The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

TTW - Tale of *Three* Wastelands?

General discussion of Tale of Two Wastelands
Post Reply
TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

zilav wrote:Lets just use an

Post by TJ » Tue Jan 12, 2016 1:40 pm

[quote=zilav]Lets just use an Elder Scroll [/quote]


I guess we forgot to tell you guys. That's why the kids in the capitol wasteland are still kids after 8 years. wink


 


 


My project Dash is on Kickstarter!



User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

I always said they are kids

Post by Risewild » Tue Jan 12, 2016 1:51 pm

I always said they are kids because the fungus they eat makes them grow slower and messes up their sense of time but an elder Scroll would explain it too cheeky.


Signature:

FloorBelow
Posts: 4
Joined: Sun Jun 21, 2015 4:14 am

I've been doing some little

Post by FloorBelow » Thu Jan 14, 2016 9:09 am

I've been doing some little experiments of my own, and came across another pretty significant potential issue. Previous Bethesda games have had a limit of 6 land textures per cell quad. Fallout 4 appears to have raised the that to at least 10 layers, but from what I can tell it has a limit of 5 distinct texture sets per quad, which means where there are 6 different textures in a quad you start getting bugs:


[collapsed title=Images][/collapsed]


As you can see, it affects both Skyrim and Fallout 3, and can really screw things up in some places. I'd say it affects somewhere between a third and a half of the cells in Skyrim, and even more in the Capital Wasteland, and in order to fix it you'd most likely have to hand edit every one of the affected quads to make them use a smaller number of textures.



User avatar
zilav
Gary
Posts: 225
Joined: Tue Apr 09, 2013 4:03 pm

It is not new, I had the same

Post by zilav » Thu Jan 14, 2016 9:47 am

It is not new, I had the same problem with Skywind and Skyblivion convertion when Bethesda reduced the number of landscape texture layers per quad from 8 in Oblivion down to 6 in Skyrim causing the same black areas. Had to create a script for xEdit to remove excess layers with the minimal usage to preserve as much landscape painting as possible.


Worked quite good, no black spots just occasional abrupt textures transition around truncated areas that can be fixed manually, judge yourself


https://www.youtube.com/channel/UC_t0XhDDIYf8TNv5uxBFA2Q/videos


So you say that they reduced it even more and now only 5 layers are supported? Bah, Oblivion engine looks to be godly now compared to this.



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

I don't understand. It's 64

Post by TrickyVein » Thu Jan 14, 2016 12:12 pm

I don't understand. It's 64 bit now. Even the minimum recommended specs for this game are steep. And they reduced the number of textures per quad for making the transition to 'current' gen. 


What do we get for shaving off a few textures from the landscape? It's a mystery.



User avatar
zilav
Gary
Posts: 225
Joined: Tue Apr 09, 2013 4:03 pm

Yep it is strange, I guess

Post by zilav » Thu Jan 14, 2016 1:37 pm

Yep it is strange, I guess that is the easiest part in the engine to truncate when you need more resources somewhere else. Probably because landscape textures now use 3 textures (_d, _n and _s) instead of only 2 (_d and _n) like in all previous games. But still sucks...



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

TrickyVein wrote:What do we

Post by TJ » Thu Jan 14, 2016 1:41 pm

[quote=TrickyVein]What do we get for shaving off a few textures from the landscape? [/quote]


More quality and quantity to all the quests said no one at Bethesda. 


My project Dash is on Kickstarter!



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

zilav wrote:

Post by TrickyVein » Thu Jan 14, 2016 2:07 pm

[quote=zilav]


Probably because landscape textures now use 3 textures (_d, _n and _s) instead of only 2 (_d and _n) like in all previous games.


[/quote]


This makes sense. Also, I suppose you have to factor in the huge memory increase going from 512x512 textures to 2k textures. I'm going to blame consoles for this.



FloorBelow
Posts: 4
Joined: Sun Jun 21, 2015 4:14 am

Okay, I've taken a closer

Post by FloorBelow » Thu Jan 14, 2016 4:10 pm

Okay, I've taken a closer look and I'm fairly certain the limit is actually 4 texture sets per quad, which seems bizarrely low.



User avatar
zilav
Gary
Posts: 225
Joined: Tue Apr 09, 2013 4:03 pm

If you really want to convert

Post by zilav » Thu Jan 14, 2016 5:10 pm

If you really want to convert Skyrim, you'd better concentrate on meshes converter first, even just the mesh data without collisions and animations for starters. Converting plugin data itself is quite an easy task.



Post Reply