TES Skyrim 0.414

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Re: TES Skyrim 0.414

Im not familiar with armors cause dont play game, so i better check bottles. But you see, many mods setup such textures as benefit, i even saw improved bottles long time ago. So expect without even static cubemap some objects will look unnatural. Anyway, not a big deal to patch shaders with multiplier of intensity.
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Re: TES Skyrim 0.414

ja231c wrote:Well, it's not that they look wrong, because they don't look wrong, it's that I just want to disable them, because, well, they are static, generic cubemaps and they simply don't always look good because, well, they are static and generic.
They can be found on the ebony armor, dwarven armor, various bottles and probably most other things that are supposed to be really shiny.
Why not just disable cube maps (environment mapping) in the ini?

fEnvmapLODFadeEnd=0.0
fEnvmapLODFadeStart=0.0
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Re: TES Skyrim 0.414

ENBSeries wrote:Im not familiar with armors cause dont play game, so i better check bottles. But you see, many mods setup such textures as benefit, i even saw improved bottles long time ago. So expect without even static cubemap some objects will look unnatural. Anyway, not a big deal to patch shaders with multiplier of intensity.
it's the Bigrnge sample...that goes nuts wirth firespell (for dynamic fire) and alteration for complex particle lights...idk why,not even sure if its intentional or not...i guess il just leave them disabled.

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Re: TES Skyrim 0.414

Guzio,
Now I wonder why that didn't occur to me, thanks.
EDIT:
It works, but it would be nice to have such a feature in ENB, after all, some people might want them at half intensity or something.

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Re: TES Skyrim 0.414

ja231c - some special effect in the game are created using cube maps, like this metal with a red and blue sheen :

Image

Image

so turning this effect off completely can be problematic :)
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Re: TES Skyrim 0.414

Yeah, that kind of things i meant. Don't remember now, in the shops or maybe in taverns objects exist which without cubemap looks dull.
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Re: TES Skyrim 0.414

Yeah, I know it's used for those things, but the wet surfaces cubemap is y'know, it looks better than those static cubemaps and having both present at the same time, well, it looks better with no static game cubemaps.
Shame wet surfaces don't get tinted with the specular color.

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Re: TES Skyrim 0.414

Boris
Sure it’s already been asked long ago, but would it be possible to make the GUI resolution-independant ?
Playing at 4K or over makes it really hard to read / edit.
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Re: TES Skyrim 0.414

Not my code and it's not just visually need rescaling, but changing how it read mouse position and screen size, rewrite shaders to force them write alpha to temporary texture used to upscale (otherwise transparency of GUI will be lost, but it's too much important). I may do mistakes there. I'll think again how to implement this in as simple way as possible, but no promises, i do not like to waste time on things not related to graphics.
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Re: TES Skyrim 0.414

Nope, it's crazy hell to rescale editor, it's code not designed for such things, so require huge amount of changes. I thought before that can just draw area of each window to temporary texture, then scale it up to the screen, but this also need unknown effort because whole display screen is used, not just part of it, so scaling up will be not relative to corner of each window. If i scale up relative to display left top corner, it should be better, but big risk to move outside of the screen and then need to reset game. But i have another idea, how about making zoom tool which automatically show copy of everything near the mouse cursor? Or it's still not okay cause input with tiny things is difficult? But something says this feature will be also annoying.
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