Older bump mapped mods (and how to make them work in OpenMW)
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- Posts: 9
- Joined: 29 Apr 2017, 17:43
Re: Older bump mapped mods (and how to make them work in Ope
How do I attach files? I don't see any option in the post settings.
Re: Older bump mapped mods (and how to make them work in Ope
Hello, after all that trouble with On the Rocks, I just renamed the textures of the mod and made tottaly compatible with OpenMW (Without the need of nifs - Just textures with the OpenMW way). Please test.
https://www.dropbox.com/s/dln34vvtbrvui ... 29.7z?dl=0
I recommend use along Correct UV rocks v1.0 by Nicholiathan http://mw.modhistory.com/download-31-12003
and WIP Detailed Correct UV Rocks by Pherim http://www.nexusmods.com/morrowind/mods ... 4321&pUp=1
https://www.dropbox.com/s/dln34vvtbrvui ... 29.7z?dl=0
I recommend use along Correct UV rocks v1.0 by Nicholiathan http://mw.modhistory.com/download-31-12003
and WIP Detailed Correct UV Rocks by Pherim http://www.nexusmods.com/morrowind/mods ... 4321&pUp=1
- Capostrophic
- Posts: 794
- Joined: 22 Feb 2016, 20:32
Re: Older bump mapped mods (and how to make them work in Ope
Erm, but... The whole point of the mod is replacing meshes...
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- Posts: 9
- Joined: 29 Apr 2017, 17:43
Re: Older bump mapped mods (and how to make them work in Ope
Having purged all the original On the Rocks textures and meshes, those work, but only alongside Correct UV Rocks and WIP Detailed Correct UV Rocks. That's good enough for me for now.
Re: Older bump mapped mods (and how to make them work in Ope
I've found that On the Rocks meshes have problems with vanilla cave entrances and big incompatibilities with TR. So, because of this I took this approach (all textures renamed to vanilla scheme).Capostrophic wrote:Erm, but... The whole point of the mod is replacing meshes...
Two more:
1 - Lougian Bloodmoon Caverns Bump Mapped https://www.dropbox.com/s/i6iw8ot7mdkui ... 29.7z?dl=0
2 - Lougian Caverns Bump Mapped https://www.dropbox.com/s/rgbuxz1udw61m ... 29.7z?dl=0
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- Posts: 57
- Joined: 08 Apr 2014, 07:06
- Location: Russia/Siberia
Re: Older bump mapped mods (and how to make them work in Ope
Just tried "On The Rocks".
At first I tried to delete NiNode>NiNode>NiTextureEffect branch and everything became fine, but then I tried another approach.
I just changed "Tad_rock_refl3.dds" and "Tad_rock_refl3.dds" to almost-black an shine were gone.
Well, almost gone. I wanted to have rocks slightly reflective. Just a tiny bit.
P.S. I didn't change normal maps' filenames or whatelse, seems it's working fine as it is.
P.P.S. ... and obviously I've found similar solution on nexus (although reflection maps are completely black there) after I posted about my own.
And if by chance this method was discussed here, then I apologize.
At first I tried to delete NiNode>NiNode>NiTextureEffect branch and everything became fine, but then I tried another approach.
I just changed "Tad_rock_refl3.dds" and "Tad_rock_refl3.dds" to almost-black an shine were gone.
Well, almost gone. I wanted to have rocks slightly reflective. Just a tiny bit.
P.S. I didn't change normal maps' filenames or whatelse, seems it's working fine as it is.
P.P.S. ... and obviously I've found similar solution on nexus (although reflection maps are completely black there) after I posted about my own.
And if by chance this method was discussed here, then I apologize.
- Attachments
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- Tad_rock_refl.zip
- (10.18 KiB) Downloaded 383 times
Re: Older bump mapped mods (and how to make them work in Ope
I'll necro this because I somehow missed this post.TheOneWhoWatches wrote: ↑23 May 2017, 07:18 Just tried "On The Rocks".
At first I tried to delete NiNode>NiNode>NiTextureEffect branch and everything became fine, but then I tried another approach.
I just changed "Tad_rock_refl3.dds" and "Tad_rock_refl3.dds" to almost-black an shine were gone.
Well, almost gone. I wanted to have rocks slightly reflective. Just a tiny bit.
P.S. I didn't change normal maps' filenames or whatelse, seems it's working fine as it is.
P.P.S. ... and obviously I've found similar solution on nexus (although reflection maps are completely black there) after I posted about my own.
And if by chance this method was discussed here, then I apologize.
Well yes, the method you used works if you don't mind not having real normal maps. The method described in the tutorial is what I used when making this "patch" for the mod, so basically I removed the environment map effect (which is what makes the models shiny) and renamed some textures. The result is that you get real normal mapping instead of fake ones, or in this case, no normal maps at all.
Re: Older bump mapped mods (and how to make them work in OpenMW)
Thank you for this tutorial lysol.
It helped me greatly to make older mods look good in OpenMW.
While it work, I still have some errors in OpenMW log telling that some texture layers are empty, but without visual errors.
I'd like to know how to fix this, for the sake of correctness.
Could anyone please tell me what I'm doing wrong ?
A screenshot:
https://imgur.com/yFXkupG
Thank in advance.
It helped me greatly to make older mods look good in OpenMW.
While it work, I still have some errors in OpenMW log telling that some texture layers are empty, but without visual errors.
I'd like to know how to fix this, for the sake of correctness.
Could anyone please tell me what I'm doing wrong ?
A screenshot:
https://imgur.com/yFXkupG
Thank in advance.
- Attachments
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- ex_gg_pylon_01.zip
- This is the nif in question.
- (76.26 KiB) Downloaded 360 times
Re: Older bump mapped mods (and how to make them work in OpenMW)
No problem! Glad people can follow the tutorial with success.
I can't check the zip file you uploaded right now, but I would guess that you've kept some blocks in the nif files linking to some textures that you've renamed or removed or something like that. So if you had a normal map or specular map that weren't named in OpenMW fashion and then renamed them without removing the blocks linking to them in the nif file, you would probably get errors because the nif file is trying to find them but can't (since they have been renamed).
Just my guess...
I can't check the zip file you uploaded right now, but I would guess that you've kept some blocks in the nif files linking to some textures that you've renamed or removed or something like that. So if you had a normal map or specular map that weren't named in OpenMW fashion and then renamed them without removing the blocks linking to them in the nif file, you would probably get errors because the nif file is trying to find them but can't (since they have been renamed).
Just my guess...
Re: Older bump mapped mods (and how to make them work in OpenMW)
A well-known issue. That's because you deleted the bump maps, but your NiTexturingProperty nodes have "Has Bump Map Texture" enabled.
This warning is harmless.
This warning is harmless.