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

Learn about OpenMW mod compatibility, check for problematic mods, discuss issues, and give us feedback about your experience with modded OpenMW.
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lysol
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Re: Older bump mapped mods (and how to make them work in Ope

Post by lysol » 29 Nov 2016, 21:28

Insidious611 wrote:Came across the same thing (using NiTexturingProperty instead of NiTextureEffect for the bump map textures) in Apel's Asura Coast and Sheogorath Region Retexture, which despite the name, the meshes in question do in fact differ from the ones supplied with Morrowind aside from including the bump map (decided to open my original ones in NifSkope to make sure). So that brings me back to my initial question. Should I simply set the HasBumpMap thing in NiTexturingProperty to no?
I don't have access to my windows PC at the time of writing, so I might have a look at the models later today or tomorrow. I'll return to you then!
Normal mapped texture replacers, exclusive for OpenMW:
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nehal1989
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Re: Older bump mapped mods (and how to make them work in Ope

Post by nehal1989 » 01 Jan 2017, 00:52

Hi! new here.
I'm having a problem. I am seeing glowing texture in some areas specially in census and excise office and other areas. Is this known issue? I'm also using GOG version and no texture pack.

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scrawl
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Re: Older bump mapped mods (and how to make them work in Ope

Post by scrawl » 01 Jan 2017, 00:59

That's a known issue, you're using an AMD card right? Try downgrading to driver 13.12, or (if on Linux) use the open source driver.

nehal1989
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Re: Older bump mapped mods (and how to make them work in Ope

Post by nehal1989 » 01 Jan 2017, 05:45

I've installed that AMD driver but the problem still exists.

nehal1989
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Re: Older bump mapped mods (and how to make them work in Ope

Post by nehal1989 » 01 Jan 2017, 11:57

Alright I fixed it.
All i did was force shaders to true in the settings file and it solves the problem for me.

magamo
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Re: Older bump mapped mods (and how to make them work in Ope

Post by magamo » 15 Apr 2017, 03:41

The links in the OP no longer seem to work.

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MiroslavR
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Re: Older bump mapped mods (and how to make them work in Ope

Post by MiroslavR » 15 Apr 2017, 10:34

magamo wrote:The links in the OP no longer seem to work.
New link: https://openmw.readthedocs.io/en/master ... _mods.html

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lysol
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Re: Older bump mapped mods (and how to make them work in Ope

Post by lysol » 15 Apr 2017, 16:46

Thanks, the first post is updated now.
Normal mapped texture replacers, exclusive for OpenMW:
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Aramithius
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Re: Older bump mapped mods (and how to make them work in Ope

Post by Aramithius » 29 Apr 2017, 17:48

Hi, I've tried going through the steps in the tutorial to fix the On the Rocks! textures, and the source texture isn't a _nm.dds file, it's _refl3.dds. Should the blocks still be removed?

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lysol
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Re: Older bump mapped mods (and how to make them work in Ope

Post by lysol » 29 Apr 2017, 18:26

Aramithius wrote:Hi, I've tried going through the steps in the tutorial to fix the On the Rocks! textures, and the source texture isn't a _nm.dds file, it's _refl3.dds. Should the blocks still be removed?
I've fixed some of the OTR!-textures before, and I thought I recalled that the files were _nm.dds. If there's like one texture file that is named _refl3.dds then it is probably a specular map. Try renaming it to _spec.dds instead.

The blocks in the .mip file should still be removed anyway, yes.
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

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