Nice isen't it? please if u know somthing to make it look better (texture shaders or even buildings please just any thing to make my game look better) then please by all means tell me.
Thanks for the link olha "> The thing about the graphic card means only that the more details you want to see, the more data the system must process, and it can process only so much, so most likely at certain point (if you demand too much from it) it'll start stuttering and/or crashing. But you don't have to worry about the links I gave you because they have minimal impact on your system (much smaller than RAEVWD for example, but if you have got a good, efficient PC you can of course use all of it and never worry). HAppy modding ">
Thank you for the help and about the castle its castle wolfspike heres the link: pres me for castle
i'm not verry good with computers and stuf so i don't know what u mean with: Another question is, how much is your graphic card going to take before it starts choking on distant details...
For real distant land awesomeness I'd suggest - apart from edits proposed by Endoril - some LOD texture and mesh generators. Here are some of them: TESAnnwyn, Landscape LOD generator tes4ll, TES4qLOD (these are mainly for terrain), and TES4LODGen (this is for architecture and objects). For further enhancement with Realistic Normal Maps with Faked Terrain Shadows. Mind you, they are easy enough to use, but you need to take it easy and read the readmes first, also grab gruftikus' Multi Purpose GUI - it'll do everything for you. You only feed it, and it does the rest.
Another question is, how much is your graphic card going to take before it starts choking on distant details...
As it is it's already a spectacular view you managed to achieve. It gives me an impression of a clear yet somewhat chilly and windy day. BTW, what is that castle in the middle plan?
Search for the following in your Oblivion.ini: uGridDistantCount - determines how many cells the engine renders in the distance; increasing this, you can see distant objects further uGridDistantCity - does the same as above, only for when you are within a city
uGridTreeRange - determines for how many cells the engine renders distant trees for uGridTreeRangeCity - again, for city worldspaces
About fog: Look for All Natural.ini in your Dataini folder, and in that document, look for the sections called 'Fog Distances'. Pretty self-explanatory there.
Then hell, I don't know... I see you have RAEVWD and QTP3, OBGE... almost perfect. You can tweak the Oblivion.ini to have the distant trees and objects rendered further. Adjusting fog is also an option in the All Natural ini if you use that.
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The thing about the graphic card means only that the more details you want to see, the more data the system must process, and it can process only so much, so most likely at certain point (if you demand too much from it) it'll start stuttering and/or crashing. But you don't have to worry about the links I gave you because they have minimal impact on your system (much smaller than RAEVWD for example, but if you have got a good, efficient PC you can of course use all of it and never worry). HAppy modding ">
Thank you for the help
and about the castle its castle wolfspike heres the link: pres me for castle
i'm not verry good with computers and stuf so i don't know what u mean with:
Another question is, how much is your graphic card going to take before it starts choking on distant details...
could u please explain that.
thank you
Another question is, how much is your graphic card going to take before it starts choking on distant details...
As it is it's already a spectacular view you managed to achieve. It gives me an impression of a clear yet somewhat chilly and windy day.
BTW, what is that castle in the middle plan?
uGridDistantCount - determines how many cells the engine renders in the distance; increasing this, you can see distant objects further
uGridDistantCity - does the same as above, only for when you are within a city
uGridTreeRange - determines for how many cells the engine renders distant trees for
uGridTreeRangeCity - again, for city worldspaces
About fog:
Look for All Natural.ini in your Dataini folder, and in that document, look for the sections called 'Fog Distances'. Pretty self-explanatory there.
could u tell me the exact lines where i can edit that i would love to see further away
You can tweak the Oblivion.ini to have the distant trees and objects rendered further. Adjusting fog is also an option in the All Natural ini if you use that.
and thank you
Anyways, awesome shot of Cyrodiil.