TES Skyrim 0.192

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Re: TES Skyrim 0.192

Helt utan bildmappar/texturer så är dä inga problem
Jag kör på samma som Boris gör 314.22


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Without texture mods there is no problem
I'm running the same as Boris does 314.22

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Re: TES Skyrim 0.192

--JawZ-- wrote:Helt utan bildmappar/texturer så är dä inga problem
Jag kör på samma som Boris gör 314.22


Eng;
Without texture mods there is no problem
I'm running the same as Boris does 314.22

ok... It can't be any problem with the textures or the meshes, it has to be a failed connection between boris new code and how bethesdas way of loading loose textures work.

Missing Textures in bethesda games is usually black or purple (purple only normal map loaded). SO i guess somewhere in boris code, there is something that is either tooooo optimized or carelessly written (no offense Boris, programming is trial and error as I am a C# programmer as well.) Hopefully some sleep will make him have a idea what the problem in the code is!
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Re: TES Skyrim 0.192

It's still the matter of vanilla textures being loaded fine while modded non-vanilla textures does not. If it was only caused by an oversight in Boris code then it stands to reason that it would occur on the vanilla textures themselves too. At least in my opinion that is.

The textures has been done differently in some way, not incorrect perhaps but different otherwise the render would or at least should have been the same. But as you mention it can be caused by how the loose files are loaded in to Skyrim instead from a .bsa folder.
Will have a look at creating a .bsa folder for the textures and see if it truly is loose file connected.

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Re: TES Skyrim 0.192

Cleaned up some and resaved all in my whole tree folder (DXT1 and DXT5 - redid all MipMaps)...:> lots and lots unwanted alpha and so on
(I know this degrade quality a bit, but not sure what else todo without originals)
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Seen some other mods too with same...
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Re: TES Skyrim 0.192

--JawZ-- wrote: Will have a look at creating a .bsa folder for the textures and see if it truly is loose file connected.
Try with ESP and ESM aswell...
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Re: TES Skyrim 0.192

Yersinia79 wrote:Cleaned up some and resaved all in my whole tree folder (DXT1 and DXT5 - redid all MipMaps)...:> lots and lots unwanted alpha and so on
(I know this degrade quality a bit, but not sure what else todo without originals)
Seen some other mods too with same...
make alphas smaller <8px doesn't make any difference on quality but saving vram? o.O
Can you try without MipMaps?
I know it's odd to ask but hey...
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Re: TES Skyrim 0.192

klotim wrote: make alphas smaller <8px doesn't make any difference on quality but saving vram? o.O
Can you try without MipMaps?
I know it's odd to ask but hey...
I did even better I removed the unwanted alpha :) alpha cant have different size, "alpha channel" is saved within the textures when needed
(well when people know what their doing I guess)
no mipmap is bad idea, cause textures far away will have full res then, that make fps go down alot^^
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Re: TES Skyrim 0.192

Yersinia79 wrote:
klotim wrote: make alphas smaller <8px doesn't make any difference on quality but saving vram? o.O
Can you try without MipMaps?
I know it's odd to ask but hey...
I did even better I removed the unwanted alpha :) alpha cant have different size, "alpha channel" is saved within the textures when needed
(well when people know what their doing I guess)
no mipmap is bad idea, cause textures far away will have full res then, that make fps go down alot^^

just for testing if that causes black/purple textures ofc ;)
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Re: TES Skyrim 0.192

Thanks for trying to fix this memory crash problem Boris!

I always thought my CTD was because of mods that were not compatible with each other but its actually because my ram usage was going over 3.1gb

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Re: TES Skyrim 0.192

The texture bug is about dds format as far as I know.
Only DXT5 and RGB format are good, DXT1 and DXT3 will not work for 0.192.
A knida of prove is that if a object uses multiply textures, the DXT1 or DXT3 textures would disappear while the DXT5 and RGB textures displayed properly.
Personlly, I'm not seeing any bugs with .nifs, even with modded ones. It's logical that some .nifs added by mods would be wrongly created but if it works with vanilla textures, at least it wouldn't have any texture-assigning problems.
BTW, SMIM is okay with me, no bug if using DXT5 textures.
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