DanielLeonHeart Posted November 29, 2012 Share Posted November 29, 2012 (edited) I added a item to oblivion with a 2k texture map but you have to get like 1 inch away from it to see the detail all the rest of the time its bad quality dose any one know how to fix this this is what it should look like http://sphotos-a.xx.fbcdn.net/hphotos-ash3/526093_118413738318340_701781582_n.jpg and this http://sphotos-a.xx.fbcdn.net/hphotos-ash3/526685_120708291422218_1418029037_n.jpg and this is how it looks in game http://sphotos-a.xx.fbcdn.net/hphotos-snc6/189853_121568148002899_1459490071_n.jpg as you can see looks really low quality if I get any farther then that it looks like a 512 texture or worse but if I go really close this is what it looks like http://sphotos-b.xx.fbcdn.net/hphotos-ash4/432232_121568168002897_1957201828_n.jpg Edited December 3, 2012 by DanielLeonHeart Link to comment Share on other sites More sharing options...
Striker879 Posted November 29, 2012 Share Posted November 29, 2012 What texture size are you set for in your game video menu (from the main menu select 'Options' then 'Video')? Link to comment Share on other sites More sharing options...
dubiousintent Posted November 30, 2012 Share Posted November 30, 2012 Did you create a "normal map" (*_n.dds) for it? "Texture" file (*.dds) and "map" file (*_n.dds) are two different things, on a strictly technical level. You might want to check out the distinctions in TESTG's Glossary section. Links to articles discussing them as well. -Dubious- Link to comment Share on other sites More sharing options...
DanielLeonHeart Posted November 30, 2012 Author Share Posted November 30, 2012 it on high and yes I have a _n and even a _g and yes I have them as what they are respectively I used ndo2 to generate my _g and nividia normal map filter to make my _n I used photoshop dtx 5 inter alpha for the plain dds and dtx 3 for _N and I generated all mipmaps but nothing I seem to work its all ways bad quality texture more then half a foot away from it and i dont know why Link to comment Share on other sites More sharing options...
DanielLeonHeart Posted November 30, 2012 Author Share Posted November 30, 2012 (edited) move pic to top Edited December 3, 2012 by DanielLeonHeart Link to comment Share on other sites More sharing options...
Striker879 Posted November 30, 2012 Share Posted November 30, 2012 (edited) I'm not sure if this setting would affect things like what we can see in your pictures, but it's worth looking into. From Koroush Ghazi's Oblivion Tweak Guide, Advanced Tweaking section:fSpecualrStartMax=1000.0000 - This option determines the maximum range of specular lighting, if enabled (See Specular Distance in the In-Game Settings section). Lowering this value may provide some additional FPS in outdoor areas, without having to turn off Specular altogether. Alternatively you can raise it further to gain specular lighting on distant objects. Note that the word specular has been misspelled as 'specualr' in the name of this variable - don't correct it as the misspelled version is the one the engine detects.Koroush shows the default value there for fSpecualrStartMax (found in your Oblivion.ini, which is located in 'Users\[username]\Documents\My Games\Oblivion' for Vista and Windows 7 or in 'Documents and Settings\[username]\My Documents\My Games\Oblivion' for WinXP). Is that what yours is set at? - Edit - Looking at that further you should check your slider for Specular Distance in the menus as well. Also quoted from the guide:Specular Dist: This slider controls the distance at which Specular effects are visible - namely the shininess/reflectivity of the surface of appropriate objects, like metal swords, shields, armor, glazed bricks, etc. See an animated screenshot comparison by clicking this link: Obl_Specular.gif (668KB). As the slider is moved to the right, objects further away start to show more reflective characteristics (especially noticeable in HDR mode). Pay close attention to the shields and armor of the characters in the animated comparison for example. Specular effects can have a noticeable performance impact on many graphics cards, and thus moving this slider to far left to disable specular can help increase FPS in most areas, as well as in combat. Note that if you operate in 3rd person view, removing the specular effects on your own armor/weaponry (i.e. moving the slider to the far left) can also give a noticeable performance boost. Also see the bDoSpecularPass variable in the Advanced Tweaking section. Edited November 30, 2012 by Striker879 Link to comment Share on other sites More sharing options...
DanielLeonHeart Posted December 1, 2012 Author Share Posted December 1, 2012 I have my graphics on high and already set that over a thousand a good bit back thanks for the try tho :) Link to comment Share on other sites More sharing options...
Recommended Posts