kaffeekranz
You may have specular amount per texture, but not per area, like near water. In general specular is not much useful for terrain, it exist for objects like buildings, but nobody notice it.
TES Skyrim 0.265
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Re: TES Skyrim 0.265
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Re: TES Skyrim 0.265
Of course, I understood that.
But textures near water are generally used only near water anyway.
So one could create spec maps for those textures and have black spec maps for the textures you don't want them would work.
Personally I think it's noticeable, but I'd have to ask around how other people feel about it.
But textures near water are generally used only near water anyway.
So one could create spec maps for those textures and have black spec maps for the textures you don't want them would work.
Personally I think it's noticeable, but I'd have to ask around how other people feel about it.
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Re: TES Skyrim 0.265
Thank you for adding this feature. I'm hopeful it will encourage texture mod authors to incorporate the effect and we'll soon have broad support for the feature.
Last edited by Maeldun on 22 Jan 2015, 04:53, edited 3 times in total.
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Re: TES Skyrim 0.265
kaffeekranz
I've checked, textures like that are not only near water. And what to do with other normal maps? Many of them have alpha channel data, so just for one area modify all of them? Not worth it.
I've checked, textures like that are not only near water. And what to do with other normal maps? Many of them have alpha channel data, so just for one area modify all of them? Not worth it.
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Re: TES Skyrim 0.265
I found the problem about parallax textures.
If diffuse map has height map in alpha channel, NiAlphaProperty does not work well. Here is sample image.
Vanilla texture
Parallax texture
I want to fix this problem. Do you have any ideas how we can solve this problem?
If diffuse map has height map in alpha channel, NiAlphaProperty does not work well. Here is sample image.
Vanilla texture
Parallax texture
I want to fix this problem. Do you have any ideas how we can solve this problem?
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Re: TES Skyrim 0.265
Wtf to look at nif editor and edit terrain meshes?
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Re: TES Skyrim 0.265
I made some fix for alpha problem http://www.nexusmods.com/skyrim/mods/61452
Its not perfect but work for me.
Its not perfect but work for me.
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Re: TES Skyrim 0.265
Try checking the "Enable Blending" option and the uncheck the "Enable Testing" option (4333 value). That should blend the alpha enabled diffused texture better. If you check the "Enable Testing" option (4845 value), you will need to lower or raise the Threshold value to find the right combination.tamu75 wrote:I found the problem about parallax textures.
If diffuse map has height map in alpha channel, NiAlphaProperty does not work well. Here is sample image.
I want to fix this problem. Do you have any ideas how we can solve this problem?
I could only find the parallax texture how-to on the normal map texture, so I hope you can apply the same parallax technique on those dirt* diffused texture files as you've done on the coast diffuse texture files.
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Re: TES Skyrim 0.265
Version updated, download again
Added specular parameters as multipliers to existing for [OBJECT], [VEGETATION] and [EYE] categories of enbseries.ini to control individually, may be useful for wet body mods.
Added specular parameters as multipliers to existing for [OBJECT], [VEGETATION] and [EYE] categories of enbseries.ini to control individually, may be useful for wet body mods.
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Re: TES Skyrim 0.265
Boris
Are the new parameters weather separated also?
Are the new parameters weather separated also?