Search found 62 matches
- 28 Feb 2019, 04:58
- Forum: Off Topic
- Topic: Modding-OpenMW.com -- CFG Generator update
- Replies: 3
- Views: 3231
Re: Modding-OpenMW.com -- CFG Generator update
Just wanted to say that as I’ve been planning my Morrowind setup, I’ve found your site very helpful. Looking forward to future updates!
- 27 Feb 2019, 19:51
- Forum: General Modding
- Topic: Older bump mapped mods (and how to make them work in OpenMW)
- Replies: 105
- Views: 130350
Re: Older bump mapped mods (and how to make them work in OpenMW)
Thanks for the answers, guys. It seems like this is something that should be clarified in the guide, lest people delete NiTextureEffect blocks indiscriminately.
- 26 Feb 2019, 21:26
- Forum: General Modding
- Topic: Older bump mapped mods (and how to make them work in OpenMW)
- Replies: 105
- Views: 130350
Re: Older bump mapped mods (and how to make them work in OpenMW)
That would certainly be easier than trying to shoehorn those maps into something for which they weren’t designed. I have another question for Lysol or whomever can answer. Lysol recommends deleting blocks for environmental maps when converting meshes for use with actual normal maps, presumably becau...
- 26 Feb 2019, 00:41
- Forum: General Modding
- Topic: Older bump mapped mods (and how to make them work in OpenMW)
- Replies: 105
- Views: 130350
Re: Older bump mapped mods (and how to make them work in OpenMW)
Hmm, that makes them sound more like hacky speculars than hacky normals. Could you convert them to grayscale and change the suffix to _spec and have decent results?
- 25 Feb 2019, 23:50
- Forum: General Modding
- Topic: Older bump mapped mods (and how to make them work in OpenMW)
- Replies: 105
- Views: 130350
Re: Older bump mapped mods (and how to make them work in OpenMW)
A question about renaming MCP fake bump maps for OpenMW compatibility. I've run into many such maps with lots of black, which I've never seen in proper normal maps before. Here's an example from Hirez Armor Native Styles. https://drive.google.com/file/d/12qYzBQPfhuW-dVDYhNleGLPANU7NO83q/view?usp=sha...
- 25 Feb 2019, 02:17
- Forum: Off Topic
- Topic: Lysol's normal mapped texture packs
- Replies: 277
- Views: 182681
- 25 Feb 2019, 02:03
- Forum: General Modding
- Topic: Aesthesia Groundcover - grass mod (solved)
- Replies: 11
- Views: 14663
Re: Aesthesia Groundcover - grass mod (solved)
Cool, thank you! I look forward to trying it out.
- 23 Feb 2019, 05:57
- Forum: General Modding
- Topic: Aesthesia Groundcover - grass mod (solved)
- Replies: 11
- Views: 14663
Re: Aesthesia Groundcover - grass mod (solved)
“You are allowed to use the grass in your mods, recolor and modify it as long as you give credit....Do not redistribute this mod on sites or in packs without permission.”
If you just pack the edited textures, I think you’re fine. You could post on Nexus, or share a Dropbox link or something here.
If you just pack the edited textures, I think you’re fine. You could post on Nexus, or share a Dropbox link or something here.
- 22 Feb 2019, 18:29
- Forum: General Development
- Topic: Fog shader?
- Replies: 19
- Views: 18331
Re: Fog shader?
Alas. Thanks for the answer. Here's hoping for a merge request then.
Still, it's cool the team has added so many new features. Better count our blessings .
Still, it's cool the team has added so many new features. Better count our blessings .
- 22 Feb 2019, 15:39
- Forum: General Modding
- Topic: Aesthesia Groundcover - grass mod (solved)
- Replies: 11
- Views: 14663
Re: Aesthesia Groundcover - grass mod (solved)
Would either of you good folks care to release those modified textures? It’d be much appreciated.