Morrowind

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MizterMoonshine

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17 comments

  1. sb8100
    sb8100
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    It says outdated. Where is the up to date one? link on Desc. would help. nvm found what you meant. just use this..https://www.nexusmods.com/morrowind/mods/42575?tab=files as they are now updated. thx
  2. Bio1987
    Bio1987
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    Hi, I tried to make your normal maps work in all ways but without success.
    following your advice in the description and in the OpenMw documentation, I activated all the entries in [shaders] except "force per pixel lighting = false".
    I also tried to install everything in one folder, combining your normal maps with Lougian's textures, and using two separate folders, the first for Lougian's textures, the second for yours. Unfortunately, I don't notice any difference.
    I modified several settings in OpenMw's "settings.cfg" in addition to [shaders], maybe I inadvertently turned on / off something needed to use normal maps.
    Also, I didn't download your parallax texture file, maybe that's the problem? I thought that even without the parallax, some differences could be noticed on the landscapes.
    Thanks for your help,I'm quite new with OpenMw. I'm using the version 0.46
    1. MizterMoonshine
      MizterMoonshine
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      You should put the textures in the same folder, Lougian's and the normals. So it will have dirt.dds and dirt_n.dds in the same folder for example. The normal maps generally won't be that noticeable during the day, only at morning or evening when the sun is casting a shadow on them, try "set gamehour to 18" in the console to check if they are working.
  3. C3pa
    C3pa
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    Those parallax maps look really nice. I have been trying to figure out how to create them. Could you possibly tell me how you did it?
    1. MizterMoonshine
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      It's been almost 2 years since I messed with these textures so I don't remember 100% but basically I used MindTex 2 on Steam, you have to load the diffuse texture in MindTex and generate a height map and normal map from it, then bake the height map into the alpha channel of the normal map in an image editing software like Gimp, save it and that's your parallax texture. The output texture has to have "_nh" at the end of the filename to be picked up by OpenMW, I tried getting them to work in MGE but there isn't really any documentation on it.
    2. C3pa
      C3pa
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      Thanks Man!
  4. Leyawynn
    Leyawynn
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    I would absolutely love to see this for MGE
  5. Pherim
    Pherim
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    Looks good, I just tested them in the game. Although they should also work with the PBR prototype of MGE XE, not only OpenMW, but I can't say how it would look.

    However, two things I noticed about the textures. First, all normal maps without alpha channel seem to be compressed in DXT5 and have normal maps, judging by the file size (although I cannot open them in GIMP for some reason, which program did you use to save them?). However, as they do not have an alpha channel, you can compress them in DXT1 to save memory, as the compression is exactly the same as DXT5, the only difference is the alpha channel. I just noticed that Lougians original mod also has this issue (only the 2k version, though). He hasn't worked on it in a long time, though, so I don't know if he is aware of this.
    Also, normal maps with alpha channel are uncompressed and have no mipmaps. Is there a specific reason for this? I can understand the desire to use uncompressed normal maps in certain situations, but in this case... does it make a difference for the heightmap? And why are there no mipmaps, as the other textures have them?

    Anyway, well done, especially if you really are new to texturing and have only recently learned about normal maps. I have seen much worse from much more experienced people. Keep it up!
    1. MizterMoonshine
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      Thank you for the feedback. I generated these normals using MindTex 2 which I bought on Steam, and from what I can see there is no way to change the compression. Do you have a suggestion for compressing the normals with alpha channels? As for the mipmaps it appears I had set the option in GIMP to never generate mipmaps, I will have to fix this and reupload.

      I'm experimenting with parallax textures now and refining some of the normals, right now I have parallaxed all the Ascadian Isles textures and it looks really good, and it doesn't seem to affect my performance even without mipmaps. Running on a GTX 970 and Ryzen 5 1600 @ 3.8ghz.
    2. Pherim
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      You can use DXT5 for textures with alpha channels.
  6. Stavroguin
    Stavroguin
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    Does your screenshots taken on openmw?
    1. MizterMoonshine
      MizterMoonshine
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      Yes, these textures only work in OpenMW.
    2. Stavroguin
      Stavroguin
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      How's performance with groundcover?
    3. MizterMoonshine
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      My framerate fluctuates between the mid 20s and 60, usually somewhere in between, and that's with every texture and mesh replacement mod I could find. OpenMW is still quite unoptimized but it's playable.
    4. Stavroguin
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      I was just thinking whether apply groundcover on openmw or not, I guess I shout try it anyway.
  7. kuyondo
    kuyondo
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    what grass mod are you using for openmw?
    1. MizterMoonshine
      MizterMoonshine
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      Someone posted a version of vurt's groundcover without collision on the OpenMW forum
      https://forum.openmw.org/viewtopic.php?f=40&t=4361