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.
Aramithius
Posts: 9
Joined: 29 Apr 2017, 17:43

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

Post by Aramithius » 30 Apr 2017, 21:11

How do I attach files? I don't see any option in the post settings.

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Amenophis
Posts: 232
Joined: 30 Oct 2011, 04:34
Location: Fortaleza - Ceará - Brasil

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

Post by Amenophis » 30 Apr 2017, 21:46

Hello, after all that trouble with On the Rocks, I just renamed the textures of the mod and made tottaly compatible with OpenMW (Without the need of nifs - Just textures with the OpenMW way). Please test.
https://www.dropbox.com/s/dln34vvtbrvui ... 29.7z?dl=0

I recommend use along Correct UV rocks v1.0 by Nicholiathan http://mw.modhistory.com/download-31-12003
and WIP Detailed Correct UV Rocks by Pherim http://www.nexusmods.com/morrowind/mods ... 4321&pUp=1
My fixes and tweaks on vanilla and modded quests for Morrowind.
http://www.nexusmods.com/morrowind/mods/43107/?

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Capostrophic
Posts: 256
Joined: 22 Feb 2016, 20:32

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

Post by Capostrophic » 01 May 2017, 06:17

Erm, but... The whole point of the mod is replacing meshes...
shitty lingua anglica grammar ftw

Aramithius
Posts: 9
Joined: 29 Apr 2017, 17:43

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

Post by Aramithius » 01 May 2017, 09:58

Having purged all the original On the Rocks textures and meshes, those work, but only alongside Correct UV Rocks and WIP Detailed Correct UV Rocks. That's good enough for me for now.

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Amenophis
Posts: 232
Joined: 30 Oct 2011, 04:34
Location: Fortaleza - Ceará - Brasil

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

Post by Amenophis » 01 May 2017, 13:09

Capostrophic wrote:Erm, but... The whole point of the mod is replacing meshes...
I've found that On the Rocks meshes have problems with vanilla cave entrances and big incompatibilities with TR. So, because of this I took this approach (all textures renamed to vanilla scheme).

Two more:
1 - Lougian Bloodmoon Caverns Bump Mapped https://www.dropbox.com/s/i6iw8ot7mdkui ... 29.7z?dl=0

2 - Lougian Caverns Bump Mapped https://www.dropbox.com/s/rgbuxz1udw61m ... 29.7z?dl=0
My fixes and tweaks on vanilla and modded quests for Morrowind.
http://www.nexusmods.com/morrowind/mods/43107/?

TheOneWhoWatches
Posts: 36
Joined: 08 Apr 2014, 07:06

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

Post by TheOneWhoWatches » 23 May 2017, 07:18

Just tried "On The Rocks".
At first I tried to delete NiNode>NiNode>NiTextureEffect branch and everything became fine, but then I tried another approach.
I just changed "Tad_rock_refl3.dds" and "Tad_rock_refl3.dds" to almost-black an shine were gone.
Well, almost gone. I wanted to have rocks slightly reflective. Just a tiny bit.

P.S. I didn't change normal maps' filenames or whatelse, seems it's working fine as it is.

P.P.S. ... and obviously I've found similar solution on nexus (although reflection maps are completely black there) after I posted about my own.
And if by chance this method was discussed here, then I apologize.
Attachments
sshot000.jpg
Tad_rock_refl.zip
(10.18 KiB) Downloaded 7 times

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lysol
Posts: 705
Joined: 26 Mar 2013, 01:48
Location: Sweden

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

Post by lysol » 22 Nov 2017, 22:23

TheOneWhoWatches wrote:
23 May 2017, 07:18
Just tried "On The Rocks".
At first I tried to delete NiNode>NiNode>NiTextureEffect branch and everything became fine, but then I tried another approach.
I just changed "Tad_rock_refl3.dds" and "Tad_rock_refl3.dds" to almost-black an shine were gone.
Well, almost gone. I wanted to have rocks slightly reflective. Just a tiny bit.

P.S. I didn't change normal maps' filenames or whatelse, seems it's working fine as it is.

P.P.S. ... and obviously I've found similar solution on nexus (although reflection maps are completely black there) after I posted about my own.
And if by chance this method was discussed here, then I apologize.
I'll necro this because I somehow missed this post.

Well yes, the method you used works if you don't mind not having real normal maps. The method described in the tutorial is what I used when making this "patch" for the mod, so basically I removed the environment map effect (which is what makes the models shiny) and renamed some textures. The result is that you get real normal mapping instead of fake ones, or in this case, no normal maps at all.
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

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