Specular Highlights?

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PeterBitt
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Specular Highlights?

Post by PeterBitt »

What has to be done exactly to have specular highlights (http://en.wikipedia.org/wiki/Specular_highlight) on a normal mapped mesh show up in OpenMW?
I tried many different Nifskope settings but nothing really worked.
I hope that someone here has experience with that and can post a short tutorial about this. I am asking in OpenMW forums because I have the feeling that it needs different Nifskope settings than e.g. Skyrim (alpha channel in normal map used as specular map)?
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scrawl
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Re: Specular Highlights?

Post by scrawl »

I'm shocked. Specular is actually not implemented in the shader currently.
I'm going to add it soon, then I should be able to give you a shader file you can paste into your installation so you don't have to wait until the next openmw version ;)
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PeterBitt
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Re: Specular Highlights?

Post by PeterBitt »

Ah great! Cant wait for that, speculars should make for some pretty amazing results :)

Making OpenMW detect and use normal maps by filename will definitely come post 1.0, yes?
Just asking so I can be sure that I have some real annoying NifSkope work in front of me, as I want to make all vanilla textures normal mapped in the future.
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scrawl
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Re: Specular Highlights?

Post by scrawl »

Here you go. Put the 2 files into <OpenMW folder>/resources/materials.
materials.zip
(3.95 KiB) Downloaded 300 times
The mesh you uploaded works fine!
screenshot027.png
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psi29a
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Re: Specular Highlights?

Post by psi29a »

OK all you modders out there.... time to "Pimp your Morrowind!"
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PeterBitt
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Re: Specular Highlights?

Post by PeterBitt »

Wow that was fast! Thank you very much.
The screenshot looks great, these are next-gen vanilla textures :)
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Zedd
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Re: Specular Highlights?

Post by Zedd »

Can we have more screenshots of this!? The screenshot page on the wiki hasn't been updated for the latest versions and I always like some more screenshots to use when spreading news about OpenMW.

Shiny things surely will get people hyped right :) ?
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scrawl
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Re: Specular Highlights?

Post by scrawl »

@PeterBitt: I added specular mapping, meaning you can make certain parts shiny and others not so shiny. Use the alpha channel of the diffuse texture to control this (alpha value of 1 = shiny).
materials.zip
(3.22 KiB) Downloaded 275 times
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dEnigma
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Re: Specular Highlights?

Post by dEnigma »

I'm really looking forward to all the cool retexturing projects to come :D
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lgromanowski
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Re: Specular Highlights?

Post by lgromanowski »

scrawl wrote:Here you go. Put the 2 files into <OpenMW folder>/resources/materials.
materials.zip
The mesh you uploaded works fine!
screenshot027.png
It looks great, this picture should be posted on our wiki and bethsoft forums :)
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