www.turbosquid.com/Search/Artists/orillionbeta Stumbled upon his page via google, he seems to release some good models for free, credits to him :thumbsup: Okay back to topic, I just finished the first importent upgrading of the steering physics of the Dwemer Skyship v2 The Bugs still remain, but I already tested a lot of other nice features with Side's Sailing Ships which seem to behave a lot better than the Dwemer Skyship ( I can already walk on deck while steering the ship at the same time, awesome fun looking down while anything rushes aside at the ground :thumbsup: flying dutchman with sails in the air, awesome) http://www.tesnexus.com/downloads/file.php?id=40959 ( I gave credits to the authors that worked on it before and set it to hidden, in case of testing atm, hope you can download and test it, i might add a savegame if you don't want to go trough the questline ) I'm forward looking to your comments how you like the new steering as a base concept for the skyrim airships/zeppelins
  13. Well you can already support me :thumbsup: Steering/Movement has been adjusted to feel more realistic(slow but heavy into any direction), wanna test it? And you can walk on the deck while steering to any axis, well sometimes it's possible to fall trough the deck, but you get ported back to the deck within a second without taking damage and continue steering :rolleyes: (happens a lot when interacting with stairs while rising your height) Next Step will be to get rid of the collision rat/objects which need a proper Z adjusting aswell(currently floating above the water surface), so crashing into rocks will be possible^^ Can't wait to get my hands on the new CS :happy:
  14. Exactly this :rolleyes: and to prove that I'm seriously not trolling here you got a short part of the modified acceleration script if ( DSStage == 3) player.resetfalldamagetimer disableplayercontrols set movementscale to 40 if ( isKeyPressed 16 ) ;go up (shift) set zacceleration to DSPower/70 elseif ( isKeyPressed 17 ) ;go down (ctrl) set zacceleration to -3 else set zacceleration to 0 endif if ( isKeyPressed 65 ) ;turnleft (a) set angle to ( angle - 5 * t_it * t_it * 100 ) set t_it to t_it + t_it * t + 0.005*t if ( t_it > 0.02 ) set t_it to 0.02 endif elseif ( isKeyPressed 68 ) ;turnright (d ) set angle to ( angle + 5 * t_it * t_it * 100 ) set t_it to t_it + t_it * t + 0.005*t if ( t_it > 0.02 ) set t_it to 0.02 endif else set t_it to 0 endif if ( isKeyPressed 87 ) ;go forth (w) set airshipacceleration to DSPower/20 elseif ( isKeyPressed 83 ) ;go back (s) set airshipacceleration to -DSPower/25 else set airshipacceleration to 0 endif set airshipspeed to airshipspeed + (airshipacceleration) * t ;ve=va+a*t set airshipspeed to airshipspeed - airshipspeed *0.10*t ;slowly breaking to zero, wind set airshipway to (airshipspeed * t + (airshipacceleration/2) * t * t)*movementscale ;movement: s=va*t + a/2 * t^2 set zspeed to zspeed + (zacceleration) * t ;ve=va+a*t set zspeed to zspeed - zspeed *0.15*t ;slowly breaking to zero, wind set zway to (zspeed * t + (zacceleration/2) * t * t)*movementscale ;movement: s=va*t + a/2 * t^2 u see, serious business going on I guess I'll be able to reuse most of the work now for skyrim CS later :thumbsup: ...currently working on the angle steering...
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