Page 11 of 11

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

Posted: 28 Feb 2019, 13:59
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.

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

Posted: 12 Mar 2019, 15:26
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?

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

Posted: 12 Mar 2019, 15:29
by lysol
I actually think I heard about it but then forgot about it. Oops. You have a link?

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

Posted: 12 Mar 2019, 16:11
by AnyOldName3

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

Posted: 03 Jul 2019, 18:09
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.

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

Posted: 11 Mar 2020, 17:30
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.