bioware water fix patch?
#1
Posté 22 décembre 2012 - 03:02
Ive downloaded it and found out it overrides water textures from 1.69 and one from original NWN. Not that I wouldn't believe there isn't anything to fix but simply want to know moe informations.
My attempts to contact author failed, nwvault emailing feature doesn't work, author has no visible contact informations and isn't registered anywhere.
Does anyone know more about this? What exactly it fixes, maybe the shiny water crash? Or its just a color improvement?
#2
Posté 22 décembre 2012 - 03:08
Otherwise I don't know anything about it.
Modifié par henesua, 22 décembre 2012 - 03:09 .
#3
Posté 22 décembre 2012 - 03:13
#4
Posté 22 décembre 2012 - 03:31
Chaos_Theocrat said
Monday, September 1, 2008 - Finally, I have come up with a fix for the "Castle Exterior, rural (TNO)" tileset as well as the "Tropical" tileset. My new patch fixes the water in both of those sets so that they no longer cause slowdown. The patch is called "BioWater Patch", and should be placed on top of other tileset Hak Paks. This can be used both with CCR&BEXv5 or independently of it (in case you just want the water fixes).
Castle, City, Rural & Below Expanded (CCR&BEX) v5
<...and leafing through index cards>
#5
Posté 22 décembre 2012 - 03:35
C_T is still quite active, creating some gorgeous CEP-based prefabs, but I can't tell you any more than that.ShaDoOoW wrote...
...
My attempts to contact author failed, nwvault emailing feature doesn't work, author has no visible contact informations and isn't registered anywhere.
...
I get no response, either.
<...for witty dialogue with more makers>
#6
Posté 22 décembre 2012 - 03:47
#7
Posté 22 décembre 2012 - 04:10
One other *tiny* difference.
Bioware's tno01_water01.txi uses tno01__env for its bumpshinytexture.
CT uses ttr01_env, which is (as you pointed out) a much smaller cube map than tno01_env.
Edit: CT replaces *all* the cube maps with ttr01_env
I suspect the texture could be any size, but the far smaller cube map makes the difference.
Edit: We all know Bioware was experimenting with shiny water. This little difference could be what sank that particular boat... :-/
<...*very* close together>
Modifié par Rolo Kipp, 22 décembre 2012 - 04:16 .
#8
Posté 06 mars 2013 - 05:13
The reason I designed the patch was largely due to a quirk I noticed in the water in certain "newer" tilesets such as Tropical, and of course the TNO tileset elsewise known as Castle Exterior, Rural. The quirk is that something in the type of water used in those tilesets makes it just a bit more taxing on certain PCs. Now if you're running mayhaps a Quad Core or something modernly powerful you'd certainly never even notice... but on my rather modest Dual Core and a couple of other folks' systems too (including some older ones than mine) the quirk is quite easier to notice and causes a bit of "jittery"ness to the camera when you're looking around and walking and runnign around, in an area. So I tested a theory I had, that replacing the water textures used by those tilesets with water from the good old fashioned standard Rural tileset from original vanilla Nwn might result in the elimination of the quirk entirely. Sort of an extreme solution for the problem. And the amazing part is, it worked! So now, whenever I build with those tilesets, I use that patch for the very best performance possible. And best of all, with making my patch available to the community, everyone or anyone else who's ever noticed the performance hit will benefit from it. So that's the official story straight from the mouth of Chaos! Hope it helps.
Ta for now, my friends, colleagues, and fellow community members! Be well, my friends.
#9
Posté 06 mars 2013 - 05:31
Rolo Kipp wrote...
<holding his fingers...>
One other *tiny* difference.
Bioware's tno01_water01.txi uses tno01__env for its bumpshinytexture.
CT uses ttr01_env, which is (as you pointed out) a much smaller cube map than tno01_env.
Edit: CT replaces *all* the cube maps with ttr01_env
I suspect the texture could be any size, but the far smaller cube map makes the difference.
Edit: We all know Bioware was experimenting with shiny water. This little difference could be what sank that particular boat... :-/
<...*very* close together>
Well said, Rolo my friend! During my experiments with the water textures, this was exactly what I noticed about them - the leaning towards a shiny effect that made it more taxing and sadly which did not quite achieve the effect that was likely planned. It rather was like a boat that tried to sail but didn't get very far into the water before it got "weighted down" so to speak. So my patch kind of lightens the load and restores the "boat's" ability to take off at just the rigtht speed to catch the wind again.
Who knew that texture work could be so nautical?
Modifié par Yrkoon_of_Melibone, 06 mars 2013 - 05:32 .





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