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[TW1] [mod] Triss, Shani Adda, nude not just in undies

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F

felldude

Senior user
#61
Jan 24, 2008
tracido said:
I love tech speak like this and feel dumb. :'(If I was half as good as you folks I'd have been done with the Naiad texture long ago.@ Felldude, it's no bother to me being there at other times, I just like it where it looks more sensible for the characters (I would expect a succubus to be nude at all times PERIOD, but a human female, not so much). ;) I just am glad it's working much better now. Thanks to all for the work and info, the best idea is that resizing, at 1680x1050 that would look better indeed.
Click to expand...
I havent spent much time with the Naiad texture, if I recall it uses the cr_naked3_c1.dds which is the same texture as the dryad. Out of curriosity are you doing the work on the Edited relese of the cm_naked3.mdb model and texture or the version that was included in the localized00.bif file?I had done some work, to no avail yet editing the .are files with a hex editor but have been unable to change what model is called for for the naiad without crashing the game. My plan was to call for a cm_naked6.mdb which would have just been a copy of cm_naked3.mdb. But then I go back to the problem of it crashing even when I change what texure is called for.I wonder if such mods as, calling for a different model file will have to wait for the offical editor?
 
Tracido

Tracido

Forum veteran
#62
Jan 24, 2008
I am using several pieces of software and none too easily, but getting my file from a TGA back into the game world is my biggest issue once I have all the texture changes done.I would never play this game censor marketed nor would I pay for it that way, I own the UK version, as that's what I had when purchasing found to be uncut. I only added your skins for the love scenes and the polish beta/translated whatever (I like it better and feels more mature).I sure hope so I'd like to add more textures for similar call procedures like in towns for extra unique characters that use the same model for starters as the game also uses this technique to add more with similar models, just fun ideas.
 
F

felldude

Senior user
#63
Jan 24, 2008
Exatrive said:
so your texture pack could prolly be released in 3 diffrent resoultion.. 512x512 = normal 1024x1023=medium 2080x2080=high
Click to expand...
Thats the great thing about mipmap generation with dds format. If your highest res is 2048x2048 and you generate the mipmaps down to lets say 128x128 you would have2048x20481024x1024512x512256x256128x128All in one nice compact file.
 
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exatrive

Senior user
#64
Jan 24, 2008
Humm, so hex editiing didn't work .. that what I though we would be limited to untill the toolset is released.. and that assuming the tool set allows editing the game in this manner.. IE creating a whole new refrence for the model being called for... I would imagine calling for the model wouldn't crash the game persay... but perhaps that scripts that refer to that model no longer have a proper refrence so short of hex editing that model that is called we would have to make sure the scripts themself are pointed to the new "Entity" in the game. So we would have to prolly have to go through out the files and change more then one refrence point.. IE..dialogue or quest or animation script says this cm_naked3.mdb file should move her lips or exsist in this world or walk to this location and ect.. just calling the model isn't going to have the model telling the game what its suppost to do.. It's just a idea why it may have not worked.. Also the bad thing with mimpmaps is that they work based on how close or how far you are for the model.. so while It may load the 2080 x 2080 into memory plus all the other mip maps the texture as a whole will be taking up a lot of video memory that some user can't handle... so using a simple number system there are 11 mipmaps is most of the texture in the witcher..1 bing the closes and 11 being the farthest In Mesurments of feet lets simulate the idea of mipmaps like so....1 foot =2080x20802 feet = 1024x10243 feet = 512x5124 feet = 256x2565 feet =128x128the texture is taking up 5 megs compressedthe normal maps if the same size is another 5 megsthats then the witcher has another 1.5 meg file for the face and another nornal for the facethen clothing seperate for some models that about 15megs per character at this res.. while not factoring in world data texture and lightmaps and the large skybox..some people will just fail to load the larger texture or it will spill into shared memory bus.. and then rendering as a whole suffers..I don't think the game is smart enough to look at the texture and say I only want to load every other mip map resolution to save space or everything but the last mip.perhaps I'm wrong but I was under the impressions mips were called based on distance from camera and not how much GPU memory on hand.. so you don't render a 2080x2080 on a character 500 feet away from the camera wasting fillrate and rendering bandwidth for something 15 pixels tall..just my impression.. the default size of the girls files alone is about 5.33 MB combined and unedited , we assume this is renedered compressed right? while just one of my 2080x2080 files is 5.33 MBThats why I was suggesting 3 downloads packs or you could expect the end user to force mip map levels themself on the exe via the control panel or convert the mips down one level for their gpu memory space.just throwing this thought out there not trying disrespect anyone.. as this what I though how it worked.
 
F

felldude

Senior user
#65
Jan 24, 2008
Exatrive said:
Also the bad thing with mimpmaps is that they work based on how close or how far you are for the model.. so while It may load the 2080 x 2080 into memory plus all the other mip maps the texture as a whole will be taking up a lot of video memory that some user can't handle... so using a simple number system there are 11 mipmaps is most of the texture in the witcher..1 bing the closes and 11 being the farthest In Mesurments of feet lets simulate the idea of mipmaps like so....1 foot =2080x20802 feet = 1024x10243 feet = 512x5124 feet = 256x2565 feet =128x128the texture is taking up 5 megs compressedthe normal maps if the same size is another 5 megsthats then the witcher has another 1.5 meg file for the face and another nornal for the facethen clothing seperate for some models that about 15megs per character at this res.. while not factoring in world data texture and lightmaps and the large skybox..some people will just fail to load the larger texture or it will spill into shared memory bus.. and then rendering as a whole suffers..I don't think the game is smart enough to look at the texture and say I only want to load every other mip map resolution to save space or everything but the last mip.perhaps I'm wrong but I was under the impressions mips were called based on distance from camera and not how much GPU memory on hand.. so you don't render a 2080x2080 on a character 500 feet away from the camera wasting fillrate and rendering bandwidth for something 15 pixels tall..just my impression.. the default size of the girls files alone is about 5.33 MB combined and unedited , we assume this is renedered compressed right? while just one of my 2080x2080 files is 5.33 MBThats why I was suggesting 3 downloads packs or you could expect the end user to force mip map levels themself on the exe via the control panel or convert the mips down one level for their gpu memory space.just throwing this thought out there not trying disrespect anyone.. as this what I though how it worked.
Click to expand...
I see what you mean, however the origanal texures for Triss,Shani and Adda have a maximum res. of 1024x1024. Releasing a texure pack with a maximum res. of 512x512 doesnt seem nessicary since 1024x1024 was the orignal maximum res. I beilive your grapics card and the game it self can control to some extent how the textures are called for based on your grapics settings. In fact the game includes the file TexSettings.2da, which seems to allow for a maximum size and limit the downsampling based on what type of prefix the texure has.2DA V2.0 TexNamePrefix Priority Filter Mipmap DownsampleHQ DownsampleLQ MaxSizeHQ MinSizeHQ MaxSizeLQ MinSizeLQ Downgrade OnDemand0 mur_duzy1000 1.7 **** **** 0 3 11 10 11 8 1 0 1 zorza 1.7 **** **** 0 2 11 7 8 6 1 0 2 l## 2.5 **** **** 0 1 11 9 11 9 1 0 3 chr 0.1 **** **** 0 2 9 7 7 6 1 0 4 cr 0.1 **** **** 0 2 9 7 7 6 1 0 5 geralt 0.1 **** **** 0 2 9 7 7 6 1 0 6 witch 0.1 **** **** 0 2 9 7 7 6 1 0 7 arc_ 1.7 **** **** 0 2 11 7 8 6 1 0 8 pdg_ 1.7 **** **** 0 2 11 7 7 6 1 0 9 trn_ 1.7 **** **** 0 2 11 7 7 6 1 0 10 mur_ 1.7 **** **** 0 2 11 7 7 6 1 0 11 ob_ 1.7 **** **** 0 2 9 7 6 6 1 0 12 it_ 1.7 **** **** 0 2 9 7 6 6 1 0It appears if a higher res version of the model texures where included. A moddifed version of this file would have to be included. It is probebly hard to tell the vaules to fuction on this post. But you could open the orriganl file found in the 2da00.bif and see what you think.
 
E

exatrive

Senior user
#66
Jan 24, 2008
If that file is what I think it is that pretty smart of the developer to prioritize the graphic files based on importance to the game... The only reason I said what I said was because I have heard and seen people who's cards would run out of GPU memory and the textures would show up black or start showing up black based on what mip was suppost to be avalible to gpu memory.. will have to look at it later as I have been at work this whole time.. Intresting still.. so 1024x1024 should be nice happy medium.. as 512 is still to small for the rez I like to run in.. 1680x1050
 
F

felldude

Senior user
#67
Jan 24, 2008
Exatrive said:
If that file is what I think it is that pretty smart of the developer to prioritize the graphic files based on importance to the game... The only reason I said what I said was because I have heard and seen people who's cards would run out of GPU memory and the textures would show up black or start showing up black based on what mip was suppost to be avalible to gpu memory.. will have to look at it later as I have been at work this whole time.. Intresting still.. so 1024x1024 should be nice happy medium.. as 512 is still to small for the rez I like to run in.. 1680x1050
Click to expand...
The mipmaps have been generated in both the orignal texture (The one that came with the game), and in the nude texture. They do start however from 1024x1024 and go down to 1x1. I beleive all the origanal game content as far as charectar texures have mipmaps generated from 1024x1024 down, aside from a few files that are 2048x2048 down.And appart from the very first realse of these nude textures. Version 1.1 and on have had mipmaps from 1024x1024 down.Today I made a 2048x2048 version of this mod (Textures, and bumpmaps/normal maps) and while I am not going to put a direct link up at this time, if a few wanted to test it out. Feel free to message me.
 
Tracido

Tracido

Forum veteran
#68
Jan 24, 2008
By the madmens gODS I want this mod!! :p Please and thank you both in advance!
Felldude said:
Felldude said:
If that file is what I think it is that pretty smart of the developer to prioritize the graphic files based on importance to the game... The only reason I said what I said was because I have heard and seen people who's cards would run out of GPU memory and the textures would show up black or start showing up black based on what mip was suppost to be avalible to gpu memory.. will have to look at it later as I have been at work this whole time.. Intresting still.. so 1024x1024 should be nice happy medium.. as 512 is still to small for the rez I like to run in.. 1680x1050
Click to expand...
The mipmaps have been generated in both the orignal texture (The one that came with the game), and in the nude texture. They do start however from 1024x1024 and go down to 1x1. I beleive all the origanal game content as far as charectar texures have mipmaps generated from 1024x1024 down, aside from a few files that are 2048x2048 down.And appart from the very first realse of these nude textures Version 1.1 and on have had mipmaps from 1024x1024 down.Today I made a 2048x2048 version of this mod (Textures, and bumpmaps/normal maps) and while I am not going to put a direct link up at this time, if a few wanted to test it out. Feel free to message me.
Click to expand...
 
E

exatrive

Senior user
#69
Jan 24, 2008
lol thats wicked.. and pretty sure Tracido reply is what to expect from everyone lol..
 
F

felldude

Senior user
#70
Jan 24, 2008
Exatrive said:
lol thats wicked.. and pretty sure Tracido reply is what to expect from everyone lol..
Click to expand...
Possibly but they are that is almost an additional 10 megs per charecter. Thankfully just Adda, Shani, and Triss use the textures included.If there is that many people that PM I guess I will have to put up a link eh ;)I would call this a beta version though it does need testing and a good comparison done before I would put a direct link up.
 
E

exatrive

Senior user
#71
Jan 24, 2008
Well I think I will most likely stick with the closes texture size to my native resolution at 1536x1536. 1680 is the largest screen size on my lcd and I doubt I will ever see much of a diffrence above that.. even if I was standing right in front of the guy he's certainly not going to take up 1to1 on my screen... after getting to a certain resolution the returns are less then what you gain performace/texture trashing/etc unless you work closer to that resolution..... I have 512 megs on the GPU.. I wish I knew how much actual memory it's taking.. will have to see if Riva Tuner has the option to mesure that.. The natral nice side of larger textures then the display is that side effect of FSAA on the texture as they render larger then your screen so they show smoother as they are interloped down rather then scaled up..when I play oblivion with the oblivion qarl's texture pack those texture change the world of the game.. I think the witcher could look more detailed with better normals on the ground textures as well.. I thought about what it would take to redo (some not all) the textures and normals in The Witcher and see if it would be worth the effort if we did it say on a castle.. The Witcher engine is nice but they are pushing the engine limits as it stands (old engine running on updated code but crashed full screen but perfect in window mode.).. and I don't think I have delts with shaders.. humm does The Witcher use any shader or is it doing all details via normal and textures.Damn I type too much..
 
F

felldude

Senior user
#72
Jan 24, 2008
I havent dealt much with shaders, but both Nvidia and AMD/ATI have programs to edit veiw .fx files. Witcher has .wfx files, past that I can't say, havent messed with em...yetOn a different note: I have had limited succes calling for differnet texures then the original model file called for...hopefully I will be able to do some thing with it.
 
X

xhan

Senior user
#73
Jan 25, 2008
Since I'm currently editing some tex's at 2048. I'll take a look at it if you don't mind. My native res is 25x16 with two 8800UBP's + 8 gigs in 64bit so memory is not going to be an issue.
 
E

exatrive

Senior user
#74
Jan 25, 2008
man that is some insane hardware. pimp daddy kitty. nice!
 
F

felldude

Senior user
#75
Jan 25, 2008
Honestly I think I will stick with the 1024x1024, there was some quality loss when I re-sampled the images to 2048x2048 even did some post work to them to try to enhance the quaility but I think they would have to be re-painted entirly to see any real improvment. In looking at the mipmaps for the 2048 texure in my oppion there is to much quailty loss in the 1024x1024 mipmap of the 2048 texture. Considering that the 1024x1024 texture appears to be called for most of the time.I
 
X

xhan

Senior user
#76
Jan 25, 2008
What algorithm/technique did you use?Well right off the bat especially using Cat or using it on her on the "normal model" in daytime, I can see some definite dithering issues on the skin tone, especially in the morning which are going to look like bias errors or improper mips at a distance, even though they aren't. Applying a Gaussian-style filter might clear those up, but I'm not sure if you'd want to take the time to do that selectively. The higher the color saturation, the more glaring it looks. As for the normals, she looks *slightly* shiny, which works well for the sex scene (for obvious reason I won't go into here) but for "Shani at night, let's talk about sturm und drang" looks a little plastic-y. Wake her up in early dawn or with a cat potion to get a good glimpse of it, preferably with color saturation over 27%.
 
F

felldude

Senior user
#77
Jan 25, 2008
As for the normals, she looks *slightly* shiny, which works well for the sex scene (for obvious reason I won't go into here) but for "Shani at night, let's talk about sturm und drang" looks a little plastic-y. Wake her up in early dawn or with a cat potion to get a good glimpse of it, preferably with color saturation over 27%.[/QUOTE]Hmm might need to tone down the alpha for the bumpmap, since it seems to be called as a lightmap. Is this happening with the 1024x version of the texture or just the 2048x version.As far as the resample I tried many different filters I think I went with B-spline or maybe Triangle. Resampled to 1000% of the orriganal size applied a few different mask some sharpening and pixel splitting and then back down to 200% of the orriganl size. Re-painted any areas that would seem to be an obvious problem and while I wasnt to happy with the results of it I gave it a test or two to see if it would make any difference at all.One problem which I mentioned allready is that primarly I would say more then 70% of the time the 1024x texture is called for and I tried several different methods of mipmap generation, methods from the ATI and Nvidia tools but it would seem that the quality loss is from oversizing the 1024x texture to 2048x....and then having it resized back down to 1024x
 
X

xhan

Senior user
#78
Jan 25, 2008
Both, but much more noticeable with the expanded texture.
 
F

felldude

Senior user
#79
Jan 25, 2008
Xhan said:
Both, but much more noticeable with he expanded texture.
Click to expand...
Allright good to know, I might play around with this a couple days and see what happens.
 
Tracido

Tracido

Forum veteran
#80
Jan 25, 2008
Xhan said:
What algorithm/technique did you use?Well right off the bat especially using Cat or using it on her on the "normal model" in daytime, I can see some definite dithering issues on the skin tone, especially in the morning which are going to look like bias errors or improper mips at a distance, even though they aren't. Applying a Gaussian-style filter might clear those up, but I'm not sure if you'd want to take the time to do that selectively. The higher the color saturation, the more glaring it looks. As for the normals, she looks *slightly* shiny, which works well for the sex scene (for obvious reason I won't go into here) but for "Shani at night, let's talk about sturm und drang" looks a little plastic-y. Wake her up in early dawn or with a cat potion to get a good glimpse of it, preferably with color saturation over 27%.
Click to expand...
Well you sure can explain something as simple as a glistening effect enhancing the pre-sexual realism. That's why he added a shine-like quality for the skin, I think?
Xhan said:
Hmm might need to tone down the alpha for the bumpmap, since it seems to be called as a lightmap. Is this happening with the 1024x version of the texture or just the 2048x version.As far as the resample I tried many different filters I think I went with B-spline or maybe Triangle. Resampled to 1000% of the orriganal size applied a few different mask some sharpening and pixel splitting and then back down to 200% of the orriganl size. Re-painted any areas that would seem to be an obvious problem and while I wasnt to happy with the results of it I gave it a test or two to see if it would make any difference at all.One problem which I mentioned allready is that primarly I would say more then 70% of the time the 1024x texture is called for and I tried several different methods of mipmap generation, methods from the ATI and Nvidia tools but it would seem that the quality loss is from oversizing the 1024x texture to 2048x....and then having it resized back down to 1024x
Click to expand...
I also think 1024 might work out better, I was curious did you send me that size or 2048 as I haven't had time to tests the files yet?
 
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