TES Skyrim 0.265

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Re: TES Skyrim 0.265

Pfuscher
I still don't understand.
Sorry, meshes aren't the problem at all. Those have their assigned _p.dds for parallax and their diffuse alpha map, if they have transparency and everything is fine.
I'm talking about the terrain without meshes
Terrain which i modified do not use alpha channel of diffuse or normal maps, shaders were patched individually and all of them ignore alpha in vanilla, so i thought you are talking about bridge problem as static mesh which can be fixed adn which share same texture as terrain.
As far as I know this mod http://www.nexusmods.com/skyrim/mods/61452/? changes following stuff
Don't know what the problem is. Why not just modify diffuse texture? _p textures are height maps as i know and they are not required for terrain shaders, they are simply unused, don't believe that game remove alpha channel from diffuse and then copy it there from _p texture.
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Re: TES Skyrim 0.265

ENBSeries wrote:Pfuscher
I still don't understand.
Sorry, meshes aren't the problem at all. Those have their assigned _p.dds for parallax and their diffuse alpha map, if they have transparency and everything is fine.
I'm talking about the terrain without meshes
Terrain which i modified do not use alpha channel of diffuse or normal maps, shaders were patched individually and all of them ignore alpha in vanilla, so i thought you are talking about bridge problem as static mesh which can be fixed adn which share same texture as terrain.
As far as I know this mod http://www.nexusmods.com/skyrim/mods/61452/? changes following stuff
Don't know what the problem is. Why not just modify diffuse texture? _p textures are height maps as i know and they are not required for terrain shaders, they are simply unused, don't believe that game remove alpha channel from diffuse and then copy it there from _p texture.

My mistake. But if your shaders for parallax terrain are programmed individually, why do I get different outcomes if I change the alpha map of the diffuse and why is everybody adding that alpha channel? That's kinda confusing.
Could you please tell me how they work? Thanks.

I added the pictures in my previous post.

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Re: TES Skyrim 0.265

Pfuscher
I don't know why _p textures are used for terrain parallax mods, never said anything about them. Here is the set of textures from one of terrain shaders:

Code: Select all

//   MultiTextureDiffuse0Sampler   s0       1
//   MultiTextureDiffuse1Sampler   s1       1
//   MultiTextureDiffuse2Sampler   s2       1
//   MultiTextureDiffuse3Sampler   s3       1
//   MultiTextureDiffuse4Sampler   s4       1
//   MultiTextureDiffuse5Sampler   s5       1
//   MultiTextureNormal0Sampler    s7       1
//   MultiTextureNormal1Sampler    s8       1
//   MultiTextureNormal2Sampler    s9       1
//   MultiTextureNormal3Sampler    s10      1
//   MultiTextureNormal4Sampler    s11      1
//   MultiTextureNormal5Sampler    s12      1
//   MultiTextureDiffuseLODSampler s14      1
//   LODNoiseSampler               s15      1
MultiTextureDiffuse*** and MultiTextureNormal*** textures ignore alpha channel and i use MultiTextureDiffuse*** alpha for computing parallax. There is no height maps and no available samplers to insert them physically (s13 is used for several of enbseries effects). Game cannot modify dxt compressed textures, because it's very slow procedure, so color textures from terrain are passed to the shader as they are, with or without alpha channel. MultiTextureDiffuseLODSampler and LODNoiseSampler textures do not have parallax, but both or one of them (don't remember) use alpha channel, may be they are modified as diffuse, that's why fail?
What i see on the first two screenshots of yours on previous page, that's not looks like terrain. It's probably overlay above terrain which require _p texture and modified mesh to make parallax work.
The last image and With the alpha map in the diffuse the terrain parallax uses(not using the _p.dds) the floor looks pretty weird as 0-155 is too much height difference i just see invalid height data in alpha channel, not designed accordingly to the game standart of _p files. All i can do is to check such places, if game provide valid data for displacement amount or was that my mistake and scaling is too high (but i used the same as for game vanilla parallax shaders).
Rechecked all shaders, no mistake regarding alpha, all of them ignore alpha channel of diffuse map, code looks like this:

Code: Select all

    texld r0, v0, s1
    mul r0.xyz, r0, v5.y
    texld r1, v0, s0
    mad r0.xyz, v5.x, r1, r0
    texld r1, v0, s2
    mad r0.xyz, v5.z, r1, r0
    texld r1, v0, s3
    mad r0.xyz, v5.w, r1, r0
    texld r1, v0, s4
    mad r0.xyz, v6.x, r1, r0
    texld r1, v0, s5
    mad r0.xyz, v6.y, r1, r0
Will look deeper in shaders with buggy parallax places.
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Re: TES Skyrim 0.265

Found place with texture which is too much displaced, here is different debug outputs of terrain data, height from alpha channel of diffuse, diffuse color channel and parallax
Image Image Image
Constants are fine, everything else in shader also. Just textures which are not correct for displacement, very big amplitude for small details. I think the same problem is on the last screenshot of yours http://i.imgur.com/sRnHBcy.jpg.
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Re: TES Skyrim 0.265

That mod is weird... half textures use _p file and other half need parallax in difuse alpha channel. Looks like he tried to separate the same texture used by meshes and by terrain. I did that in my last mod and only had to make new texture sets and apply to meshes.

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Re: TES Skyrim 0.265

As soon as I change the alpha map of the diffuse to average parallax values(100-155 for example) the texture in my last screen looks normal again.

Also if I change the alpha map of 32cm's diffuse textures the parallax effect changes.

That's why I thought that the alpha map of the diffuse contains the height information. I tested this with like 15 textures and 40 alpha maps for parallax.

All this without Parallax Fix Project - Landscape by StasMonster of course.

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Re: TES Skyrim 0.265

Pfuscher
You wrote what i tried to say. So what's the problem? I'm totally lost now and probably because misunderstanding of modders how terrain parallax works.
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Re: TES Skyrim 0.265

Yikes, Bethesda has attached the Dirt02.dds file to a list of mesh files through CK, so those must be detached through CK for the Dirt02.dds to work correctly with the ENB terrain parallax. The Dirt01.dds file did not have this attachment to a mesh in CK, so it is easy to add the alpha channel for the mesh-less terrain to render. However, the Dirt02.dds file and the other diffuse textures with the alpha channel, Bethesda is using the alpha channel to blend that texture file to the attached mesh file.
Here's the list that showed those attached mesh files for just the Dirt02.dds file, so the terrain and those meshes will look weird like when the ENB terrain parallax is enabled without detach and stop sharing the Dirt02.dds file. Also the TextureSet must be modified for the LDirt02 set to use the new texture file. This is just on a single Dirt02.dds file, but Bethesda probably has more so-called-shared terrain texture files. A little tall order for an ENB parallax mod to do it correctly.
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Re: TES Skyrim 0.265

Any voices for removing my fix of lines for point lights, which not work with ELFX? Or keep it as it is.
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Re: TES Skyrim 0.265

My own feeling is to not remove something because of one mod.
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