54 comments

  1. Mrovkogon
    Mrovkogon
    • supporter
    • 6 kudos
    I like this mod, and would love to see continuation of it for Tamriel Rebuild data and other mods. It makes significant difference and didn't decrease fps at least for me, as I have much more problems with lot of objects placed by mods and thus high polygon count, in regards of affecting my game performance. (I'm running OpenMW 0.47 stable and 0.48 various builds.) 

    I have some points and questions:

    * Which one of archives should be installed ? I found some have same content as others, at least name wise but I know there are different packages with different height / bump  intensity, so it is expected, but also every package have some files that are not included in other. I compared them installed via Mod Organizer 2. I basically tried reorder installed folders in MO2 until I had most textures, and then overwrite first by second then by third and so on, with experimental as last one.     

    * I rescaled some of the textures bigger than 512  via ordenador, didn't seems to affect performance in any way (subjectively, I just enable fps meter and run around Vvardenfell), and I don't see visual difference (maybe later during testing my mod setup I found that reflection on walls are bit pixelated, but it didn't bothered me much)

    * In one package, some textures don't have generated mipmaps, I don't know if that matters  much, but I generated them via ordenador and didn't registered any visual difference. 

    * Any atlased textures generated from MET or Intelligent Textures or any texture replacer  wouldn't have appropriate *_n.dds / *_spec.dds equivalent. It is not a problem of this mod of course. I changed the script from Project Atlas to generate atlased texture from yours and they were huge (20 mb +), but then I experimented with generating normals and speculars from  base atlas texture because it was easier than  editing bat scripts. It went well, I ended up with smaller textures - MB wise and they doesn't look any worse.  

    * As touched in previous points, is it necessary to have such detailed and big textures? Again, I didn't noticed any performance difference between  my personal edited version and original of yours, neither visual nor performance one.

    * There is little problem with naming, morrowind textures for necks have _n.dds at end of their  names, therefore it's sufficient to rename textures from your mod in similar way as below:
    tx_b_n_breton_m_n.dds >   tx_b_n_breton_m_n_n.dds, so yours don't overwrite them. 

    * In OpenMW, 0.47+, default patterns for engine to recognize normal / normal height / specular / diffusespec maps are:
    # _n and _nh also for terrain
    normal map pattern = _n
    normal height map pattern = _nh
    specular map pattern = _spec
    # only for terrain
    terrain specular map pattern = _diffusespec
    It might have been different in previous version, I don't know, but I supposed the *_h.dds have visual effect in game, but I didn't noticed any. Then I renamed them to *_nh.dds, so engine would beable  to use them, but everything was visually broken (basically black & white image with alpha channeled areas applied on top of textures). I checked them in IrfanView, and they are in scales of grey, which they are not supposed to be if meant as a normal height maps (There is other mod that works with default *_nh.dds named textures, it contains *_nh.dds files and when opened in IrfanView, its textures appear rather similar to normal maps and are violet + black, not grey => they contain different types of information in different channels, as they suppose to). So, I deleted yours and it didn't make any difference visually. Therefore -  
    what are your _h.dds for? Are they to be used with other engine (older OpenMW or MGE) or are do they have purpose ?

     * I didn't encountered anything visually distracting, I only deleted some normals for books, pages and notes, as they made them look thick like pancakes :), it was easy to filter them out by name.

    * What software, method and setting did you used please? I tried some freeware normal maps generators and endup with aptly named one called just "normal map generator", as it can do it in batches.  Results vary mostly on level of details in base texture and of course settings, but having to change settings for every type of textures would be major pain in the ass. I didn't found anything streamlined enough and able to make some reusable  presets for different types of textures - for example shiny and rough preset for rocks, more shiny and more refined one for weapons, only little bit for book covers and so on.

    Anyway, thanks for mod, I was in bliss when I saw the effect first time, I didn't even know that small slaughterfish can look sooo ... fishy and tree bark soooo ... barky? and rocks have this cellulitis like in real life nature and such :D.

    PS: Static screenshots don't serve this and similar mods well, effect is best seen in game.
    1. tomiwantin
      tomiwantin
      • member
      • 3 kudos
      -deleted-
    2. rabcor
      rabcor
      • member
      • 11 kudos
      Actually the normals look kinda like height maps (as in _nh rather than _n) and the height maps look kinda like speculars(_spec rather than _h), this is a bit weird and the mod description isn't clarifying much of anything.
  2. massdestruct
    massdestruct
    • BANNED
    • 1 kudos
    What is the difference between this and the MET normals from this: Normal Maps for Everything at Morrowind Nexus - mods and community (nexusmods.com)
  3. Can you or should you use this with "Intelligent Textures" and/or Morrowind AIO normalmaps for OpenMW at Morrowind Nexus - mods and community (nexusmods.com)?
  4. Silaris60
    Silaris60
    • member
    • 1 kudos
    For anyone trawling the comments for the answer:

    Yes, you should install both of these main files.

    Height Maps and Normal maps are both 'Bump Maps', but use different information to tell the game how to light a texture.

    Height Maps, eponymously, are a grey-scale texture file that tells the game where a decal should appear to jut-out or raise, like a bas-relief or brick-and-mortar. Normals Maps define the shape and orientation of these different 'bumps', and how those gaps should transition smoothly. Both of these contribute to making your stones and rocks look '3D' and not painted onto a flat surface.

    If you experience visual artifacts or warped textures, particularly on faces/heads, its probably because another replacer you use is significantly different than the original texture the bump maps were made for. You can likely solve this by deleting the relevant bump maps in this file's archives.
  5. TRENditor
    TRENditor
    • member
    • 1 kudos
    which do i download height or normal maps?
    1. TaffyAdam
      TaffyAdam
      • supporter
      • 4 kudos
      afaik those are two different things, so I'm downloading both (and activating both) so I'll let you know here in a bit
    2. satyrisci
      satyrisci
      • supporter
      • 0 kudos
      Hey did you figure out which is which?
    3. PenelopeJenga
      PenelopeJenga
      • premium
      • 15 kudos
      TaffyAdam... you never came back...
    4. GroguDies
      GroguDies
      • member
      • 0 kudos
      So clearly getting both is lethal
    5. Teirdalin
      Teirdalin
      • supporter
      • 51 kudos
      Trying it myself, and can confirm, it is actually so good it ascends you.  I had to use recall to return to the mortal plane.
  6. sevenfm
    sevenfm
    • member
    • 4 kudos
    I am a bit lost here - there are normal maps, height maps and bump maps - which version should I use for OpenMW? Preferably for good visual effect but not much fps impact.
    Or if I need to install all of them, what is correct order? Reading comments below made it even more confusing.

    Also, using normal maps has some bad effect on Socucius' face:
    without normal maps
    https://imgur.com/OTVTKfW
    with normal maps
    https://imgur.com/kCe0Ktn

    I am using OpenMW 0.47, facelift mod + familiar faces.
  7. michaelt919
    michaelt919
    • premium
    • 34 kudos
    Many textures are missing in the main download (seems to be everything alphabetically after tx_sewer_wall_02_n).  Is this intentional or an oversight?
  8. Tkohr
    Tkohr
    • premium
    • 60 kudos
    Im using your experimental file, and man, that looks awesome, thank you for making this, i realy enjoy it.
  9. veins79
    veins79
    • premium
    • 1 kudos
    Well ima try this on my smartphone wish me luck
  10. borok
    borok
    • premium
    • 29 kudos
    Hello. Thanks for the mod, but there are couple issues with it:
    1) There are several diffuse textures among normals
    tx_b_n_argonian_f_n.dds
    tx_b_n_argonian_m_n.dds
    tx_b_n_breton_f_n.dds
    tx_b_n_breton_m_n.dds
    tx_b_n_dark elf_f_n.dds
    tx_b_n_dark elf_m_n.dds
    tx_b_n_high elf_f_n.dds
    tx_b_n_high elf_m_n.dds
    tx_b_n_imperial_f_n.dds
    tx_b_n_imperial_m_n.dds
    tx_b_n_khajiit_f_n.dds
    tx_b_n_khajiit_m_n.dds
    tx_b_n_nord_f_n.dds
    tx_b_n_nord_m_n.dds
    tx_b_n_orc_f_n.dds
    tx_b_n_orc_m_n.dds
    tx_b_n_redguard_f_n.dds
    tx_b_n_redguard_m_n.dds
    tx_b_n_wood elf_f_n.dds
    tx_b_n_wood elf_m_n.dds
    tx_b_vivec_n.dds
    tx_creature_ashslave_n.dds
    tx_creature_ashzombie_n.dds
    tx_b_n_dark elf_f_la_n.dds, tx_b_n_dark elf_f_lf_n.dds - these ones were probably broken I wasn't able to open them.

    2) tx_imp_colthin_01_n.dds and tx_imp_colthin_02_n.dds have size 4k. I noticed that when created atlas from it.

    3) Lot of textures are missing mipmaps.

    4) What the point to save _n textures in DXT5 (BC3) format? Especially for equipment. In Oblivion spec map was stored in alpha channel of normal map but it's not like that for OpenMW according to docs. Normal map can be combined with height map in alpha channel and named _nh for parallax effect as I understand.