http://gtaforums.com/topic/714694-v-pc- ... 1067317828
If something is encrypted(it usually is), someone decrypts it. It's no different than some aspects of Skyrim and especially not unlike other GTAs. You all need to relax.
TES Skyrim 0.266
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Re: TES Skyrim 0.266
Pfuscher
Impossible to apply any texture to game objects, because landscape have 15 texture samplers used and the last one empty is used by the mod for different purposes. Effect can be applied only at huge cost by drawing objects once again (absolutely not worth it, cpu bottleneck) or via tricks of deffered rendering. Water in general fill up surface, just applying cube map not works, need a data for local altitude. Making this good is too much complex and i'm not interested in plastic covered world.
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I don't want to bother with the game which look okay, because the mod development takes a lot of time and not worth it if game is short living. I must be 100% sure that it's moddable game, otherwise don't want to waste months to develop something for it and have 10 visitor per day. No moddable game -> no ENBSeries. In case of standart games with something bad like color filters i can do fast and result will be really visible (such games have very short period of popularity), but for GTA5 mod is for screen archers who want perfect look, this is impossible to do in several days. Skyrim version have almost 3 mb source code, do you think it's so simple to make so many? Testing and research takes x10 more time, those damn not skippable startup screens multiplied by thousands restarts are crazy amount of time. In Steam statistics i have about 1500 hours in Skyrim, but i haven't played the game at all.
Impossible to apply any texture to game objects, because landscape have 15 texture samplers used and the last one empty is used by the mod for different purposes. Effect can be applied only at huge cost by drawing objects once again (absolutely not worth it, cpu bottleneck) or via tricks of deffered rendering. Water in general fill up surface, just applying cube map not works, need a data for local altitude. Making this good is too much complex and i'm not interested in plastic covered world.
Number
I don't want to bother with the game which look okay, because the mod development takes a lot of time and not worth it if game is short living. I must be 100% sure that it's moddable game, otherwise don't want to waste months to develop something for it and have 10 visitor per day. No moddable game -> no ENBSeries. In case of standart games with something bad like color filters i can do fast and result will be really visible (such games have very short period of popularity), but for GTA5 mod is for screen archers who want perfect look, this is impossible to do in several days. Skyrim version have almost 3 mb source code, do you think it's so simple to make so many? Testing and research takes x10 more time, those damn not skippable startup screens multiplied by thousands restarts are crazy amount of time. In Steam statistics i have about 1500 hours in Skyrim, but i haven't played the game at all.
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Re: TES Skyrim 0.266
@Boris: Thanks for the answer. Thought it might be doable like the parallax terrain.
Plastic wasn't the aim just a slight kind of reflection.
Got a technical question. Do cubemaps reflect on each other or is this just a coincidence?
I know the effect is much too strong and wrong, that's why I even noticed it in the first place. Or is this something else.
http://i.cubeupload.com/1Ql1Fs.jpg
looks like a fake version of this
https://www.youtube.com/watch?feature=p ... 2d01Q#t=20
^^
Plastic wasn't the aim just a slight kind of reflection.
Got a technical question. Do cubemaps reflect on each other or is this just a coincidence?
I know the effect is much too strong and wrong, that's why I even noticed it in the first place. Or is this something else.
http://i.cubeupload.com/1Ql1Fs.jpg
looks like a fake version of this
https://www.youtube.com/watch?feature=p ... 2d01Q#t=20
^^
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Re: TES Skyrim 0.266
Pfuscher
I don't understand what you asking or you don't know how cubemaps works. They are just textures of 6 sides. Skyrim do not render anything to cubemaps, except water reflection (only few objects with low lod and buggy sky).
I don't understand what you asking or you don't know how cubemaps works. They are just textures of 6 sides. Skyrim do not render anything to cubemaps, except water reflection (only few objects with low lod and buggy sky).
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Re: TES Skyrim 0.266
@Boris: Is there a technical reason why you do not just disable the intro videos in the skyrim.ini ? Or in the case you refer to the intro horse ride sequence, why you do not just use the console to coc you into a random cell with the generic character?
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Re: TES Skyrim 0.266
I don't know how to disable intros and teleporting takes longer time to input the command compared to saved games.
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Re: TES Skyrim 0.266
In your skyrim.ini under General put this
SIntroSequence=
It will disable the bethesda intro movie. Alternatively you can go and manually remove the .bik file and it wont play either.
SIntroSequence=
It will disable the bethesda intro movie. Alternatively you can go and manually remove the .bik file and it wont play either.
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Re: TES Skyrim 0.266
Hi boris,
I'm just wondering, is it possible to control near clipping plane?
There is a method to approach DOF partial occlusion by rendering hidden objects in the background.
I'm just wondering, is it possible to control near clipping plane?
There is a method to approach DOF partial occlusion by rendering hidden objects in the background.
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Re: TES Skyrim 0.266
kingeric1992
From the mod this is hardly possible, because matrices for each drawed objects must be modified. Directly change process is what i prefer to avoid in the mod, better write SKSE plugin.
From the mod this is hardly possible, because matrices for each drawed objects must be modified. Directly change process is what i prefer to avoid in the mod, better write SKSE plugin.
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i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7