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 OpenMW)

Post by lysol » 01 Dec 2017, 15:18

akortunov wrote:
01 Dec 2017, 15:10
A well-known issue. That's because you deleted the bump maps, but your NiTexturingProperty nodes have "Has Bump Map Texture" enabled.
This warning is harmless.
Ah yes, that was the one yes. I never bothered to look up exactly what the error some people reported about was, but I knew it was something about not removing some block or node or whatever.
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

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

Post by Vinditus » 01 Dec 2017, 16:46

Thank you lysol for taking the time to reply and thank you akortunov for your solution, that fixed it, no more errors caused by this mesh.
I couldn't see what was missing or what did I did wrong, it was driving me crazy.

I have a question however.
For some meshes, the process is extremely long, because they contain many references for bump maps in their trishapes.
(ex: https://www.nexusmods.com/morrowind/mods/42113/ )
Is their a way to automate this process ?

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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 » 02 Dec 2017, 04:32

NifSkope and the libraries it uses are all open-source, so automation is definitely not out of the question. IIRC, someone even made a start on a script that would deal with it, but I don't think anyone's ever actually finished writing a script that would deal with it.

If anyone wants to try, my recommendation would be to ask someone who knows their stuff about NifSkope (e.g. Neomonkeus) how exactly they'd deal with it and go from there.
AnyOldName3, Master of Shadows

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

Post by akortunov » 10 Aug 2018, 13:27

Can we add a setting to ignore texture effects? In this case we will not need to port bump-mapped mods.
Here is the proof of concept.

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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 » 10 Aug 2018, 14:24

I'm not sure it should come under the [Shaders] category. After all, they still work even in fixed-function mode.
AnyOldName3, Master of Shadows

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

Post by akortunov » 10 Aug 2018, 14:45

AnyOldName3 wrote:
10 Aug 2018, 14:24
I'm not sure it should come under the [Shaders] category. After all, they still work even in fixed-function mode.
Location of setting is not very important right now.
Main questions here are:
1. Should we do something to load such mods?
2. Can we do something to load such mods?

I am not a modeller, so I can not tell if ignoring TextureEffects is a good idea.
I wonder how vanilla game handles texture effects.

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

Post by Capostrophic » 10 Aug 2018, 15:14

I wonder how vanilla game handles texture effects.
If I've not mistaken without MCP it handles spherical environment maps exactly as OpenMW does now. MCP applies local lighting to these reflections.
shitty lingua anglica grammar ftw

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

Post by akortunov » 10 Aug 2018, 15:25

Capostrophic wrote:
10 Aug 2018, 15:14
I wonder how vanilla game handles texture effects.
If I've not mistaken without MCP it handles spherical environment maps exactly as OpenMW does now. MCP applies local lighting to these reflections.
In this case bump-mapped mods (such as On the Rocks!) should work in Morrowind in the same way as in OpenMW, and MCP should be referenced in mod description as a requirement.

Also according to this guide there is a "Bump Map Luma Scale" parameter in TextureProperty to control effect shininess.
But is seems OpenMW ignores this parameter for some reason, using a full brightness instead for all effects.
Just for reference: On the Rocks! uses the 0.035 value - almost no shininess.

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

Post by akortunov » 10 Aug 2018, 18:23

Using "Bump Map Luma Scale" indeed fixed On the Rocks! shininess.
Money from Shiny Septims is still shiny - it uses "Bump Map Luma Scale" = 1.

EDIT: probably my current approach is not correct.
I suppose "Scale" means "take pixels from texture and multiply their color by Scale value".
"Offset" in this case should mean "take pixels from texture and add Offset to pixel color".
Is there a way to do it in OpenMW?
Last edited by akortunov on 10 Aug 2018, 19:30, edited 1 time in total.

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

Post by Capostrophic » 10 Aug 2018, 18:52

Shiny Septims are shiny
it's a feature™

Saw the commit in your fork. Great! :)
shitty lingua anglica grammar ftw

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