Hi, I hope you're doing OK. So, I've downloaded the "Tamriel Data v11 - 2x Upscale (Ordernador)" extracted the zip file and put the data in a folder, load it ofter the original tamriel date in my load order, but I don't see the upscaled texture in the game, they're still looking vanilla... Can you help me out with this, please? Anything I'm doing wrong here? I'm using openMW 0.49 btw (and obviously using the append functionality for installing mods)
Nexus has done something odd here, but I went to download the files, part 1 of 2 is 12GB, part 2 of 2 is 11.5GB Its just auto completing the part 2 of 2 name with the 1 of 2 name, I've reached out on the nexus discord to see what is going on you can rename the file as you download in the mean time
those textures were redone for 2.1, at 2x scale, if they are not working for you, delete them from this package and use the ones from tamriel data, they are huge atlases already.
This is a nice package with some really great textures. But.... it could use some optimizing.First, there are five images in the download that are improperly named:
Then they need to be resized or deleted. The originals in Tamriel Data (HD) are 1024x8192 which for these particular textures is probably sufficient. The adventuresome could go 2048x16384.
I also recommend Ordenador because frankly the entire file set needs to be downsized. Ordenador allows you to hit the entire folder with a max dimension limit and automatically downsize all images over that limit by 50%. It may take more than one pass to resize the really big stuff. Let's say you have a potato rig and want to limit to no more than 2048x2048. A texture that is 8192x8192 would reduce to 4096x4096 on the first pass, and then the desired 2048x2048 on the second pass.
By doing both the things above I reduced the original unpacked download from 62.5GB to 16.5GB by employing a max 4096 dimension (except for the above noted images, which I resized manually with paint.net). Repacking into a zip file for backup reduced further to 10.5GB.
I skipped the normals entirely for now. I can see absolutely no reduction in quality optimizing the files as I have, while also seeing a significant improvement in texture quality over the originals or other replacement texture packs.
Sorry so late to reply. This was months ago and I'm since off into playing and retexturing Dragon Age Origins. Love these older games and making them look sharp. Big thanks and kudos to the author for the mod, lots of work and I am grateful you shared it. Looking forward to updates. :)
Ordenador has presets and usually I am always working in just the Textures tab. Here is a fairly safe setting using a 4096 limit to reduce any texture larger than that by 50%. Or a person can go 2048 etc it just depends on your rig and desired results. I may separate files into separate folders by type, optimize, and recombine. Be sure and always work with copied files, not originals in case of problems. Very handy tool if you get creative and a must have for anyone with less powerful setups. I actually have a high horsepower rig but what you will also find more often with many older games is engine limits. 2K diffuse with 1K normals is a good starting place but I basically push games until they break, then back off just enough to get stable playthroughs.
Hi ! I managed to merge and extract both files with no problem at all. So I replace the textures file in data file by the one extracted but in game I can see no difference. Textures (like wall) are still pixelated
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So, I've downloaded the "Tamriel Data v11 - 2x Upscale (Ordernador)" extracted the zip file and put the data in a folder, load it ofter the original tamriel date in my load order, but I don't see the upscaled texture in the game, they're still looking vanilla...
Can you help me out with this, please? Anything I'm doing wrong here?
I'm using openMW 0.49 btw (and obviously using the append functionality for installing mods)
Its just auto completing the part 2 of 2 name with the 1 of 2 name, I've reached out on the nexus discord to see what is going on
you can rename the file as you download in the mean time
With 2.1 I still have black textures on pc_ex_anv_house.dds and pc_imperial_atlas1.dds
pc_ex_anv_house.dds
I deleted and it went with the original.
pc_ex_anv_house-hq-scale-3_91x.dd
spc_imperial_atlas1-hq-scale-3_91x.dds
sky_ex_red_house_01-hq-scale-3_91x.dds
tx_pc_ex_col_01-hq-scale-3_91x.dds
sky_ex_red_house_02-hq-scale-3_91x.dds
They are huge, 166MB each, 4000 x 32000 Atlas images. They need to be renamed by deleting "-hq-scale-3_91x" from each name:
pc_ex_anv_house.dds
pc_imperial_atlas1.dds
sky_ex_red_house_01.dds
tx_pc_ex_col_01.dds
sky_ex_red_house_02.dds
Then they need to be resized or deleted. The originals in Tamriel Data (HD) are 1024x8192 which for these particular textures is probably sufficient. The adventuresome could go 2048x16384.
I also recommend Ordenador because frankly the entire file set needs to be downsized. Ordenador allows you to hit the entire folder with a max dimension limit and automatically downsize all images over that limit by 50%. It may take more than one pass to resize the really big stuff. Let's say you have a potato rig and want to limit to no more than 2048x2048. A texture that is 8192x8192 would reduce to 4096x4096 on the first pass, and then the desired 2048x2048 on the second pass.
By doing both the things above I reduced the original unpacked download from 62.5GB to 16.5GB by employing a max 4096 dimension (except for the above noted images, which I resized manually with paint.net). Repacking into a zip file for backup reduced further to 10.5GB.
I skipped the normals entirely for now. I can see absolutely no reduction in quality optimizing the files as I have, while also seeing a significant improvement in texture quality over the originals or other replacement texture packs.
Endorsed and thanks!
Also those errors should be fixed in 2.0
I also plan to release a 2x version or a mixed version tbd
Ordenador has presets and usually I am always working in just the Textures tab. Here is a fairly safe setting using a 4096 limit to reduce any texture larger than that by 50%. Or a person can go 2048 etc it just depends on your rig and desired results. I may separate files into separate folders by type, optimize, and recombine. Be sure and always work with copied files, not originals in case of problems. Very handy tool if you get creative and a must have for anyone with less powerful setups. I actually have a high horsepower rig but what you will also find more often with many older games is engine limits. 2K diffuse with 1K normals is a good starting place but I basically push games until they break, then back off just enough to get stable playthroughs.