Hi, comments on the mod itself are locked, apparently, so I write here.
Looks very good. However, many textures are DXT5 and not DXT1 even though they have no alpha channel, so they use twice the memory they should.
As they are now, they are also incompatible with Project Atlas, because all textures are 1024x1024, whereas the vanilla textures have different sizes and aspect ratios. That means the atlas generator will not work correctly and produce an unusable atlas texture.
I made a compatible atlas texture myself, would you like to add it to the mod?
yeah it seems like for my really old mods the discussions are locked, i can't seem to unlock it either.
i'll take a look at that.
I will have a new mod out which will be called Creatures of Morrowind (i think) where you will be able to download this texture (updated) + also other creatures with similar quality textures. So i'll remove this older page since its boring when people can't comment.
Quality is already reduced since i saved it like this, so it wouldn't matter to update it with a new format.
...and i wouldn't agree with "much", it's a tiny, tiny bit better. maaaaybe, and mainly if someone blows up the image a lot in Photoshop to look at the tiniest pixels :) it's not noticeable in game.
They are exactly the same, except for the alpha channel. And the silt strider doesn't have alpha transparency.
There is the newer BC7 format which uses as much memory as DXT5, but with better compression for the RGB channels (and about the same alpha channel compression quality), but I don't know if OpenMW supports that. And of course, there is uncompressed dds, but that uses 8 times as much memory as DXT1.
it should just be one or two textures which i clicked wrong on and saved with nvidia dds intead of intel dds (which i have set to correct values in PS). but yes, i will resave all textures to make sure they don't have alpha.
Lots of use of AI nowadays. I fine tune my own models with textures that i make (or have already made over all the years i've modded). So for this one i have one that is really good at doing strange flesh (bumpy, wrinkly etc), it can do animal hides, reptile skin, furs. The models are always advancing because i do new textures or get a new idea of how to tackle something.
8 comments
Looks very good. However, many textures are DXT5 and not DXT1 even though they have no alpha channel, so they use twice the memory they should.
As they are now, they are also incompatible with Project Atlas, because all textures are 1024x1024, whereas the vanilla textures have different sizes and aspect ratios. That means the atlas generator will not work correctly and produce an unusable atlas texture.
I made a compatible atlas texture myself, would you like to add it to the mod?
i'll take a look at that.
I will have a new mod out which will be called Creatures of Morrowind (i think) where you will be able to download this texture (updated) + also other creatures with similar quality textures. So i'll remove this older page since its boring when people can't comment.
...and i wouldn't agree with "much", it's a tiny, tiny bit better. maaaaybe, and mainly if someone blows up the image a lot in Photoshop to look at the tiniest pixels :) it's not noticeable in game.
There is the newer BC7 format which uses as much memory as DXT5, but with better compression for the RGB channels (and about the same alpha channel compression quality), but I don't know if OpenMW supports that. And of course, there is uncompressed dds, but that uses 8 times as much memory as DXT1.
but yes, i will resave all textures to make sure they don't have alpha.