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 Post subject: Re: TES Skyrim
PostPosted: 22 Apr 2013, 20:07 
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*sensei*

Joined: 15 Dec 2012, 19:45
Posts: 349
I don't mind people like Elewin. If anything, they bring something new and interesting when it comes to modding. Cross-platform (maybe wrong word) things interest me. I saw a video where a person recreated Skyrim using the Crysis engine...that is very cool. I am sure it took a lot of work to do, and I don't blame that person for not wanting to release it to the public. Elewin operates the same way, mods she makes are for personal use. Nothing wrong with showcasing it or getting the public's opinion on them.

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Tomoko
 Post subject: Re: TES Skyrim
PostPosted: 22 Apr 2013, 20:11 
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*sensei*
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Joined: 29 Mar 2012, 16:39
Posts: 250
@Chan,

The bottom line....the person cheated, and now they are gone.

I would love to see Skyrim on the Crysis engine or with full DX11........BORIS??? :D (I'm just kidding, I remember what you said about that)


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 Post subject: Re: TES Skyrim
PostPosted: 22 Apr 2013, 21:52 
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*blah-blah-blah maniac*
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Joined: 27 Dec 2011, 08:53
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Bronze316
I don't understand what is so special in crysis engine and dx11. Even if to port game to dx11, it only allow to make ambient occlusion and indirect lighting without noise, that's all. Even tesselation with displacement is impossible without remodelling. And when i asking modders to create custom objects for additional effects or objects, they ignore, so what to expect from latest technologies then? Is it so hard to model new geometry, setup it as i say and place in the world?

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 Post subject: Re: TES Skyrim
PostPosted: 22 Apr 2013, 22:11 
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*sensei*
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Joined: 29 Mar 2012, 16:39
Posts: 250
@Boris,

I understand your point about the Crysis engine, I've just expected more from it I guess. There are a few DX11 effects that I would like to see in Skyrim, like Volumetric and Particle Illumination. Although I'm not sure how much of a difference it would actually make. I've seen these listed in the 3DMark 2013 benchmark, and the graphics looked very good! Could that be the same as Indirect Lighting???

Your ENB Series for Skyrim already resembles the look of many DX11 games, so maybe you're right and it's not worth the trouble.

Hey, the Witcher 2 has a DX9 render mode. That would be my suggestion if you are curious which game to modify next. It's an excellent game! The HDR/bloom could really use your touch.


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 Post subject: Re: TES Skyrim
PostPosted: 22 Apr 2013, 22:40 
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*sensei*
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Joined: 29 Jan 2013, 01:17
Posts: 450
@Boris

If I knew anything about modeling at all, I'd be more than willing to help you. :) Currently, I just know how to add a sphere to my scene in Blender, sadly, so I wouldn't be of much help.

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 Post subject: Re: TES Skyrim
PostPosted: 22 Apr 2013, 23:18 
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*blah-blah-blah maniac*
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Bronze316
Quote:
like Volumetric and Particle Illumination

It's not hard to create in dx9.
Quote:
the Witcher 2 has a DX9 render mode. That would be my suggestion if you are curious which game to modify next.

I bought it already for modding.

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 Post subject: Re: TES Skyrim
PostPosted: 22 Apr 2013, 23:25 
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*sensei*
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Joined: 29 Mar 2012, 16:39
Posts: 250
@Boris,

That is awesome, I'll forget about DX11. Thank you! ;)

And about the modding geometry for tessellation, etc. I'll spread the word that you need some help and send them your way, just post a message on the news page when you're ready to do that part.


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 Post subject: Re: TES Skyrim
PostPosted: 23 Apr 2013, 01:28 
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*blah-blah-blah maniac*
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Joined: 27 Dec 2011, 08:53
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Bronze316
You misunderstood, tesselation in dx9 is such tricky thing that without source code of the game almost impossible, but the main problem even with dx11 is how geometry is modelled, displacement makes almost all meshes ripped apart, it's not feature which you can turn only by pressing a button, it's very hard additional work for modellers. What i mentioned about extra native mods which may interact with enbseries - clouds, imposters for plants or stones or anything else which can't be created by game shaders (not classic polygonal rendering).

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 Post subject: Re: TES Skyrim
PostPosted: 23 Apr 2013, 01:34 
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*sensei*
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Joined: 29 Mar 2012, 16:39
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@Boris,

I forgot about that source code issue, my mistake. Ok, no problem. We still have some possibilities with more Parallax mods. The ones out there are pretty nice, but I have no patience to learn that, because I have plans for a new project coming up soon. I'll be going into the creation kit, and testing my hand at the weathers. ;)


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 Post subject: Re: TES Skyrim
PostPosted: 23 Apr 2013, 03:03 
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Joined: 12 Jul 2012, 04:54
Posts: 92
ENBSeries wrote:
Bronze316
You misunderstood, tesselation in dx9 is such tricky thing that without source code of the game almost impossible, but the main problem even with dx11 is how geometry is modelled, displacement makes almost all meshes ripped apart, it's not feature which you can turn only by pressing a button, it's very hard additional work for modellers. What i mentioned about extra native mods which may interact with enbseries - clouds, imposters for plants or stones or anything else which can't be created by game shaders (not classic polygonal rendering).


Ahh ok, still learning here but doesn't tessellation require a heightmap from the alpha channel, so that it doesnt looked ripped apart? Or is there some way you can create tessellation by using the normals from an object?

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