It's a bit old so idk if it has the tiling problem, but I have the 'cleaned' textures for oblivion under optional on the out playground: https://www.nexusmods.com/oblivion/mods/50174?tab=files
OUT_TGA_DDS_1x Apology for no link, I am on mobile.
Lifesaver, didn't even see that, thanks. I'll just need to convert it to DDS, which is the not fun part. Some of those vanilla textures have GNARLY compression artifacts.
Yeah the issue is if you turn it back to bc1/bc3 (4bit/8bit) the artifacts will get reapplied. So the only 'playable' option is the 24bit or 32bit dds (also I can't remember if oblivion will directly take Tga, I know morrowind does), as bc7 doesn't work with the directx version of oblivion. Further a x1 scaled texture at 32bit is the same size as x4 scaled texture at 8bit. This would cause it to have similar performance issues.
It's mostly there for someone who wants to make upscales, so they can skip the artifact removal phase. Typically you 'clean', then upscale (there are some models that do both at once but, but since dds is an unusual compression type I usually do it seperately). The cleaning takes about the same time as the upscale itself, so you can save quite a bit of time using a prepackaged solution.
If you are interested in getting into upscaling I have some resources I can share like chainner and the game upscale discord /wiki. There's also the model db which has loads of different models to play with.
Yes obviously I'm going to leave the textures uncompressed when I convert, the challenge I've encountered is figuring out how to do it in batch. What program did you use for that, and do you have recommended settings?
You can use microsoft texconv, has the most options. Documentation is here. You'd run a command like: .\texconv.exe -r:keep .\your_nested_tga\* -o .\output_folder -f B8G8R8A8_UNORMThat will preserve the file structure and output as a 32bit BGRA DDS with mipmaps.
Got it working, thanks. Although I notice SI textures don't seem to have been included in the cleaned textures from OUT Playground, did you just not upload them or did you not use cleaned textures as a base for SIUT?
Oh no, they all have cleaning except for the very first version of OUT (v1). For OUT v2, SIUT v1, DLCUT v1, I think I didn't upload the intermediate steps as I probably assumed people didn't want it and it would have taken a long time to upload. Then I discarded them as I didn't have space for them at the time.
The OUT playground has some for oblivion because I was cleaning it using a different model to check some stuff out. Can't remember why I uploaded the cleaned textures for that, probably just guessed someone might want them.
Actually now that I'm looking into it I DO have an intermediate version from 2021 that DOES have all the DLC in my storage. It's about 6.5GB. They use the BC1 Smooth 2 model for cleaning. I can upload it, if you are interested. Edit: I actually just uploaded it to the OUT playground. O_SI_DLC_TGA_1x
High Kartoffels first thank you for your great work, I am using the N-version, but Kart_CTSLE_N0 and _N01 give me always a CDT near Whiterun, I deaktivated the meshes and the textures but the only problem I found was one corrupt meshes in LittelHappyTrees. My rig should be strong enough AMD Ryzen 7 5800X, 32 GB RAM, Nvidia Geforce 3080, installed on SSD M.2. Problem solved, a mod for better FPS outside was the culprit
I dont understand wether i need this or not in Legendary Edition. I feel dumb. Really. In Special Edition i use it as a foundation alongside Engine Fixes and other Optimization tweaks to build an Optimized Setup and use SSEDisplayTweaks for unlocking my framerate over 60 fps reliably then i install SMIM and other Mesh and UV Fixes because ironically Special Edition aside from removing alot of Photorealistic Features of Legendary Edition introduces alot of UV and Mesh inconsistencies such as incorrect Roof and Rock and Rubble Pile Lighting and Brightness (Even if its supposedly an Upgrade lol well at least its 64bit and more stable) and then 1K-2K Retextures with some 4K Stuff and finalize with xLODGen - DynDOLOD 3 and then Weather Mods, Lighting and FX followed by Armor Weapon and Character Retextures. Then Gameplay stuff.
So the long story short is that i mainly use them in SE as an Optimized Base. Do i really need these here? The main reason i am asking is because i was thinking that the SE BC7 compression Files take some time to download. But i changed my mind
Kartoffels I give you kudos not for you mod but for your explanation of Tinfoil Hats, one eye laughs, the other crys. And to your mod, its a masterpiece I am a moduser now over ten years from your explanation I understand mabey 10%, but your pictures and what I can see in my game, it tells me enough. And why should Behteshda make a good game, there guys like you or Boris Vorontsow or a other modder, who creat a mod that stealing by accident, is not more possible. The whole world ist modding the game and look at the amazing resualt and this with only a few rules.
No s*** it doesn't give any memory it only takes. I felt my eyes widen so much looking at the file size I have permanent wall eye vision thanks to you.
Thank you for your work towards all things Bethesda. Kudos and endorsed (the SSE version).
hehe.. I really left this up mostly for modders. Using the SSE textures as a base (even with converting from BC7) in LE could cause some issues. Uncompressed dds is insanely large. When they say uncompressed, they really mean uncompressed.
52 comments
OUT_TGA_DDS_1x
Apology for no link, I am on mobile.
It's mostly there for someone who wants to make upscales, so they can skip the artifact removal phase. Typically you 'clean', then upscale (there are some models that do both at once but, but since dds is an unusual compression type I usually do it seperately). The cleaning takes about the same time as the upscale itself, so you can save quite a bit of time using a prepackaged solution.
If you are interested in getting into upscaling I have some resources I can share like chainner and the game upscale discord /wiki. There's also the model db which has loads of different models to play with.
.\texconv.exe -r:keep .\your_nested_tga\* -o .\output_folder -f B8G8R8A8_UNORM
That will preserve the file structure and output as a 32bit BGRA DDS with mipmaps.The OUT playground has some for oblivion because I was cleaning it using a different model to check some stuff out. Can't remember why I uploaded the cleaned textures for that, probably just guessed someone might want them.
Actually now that I'm looking into it I DO have an intermediate version from 2021 that DOES have all the DLC in my storage. It's about 6.5GB. They use the BC1 Smooth 2 model for cleaning.
I can upload it, if you are interested.
Edit: I actually just uploaded it to the OUT playground. O_SI_DLC_TGA_1xProblem solved, a mod for better FPS outside was the culprit
In Special Edition i use it as a foundation alongside Engine Fixes and other Optimization tweaks to build an Optimized Setup and use SSEDisplayTweaks for unlocking my framerate over 60 fps reliably then i install SMIM and other Mesh and UV Fixes because ironically Special Edition aside from removing alot of Photorealistic Features of Legendary Edition introduces alot of UV and Mesh inconsistencies such as incorrect Roof and Rock and Rubble Pile Lighting and Brightness (Even if its supposedly an Upgrade lol well at least its 64bit and more stable) and then 1K-2K Retextures with some 4K Stuff and finalize with xLODGen - DynDOLOD 3 and then Weather Mods, Lighting and FX followed by Armor Weapon and Character Retextures.
Then Gameplay stuff.
So the long story short is that i mainly use them in SE as an Optimized Base. Do i really need these here?
The main reason i am asking is because i was thinking that the SE BC7 compression Files take some time to download.
But i changed my mind
And why should Behteshda make a good game, there guys like you or Boris Vorontsow or a other modder, who creat a mod that stealing by accident, is not more possible. The whole world ist modding the game and look at the amazing resualt and this with only a few rules.
Thank you for your work towards all things Bethesda. Kudos and endorsed (the SSE version).