Popular Post Vishanka 236 Posted March 8, 2023 Author Popular Post Share Posted March 8, 2023 Playing around with the npcs a little 2 1 Link to comment
Popular Post Vishanka 236 Posted March 8, 2023 Author Popular Post Share Posted March 8, 2023 And last but not least, I put some more effort into the high elf face. This will be the next mod, probably with versions without piercings and some different eyecolors. But that might be as good as it gets with my abilities. Here you can see that the lips are a little glossy, that the eye have a shimmer and the piercing looks like it reflects light, ha! 1 1 Link to comment
dimitrius154 612 Posted March 11, 2023 Share Posted March 11, 2023 @VishankaAbout the Beautification Mod - is there any specific visible effect from saving as DXT5, instead of DXT1? Link to comment
Vishanka 236 Posted March 11, 2023 Author Share Posted March 11, 2023 (edited) 40 minutes ago, dimitrius154 said: About the Beautification Mod - is there any specific visible effect from saving as DXT5, instead of DXT1? I think it's personal taste but the quality with dxt1 got too bad for my liking, the colors blur very much and the edges become pixelated and darker; Here you can see dxt1 on the grass, I thought it looks odd compared to all the other textures Edited March 11, 2023 by Vishanka Link to comment
dimitrius154 612 Posted March 11, 2023 Share Posted March 11, 2023 1 hour ago, Vishanka said: the quality with dxt1 got too bad for my liking, the colors blur very much and the edges become pixelated and darker Could you, please, take a look at https://drive.google.com/file/d/1jOsXS4JJQEycX8jnlrAZJH8r04t3Iuia/view?usp=sharing ? Point is, Sacred 2 memory management is very particular as to how much is taken by textures. It should never be more then 390 - 400 MB, otherwise the game starts to stutter. 1 Link to comment
Vishanka 236 Posted March 11, 2023 Author Share Posted March 11, 2023 9 minutes ago, dimitrius154 said: Could you, please, take a look at https://drive.google.com/file/d/1jOsXS4JJQEycX8jnlrAZJH8r04t3Iuia/view?usp=sharing ? The edges are a little lighter but still quite rough, but there is a more distinct problem, this strange blackness now appears in certain angles: 1 Link to comment
dimitrius154 612 Posted March 11, 2023 Share Posted March 11, 2023 12 minutes ago, Vishanka said: The edges are a little lighter but still quite rough, but there is a more distinct problem, this strange blackness now appears in certain angles Somehow 1-bit alpha gets messed up. Updated. Let's try again. Link to comment
Vishanka 236 Posted March 11, 2023 Author Share Posted March 11, 2023 5 minutes ago, dimitrius154 said: Somehow 1-bit alpha gets messed up. Updated. Let's try again. I downloaded the file again but it seems to be 'my' original version, I don't see changed files this time. For testing purpose the i_graeser_sys01.dds would suffice, if you don't want to update all the files. It's the common grass in elven region Link to comment
dimitrius154 612 Posted March 11, 2023 Share Posted March 11, 2023 23 minutes ago, Vishanka said: I downloaded the file again but it seems to be 'my' original version, I don't see changed files this time. That's correct for the "miniobj" and "physx" subfolders, the rest are altered. 1 Link to comment
Vishanka 236 Posted March 11, 2023 Author Share Posted March 11, 2023 10 minutes ago, dimitrius154 said: That's correct for the "miniobj" and "physx" subfolders, the rest are altered. Ah I see, you did a DXT1 compression for the ground and building textures to reduce file size? Link to comment
Popular Post dimitrius154 612 Posted March 11, 2023 Popular Post Share Posted March 11, 2023 4 minutes ago, Vishanka said: you did a DXT1 compression for the ground and building textures to reduce file size? Indeed, that way the un-zipped package takes approximately half the original space. Supposedly without affecting the original quality. 2 Link to comment
Vishanka 236 Posted March 12, 2023 Author Share Posted March 12, 2023 13 hours ago, dimitrius154 said: Indeed, that way the un-zipped package takes approximately half the original space. Supposedly without affecting the original quality. Thank you, I'll update it in a bit 1 Link to comment
gogoblender 3,071 Posted March 14, 2023 Share Posted March 14, 2023 On 3/8/2023 at 6:21 PM, Vishanka said: And last but not least, I put some more effort into the high elf face. This will be the next mod, probably with versions without piercings and some different eyecolors. But that might be as good as it gets with my abilities. Here you can see that the lips are a little glossy, that the eye have a shimmer and the piercing looks like it reflects light, ha! ahh, i noticed it in another post... you found her eye-twinkle! gogo Link to comment
Vishanka 236 Posted March 19, 2023 Author Share Posted March 19, 2023 I noticed that the _h file isn't working properly which is funny as it is the vanilla file. It's responsible for the skin color overlay, trying to fix it Link to comment
Flix 5,116 Posted March 19, 2023 Share Posted March 19, 2023 The vanilla h file is bugged. CM Patch 1.50 introduced the changes to fix this. I thought I included these fixes in Purist Fixpack but I may have missed it - will check. Also not sure if you're using the full mod. EDIT: Fixes are in place in PFP. The Dryad h map has a similar fix in place. Link to comment
Vishanka 236 Posted March 19, 2023 Author Share Posted March 19, 2023 5 minutes ago, Flix said: Also not sure if you're using the full mod I think this is from one of some undressed mod files, probably outdated Link to comment
Vishanka 236 Posted May 7, 2023 Author Share Posted May 7, 2023 (edited) Grew a little tired of the highelf seraphim and now I'm back to seraphim mods I guess that's what I want for std-iron Edited May 7, 2023 by Vishanka 1 Link to comment
gogoblender 3,071 Posted May 8, 2023 Share Posted May 8, 2023 8 hours ago, Vishanka said: Grew a little tired of the highelf seraphim and now I'm back to seraphim mods I guess that's what I want for std-iron Love the colors, chunky and strong... this is the warrior armor nice seeing your designs again Vishanka gogo Link to comment
Vishanka 236 Posted January 27 Author Share Posted January 27 On 9/26/2022 at 5:58 PM, Vishanka said: Ouuuh how about that... that's the endijian wing effect I guess, perfect for the seraphim-highelf mod I'll try around a bit more, thank you for your help! Strange though that the transparency did not work for the t-energy effect the way it does for lava @Lindor can you help me with that wing effect? I can't get it working again. Only partly, I have no idea how I did that back then. Currently I have this: newSurface = { name = "seraphim-mystiquefx-wing_c", texture0Name = "maps/heroes/seraphim/sets/mystique/c_sera-mystique-wing_fx.tga", texture1Name = "fx/white.tga", texture2Name = "fx/noise.tga", texture3Name = "fx/black.tga", flags = SURFACE_FLAG_SHELLFX + SURFACE_FLAG_TRANSPARENT, shader = obj_d_s_b_lava, But doesn't look right. Any idea? } mgr.surfCreate(newSurface); Link to comment
Lindor 438 Posted January 27 Share Posted January 27 Sure I'd be glad to. Before we're starting, make sure that in the options the graphics settings are maxed. I remember the fen fires didn't explode with the new BLOODFX Flix added On 4/9/2023 at 8:29 PM, Flix said: If that was the case it would explode into bloody gore. Also everyone else would be seeing some kind of issue. I'm fairly convinced something's wrong with your setup. Missing FX, blacksmith arts dropping like items, runes crashing your game. I can't replicate any of this, or trace any kind of cause. You might want to reinstall everything cleanly from scratch. took me decades to figure out that it was my graphics settings. Can't remember which of them it was. I'm gonna go and take a look now at how your surface looks Link to comment
Popular Post Vishanka 236 Posted January 27 Author Popular Post Share Posted January 27 (edited) 48 minutes ago, Lindor said: Sure I'd be glad to. Before we're starting, make sure that in the options the graphics settings are maxed. I remember the fen fires didn't explode with the new BLOODFX Flix added took me decades to figure out that it was my graphics settings. Can't remember which of them it was. I'm gonna go and take a look now at how your surface looks newSurface = { name = "seraphim-mystiquefx-wing_c", texture0Name = "maps/heroes/seraphim/sets/mystique/c_sera-mystique-wing_fx_frac.tga", texture1Name = "maps/heroes/seraphim/sets/mystique/c_sera-mystique-wing_fx.tga", texture2Name = "fx/noise.tga", flags = SURFACE_FLAG_SHELLFX + SURFACE_FLAG_TRANSPARENT, shader = obj_d_s_b_lava, } mgr.surfCreate(newSurface); I have now this, the fx_frac is basically a very faint layer, not sure what I did with that. I would lie if I claimed I knew why it looks like this now again Edited January 27 by Vishanka 2 Link to comment
Lindor 438 Posted January 27 Share Posted January 27 25 minutes ago, Vishanka said: newSurface = { name = "seraphim-mystiquefx-wing_c", texture0Name = "maps/heroes/seraphim/sets/mystique/c_sera-mystique-wing_fx_frac.tga", texture1Name = "maps/heroes/seraphim/sets/mystique/c_sera-mystique-wing_fx.tga", texture2Name = "fx/noise.tga", flags = SURFACE_FLAG_SHELLFX + SURFACE_FLAG_TRANSPARENT, shader = obj_d_s_b_lava, } mgr.surfCreate(newSurface); I have now this, the fx_frac is basically a very faint layer, not sure what I did with that. I would lie if I claimed I knew why it looks like this now again Looks pretty good, Congratz! Also found this old post of you: On 9/26/2022 at 2:41 PM, Vishanka said: newSurface = { name = "seraphim-mystiquefx-wing_c", texture0Name = "maps/heroes/seraphim/sets/mystique/c_sera-mystique-wing_fx.tga", texture1Name = "fx/noise.tga", texture2Name = "fx/noise.tga", flags = SURFACE_FLAG_SHELLFX + SURFACE_FLAG_TRANSPARENT, shader = obj_d_s_b_lava, } mgr.surfCreate(newSurface); Wings are a bit mysterious to me, I don't quite understand why it works so well without the missing texture3Name. I'll look into the lava shader code and try to understand it Link to comment
Lindor 438 Posted January 27 Share Posted January 27 Yea texture 3 is used in the perlin noise function, it's for the animation. Without it, there should be no animation at all since lava_noise would just be zero everywhere. // calc lava float fnoise; float rnd = 0.0; float f = 1.0; float2 coord = I.texcoord0.xy + (system_data.xx * 0.015); for(int I = 0; I < 4; I++) { fnoise = tex2D(texture3, coord * 0.2 * f).a; fnoise -= 0.5; fnoise *= 4.0; rnd += fnoise / f; f *= 4.17; } coord = I.texcoord0.xy - (system_data.xx * 0.015); coord -= rnd * 0.02; float4 lava_noise = tex2D(texture3, coord); float4 lava_color = float4(lava_noise.xyz * tex0.xyz * (rnd + 1.0) + 0.3 * tex0.xyz, tex0.a); float4 lava_glow = float4(saturate(lava_color - float3(0.9, 0.9, 0.9)), 0.0); As usual, 0, 1 and 2 are diffuse, glow and normal map. I don't understand why this is working so well. Maybe, as it expects 4 textures, but only 3 are passed, it loops and takes the texture0Name for texture3Name. Link to comment
Lindor 438 Posted January 27 Share Posted January 27 1 hour ago, Vishanka said: newSurface = { name = "seraphim-mystiquefx-wing_c", texture0Name = "maps/heroes/seraphim/sets/mystique/c_sera-mystique-wing_fx_frac.tga", texture1Name = "maps/heroes/seraphim/sets/mystique/c_sera-mystique-wing_fx.tga", texture2Name = "fx/noise.tga", flags = SURFACE_FLAG_SHELLFX + SURFACE_FLAG_TRANSPARENT, shader = obj_d_s_b_lava, } mgr.surfCreate(newSurface); I have now this, the fx_frac is basically a very faint layer, not sure what I did with that. I would lie if I claimed I knew why it looks like this now again Uhmm... was just trying to test your surface. Copy-Pasta, no changes Link to comment
Vishanka 236 Posted January 27 Author Share Posted January 27 You probably don't have the fx_frac Link to comment
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