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

Posted: 28 Feb 2019, 05:55
by lysol
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?

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

Posted: 28 Feb 2019, 13:59
by 1Mac
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.

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

Posted: 12 Mar 2019, 15:26
by AnyOldName3
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?

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

Posted: 12 Mar 2019, 15:29
by lysol
I actually think I heard about it but then forgot about it. Oops. You have a link?

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

Posted: 12 Mar 2019, 16:11
by AnyOldName3

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

Posted: 03 Jul 2019, 18:09
by GeminiContractor
Can you use this for mods other than "Apel's Various Things"?
The "Caverns Bump Mapped" has around 670 mesh files to edit.