Search found 663 matches

by lysol
16 Nov 2017, 11:16
Forum: Mod Compatibility
Topic: Normal Mapping
Replies: 9
Views: 368

Re: Normal Mapping

Capostrophic wrote:
16 Nov 2017, 10:28
Some replacers, like Pherim's Real Reflective Weapons, look perfectly fine in OpenMW, in fact.
Right, and this replacer would, ironically, look rather dull with MCP I suppose?
by lysol
16 Nov 2017, 08:41
Forum: Mod Compatibility
Topic: Normal Mapping
Replies: 9
Views: 368

Re: Normal Mapping

akortunov wrote:
16 Nov 2017, 05:45
Does NiTextureEffect have any use in OpenMW? Can we just ignore such nodes (and maybe make this behaviour configurable) to prevent shining without touching mesh files?
Well, theoretically it is meant to be used for environmental maps, and some people might want to use those.
by lysol
16 Nov 2017, 08:37
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 238
Views: 28080

Re: Lysol's normal mapped texture packs

Most normal map generators interprate highlights as "raised" objects and shadows as "low" objects, if you get what I'm trying to say. So while you might make a diffuse (the base color texture) texture with the light source coming from the side or something like that, you have to reshade the texure y...
by lysol
15 Nov 2017, 12:54
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 238
Views: 28080

Re: Lysol's normal mapped texture packs

Normal maps with height info (i.e. Parallax maps) need alpha. The rest do not. Can you create this hight info with a 2D progranm (= Photoshop/GIMP) or do you need a 3D program (=Blender) for it to to model the hight? Making both height/parallax maps and normal maps is always better done in a 3D pro...
by lysol
15 Nov 2017, 08:31
Forum: Mod Compatibility
Topic: Normal Mapping
Replies: 9
Views: 368

Re: Normal Mapping

Just from what I am guessing, say I wanted to convert The Neverhalls to OpenMW, I would have to name all _nm.dds to _n.dds, then use NifSkope to open each .nif file and delete each NiTextureEffect block? What about all the .tga files? Bingo, here's your answer. A big problem with the fake bump mapp...
by lysol
15 Nov 2017, 04:15
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 238
Views: 28080

Re: Lysol's normal mapped texture packs

Thanks!

Normal maps with height info (i.e. Parallax maps) need alpha. The rest do not. Of course file size is smaller without alpha, so I do not save with alpha unless I actually use it.
by lysol
13 Nov 2017, 07:37
Forum: Editor Development
Topic: Transparent Object Markers
Replies: 38
Views: 1334

Re: Transparent Object Markers

Looks great! And yes, it makes sense to adjust the minimum radius according to the size of the object you're rotating.
by lysol
09 Nov 2017, 15:19
Forum: Support
Topic: Rock textures all white? Like snow?
Replies: 11
Views: 430

Re: Rock textures all white? Like snow?

Really now. I've never heard any complains about fake bump mapped trees in MGSO, but what do you know, apparently there are such trees. Anyone else have any idea what tree mod is included in MGSO that uses the MCP bump map method?
by lysol
09 Nov 2017, 12:50
Forum: Support
Topic: Rock textures all white? Like snow?
Replies: 11
Views: 430

Re: Rock textures all white? Like snow?

Ok, so we need to know what mods you have installed to know where these trees come from. I have never seen these tree models before, so I can't help you unless I get a list of your installed mods. Sorry.

Clever to bulk-remame with a command by the way.
by lysol
07 Nov 2017, 12:21
Forum: Support
Topic: Rock textures all white? Like snow?
Replies: 11
Views: 430

Re: Rock textures all white? Like snow?

Again, read this