Looks kind of like a non-seamless texture. Maybe Lysol´s texture is seamless, but the UV map for the canton object itself wraps around itself non-seamlessly at this certain section. The reason vanilla texture doesn´t cut like that is that it´s more same-ish and you don´t notice it. Normal map also makes it more expressed. At least that´s my speculation.
I haven´t noticed these weird cuts on the normal maps I use, so I don´t think it´s an engine bug.
Edit: Just for the funzies I decided to take a look. Here you can see what´s wrong:
http://i.imgur.com/di3LLNn.png
These parts are basically not connected in the UV map. Thus the sharp and sudden cut. Also look at how the faces are roated in the UV-map vs how they appear on the actual object. 2 wall sections are rotated 90 degrees, while door section is not rotated at all. Whoever UV-mapped this is as bad as me at it.
So wait. Why don´t vanilla textures have this problem? Actually, they do. Grab a magnifying glass and prepare to strain your eyes.
http://i.imgur.com/ZY3yTb1.png
Do you see it? There is a hardly noticeable line where the texture mismatches itself. Morrowind devs got away with it because their textures are so blurry that you hardly notice stuff like this. However when you start making HD specular bump maps, it´s going to show. Mystery solved.
Vivec retexture to show off/test shaders
- DestinedToDie
- Posts: 1181
- Joined: 29 Jun 2015, 09:08
Re: Vivec retexture to show off/test shaders
Yes, this is partially the problem and I'm aware of that too. Morrowind was never really famous for its well made UV mapping.
But: This issue is mainly not about the meshes not placing the textures edge to edge. It's not a bug within OpenMW either, it's because my normal maps for some reason gets fucked up colors when I export them with CrazyBump. Check this discussion I've had with scrawl, especially the last few posts and the screenshots he included. I hate this crap. *.dds files don't even include color profiles, which makes this even more confusing.
https://bugs.openmw.org/issues/3260#change-15219
Since the colors of the normal map tell the engine how the light should fall on the object, having way too blue colors will make the effect behave totally wrong. Note in my texture pack how the green stone blocks on the leaning pillars (the textures are called something like "tx_v_bridgedetail" or something) never get these strange light issues. Then look at scrawls screenshot. Yup, those are the only textures that are not too blue.
Will work on this on thursday, I won't have that much time for it before that. I have some theories on how I might be able to fix this.
But: This issue is mainly not about the meshes not placing the textures edge to edge. It's not a bug within OpenMW either, it's because my normal maps for some reason gets fucked up colors when I export them with CrazyBump. Check this discussion I've had with scrawl, especially the last few posts and the screenshots he included. I hate this crap. *.dds files don't even include color profiles, which makes this even more confusing.
https://bugs.openmw.org/issues/3260#change-15219
Since the colors of the normal map tell the engine how the light should fall on the object, having way too blue colors will make the effect behave totally wrong. Note in my texture pack how the green stone blocks on the leaning pillars (the textures are called something like "tx_v_bridgedetail" or something) never get these strange light issues. Then look at scrawls screenshot. Yup, those are the only textures that are not too blue.
Will work on this on thursday, I won't have that much time for it before that. I have some theories on how I might be able to fix this.
Re: Vivec retexture to show off/test shaders
Just wanted to give an update. Might post some pictures too later today.
Anyway, I have no idea why crazy bump gave me too blue images (or rather, why they looked fine in Photoshop (and gimp for scrawl) but bad ingame), but switching to MindTex (thanks for the link TheMechanist!) seems to have kinda done the trick. The issue is still there though, but in smaller scale. I wonder if this has to do with the poor unwrapping this time... The normal maps now at least look a lot better since the effect of them has been increased significantly.
One annoying thing with MindTex though is that it doesn't work very well with non-square textures. Basically, it drags the texture out to a square, then pushes it back again. The result is loads of loss of detail. My solution was to make the texture into a square by having two of the same textures beside each other (if the texture was of the size 1024x512 for example) and then just cut away half of the texture later in photoshop. It works, but it's annoying that I have to do this.
EDIT: So ok, screenshot here:
http://i.imgur.com/ArT96aR.jpg
Notice that there are still some light issues, but these might be because of the poor unwrapping morrowind has. Read Destined's above on this page.
Anyway, I have no idea why crazy bump gave me too blue images (or rather, why they looked fine in Photoshop (and gimp for scrawl) but bad ingame), but switching to MindTex (thanks for the link TheMechanist!) seems to have kinda done the trick. The issue is still there though, but in smaller scale. I wonder if this has to do with the poor unwrapping this time... The normal maps now at least look a lot better since the effect of them has been increased significantly.
One annoying thing with MindTex though is that it doesn't work very well with non-square textures. Basically, it drags the texture out to a square, then pushes it back again. The result is loads of loss of detail. My solution was to make the texture into a square by having two of the same textures beside each other (if the texture was of the size 1024x512 for example) and then just cut away half of the texture later in photoshop. It works, but it's annoying that I have to do this.
EDIT: So ok, screenshot here:
http://i.imgur.com/ArT96aR.jpg
Notice that there are still some light issues, but these might be because of the poor unwrapping morrowind has. Read Destined's above on this page.
Re: Vivec retexture to show off/test shaders
Not bad, not bad at all! Did you update the download link in your first post?
Re: Vivec retexture to show off/test shaders
No not yet, I want to fix em all first. So far I've only experimented with like 3 or 4 of them.
Re: Vivec retexture to show off/test shaders
So, with the help of scrawl, I can now debug the normal maps easier.
http://imgur.com/oXYdF0o
So the dark blue color is wrong. I still have no idea why CrazyBump exported the colors like that, but nevermind that now, it's not a problem with MindTex. As you can see, many textures has been fixed already, and I plan to do the rest today.
http://imgur.com/oXYdF0o
So the dark blue color is wrong. I still have no idea why CrazyBump exported the colors like that, but nevermind that now, it's not a problem with MindTex. As you can see, many textures has been fixed already, and I plan to do the rest today.
Re: Vivec retexture to show off/test shaders
So, new download link in the first post.
It contains the no new textures, but I've fixed all the previous bad normal maps, plus edited some specular maps that became too shiny when the normal maps started to behave as expected. Is there any reason to even have a specular map when they are almost so dark they barely shine at all btw?
It contains the no new textures, but I've fixed all the previous bad normal maps, plus edited some specular maps that became too shiny when the normal maps started to behave as expected. Is there any reason to even have a specular map when they are almost so dark they barely shine at all btw?
Re: Vivec retexture to show off/test shaders
Working on banners. Here's two of them look so far.
http://i.imgur.com/ItR6CSM.jpg
Using normal maps on them is very effective. There are no shading on the texture itself, so all wrinkles are 100% because of the normal map, which then of course makes the shadows dynamic.
The banners for St Delyn and St Olms are SUPER hard to do because of the low resolution. I can't actually see what I'm supposed to draw. Anyone got a bit higher res picture of the pictures of those banners? Otherwise I don't really know how to do them. It's hard to draw something you don't even know what it is.
For example: Is Delyn holding some glass he just blew.. or something? What is the cross thing behind him? Is it smoke coming out of the glass in his right hand? Haha.
http://i.imgur.com/ItR6CSM.jpg
Using normal maps on them is very effective. There are no shading on the texture itself, so all wrinkles are 100% because of the normal map, which then of course makes the shadows dynamic.
The banners for St Delyn and St Olms are SUPER hard to do because of the low resolution. I can't actually see what I'm supposed to draw. Anyone got a bit higher res picture of the pictures of those banners? Otherwise I don't really know how to do them. It's hard to draw something you don't even know what it is.
For example: Is Delyn holding some glass he just blew.. or something? What is the cross thing behind him? Is it smoke coming out of the glass in his right hand? Haha.
Re: Vivec retexture to show off/test shaders
A quick search returned the following mod that may include enhanced banners:
Dramatic Vivec ----- http://www.nexusmods.com/morrowind/mods/43385/?
Also, the current Skywind blog post contains images of some reworked banners and shrine textures:
http://tesrenewal.com/blog/blog-post-march
And here's another mod which changes some banners (none of the Saints' ones though):
http://www.fliggerty.com/phpBB3/viewtop ... =22&t=5168
Dramatic Vivec ----- http://www.nexusmods.com/morrowind/mods/43385/?
Also, the current Skywind blog post contains images of some reworked banners and shrine textures:
http://tesrenewal.com/blog/blog-post-march
And here's another mod which changes some banners (none of the Saints' ones though):
http://www.fliggerty.com/phpBB3/viewtop ... =22&t=5168
Re: Vivec retexture to show off/test shaders
Skywind is coprights, they say you can't use his assets.