Whoa might grab this for myselfTheMechanist wrote:I have no idea if this is helpful. But I just stumbled over this software bundle: https://groupees.com/software
A software called MindTex 2 ist included who claims to do stuff you mentioned. It's probably worth a look...
Vivec retexture to show off/test shaders
Re: Vivec retexture to show off/test shaders
Re: Vivec retexture to show off/test shaders
@lysol: May I use your textures for a little showcase in the current release videos? Of course, all credits go to you (and scrawl, the grey eminence ).
The opening post links to your current texture files, right? If you allow me to show them, is there anything else to their installation than dropping the files into my data folder?
The opening post links to your current texture files, right? If you allow me to show them, is there anything else to their installation than dropping the files into my data folder?
- DestinedToDie
- Posts: 1181
- Joined: 29 Jun 2015, 09:08
Re: Vivec retexture to show off/test shaders
In settings.cfg (located in my documents/MyGames/OpenMW for me) add in:
[Shaders]
auto use object normal maps = true
auto use object specular maps = true
auto use terrain normal maps = true
auto use terrain specular maps = true
normal map pattern = _n
normal height map pattern = _nh
specular map pattern = _spec
terrain specular map pattern = _diffusespec
[Shaders]
auto use object normal maps = true
auto use object specular maps = true
auto use terrain normal maps = true
auto use terrain specular maps = true
normal map pattern = _n
normal height map pattern = _nh
specular map pattern = _spec
terrain specular map pattern = _diffusespec
Re: Vivec retexture to show off/test shaders
Sure! They are work in progress though, so you might want to call them "an experiment with shaders" instead of a texture pack.Atahualpa wrote:@lysol: May I use your textures for a little showcase in the current release videos? Of course, all credits go to you (and scrawl, the grey eminence ).
The opening post links to your current texture files, right? If you allow me to show them, is there anything else to their installation than dropping the files into my data folder?
Btw, I haven't had the time to work on these for a while now, but I'll probably do some more next weekend.
- Capostrophic
- Posts: 794
- Joined: 22 Feb 2016, 20:32
Re: Vivec retexture to show off/test shaders
These are already defined that way in default config and so would be bogus in user config.DestinedToDie wrote: normal map pattern = _n
normal height map pattern = _nh
specular map pattern = _spec
terrain specular map pattern = _diffusespec
- DestinedToDie
- Posts: 1181
- Joined: 29 Jun 2015, 09:08
Re: Vivec retexture to show off/test shaders
They may be in default config, but the game doesn´t use them unless you add them into settings.cfg in my doc/my games/openmw. Just tested with my normal maps.
Edit: Oh, you´re actually right.
Edit: Oh, you´re actually right.
Last edited by DestinedToDie on 10 Apr 2016, 14:07, edited 1 time in total.
- Capostrophic
- Posts: 794
- Joined: 22 Feb 2016, 20:32
Re: Vivec retexture to show off/test shaders
Actually the game uses them, you're probably doing something wrong?DestinedToDie wrote:They may be in default config, but the game doesn´t use them unless you add them into settings.cfg in my doc/my games/openmw. Just tested with my normal maps.
Re: Vivec retexture to show off/test shaders
Hey, lysol!I've just tested your textures and everything looks good so far. Given the fact that these are your early results, I'm really looking forward to more stuff!
From a quick test: Some borders between single textures look strange, e.g. the edges of the canton isles, where there is one "corner" mesh and two adjacent "straight" meshes, one on each side. The transition looks quite blurry which is best seen on the bottom lines. Moreover, the middle parts of some bridges are lighted differently compared to the adjacent parts.
Anyway, great work!
From a quick test: Some borders between single textures look strange, e.g. the edges of the canton isles, where there is one "corner" mesh and two adjacent "straight" meshes, one on each side. The transition looks quite blurry which is best seen on the bottom lines. Moreover, the middle parts of some bridges are lighted differently compared to the adjacent parts.
Anyway, great work!
Re: Vivec retexture to show off/test shaders
Not sure exactly what you mean here. Care to take a screenshot?Atahualpa wrote: From a quick test: Some borders between single textures look strange, e.g. the edges of the canton isles, where there is one "corner" mesh and two adjacent "straight" meshes, one on each side. The transition looks quite blurry which is best seen on the bottom lines.
Yes, I am aware of that. Unfortunately I have no idea why it behaves like that. Scrawl looked a bit at it and thought the problem was with the normal maps. I did have some problems with colors which made me suspect the same. I have solved these issues now (and the problem was never with the normal maps anyway) and the problem is still there. I have kinda forgotten to update him on the bug report I filed on the issue, but I'll do it now.Atahualpa wrote:Moreover, the middle parts of some bridges are lighted differently compared to the adjacent parts.
So basically: I believe it is a bug with OpenMW, but scrawl will have to confirm what's really the problem.
Thanks!Atahualpa wrote:Anyway, great work!
Re: Vivec retexture to show off/test shaders
There you go. This issue may be related to the above-mentioned bridge lighting problem.