Strawman Posted June 3, 2019 Posted June 3, 2019 I am wondering if sse uses an incompatible different texture compression than oldrim on some textures. I have been able to use sse texture packs in oldrim without any crashes, however want to know if there are any incompatibilities that I am unaware of that may cause ctds.Â
bigglebojiggle Posted June 3, 2019 Posted June 3, 2019 Yes/no in my experience. Some will, some wont. Make sure to go mod by mod to test out so you know for certain what is and is not working. When I tested it, I had issues on sse will oldrims trees for example.Â
Strawman Posted June 3, 2019 Author Posted June 3, 2019 Do you know whether it is due to a specific compression type and whether it will cause problems overtime or ctd immediately. I'm planning on modifying the textures personally, by rebuilding them using skyrim texture compression and want to know if the compression is causing the problem or the problem is more fundamental like a completely different mesh from oldrim.
OrrieL Posted June 4, 2019 Posted June 4, 2019 16 hours ago, Strawman said: Do you know whether it is due to a specific compression type and whether it will cause problems overtime or ctd immediately. I'm planning on modifying the textures personally, by rebuilding them using skyrim texture compression and want to know if the compression is causing the problem or the problem is more fundamental like a completely different mesh from oldrim. SSE supports texture block compression methods from D3D10 and 11. These are far superior to any DXT and are an excellent choice for normal maps as using DXT on normal maps destroys the details (this is the reason why so many modders use RGB for normal maps in LE, insane VRAM usage with 1k+ textures). Most SSE mods are converts from LE, so its usually advised to look for LE version instead (avoid converting meshes). But if you found a mod that is exclusive to SSE there is a high probability the textures will be in BC format (BC7 most likely), you would need to convert the textures to DXT or RGB. I do not think the LE will CTD when presented with BC texture, it will just not load it. SSE meshes are using different nodes (BSTrishape vs NiTrishape in LE) and needs to be converted too (ssenifoptimizer or nifopt).
27X Posted June 4, 2019 Posted June 4, 2019 30 minutes ago, OrrieL said: excellent choice for normal maps no such animal exists.
Strawman Posted June 4, 2019 Author Posted June 4, 2019 Thanks for the info. So then it would be easier to just rebuild the textures in photoshop or paint.net and then use oldrim compatible compression and rebuild the meshes as well to insure stability.
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