TES Skyrim 0.266

Forum rules
new topics are not allowed in this subsection, only replies.
  • Author
  • Message
Offline
Posts: 34
Joined: 27 Apr 2014, 21:22

Re: TES Skyrim 0.266

http://gtaforums.com/topic/714694-v-pc- ... 1067317828

If something is encrypted(it usually is), someone decrypts it. It's no different than some aspects of Skyrim and especially not unlike other GTAs. You all need to relax.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17427
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.266

Pfuscher
Impossible to apply any texture to game objects, because landscape have 15 texture samplers used and the last one empty is used by the mod for different purposes. Effect can be applied only at huge cost by drawing objects once again (absolutely not worth it, cpu bottleneck) or via tricks of deffered rendering. Water in general fill up surface, just applying cube map not works, need a data for local altitude. Making this good is too much complex and i'm not interested in plastic covered world.

Number
I don't want to bother with the game which look okay, because the mod development takes a lot of time and not worth it if game is short living. I must be 100% sure that it's moddable game, otherwise don't want to waste months to develop something for it and have 10 visitor per day. No moddable game -> no ENBSeries. In case of standart games with something bad like color filters i can do fast and result will be really visible (such games have very short period of popularity), but for GTA5 mod is for screen archers who want perfect look, this is impossible to do in several days. Skyrim version have almost 3 mb source code, do you think it's so simple to make so many? Testing and research takes x10 more time, those damn not skippable startup screens multiplied by thousands restarts are crazy amount of time. In Steam statistics i have about 1500 hours in Skyrim, but i haven't played the game at all.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 618
Joined: 18 Jul 2013, 13:08
Location: UK

Re: TES Skyrim 0.266

_________________

i7 11700k @5.2GHz
RTX 4080
32gb DDR4 RAM C16
WDBlack 2TB Gen 4 NVMEe SSD
Over 100TB of additional storage


my Flickr
my videos

Offline
User avatar
*blah-blah-blah maniac*
Posts: 996
Joined: 02 Jan 2014, 23:38

Re: TES Skyrim 0.266

@Boris: Thanks for the answer. Thought it might be doable like the parallax terrain.
Plastic wasn't the aim :-) just a slight kind of reflection.

Got a technical question. Do cubemaps reflect on each other or is this just a coincidence?
I know the effect is much too strong and wrong, that's why I even noticed it in the first place. Or is this something else.

http://i.cubeupload.com/1Ql1Fs.jpg

looks like a fake version of this
https://www.youtube.com/watch?feature=p ... 2d01Q#t=20

^^

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17427
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.266

Pfuscher
I don't understand what you asking or you don't know how cubemaps works. They are just textures of 6 sides. Skyrim do not render anything to cubemaps, except water reflection (only few objects with low lod and buggy sky).
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
*sensei*
Posts: 373
Joined: 07 Mar 2013, 10:14

Re: TES Skyrim 0.266

@Boris: Is there a technical reason why you do not just disable the intro videos in the skyrim.ini ? Or in the case you refer to the intro horse ride sequence, why you do not just use the console to coc you into a random cell with the generic character?

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17427
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.266

I don't know how to disable intros and teleporting takes longer time to input the command compared to saved games.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
*sensei*
Posts: 373
Joined: 07 Mar 2013, 10:14

Re: TES Skyrim 0.266

In your skyrim.ini under General put this
SIntroSequence=

It will disable the bethesda intro movie. Alternatively you can go and manually remove the .bik file and it wont play either.

Offline
*blah-blah-blah maniac*
Posts: 565
Joined: 05 Apr 2014, 10:29
Location: Taiwan

Re: TES Skyrim 0.266

Hi boris,

I'm just wondering, is it possible to control near clipping plane?
There is a method to approach DOF partial occlusion by rendering hidden objects in the background.
_________________
Intel Xeon L5639 6C12T @3.96GHz | Gigabyte ga-x58a-ud3r | MSI GTX680 4G | 48G RAM | Intel 760p Nvme w clover bootloader
Flickr
YouTube

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17427
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.266

kingeric1992
From the mod this is hardly possible, because matrices for each drawed objects must be modified. Directly change process is what i prefer to avoid in the mod, better write SKSE plugin.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
Post Reply