Specular Highlights?

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psi29a
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Re: Specular Highlights?

Post by psi29a »

Holy crap.. are those Axe-shrooms? :D
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Greendogo
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Re: Specular Highlights?

Post by Greendogo »

I believe that is supposed to be carvings on the Skar emperor crab shell in Ald'ruhn.
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Sslaxx
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Re: Specular Highlights?

Post by Sslaxx »

Greendogo wrote:I believe that is supposed to be carvings on the Skar emperor crab shell in Ald'ruhn.
The axe effect, though not the right one, does look interesting on Skar though.
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scrawl
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Re: Specular Highlights?

Post by scrawl »

There is some garbage at the beginning of your material-overrides.cfg file:

Code: Select all

[textures\a_bear2_boot1.dds]
normalMap = textures\a_bear2_boot1_n.dds
specular = 0.2 0.2 0.2 16[textures\a_bear2_boot1.dds]
normalMap = textures\a_bear2_boot1_n.dds
specular = 0.2 0.2 0.2 16
After removing this, the scar works properly:
screenshot000.png
I guess this confused the file parser. Actually this is not our parser, but Ogre's config file parser, which probably wasn't really intended as a generic ini parser, so I guess we should switch to a different parser or change Ogre's to output some helpful errors, instead of randomly twisting values.

I'm currently looking into why some objects don't show normal maps at all.
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Greendogo
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Re: Specular Highlights?

Post by Greendogo »

Oh, I feel dumb now. I thought he meant to put axes on Skar. Didn't read it carefully enough.
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scrawl
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Re: Specular Highlights?

Post by scrawl »

I'm currently looking into why some objects don't show normal maps at all.
Fixed: https://github.com/scrawl/openmw/commit ... c04fab5be2
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sirherrbatka
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Re: Specular Highlights?

Post by sirherrbatka »

There is some garbage at the beginning of your material-overrides.cfg file:
My fault. I should insert new line before each record.
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PeterBitt
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Re: Specular Highlights?

Post by PeterBitt »

scrawl wrote:
I'm currently looking into why some objects don't show normal maps at all.
Fixed: https://github.com/scrawl/openmw/commit ... c04fab5be2
Man thats great.
So this and seperate specular maps for objects are done. Seperate specular maps for terrain too? What name extension would that be? "_s" ?

Might it be that current Win64 nightly build is broken? I get this when I launch the exe:
"could not initialize SDL! application didnt initialize properly, did you include SDL_main.h in the file containing your main() function?"
The launcher doesnt start at all.

Scrawl in wiki you write "This method will cost some performance, since an additional texture must be sampled." under specular mapping topic. Do I understand correctly that only a seperate spec map will affect performance (obviously video memory), or will also a spec map in the alpha channel decrease performance more than speculars without a map do?
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scrawl
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Re: Specular Highlights?

Post by scrawl »

Yes, windows nightly is currently broken, see: http://forum.openmw.org/viewtopic.php?f ... 406#p21406

I pushed a change for terrain specular mapping. This is not separate specular mapping (see wiki update), but it will fix the issue with terrain textures being shared with objects.
only a seperate spec map will affect performance
Correct.
or will also a spec map in the alpha channel decrease performance
No.
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PeterBitt
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Re: Specular Highlights?

Post by PeterBitt »

I made some comparison screenshots for normal mapped vanilla textures:
https://plus.google.com/u/0/b/105268208 ... 6071198049
Comparison screenshots showing the difference between vanilla textures and vanilla textures with normal maps.
Keep in mind that these are just generated normal maps that will be improved in the future. Some textures are missing normal maps. All textures use same specular settings for now, shiny metal will come in the future.
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