Oblivion

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blade9722

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About this mod

========================================= Landscape LOD replacement textures for Oblivion Version 1.0 ========================================= by Blade9722 You can modify, redistribute, link, mirror this package without restriction, proivided that you give the right credits to me. History ======== Version 1.0: June 24, 2006 =

Permissions and credits
Mirrors
=========================================
Landscape LOD replacement textures for Oblivion
Version 1.0
=========================================
by Blade9722

You can modify, redistribute, link, mirror this package without restriction, proivided that you give the right credits to me.

History
========


Version 1.0: June 24, 2006
= Initial Release

What does it do?
===============
Replaces the original 1024x1024 landscape LOD textures with improved 2048x2048 textures, like Shaja's one.
Mipmaps are also included, thus if oblivion engine was not set to use highest detail, reduced resolution of the texture are used.

This version includes only the 12 textures for the 'inner Tamriel' - the part of Cyrodiil you can normally travel across.


Installation
===========
Unzip the .zip file to your "Oblivion\Data" directory, using folder names.

The following files should end up in your "Oblivion\Data\textures\landscapelod\generated" folder:
60.00.00.32.dds
60.00.32.32.dds
60.00.-32.32.dds
60.00.-64.32.dds
60.32.00.32.dds
60.32.32.32.dds
60.32.-32.32.dds
60.-32.00.32.dds
60.-32.32.32.dds
60.-32.-32.32.dds
60.-64.00.32.dds
60.-64.-32.32.dds

Note: This folder does not need to exist prior to installation.

Uninstallation
=============
Delete the 12 dds files from your "Oblivion\Data\textures\landscapelod\generated" folder.

Description
===========

Shaja and CaptNKILL made a great job, I'm humbly trying to improve.

Shaja took Bethesda textures, resized to 2048x2048 and added grain.
The result was fine , howewer the added grain IMHO creates a too regular pattern.

I noticed better results could be reached by applying the grain/noise to an oversized version of the texture,
and then downsize it to the final value.


How it was done
===============
The starting point is CaptNKILL textures (i.e. 4096x4096 with grain added at this resolution).
Each texture is resampled (bicubic filter) to 8192x8192 and added noise/grain at this resolution.
Then is downsized (bicubic filter) to 2048x2048 and saved as DXT1 dds with mipmap levels.