For Community Shader users: i have now converted all the metal textures available in my CM mod to PBR. this means that everyone with CS can use my CM mod without any problems until i have converted the rest :) !!!you have to run PG Patcher (TruePBR) for everything to work!!!!
If you have any suggestions or feedback, please let me know. Screenshots are also welcome, as I'm not that good at them xD
If you want to use my loram waterblade statue replacer, it now has a cm map and mesh. Install it after ETATU - CM Meshes same goes for my suntemple copper roof mod
It was a bit of work and reading but it all works great. I see you learning and helping on the CS Discord and am very appreciative of your PBR addon! Just wanted to say thank you and hope you continue making Enderal mods!
Nice! I'm really pleased that everything is working for you!
I'm definitely about to deliver PBR completely, even a bit more as I'm about to rework all textures from scratch - a lot of work and will certainly take some time
In any case, thank you very much for your nice message and have fun with enderal :D
I had some issues with mostly metallic complex surfaces while using community shaders. The textures were very distorted with complex materials checked on.
After looking at some discussions online, I ended up adding a black background layer to several of the texture files ending in _m.dds.
I'm not sure why but that seemed to fix everything for me. I just wanted to share in case this is helpful to you.
It looks like it may have been a problem with running an outdated version of parallaxgen! After updating and using your textures without my edits the problems seem to have gone away.
unfortunately i don't have this problem, do you use CS or ENB?
parallaxgen should not touch this mesh as it is already patched by me. did you installed the latest updates of enderal this and that upscaled? and did you installed the meshes i offer?
hi, i've had a look and i can confirm this. sorry for my mistake!
but i dont get whats up with the other textures, they are all in the correct folder hafnershofladensign_n -> enderal\architecture\farmlands woodplain_n -> enderal\miscellaneous dwemetalsheet01_n -> has no purpose in this folder. the original mesh here refers to a skyrim texture. my cm mod changes this, which is why there is a “manormetalsheet_n” texture in enderal\architecture\manor
These were just textures I found in the original Enderal - This And That Upscaled that had no match in ETATU Performance. I haven't spotted any other issues besides the Warrior Stone so feel free to do with them what you wish.
Yes I am, but I would like to rework the metal textures first because I am not satisfied yet and make the LODs for the generation with dyndolod. After that I will try to convert everything for PBR :)
As far as I know, something is still changing in the workflow of PBR. Until this is clarified, I will not do anything for the time being, I hope that is understandable :)
Yeah of course, you do this for free. I'm thankful for anything you put out.
I saw that community shaders was planning some sort of lighting/pbr change too. Hopefully they can get it sorted out so modders can pump out more of these sweet PBR textures.
until then complex material should also look better with CS. so hopefully good to bridge the time :)
and i'll upload a new update soon, with which all lods for the buildings that now have an enderal texture will work and be considered with dyndolod. the files for it are all ready :)
These textures are in the wrong folder: - textures/enderal/landscape/mountains/ground_wet_sand01_dxt1_m.dds - textures/enderal/landscape/mountains/ground_wet_sand02_dxt1_m.dds
I'm having issues in the opening abandoned temple. The only texture/mesh mods I have active are etatu and etatu comples materials. Using complex materials with community shaders causes the big machine at the bottom of the pit to have dark textures.
Thank you for your feedback! Do you mean like the one you see on the last page of screenshots?
If so, then that's how it's meant to be. According to the lore it should be made of shadow steel so that was my attempt
Otherwise I have to say that I can't guarantee the look for CS because I use enb. I'm planning to try on PBR in the future, but I have so much to do before then and not much time in real life so it will take a bit
yeah im currently investigating it....it might be on my end i am attempting to add complex parallax to the whole game lol. Also any chance for a update that contains the floor texture of Ark (outside) the textures seem weird next to parallaxed textures of the terrain .
i made a video since i think it will show it better....it seems that some of the terrain does not have parallax. The ark floor works on the Nobel walk way but when its not on object or a .nif the parallax is missing....the same thing for the send texture. https://www.youtube.com/watch?v=SNd1o5z-6Cc
have you installed skyrim complex terrain textures and the Terrain Parallax Blending Fix?
and the ETATU - CM Terrain Textures load last? maybe you have overlooked them, since the whole thing needs a little more configuration, I have kept them more hidden
because without terrain textures the CM textures only load where the texture is inside a mesh (e.g. the steps or in the noble quarter in ark that is all a mesh) there is no mesh at the marketplace and therefore no complex material is inside until you have installed these textures.
i don't know about CS, but in enb you can turn off terrain parallax if you don't use it
alright so i am currently reinstalling my mod list lol.Is there a way to add parallax support to the marketplace terrain like the once in landscapes ?and when i got everything ruining again i will post an update on the shiny textures to verify it was this and not parallaxgen or another texture mod conflict.
Let me know one more thing, do you want terrain parallax everywhere or only on the marketplace?
Because the latter is not! Possible without visual bugs/stretching of the other terrain textures
So if you want it everywhere then I can tell you what I use and what worked for me (which is certainly not the best solution)
That's why cm terrain parallax is described as something experimental
"There is also the option for experimental complex terrain textures. However, this requires all Skyrim terrain textures with complex parallax to be installed, as well as the Terrain Parallax Blending Fix.This is only recommended for advanced users. ETATU - CM Terrain Textures should be loaded last, after all my other textures. Run parallaxgen afterwards. "
I will like all textures to be paralaxed and i would love to hear your solution lol.So far i reinstalled the textures but no matter what i cant seem to get parallax working on marketplace floor. I have complex terrain enabled and grass and outdoor terrain is parallaxed but not the market floor texture
If you stand in the noble quarter, next to the theatre, by the fountain where the beggar is and the statue nearby, is parallax activated on the floor?
And you are sure that the outdoor parallax works? For example, in front of the main gate between the bridge and the gate, is parallax active there? Because it makes no sense why it shouldn't work just there
oh no i was referring to nature textures like pebbles by the ocean or grass they are parallaxed terrain. im wondering why that terrain {Market floor} has no parallax. if u will like i can show you a video.
I'll have another look at the texture when i am home. But this texture on the marketplace (cobblestones) also appears in the places I mentioned - there is no parallax there either?Please confirm this, because it confuses me that you only ever talk about the marketplace
I'm sorry, maybe it's also lost in translation for me because my English isn't that good :D
Which mod do you mean exactly? But in case of doubt, mine has higher priority, as it ensures that defined texture sets and enderal textures set by sureai itself in meshes are displayed correctly
For some reason this causes crashes for me whenever I try to load a save or start a new game. Tried with both esps. This is my first time using parallax, so maybe I'm doing something wrong. Any idea what could be causing this? I followed the instructions in the description and am using ENB. I'm not using any other paralllax mods, so I haven't run parallaxgen.
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!!!you have to run PG Patcher (TruePBR) for everything to work!!!!
If you have any suggestions or feedback, please let me know. Screenshots are also welcome, as I'm not that good at them xD
I can also be reached here:
SureAI Discord
EnderalSE Discord
I wish you all a great enderal experience! :D
- to do list is still to improve the metal textures
- LODs now work!
I'm definitely about to deliver PBR completely, even a bit more as I'm about to rework all textures from scratch - a lot of work and will certainly take some time
In any case, thank you very much for your nice message and have fun with enderal :D
After looking at some discussions online, I ended up adding a black background layer to several of the texture files ending in _m.dds.
I'm not sure why but that seemed to fix everything for me. I just wanted to share in case this is helpful to you.
Since the metal textures here don't work well with CS, I first converted them to PBR.I'm still missing a few but I can upload them soon
Would be cool if I could get your feedback then
parallaxgen should not touch this mesh as it is already patched by me. did you installed the latest updates of enderal this and that upscaled? and did you installed the meshes i offer?
Turns out this is an issue with ETATU - Performance AIO. The warriorstone_n.dds texture isn't the correct one, it's swapped with the pillar texture. I fixed it and added/compressed 3 other textures I found weren't included in the original. Can you upload this as a small update perhaps?
https://drive.google.com/file/d/12uNfTSxHZQLE6OdGoKKLiEgVlqOTAvIE/view?usp=sharing
but i dont get whats up with the other textures, they are all in the correct folder
hafnershofladensign_n -> enderal\architecture\farmlands
woodplain_n -> enderal\miscellaneous
dwemetalsheet01_n -> has no purpose in this folder. the original mesh here refers to a skyrim texture. my cm mod changes this, which is why there is a “manormetalsheet_n” texture in enderal\architecture\manor
Thank you in any case!
Yes I am, but I would like to rework the metal textures first because I am not satisfied yet and make the LODs for the generation with dyndolod. After that I will try to convert everything for PBR :)
As far as I know, something is still changing in the workflow of PBR. Until this is clarified, I will not do anything for the time being, I hope that is understandable :)
I saw that community shaders was planning some sort of lighting/pbr change too. Hopefully they can get it sorted out so modders can pump out more of these sweet PBR textures.
until then complex material should also look better with CS. so hopefully good to bridge the time :)
and i'll upload a new update soon, with which all lods for the buildings that now have an enderal texture will work and be considered with dyndolod. the files for it are all ready :)
- textures/enderal/landscape/mountains/ground_wet_sand01_dxt1_m.dds
- textures/enderal/landscape/mountains/ground_wet_sand02_dxt1_m.dds
Correct placement:
- textures/enderal/landscape/ground_wet_sand01_dxt1_m.dds
- textures/enderal/landscape/ground_wet_sand02_dxt1_m.dds
Sorry for the inconvenience
https://i.imgur.com/rodekHs.png
If so, then that's how it's meant to be. According to the lore it should be made of shadow steel so that was my attempt
Otherwise I have to say that I can't guarantee the look for CS because I use enb. I'm planning to try on PBR in the future, but I have so much to do before then and not much time in real life so it will take a bit
https://docs.google.com/spreadsheets/u/0/d/1oYSu-tITlRBLPN_QamjCFz0q6wBtONZ5tXlz6goLe5Y/htmlview?pli=1#
and the ETATU - CM Terrain Textures load last? maybe you have overlooked them, since the whole thing needs a little more configuration, I have kept them more hidden
because without terrain textures the CM textures only load where the texture is inside a mesh (e.g. the steps or in the noble quarter in ark that is all a mesh) there is no mesh at the marketplace and therefore no complex material is inside until you have installed these textures.
i don't know about CS, but in enb you can turn off terrain parallax if you don't use it
Because the latter is not! Possible without visual bugs/stretching of the other terrain textures
So if you want it everywhere then I can tell you what I use and what worked for me (which is certainly not the best solution)
That's why cm terrain parallax is described as something experimental
"There is also the option for experimental complex terrain textures. However, this requires all Skyrim terrain textures with complex parallax to be installed, as well as the Terrain Parallax Blending Fix.This is only recommended for advanced users. ETATU - CM Terrain Textures should be loaded last, after all my other textures. Run parallaxgen afterwards. "
And you are sure that the outdoor parallax works? For example, in front of the main gate between the bridge and the gate, is parallax active there? Because it makes no sense why it shouldn't work just there
That's one and the same texture
I'm sorry, maybe it's also lost in translation for me because my English isn't that good :D
Which of the ETATU - CM Terrain Textures did you try? Or do both (2x and 4x) not work?
Sorry I didn't have time to check it yesterday! But I will do it as soon as possible
Do you have discord? That might make communication easier
does “cobblestone02.dds” exist there?
does it really come from my ETATU - CM Terrain Textures files that you downloaded? (these should overwrite EVERYTHING )
if so, please double-click and select alpha in the open window with the texture at the bottom right. is a black/white texture then visible?
if everything is correct, then i don't know how i can help you, because then everything is as it should be
But in case of doubt, mine has higher priority, as it ensures that defined texture sets and enderal textures set by sureai itself in meshes are displayed correctly