I am having issue with this texture pack, just like MET, this cause my world map zoom super big and break my position in the world map, also your icon texture cause icon in UI appear bigger and uncorrect
One more minor thing. It's about tx_wood.dds texture. Bloodmoon replaced green tx_wood.dds texture with brown bark texture that looks pretty ugly on telvanni architecture. In unofficial patch brown texture was renamed into tx_wood_bloodmoon.dds and correponding meshes were edited to use it. In previous release there was normal green texture. In new one it was replaced with brown bloodmoon texture. https://imgur.com/a/PhX4WPG
Nice textures. While MET loses details on many textures and IT sometimes looks too cartoonish these ones are pretty consistent. I think they could be a lot better if they would be a little bit sharper especially landscape textures. Also there are some missing textures. Found it while generated atlases.
Thx, What sizes of that textures WxH? Some textures was skipped 16xX, Xx16, 32xX, Xx32 (It doesn't make much sense to increase) If you need it can make it
Yes looks like they were skipped because of low size. But many strips are parts of architecture sets and they are stretched over pretty big meshes so it would be nice to have them upscaled. Of course if it won't bother you too much. I can just copy them from MET for example. Also I noticed that tx_smokealpha00a.dds is broken - texture lost alpha channel. Looks like alpha and rgb channles were messed up during texture creation.
I made a complete package with all textures (except 16 on either side) + a new renderer (vulkan and integrated reshade for MGE XE) I'll post it all at once soon Stay tuned for updates.
Yep, maybe... Btw, some vanilla textures is broken with wrong image encoding (both DDS and TGA wrong alpha channel ~15 textures) Example: tx_c_ring_exquisite_1.tga and some similar 'RING's 'textures You can check it self. Just try to export this file to any format via any image editor (you will see)
what program are you using to upscale all this? in the GOTY edition im seeing that the game has more textures than whats in this pack, so i have to upscale all of the files from vanilla morrowind.
Sorry for delay. Nexus does not notified about new posts recently
I use programs I wrote from scratch. Do not look at non-dds textures in goty data (this textures not used in game) In this package all textures except very small or interface textures (changing them will break the interface)
just wanted to say, when i was scanning through the files i noticed 14 .dds files that either failed to be correctly made or have other issues. only one of them seems relatively intact, however the others are simply at 0kb or at max 30kb.
the files are: tx_a_ironarmor_general_02, tx_bm_belladona_05, tx_bm_stalhrim_01, tx_c_belt_common_3b, tx_c_f_shoebottom00, tx_c_templar_beltbuckle, tx_guar_pack_00, Tx_index_master_01, tx_ring_warlock00, tx_rope_woven, tx_statue_vivecjewel, tx_wax_blue_01, tx_wax_blue_01, and there was a nord skin muscle f file but i cant find it immediately. These seem problematic from what ive gone through and any updates to them would be appreciated!
Notice: Also, I did check gog original TGA textures (from gog gold version) and some tga files with broken\wrong alpha channel (Seem to be was used bugged ancient conversion tools for it) I did fix it and and make dds from it also
Except for a few custom MGE folders and textures I'm not really seeing anything that "requires" MGE, so I would assume that these texture should work just fine with vanilla Morrowind or OpenMW as well?
Seems very consistent (No man can be so consistent :)). Can't judge if it's better than other in same category if it's even possible to judge fidelity to original design (I'm content with IT , but I'll try this one). Description "Not modified original " confuse me a little - doe's it mean they are based on original textures extracted from BSA or from some uncompressed ones -which I heard about but never examined them further as they supposedly do not have more visible details ?
I'm ATI user so I can't do upscale myself and if so, it would take too much time for mere mortal to see result (from what I read superficially), so I didn't tried and I don't understand ML (yet), but are result of processing mods worth the effort (For example Tamriel Rebuilt or RealAshtaar's mods) ?
This means it is enhanced original textures without any custom replacers
All game distributives contain the same textures (there are non-DDS duplicates in the gog version, but the quality is not better) (I used textures from GOG version)
Nvidia cuda it just wrapper on openCl
What, to produce an upscale, you need to write a normal software for this The one that is on the Internet is not good for anything
The GOG duplicates aren't DXT compressed, so the quality is better. The game can't load them however, so to view them in game you have to convert to DDS (specifically a DDS format that doesn't introduce DXT compression, or else it defeats the point).
I've used this for a few hours and I like it. I overwrote a MET installation and there are a few things I prefer with this although on a lot of items there isn't that much obvious difference. Overall I think it's very good work and I intend to keep it at least for my current playthrough. Thanks for a high quality alternative.
31 comments
(UI textures not scalable with vanilla exe)
Bloodmoon replaced green tx_wood.dds texture with brown bark texture that looks pretty ugly on telvanni architecture.
In unofficial patch brown texture was renamed into tx_wood_bloodmoon.dds and correponding meshes were edited to use it.
In previous release there was normal green texture. In new one it was replaced with brown bloodmoon texture.
https://imgur.com/a/PhX4WPG
Also there are some missing textures. Found it while generated atlases.
tx_dragonstatue_eye.dds
tx_hlaalu_sideedge_01.dds
tx_bc_mushroom_02.dds
tx_redoran_barracks_trim.dds
tx_border_redoran_step_01.dds
tx_redware_strip_02.dds
tx_redware_stripes.dds
tx_redware_strip_01.dds
tx_item_pot_redware_03.dds
tx_item_pot_redware_02.dds
tx_urn_strip_01.dds
tx_imp_botfront_01.dds
tx_imp_botside_01.dds
tx_imp_colthin_01.dds
tx_imp_colthin_02.dds
tx_imp_foursquares_01.dds
tx_imp_midfront_01.dds
tx_imp_midside_01.dds
tx_imp_stripdark_01.dds
tx_imp_topfront_01.dds
tx_imp_topside_01.dds
tx_imp_stripmed_01.dds
tx_imp_step_01.dds
tx_imp_step_02.dds
tx_imp_step_03.dds
tx_wall_stuccostone_el_01.dds
tx_wall_stuccostone_er_01.dds
tx_stone _right_01.dds
tx_stone _mid_01.dds
tx_stone _left_01.dds
tx_brickedge_left_01.dds
tx_brickedge_right_01.dd
tx_roofedge_01.dds
tx_metal_strip_01.dds
tx_rooftop_01.dds
tx_emperor_parasol_03.dds
tx_v_bridgedetail_03.dds
tx_v_strip_03.dds
tx_rope_heavy.dds
Probably more of them are missing - I noticed that most of missing textures are narrow textures with different width and height, maybe it will help.
What sizes of that textures WxH?
Some textures was skipped 16xX, Xx16, 32xX, Xx32 (It doesn't make much sense to increase)
If you need it can make it
Also I noticed that tx_smokealpha00a.dds is broken - texture lost alpha channel. Looks like alpha and rgb channles were messed up during texture creation.
I'll post it all at once soon
Stay tuned for updates.
Yep, maybe... Btw, some vanilla textures is broken with wrong image encoding (both DDS and TGA wrong alpha channel ~15 textures)
Example:
tx_c_ring_exquisite_1.tga and some similar 'RING's 'textures
You can check it self. Just try to export this file to any format via any image editor (you will see)
Anyway keep up good work!
Recommend to test: Comparator
(Comparator tool)
I use programs I wrote from scratch.
Do not look at non-dds textures in goty data (this textures not used in game)
In this package all textures except very small or interface textures (changing them will break the interface)
the files are: tx_a_ironarmor_general_02, tx_bm_belladona_05, tx_bm_stalhrim_01, tx_c_belt_common_3b, tx_c_f_shoebottom00, tx_c_templar_beltbuckle, tx_guar_pack_00, Tx_index_master_01, tx_ring_warlock00, tx_rope_woven, tx_statue_vivecjewel, tx_wax_blue_01, tx_wax_blue_01, and there was a nord skin muscle f file but i cant find it immediately. These seem problematic from what ive gone through and any updates to them would be appreciated!
(This files from my google backup. Maybe something wrong...)
Stay tune.
EDIT:
Updated
Notice:
Also, I did check gog original TGA textures (from gog gold version) and some tga files with broken\wrong alpha channel
(Seem to be was used bugged ancient conversion tools for it)
I did fix it and and make dds from it also
Except for a few custom MGE folders and textures I'm not really seeing anything that "requires" MGE, so I would assume that these texture should work just fine with vanilla Morrowind or OpenMW as well?
Maybe...You should try
Description "Not modified original " confuse me a little - doe's it mean they are based on original textures extracted from BSA or from some uncompressed ones -which I heard about but never examined them further as they supposedly do not have more visible details ?
I'm ATI user so I can't do upscale myself and if so, it would take too much time for mere mortal to see result (from what I read superficially), so I didn't tried and I don't understand ML (yet), but are result of processing mods worth the effort (For example Tamriel Rebuilt or RealAshtaar's mods)
?
This means it is enhanced original textures without any custom replacers
All game distributives contain the same textures (there are non-DDS duplicates in the gog version, but the quality is not better)
(I used textures from GOG version)
Nvidia cuda it just wrapper on openCl
What, to produce an upscale, you need to write a normal software for this
The one that is on the Internet is not good for anything