Vivec retexture to show off/test shaders

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lysol
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Re: Vivec retexture to show off/test shaders

Post by lysol » 28 Mar 2016, 07:58

raevol wrote:Is it just me or does everything look kind of shiny like it's wet?
Might not be just you! It's the specular maps. They are really hard to get right, cause either you get no shinyness or you get too much. I would like to have just a tiny tiny bit on the walls (I guess it's the walls that look too wet now, or..?) and a bit more on polished stone and a lot on metal and glass. I do agree that some are too shiny at the moment. Thanks.
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

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DestinedToDie
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Re: Vivec retexture to show off/test shaders

Post by DestinedToDie » 28 Mar 2016, 18:32

It might just be that vanilla Morrowind doesn´t use speculars and if you put speculars and bump maps into the game, it´s going to look unusually different from the rest of the textures.

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Okulo
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Re: Vivec retexture to show off/test shaders

Post by Okulo » 29 Mar 2016, 12:26

I wouldn't say it looks wet as much as it looks like everything is covered in glass.

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Svetomech
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Re: Vivec retexture to show off/test shaders

Post by Svetomech » 29 Mar 2016, 18:05

Would you by any chance also upload this to Nexusmods? It's just so convenient to install mods using their mod manager.
UPD: Though now thinking of it, it wouldn't be any reasonable since original game doesn't support specular & parallax mapping (only bump one as I remember?).

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lysol
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Re: Vivec retexture to show off/test shaders

Post by lysol » 29 Mar 2016, 18:59

Svetomech wrote:Would you by any chance also upload this to Nexusmods? It's just so convenient to install mods using their mod manager.
UPD: Though now thinking of it, it wouldn't be any reasonable since original game doesn't support specular & parallax mapping (only bump one as I remember?).
Yes, first off the shader textures are for OpenMW only. Second, it's still so much left to do (missing textures and the specular maps looking too shiny) that I don't want an official release yet.

So, since it seems that most think that they are too shiny, I'm gonna try to fix it. It would be really nice to know what excactly is too shiny. Walls is obvious, I think so too, but what about other stuff? Floor? The green boxes on the leaning pillars? Etc.
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

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DestinedToDie
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Re: Vivec retexture to show off/test shaders

Post by DestinedToDie » 04 Apr 2016, 14:25

Threw together some normal maps of my own. https://www.youtube.com/watch?v=OZE6I-xeL44

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lysol
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Re: Vivec retexture to show off/test shaders

Post by lysol » 04 Apr 2016, 23:34

DestinedToDie wrote:Threw together some normal maps of my own. https://www.youtube.com/watch?v=OZE6I-xeL44
Nice work!
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

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PeterBitt
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Re: Vivec retexture to show off/test shaders

Post by PeterBitt » 05 Apr 2016, 13:53

lysol wrote:
raevol wrote:Is it just me or does everything look kind of shiny like it's wet?
Might not be just you! It's the specular maps. They are really hard to get right, cause either you get no shinyness or you get too much. I would like to have just a tiny tiny bit on the walls (I guess it's the walls that look too wet now, or..?) and a bit more on polished stone and a lot on metal and glass. I do agree that some are too shiny at the moment. Thanks.
Specular maps are textures that allow you to control the shinyness, where black means no specular and white means 100% specular (maybe the other way around). You can not generate specular maps automaticly, they need to be assembled by hand. You have to define which parts of the texture are supposed to be shiny and which are not, having one global shinyness value for a whole texture wont work well and give that plastic look.

But maybe you shouldnt spend to much time on specular maps, they might become obsolete when/if Hrnchamd's PBR implementation gets implemented into OpenMW. It requires a bit different approach and makes specular maps obsolete. Perfect training ground for that would be the MGE XE PBR prototype, its allready working perfectly:

https://imgur.com/a/kLx44
https://imgur.com/a/eTe0V
(my models and textures all WIP)

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Atahualpa
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Re: Vivec retexture to show off/test shaders

Post by Atahualpa » 05 Apr 2016, 14:16

@PeterBitt: Damn, that looks great! What are your future plans? Maybe redoing all vanilla textures *cough* MOAR project *cough*? :)

@scrawl: This is a must-have feature for v0.40.0. ;)

Biboran
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Re: Vivec retexture to show off/test shaders

Post by Biboran » 05 Apr 2016, 16:39

@PeterBitt: you are GOD OF THE MORROШIND! :o you have plans to redo all faces for npc and monsters? With OpenMW, new sceletons and animations this will be better then modern games and this is my dream!

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