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Celegon

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  1. out of curiosity, I've just checked the original shield pack, and this is where the specularity issue comes from, not in the retext. As I suspected, the normal maps don't have any custom alpha channel, so these shields will have too shiny, almost oily look to them until this is corrected. I'm just saying.
  2. I would check if the normal map does have an alpha channel at all, since it's used by the game engine to filter the specularity. And if if has one, you could try darkening it.
  3. Let's agree to disagree then. :smile: I've use much more polygons than that for exteriors, and my gameplay didn't suffer, at all. I'm sure that Gauthie has made his own tests, ingame, to check if his fps took a drop or not, with his high-res meshes.
  4. Good job. I don't see any waste of polygons here, though as you said, it's subjective, or "a matter of taste" as they say. In any case, it is not really a matter of performances indeed - not for 3k polygons planes at least, even if you'd use 20 of them in a 3x3 cell area let's say. And considering that you've also made LOD meshes... well, even better. The Skyrim engine can handles this (and more, actually), and textures (and occasionally some scripts) _are_ the usual fps bottleneck much more often than the polycount. bon boulot :smile: - Celegon / aka Lone Architect on Beyond Skyrim.
  5. This should be sticked somewhere, as it would be a shame to "lose" this in the ever extending tread list of this forum.
  6. Seconded. You should add a link to this thread in your sign. I'm sure it will help a lot of prospective modders in the future.
  7. While more focused on trees, there is Carbou Gone : http://skyrim.nexusmods.com/mods/41460//? Otherwise, I may be wrong but isn't there a version of SFO with greener grass? Summer edition perhaps?
  8. If you mean someone who knows how to create a working heightmap and efficient landscape LODs, as those are rather rare and in high demand (or usually already busy working on their own project), I would suggest sharing more information about your project to increase your chances. Regards, C.
  9. I'm not entirely sure why you would need 'SF soft lighting' for these parts, but... why not. There are also some there, from your pic, that I'm not really familiar with, though I usually export statics only. Anyway, if your textures paths are correct, the shader flags might be worth checking again, especially since some imply the use of less usual texture maps than the regular diffuse/normal/glow maps, for example.
  10. Yes, I believe there is, and it may be more gentle on your performances than using distant LOD mods (not that these aren't great), or than unlocking your grid settings in skyrim.ini. Unless you start using the following trick everywhere (not recommended, of course). In the CK, right click on the object, click Edit, and in its Reference pop-up window check the "Is Full LOD" checkbox. Click OK, save your mod, and that's it. Regards, C.
  11. Considering that what has been shown is this thread is kinda just the tip of the iceberg, I'm not worried about seeing these projects achieve completion. :)
  12. Possibly, though I'm not sure that these are really wild boars per se. Besides, as odd as it may sounds, not everyone has all the DLC ;) Incidentlely it's not just the great models that interest me here, but the IA faction and behavior, rhythms etc, that are also being developed. For a hunter character concept this looks like a great addition to the game.
  13. I'm really tracking this... outstanding work it appears (and great screenshots) :)
  14. Since I'd be interested in this too... *bump*
  15. About Environment Art/Houses: Do you have some concept art/sketches of the house you'd like to have?
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