TES Skyrim 0.308
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- *blah-blah-blah maniac*
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Re: TES Skyrim 0.308
And specular need 2 parameters, while in texture only one can be stored
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Re: TES Skyrim 0.308
I don't want to hear problems, I want hear solutions
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Re: TES Skyrim 0.308
I guess the only solutions are to use specular power as global variable for the mod or automatically change power together with intensity. Specular power is glossiness, the size of specular area.
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Re: TES Skyrim 0.308
Tried to make specular, but stopped as soon as saw how landscape surfaces badly mixed with other geometry (like road). There is no way to fix such areas, better to not touch shit to not let it smell, modders can't fix problems without making new models which somehow smoothly overlap terrain near areas of usual textures. See yourself how much different textures are near usual with specular and terrain mesh (grey in debug mode)
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Re: TES Skyrim 0.308
Version updated, download again
Added support of loading multiple plugins (.dllplugin extention) from "enbseries" folder. Previously they were loaded as proxy only and one file.
Added support of loading multiple plugins (.dllplugin extention) from "enbseries" folder. Previously they were loaded as proxy only and one file.
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Re: TES Skyrim 0.308
Thanks for the newest update, Boris.
Regarding landscape/road blending:
Point lights (such as from torches) only light up roads but not the landscape itself, which causes discontinuities in the light blending between the two. Did you find out why that is? Do you think it's due to roads are implemented via meshes (which may have different properties) than the landscape?
Regarding landscape/road blending:
Point lights (such as from torches) only light up roads but not the landscape itself, which causes discontinuities in the light blending between the two. Did you find out why that is? Do you think it's due to roads are implemented via meshes (which may have different properties) than the landscape?
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Re: TES Skyrim 0.308
Landscape have it's own limited set of shaders which are simple, but with huge amount of textures used. With some tricks it's fixable from my side, but i'm not sure about effort required for this and is it worth the result (i never noticed before this problem actually).
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Re: TES Skyrim 0.308
Is the "don't light landscape" ticked for the torches through the Creation Kit?
I can't remember now if that option is availoable in hte parent light bulbs or just the child/cell placed light bulbs.
I can't remember now if that option is availoable in hte parent light bulbs or just the child/cell placed light bulbs.
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Re: TES Skyrim 0.308
Have you had any progress for new features of the mod? Like your SSAO? Or Some light/skydome controls!
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Re: TES Skyrim 0.308
--JawZ--
There are 14 terrain shaders if i remember and some of them do have point light information, so it should work if something is not messed up by B*da.
Marty McFly
No. I wasted time with researching water shaders for Fallout 4, but recently gave up (try again later) and wasting time thinking about game development on my own, how to mix it with modding. I feel very uncomfortable that stopped modding because chatting with girls on _SPAM_ site, thought it will take less time to find good one and then come back to work.
There are 14 terrain shaders if i remember and some of them do have point light information, so it should work if something is not messed up by B*da.
Marty McFly
No. I wasted time with researching water shaders for Fallout 4, but recently gave up (try again later) and wasting time thinking about game development on my own, how to mix it with modding. I feel very uncomfortable that stopped modding because chatting with girls on _SPAM_ site, thought it will take less time to find good one and then come back to work.
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