TES Skyrim 0.262
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- *blah-blah-blah maniac*
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Re: TES Skyrim 0.262
Eh crap, i did bug with vertical offset computation of old mist with anchors enabled because of new changes. Getting too old.
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Re: TES Skyrim 0.262
Well, never mind Boris, just solved that black vertical net bug by placing anchors above sea level at that area.
Will let you know whether it would still occur or not after placing all the anchors I would like to place for the new mist.
-Cheers-
Will let you know whether it would still occur or not after placing all the anchors I would like to place for the new mist.
-Cheers-
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Re: TES Skyrim 0.262
Damn, after optimization of volumetric mist cycle it won't compile properly (microsoft shader compiler is very buggy thing), unless i insert useless instructions which decrease perfromance. All old workarounds i knew do not work (like while (step<1.0) replace by while (step<=1.0)). Because it's part of another shader, i can't assemble it and fix and don't want to write separated shader, because it's extra write-read. Don't know how much time i'll experiment to make cycle condition work, probably better to drop these all as it is.
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Re: TES Skyrim 0.262
No progress, i can't find workaround against compiler, reduced optimization. Will try then totally different methods with low resolution textures.
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Re: TES Skyrim 0.262
Does anyone know if possible to make scripted "animated" objects which depends from time of the day and weather type and present by themselves volumes for fog or mist? At the early stage i tried Soolie clouds and they do not appear immediately, so i expect it's another stupid limitation of the game, but controllable mist or fog by scripters could be useful.
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Re: TES Skyrim 0.262
Mod updated without version change, download again
Removed volumetric mist. Fixed bug with 3d computation of height from anchors instead of 2d (sometime noticable as change in height of mist).
Removed volumetric mist. Fixed bug with 3d computation of height from anchors instead of 2d (sometime noticable as change in height of mist).
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Re: TES Skyrim 0.262
Would this affect the issue I was running into with the last .262 version, where vertical fade doesn't seem to do anything? Or does vertical fade not affect mist when looking up and I just don't understand what that knob is for?ENBSeries wrote:Mod updated without version change, download again
Removed volumetric mist. Fixed bug with 3d computation of height from anchors instead of 2d (sometime noticable as change in height of mist).
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Re: TES Skyrim 0.262
Vertical fade work properly in all versions, i don't know what kind of issue do you have.
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Re: TES Skyrim 0.262
I'm seeing the pallarax go flat to looking warped a few seconds later then flat again with the last two 0.262 binaries. The very first 0.262 binary does not have this issue.
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Re: TES Skyrim 0.262
Whoa! I have the same problem! I thought it was just a mismatch of parallax textures/meshes since I had just updated to the newest Vivid Landscapes... It was doing all sorts of weird things... Rocks undulating like Jello, non-parallax textures 'sliding' under parallax ones on the road, and also what you described. It would make sense if it was the binary because it's all very strange...skysan4298 wrote:I'm seeing the pallarax go flat to looking warped a few seconds later then flat again with the last two 0.262 binaries. The very first 0.262 binary does not have this issue.