If we have the SE Parallax Shader Fix (https://www.nexusmods.com/skyrimspecialedition/mods/31963) installed, will these textures show parallax like the Oldrim version?
Sorry, I removed the parallax files from the original mod. If you want you can copy the files that end with the "_p" in the original mod to SSE and the parallax would show, there is a possible chance that the new specular map might affect the look though I haven't tested it myself.
Just to leave a comment for anyone else wondering, I went the lazy route and just ran this mod on top of the original AMB Landscapes Parallax and it seems to work flawlessly.
does CaBaL not supply 2k normal maps in his 4k LE package?
The diffuses are great but the normal textures leave a lot to be desired for. Separating the alpha channel to look closer reveals a lot of black pixel artifacts.
edit: I also noticed the diffuse alpha channels are actually parallax channels... do they serve both function?
I've been noticing occasional lighting weirdness on certain things since installing these textures. idk whether it's an odd interaction between ENB and weather mods with these textures or what, but during certain weathers/lighting conditions, some textures become very reflective/abnormally bright. Especially the paths in Dawnstar, when a guard walks near them with a torch they glow very bright in relation to the space around them, like they tile is in daylight from any light source. During rain, some textures also get extremely reflective/shiny compared to what's around them.
The added specular maps for these textures have the same brightness level as vanilla. Try switching to vanilla landscape texture, if it still has that problem then it's not textures fault.
I believe this has something to do with the intensity of the normal maps. ENB can be amplify this. I have the same issue with anything by T4 including majestic landscapes
Sheer resolution rarely makes a texture better, but almost always decreases performance even if the quality is no better. Some of the best texture work for Skyrim, Fallout 3, and New Vegas is at 2048x2048. Resolutions higher than that really only help when you're dealing with objects that you see from close to the camera, like surface details on small parts of guns, or large objects, like buildings, complex shapes, and other pieces of architecture or geography.
Resolutions higher than that really only help when you're dealing with objects that you see from close to the camera, like surface details on small parts of guns, or large objects, like buildings, complex shapes, and other pieces of architecture or geography.
Higher resolution only help when you play with a big 8K TV while trying to stare at every little spots, skin poles, dirt stains and basically every tiny details of whatever you try to staring hard at instead of playing the game. One can resize a 1K vanilla texture to 4K and it wouldn't make a slight difference, the textures of this mod were professionally drawn, adjusted to fit with the visual style of the game and saved as uncompressed format so that's all matter really.
Caring about the resolution of the textures more than its quality is a very ineffective, unproductive way to mod your game textures.
I just asked if this mod was 2k or another Res because i didn't remember and i got the answer from GTheGenerous. I don't know how this becomes an entire "Res" discussion xD
Ya, I get all that. I was actually just making fun of Hectasword's phrasing.
But textures are a sum of their parts, and resolution is one of those parts, especially on landscapes. No one is talking about upscaling, as you implied.
For the record, my desktop is connected to a high resolution TV that I play on.
Thank You. Next You merge Solstheim Land + Caves and Mines and have complete package? Those are only textures without parallax or meshes so You can use those Skyrim SE, but how many know these quality textures?
I'm very happy to see this ported; it looks great! Kudos to both you and CaBaL for making it happen. Would the same process you used to port these textures also work for aMidianBorn Whiterun? It really only has a single texture that doesn't play nicely in SSE because of what I assume is the same problem you fixed in this pack, the excess shininess. (wrfieldgrass01_n.dds, which is a terrain texture used next to large rocks within the city)
I had assumed that all textures from that mod would work in SSE, here's the fix for the texture you brought up. https://drive.google.com/file/d/1nVX0O9FgQ8LOgU2UeRTuWNdVGQqnxJ_C/view?
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The diffuses are great but the normal textures leave a lot to be desired for. Separating the alpha channel to look closer reveals a lot of black pixel artifacts.
edit: I also noticed the diffuse alpha channels are actually parallax channels... do they serve both function?
Ya, so basically everything.
Caring about the resolution of the textures more than its quality is a very ineffective, unproductive way to mod your game textures.
But textures are a sum of their parts, and resolution is one of those parts, especially on landscapes. No one is talking about upscaling, as you implied.
For the record, my desktop is connected to a high resolution TV that I play on.
Would the same process you used to port these textures also work for aMidianBorn Whiterun? It really only has a single texture that doesn't play nicely in SSE because of what I assume is the same problem you fixed in this pack, the excess shininess. (wrfieldgrass01_n.dds, which is a terrain texture used next to large rocks within the city)
https://drive.google.com/file/d/1nVX0O9FgQ8LOgU2UeRTuWNdVGQqnxJ_C/view?