Modded OpenMW: Total Overhaul Screens (29 Images)

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Modded OpenMW: Total Overhaul Screens (29 Images)

Post by ModdingOpenMWdotcom » 05 Mar 2019, 19:21

I thought I'd share an assortment of screenshots I've taken from my latest playthrough (and the latest iteration of the Total Overhaul List):

Welcome To Seyda Neen:
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Seyda Neen Sunset (shadows make everything look prettier):
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Close Encounters With The Evening Watch:
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A New Shield Effect (from Magic Diversity -COMPLETE-:
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Sunny Pelagiad:
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Pelagiad Glows In The Dahrk:
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Pelagiad: Meeting Locals:
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Balmora: Night Sky:
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Balmora: A Dahrk Evening:
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Balmora: A Dahrk Evening Part 2:
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Balmora's Favorite Enchanter:
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Sixth House Rises: Part 1:
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Sixth House Rises: Part 2:
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Sixth House Rises: Part 3:
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Bumpy Netches:
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Glow In The Dahrk: Rays Of Light:
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Conceptual Deity:
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Dwemer Puzzle Box: Normal Mapped:
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Fancy Candles And Coin:
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Dirty Muriel's Glows In The Dahrk:
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Molag Amur Wilderness:
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Old Ebonheart:
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New Ebonheart:
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Helnim Part 1:
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Helnim Part 2:
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Helnim Part 3:
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Azurian Bamboo:
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A Chicken In Skyrim:
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Chickens In A Basket:
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Thanks for viewing!

1Mac
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Re: Modded OpenMW: Total Overhaul Screens (29 Images)

Post by 1Mac » 05 Mar 2019, 20:18

Very nice! This Concept Art Vivec looks very different from the screenshots on the mod page.

Have you tested out any of the Project Atlas stuff?

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Re: Modded OpenMW: Total Overhaul Screens (29 Images)

Post by ModdingOpenMWdotcom » 05 Mar 2019, 20:29

1Mac wrote:
05 Mar 2019, 20:18
Very nice! This Concept Art Vivec looks very different from the screenshots on the mod page.

Have you tested out any of the Project Atlas stuff?
Hey 1Mac!

I've not yet seen the Atlas Project -- but I will for sure be trying them later today. Remiros and Melchior Dahrk do such great work.

Thanks for the tip. :D

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lysol
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Re: Modded OpenMW: Total Overhaul Screens (29 Images)

Post by lysol » 05 Mar 2019, 20:36

The Atlas Project is great for OpenMW. I experimented with atlasing my Imperial Forts pack, but it didn't work out as well as I hoped. I have had a lot to do lately unfortunately, so I didn't have the time to test it more. But if I can solve it, you can be sure all my packs will be uploaded with atlased textures.
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

silentthief
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Re: Modded OpenMW: Total Overhaul Screens (29 Images)

Post by silentthief » 05 Mar 2019, 21:40

These pics are beautiful. I always like seeing these pics.

ST
"Hurry, hurry! Last boat to Solstheim! Until the next one. Hah-ha-hah."

1Mac
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Re: Modded OpenMW: Total Overhaul Screens (29 Images)

Post by 1Mac » 05 Mar 2019, 21:52

Looking forward to Lysol’s atlases textures!

Until then, in addition to the core project, there are a few things to look out for.

-There are smoothed atlases Redoran meshes on the Better Meshes page.
-Tyddy has updates of his Arkitektora series with texture atlases.
-And DaggerfallTeam has normal maps made from Tyddy’s new textures.

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Re: Modded OpenMW: Total Overhaul Screens (29 Images)

Post by ModdingOpenMWdotcom » 06 Mar 2019, 00:07

silentthief wrote:
05 Mar 2019, 21:40
These pics are beautiful. I always like seeing these pics.

ST
Thanks -- I'll definitely be taking more as I trek through the TR lands.

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Mistahtokyo
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Re: Modded OpenMW: Total Overhaul Screens (29 Images)

Post by Mistahtokyo » 06 Mar 2019, 19:22

Project Atlas works without issue and you can (I do) use Lysol's textures with the atlased meshes. Just run the batch file on his textures to generate the atlased one. Do not try to run the bat file on the normal maps, however, as they have some issues.

1Mac
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Re: Modded OpenMW: Total Overhaul Screens (29 Images)

Post by 1Mac » 07 Mar 2019, 13:38

1.) Why would the bat files treat normals any differently from other image files? You’d just have to remove the _n suffix first, right?

2.) Lysol is having a problem making texture atlases from his new fort textures. Given your description, could the solution just be to generate atlases from the color maps, then generate new normals from those atlases?

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Mistahtokyo
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Re: Modded OpenMW: Total Overhaul Screens (29 Images)

Post by Mistahtokyo » 07 Mar 2019, 17:57

I imagine the issue is that there aren't simply normals in there, it's the mix of normals maps and normal+height maps that messed things up. I tried just using the normal maps, then splicing the textures and normals from Arkitektora to fill the rest. Obviously did not match well, but there weren't any weird issues with the normals.

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