Vivec retexture to show off/test shaders

General discussion regarding the OpenMW project.
For technical support, please use the Support subforum.
darkbasic
Posts: 98
Joined: 18 Apr 2016, 15:45
Contact:

Re: Vivec retexture to show off/test shaders

Post by darkbasic » 29 Apr 2016, 14:46

Why don't you write patch files for upgrades? They are cross platform...

capitol
Posts: 7
Joined: 23 Apr 2016, 09:01

Re: Vivec retexture to show off/test shaders

Post by capitol » 29 Apr 2016, 17:53

> is there some easy way to remove files automatically

Maybe distribute the mod through github? That way it's easy to push new versions, and you can control file addition and removal. Maybe harder for none coders to understand how you use git on the other hand.

User avatar
scrawl
Posts: 2152
Joined: 18 Feb 2012, 11:51

Re: Vivec retexture to show off/test shaders

Post by scrawl » 29 Apr 2016, 22:53

What if I would make specular maps with only pitch black color, both in RGB and in alpha? Would that make any sense or will stuff look weird?
You could do that, but I wouldn't recommend it. Wastes space and reduces the game's performance.

User avatar
lysol
Posts: 1313
Joined: 26 Mar 2013, 01:48
Location: Sweden

Re: Vivec retexture to show off/test shaders

Post by lysol » 29 Apr 2016, 23:38

scrawl wrote:
What if I would make specular maps with only pitch black color, both in RGB and in alpha? Would that make any sense or will stuff look weird?
You could do that, but I wouldn't recommend it. Wastes space and reduces the game's performance.
Yeah, I guessed as much. Well, I'll just have to make sure people follow instructions then. Haha.
Chris wrote:
lysol wrote:Since extracting a 7zip file only adds/overwrites files and can't remove files (obviously) I'm having a bit of trouble here. We all know many people are bad at reading instructions and only wants to extract, overwrite and play.
Anyone who does this is going to have far more problems than with just this mod. OpenMW even makes it easier by allowing the mod to be in its own folder that can be cleared without breaking anything else, so if they're still just dumping it into Data Files, it's their problem.
Honestly, I had forgotten about OpenMW's multiple data folders feature. I almost don't have any mods at all installed, except for the 4 or 5 I still had before I installed OpenMW. So really, I had totally forgotten about this, haha.

It really kicks ass, now that I'm actually using it. I'm gonna update the instructions at the nexus.
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

User avatar
lysol
Posts: 1313
Joined: 26 Mar 2013, 01:48
Location: Sweden

Re: Vivec retexture to show off/test shaders

Post by lysol » 30 Apr 2016, 15:54

So, time for first update. Already, you say? Yes. I finally realized how to deal with exaggerated specular maps: Remove them. You think I could just sit here while you were playing with walls made of plastic eh?

I also fixed a few other specular maps that were too shiny or that I simply by mistake forgot to fix after I started doing them the correct way.

So nothing serious, but it will make your Velothi experience look a lot better IMO. :)

Do read the instructions on how to update properly though. Hopefully, you guys here installed the mod the proper OpenMW way. You'll have no problem updating. If you did it the old extract-to-morrowind-main-datafiles-way, grab your magnifying glass, cause there are quite a few textures to manually remove.

Oh. And surprise surprise:

http://imgur.com/Yqs6BUv
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

User avatar
DestinedToDie
Posts: 1149
Joined: 29 Jun 2015, 09:08

Re: Vivec retexture to show off/test shaders

Post by DestinedToDie » 30 Apr 2016, 16:39

Morrowind complete retexture confirmed?

User avatar
GreyFox
Posts: 40
Joined: 16 Apr 2016, 22:41

Re: Vivec retexture to show off/test shaders

Post by GreyFox » 30 Apr 2016, 16:50

This is great. I always avoided Vivec when I played the game mostly because I found myself underimpressed by its vanilla version. I wonder what impression a fully bumped MW would leave, looking forward to what you will accomplish in the future. I took the mage guild teleporter to check out your Vivec retexture and was actually wowed by it more than I thought I would be :).

User avatar
lysol
Posts: 1313
Joined: 26 Mar 2013, 01:48
Location: Sweden

Re: Vivec retexture to show off/test shaders

Post by lysol » 30 Apr 2016, 17:26

DestinedToDie wrote:
Morrowind complete retexture confirmed?
Yeah, and HL3 is also confirmed.

Just kidding. Nah, I'll do retextures as long as I feel it's fun to do. The good thing with Hlaalu textures is that it's just 16 textures to do. Velothi has a lot more, and many of them are also more complex. Let's hope I have the patience to do at least the great houses.
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

User avatar
Berandas
Posts: 93
Joined: 28 Oct 2012, 11:23
Location: Prague, Czech Republic
Contact:

Re: Vivec retexture to show off/test shaders

Post by Berandas » 30 Apr 2016, 19:30

Looks amazing, keep it up! ;)

User avatar
raevol
Posts: 3013
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: Vivec retexture to show off/test shaders

Post by raevol » 30 Apr 2016, 19:56

Wowow yes please keep it up! This looks awesome!

I'm always so disinclined to use mods, because I don't want to spoil the original feel of the game. But it looks like you are trying to preserve that as much as possible, and just make everything look actually *good*. So please keep it up!

Post Reply