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Skyrim Graphics Overhaul


frozunswaidon

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Agreed with Cabal that there could be a concept to drive this, and maybe something a little differentiating about this than just another re-texture project, without straying too far from the base (I'm a little bit of a vanilla purist.) My texture mods so far have been about vanilla style and colors, just higher quality, which is a theme I'll continue to work with, but there are definitely a handful of things (certain architecture? objects?) that could use a fresh base.

 

There are certain things, like Detailed Rugs that are so good, I'm not sure how one would "beat" them, but this will be an experiment.

 

Also, as outlined in my post here awhile back (http://www.reddit.com/r/skyrimmods/comments/28y7d7/some_coverage_stats_on_texture_packs_percentage/) there are 18,670 textures and normal maps in Skyrim, and obviously not all of them are important or we could spend 4 years on this, haha. Here's a breakdown.

  • VANILLA TEXTURES: 18,670
  • HI RES DLC: 14,649 (or 78.4% coverage)
  • SKYRIM 2K HD (incl. Towns, Dungeons, Landscape, Misc, Riften): 639 or 3.4% coverage
  • aMidianBorn (incl. Armors, Creatures, DB DLC, Unique Items, Weapons, Caves & Mines, Farmhouse, Solsteim Land, Whiterun 2K): 1,427 or 7.64% coverage
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Agreed with Cabal that there could be a concept to drive this, and maybe something a little differentiating about this than just another re-texture project, without straying too far from the base (I'm a little bit of a vanilla purist.) My texture mods so far have been about vanilla style and colors, just higher quality, which is a theme I'll continue to work with, but there are definitely a handful of things (certain architecture? objects?) that could use a fresh base.

 

There are certain things, like Detailed Rugs that are so good, I'm not sure how one would "beat" them, but this will be an experiment.

 

Also, as outlined in my post here awhile back (http://www.reddit.com/r/skyrimmods/comments/28y7d7/some_coverage_stats_on_texture_packs_percentage/) there are 18,670 textures and normal maps in Skyrim, and obviously not all of them are important or we could spend 4 years on this, haha. Here's a breakdown.

 

  • VANILLA TEXTURES: 18,670
  • HI RES DLC: 14,649 (or 78.4% coverage)
  • SKYRIM 2K HD (incl. Towns, Dungeons, Landscape, Misc, Riften): 639 or 3.4% coverage
  • aMidianBorn (incl. Armors, Creatures, DB DLC, Unique Items, Weapons, Caves & Mines, Farmhouse, Solsteim Land, Whiterun 2K): 1,427 or 7.64% coverage

 

Wow. Seeing those last two stats is... Staggering. That's a huge amount of work. But it also goes to show that a project like Skyrim 2k, can cover so little but still have a huge effect on the game. There are lots of tiny things that don't matter too much.

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Actually wait, I need to amend this, as those numbers are inaccurate. That was a pure Powershell count of .DDS files in the original extracted BSA, but THOUSANDS of those are generated terrain .DDS files for LOD, and generated facemorph/tint textures, and not relevant to what we are doing.

 

The true number is more like 5,000. Here is a full CSV spreadsheet with all of the textures from the vanilla game (no DLC.) This includes face tints, paint, etc.

 

https://dl.dropboxusercontent.com/u/1785058/SkyrimMods/skyrimtextures.csv

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yes ...around 4800 textures actually well visible ingame,still we should not fear the number ,many... and i mean many textures are directly related one other...

long story made short: enviromental , base dirt---> add leaves= riften dirt.

base dirt--->add stones and moss= other area... and so on

dirt +large stones=roads

snow01+stones = snowroad

walls: base mortar+ squared medium stones= whiterun

base mortar+many little ordinate stones=other city.

armour: create materials and apply same materials on weapons of the same set .

in other words bethesda does not create ANY texture ad hoc but moves through steps... this helps to keep consistency,smoothness in transition and in the same time saves LOTS of time

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about lighting... i guess we should involve lighting mods in the process and we should aim for consistency...in other words we should decide a common line for specularity of objects and color palette so to have the best result with the chosen lighting mod/mods

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about lighting... i guess we should involve lighting mods in the process and we should aim for consistency...in other words we should decide a common line for specularity of objects and color palette so to have the best result with the chosen lighting mod/mods

 

This is an excellent point. Nothing's more frustrating than completely different looking texture specularity and glossiness.

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nothing is simplier than a common specularity line for equipment .. there are game tiers... steel ,iron, elven and so on each one should have a precise specularity base... clearly detailing and fine tune would change something in final result but is important to keep a common base.

 

+ materials commonly found in any armor set ...like leather or cloth ...this is quite simple as well, we decide the "range" of leather and any leather will have a specular into that range...as you can imagine color at this point tends to be less important and the color variations in the theme "leather" will always keep consistency having a similar specularity

 

sometime nifsettings mess with specularity... this is the part of fine tune of nifs /or specular values it could be a little complicated....

in my opinion ALL armor set should try to have the same specularity values on nifs...at least brightness... and we can leave textures do the rest but as said many times this would open the pandora's box of compatibility with body replacers

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Alright I'm uploading the base now. Granted, I'm on American internet so it might take a while. The website's chat should be a good place to discuss concepts and strategy. Do we have the ability to subscribe to the forums within the site, frozun? Because that would be a good way to keep track if there are new developments in everyone's relative fields.

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