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.
Older bump mapped mods (and how to make them work in OpenMW)
Re: Older bump mapped mods (and how to make them work in OpenMW)
Re: Older bump mapped mods (and how to make them work in OpenMW)
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 ?
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 ?
- AnyOldName3
- Posts: 2684
- Joined: 26 Nov 2015, 03:25
Re: Older bump mapped mods (and how to make them work in OpenMW)
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.
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.
Re: Older bump mapped mods (and how to make them work in OpenMW)
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.
Here is the proof of concept.
- AnyOldName3
- Posts: 2684
- Joined: 26 Nov 2015, 03:25
Re: Older bump mapped mods (and how to make them work in OpenMW)
I'm not sure it should come under the [Shaders] category. After all, they still work even in fixed-function mode.
Re: Older bump mapped mods (and how to make them work in OpenMW)
Location of setting is not very important right now.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.
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.
- Capostrophic
- Posts: 794
- Joined: 22 Feb 2016, 20:32
Re: Older bump mapped mods (and how to make them work in OpenMW)
If I've not mistaken without MCP it handles spherical environment maps exactly as OpenMW does now. MCP applies local lighting to these reflections.I wonder how vanilla game handles texture effects.
Re: Older bump mapped mods (and how to make them work in OpenMW)
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.Capostrophic wrote: ↑10 Aug 2018, 15:14If I've not mistaken without MCP it handles spherical environment maps exactly as OpenMW does now. MCP applies local lighting to these reflections.I wonder how vanilla game handles texture effects.
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.
Re: Older bump mapped mods (and how to make them work in OpenMW)
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?
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.
- Capostrophic
- Posts: 794
- Joined: 22 Feb 2016, 20:32
Re: Older bump mapped mods (and how to make them work in OpenMW)
it's a feature™Shiny Septims are shiny
Saw the commit in your fork. Great!