Imperial Forts Normal Mapped

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Remiros
Posts: 4
Joined: 22 Jun 2016, 11:46

Imperial Forts Normal Mapped

Post by Remiros »

Imperial Forts Normal Mapped
By Remiros/Flash3113

Version: 2.0

=========
Contents
=========
1. Requirements
2. Description
3. Permissions
4. Installation
5. Credits

=============
Requirements
=============
Morrowind, Tribunal, and Bloodmoon

OpenMW

============
Description
============
This mod replaces the textures for the Imperial Forts with new high resolution textures with normal maps.
The textures are vanilla-friendly and resemble the original textures.
All forts are affected, even those in Tamriel Rebuilt. This retexture requires OpenMW for the normal maps to work, no exceptions.

============
Permissions
============
You cannot modify my mod or upload it anywhere else without my permission. Please respect that.

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Installation
=============
Drop the textures into your textures folder and let the files overwrite any previously installed textures if asked.
On top of that you need to open your settings.cfg, which is located in:

Linux: $HOME/.config/openmw
Windows: C:\Users\username\Documents\my games\openmw (harddrive, username and language may vary)
Mac: $HOME/Library/Preferences/openmw

and add these lines:

[Shaders]
auto use object normal maps = true
auto use object specular maps = true
normal map pattern = _n
normal height map pattern = _nh
specular map pattern = _spec

Now you are good to go.

========
Credits
========
Thanks to Bethesda Softworks for developing Morrowind and the Construction Set.
Thanks to Brucoms for developing the TES3 Readme Generator this readme was made from.
Thanks to Textures.com for many base images, which I used to create these textures.

Download: Nexus
Screenshots:
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User avatar
Mistahtokyo
Posts: 139
Joined: 07 Sep 2013, 18:31

Re: Imperial Forts Normal Mapped

Post by Mistahtokyo »

These look great, thank you for sharing them! I was wondering, however, about that long vertical line in the wall textures. Are they like that on purpose or is it simply a result of some existing mesh/uv map issue?
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