BLB Nature layout - V1.2 ISSUE RESOLVED

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King of Worms
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Re: BLB Nature layout - V1.2 (HD replacer fix)

Post by King of Worms »

I dont think DREAM uses a fixed ratio for sprite size "upscale" - so it will have some issues? :X
Most of the nature sprites were not upscaled but fully redrawn, and that on various canvas sizes determined by the artist (Jman0War mostly)

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BadLuckBurt
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Re: BLB Nature layout - V1.2 (HD replacer fix)

Post by BadLuckBurt »

King of Worms wrote: Fri Sep 09, 2022 8:38 am I dont think DREAM uses a fixed ratio for sprite size, so it will have some issues :X
Hm, if I understand you correctly, that means a DREAM image for a bush might have the same height in pixels as a tree (while the tree would be taller in-game)? That can still be addressed separately through XML files, I haven't mentioned that anywhere yet but it's possible to control the size per sprite that way outside of the other scaling options this mod offers. I'll send you a message and we can see what needs to be done.
haloterm wrote: Fri Sep 09, 2022 7:03 am Ah, now I seem to understand better what the mod does - it is mostly about billboard size? (No wonder I saw no real effect when trying - currently I use Kamer's low poly trees).
Yes, it affects billboard size and tries to break the grid layout from default DFU a little. If you're using Kamer's trees you won't see anything change up close, only in the distance since that's where the billboards are rendered. To get a better idea of what's going on, either fly up and look off into the distance with and without this mod enabled or disable his trees for a bit and check out the billboards up close.
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haloterm
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Re: BLB Nature layout - V1.2 (HD replacer fix)

Post by haloterm »

BadLuckBurt wrote: Fri Sep 09, 2022 8:49 am Yes, it affects billboard size and tries to break the grid layout from default DFU a little.
I tried this now on my very very slow laptop, where I can't use all the 3D heavy mods. I can definitely see a difference - trees are much higher, rocks are much larger. ^^

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carademono
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Re: BLB Nature layout - V1.2 ISSUE RESOLVED

Post by carademono »

This mod is absolutely terrific -- it completely transforms the Iliac Bay's wilderness. Forests finally feel like forests and jungles feel like jungles. Since installing it I've mostly given up my day job as a modder in favor of nature photography:

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For those who use Vanilla Enhanced, here are my recommended settings:

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These settings keep rocks and small plants at their vanilla scale, while quadrupling the size of trees. This results in remarkably realistic looking foliage.

Looking forward to seeing where you go with the mod from here, Burt.

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King of Worms
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Re: BLB Nature layout - V1.2 ISSUE RESOLVED

Post by King of Worms »


Nachtkater
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Re: BLB Nature layout - V1.2 ISSUE RESOLVED

Post by Nachtkater »

I recall Kamer mentioning you being involved in his low poly trees to some extent, would it be possible to implement this logic there as well?

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BadLuckBurt
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Re: BLB Nature layout - V1.2 ISSUE RESOLVED

Post by BadLuckBurt »

Nachtkater wrote: Wed Sep 21, 2022 7:31 am I recall Kamer mentioning you being involved in his low poly trees to some extent, would it be possible to implement this logic there as well?
Kamer already made his models bigger than the original sprites. DFU randomly scales nature model replacement on it's own already but it's probably harder to notice on models than it is on the original sprites.
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Arneb
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Re: BLB Nature layout - V1.2 ISSUE RESOLVED

Post by Arneb »

Really great mod. Just a thing, I guess flats are moved in cities, too? Because I got this after enabling it:

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BadLuckBurt
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Re: BLB Nature layout - V1.2 ISSUE RESOLVED

Post by BadLuckBurt »

Arneb wrote: Wed Sep 21, 2022 4:05 pm Really great mod. Just a thing, I guess flats are moved in cities, too? Because I got this after enabling it:

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Thank you. I think that's caused by the increased sprite size. That tree sprite is relatively small normally. Nature objects don't get moved in locations, DFU handles those separately from the wilderness as they're actually part of the RMB block data. So the tree was probably always there, it was just invisible.

Just to confirm if you can easily access that location, is the tree there when you disable the mod and noclip into the building?
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
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Arneb
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Re: BLB Nature layout - V1.2 ISSUE RESOLVED

Post by Arneb »

I'll have to check that. I'm afraid I can't go back there easily, since I'm playing with Ralzar's Ironman Options and I have only one save. For now, I can confirm I was able to access the building without issues. If I'll stumble upon anything similar, I'll check for sure.

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