Older bump mapped mods (and how to make them work in OpenMW)

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lysol
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Joined: 26 Mar 2013, 01:48
Location: Sweden

Re: Older bump mapped mods (and how to make them work in OpenMW)

Post by lysol » 28 Feb 2019, 05:55

Well, of course, that could be added, but do you really think people do that with mods that don't even mention the use of normal maps?
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

1Mac
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Joined: 20 Feb 2019, 19:50

Re: Older bump mapped mods (and how to make them work in OpenMW)

Post by 1Mac » 28 Feb 2019, 13:59

I mean, I was willing to attempt it! And I'm finding a lot of mods, for armor and weapons in particular, that have both authentic normals and authentic environment maps. Pherim’s Real Reflective Weapons, for example. So if I understand how conversion works, the user would want to delete the texture reference to the normal map in the .nif but not the NiTextureEffect block.

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AnyOldName3
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Re: Older bump mapped mods (and how to make them work in OpenMW)

Post by AnyOldName3 » 12 Mar 2019, 15:26

Someone on Reddit told me they had written a Python script that used PyFFI and automatically converted MCP-style bump mapping to OpenMW-style normal mapping. Is this something we know about and are ignoring, or something we don't know about and want to know about?
AnyOldName3, Master of Shadows

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lysol
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Joined: 26 Mar 2013, 01:48
Location: Sweden

Re: Older bump mapped mods (and how to make them work in OpenMW)

Post by lysol » 12 Mar 2019, 15:29

I actually think I heard about it but then forgot about it. Oops. You have a link?
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page


GeminiContractor
Posts: 1
Joined: 03 Jul 2019, 04:13

Re: Older bump mapped mods (and how to make them work in OpenMW)

Post by GeminiContractor » 03 Jul 2019, 18:09

Can you use this for mods other than "Apel's Various Things"?
The "Caverns Bump Mapped" has around 670 mesh files to edit.

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