Older bump mapped mods (and how to make them work in OpenMW)

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1Mac
Posts: 62
Joined: 20 Feb 2019, 19:50

Re: Older bump mapped mods (and how to make them work in OpenMW)

Post by 1Mac »

I mean, I was willing to attempt it! And I'm finding a lot of mods, for armor and weapons in particular, that have both authentic normals and authentic environment maps. Pherim’s Real Reflective Weapons, for example. So if I understand how conversion works, the user would want to delete the texture reference to the normal map in the .nif but not the NiTextureEffect block.
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AnyOldName3
Posts: 2666
Joined: 26 Nov 2015, 03:25

Re: Older bump mapped mods (and how to make them work in OpenMW)

Post by AnyOldName3 »

Someone on Reddit told me they had written a Python script that used PyFFI and automatically converted MCP-style bump mapping to OpenMW-style normal mapping. Is this something we know about and are ignoring, or something we don't know about and want to know about?
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lysol
Posts: 1513
Joined: 26 Mar 2013, 01:48
Location: Sweden

Re: Older bump mapped mods (and how to make them work in OpenMW)

Post by lysol »

I actually think I heard about it but then forgot about it. Oops. You have a link?
GeminiContractor
Posts: 1
Joined: 03 Jul 2019, 04:13

Re: Older bump mapped mods (and how to make them work in OpenMW)

Post by GeminiContractor »

Can you use this for mods other than "Apel's Various Things"?
The "Caverns Bump Mapped" has around 670 mesh files to edit.
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Capostrophic
Posts: 794
Joined: 22 Feb 2016, 20:32

Re: Older bump mapped mods (and how to make them work in OpenMW)

Post by Capostrophic »

Bumpmapping support, including a slightly updated documentation and an option to make environment-mapped objects look like with that option from MCP toggled on, has been merged today and should be included in tomorrow's nightlies and in the upcoming 0.46.0 release, retiring this thread at last.
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