Sorry, I only made one version based on the meshes I had installed myself - which use the Atlas texture and Morrowind Code Patch Bump Mapping. Kinda forgot about the other options. I'll add them later/in the next couple of days.
I didn't have any as I wasn't aware of this mod and don't really use OpenMW. But I made one anyway. Please let me know if it works, because I didn't test it.
Not without resizing most of the textures, because they have vastly different aspect ratios and size relations to each other than the vanilla ones. However, as the HD clutter textures are getting distorted, anyway (and are much too big for the meshes they are used on), that shouldn't be a problem.
Great work! I like that you didn't make these look like stone, they have a very metal look. The upscale with ESRGAN is great but I think sometimes people have to add their own textures as some of the upscale work details so much sharpness that the updated versions look very stone-like. I have been trying out upscaling but then overlaying/screening other textures similar to what I'm looking for so that it can look like what it's intended to be. BTW, it's this mods fault for me becoming a thief.. I simply can't keep my eyes and hands from looking at these polished beauties and not stealing them lol
Thank you very much! Yes, I agree that some upscaled textures often look like stone, and not like the material they are supposed to represent, if they are too sharp. The lack of normal maps and other modern techniques is another problem... it's difficult to make something look really good in the old Morrowind engine, I find that most HD textures look like glued on, no matter how much I improve the models. But with the right method, upscaled textures can give a stylized look that is very true to the vanilla atmosphere.
Nice work, especially on the meshes! If I might be so bold as to ask two questions of you ;-) 1. The _spec is of lower resolution in in the OpenMW 1k and 2k options, shouldn't it be equal to the main texture? 2. The upscale used in your atlasted version seems of lower quality than the Morrowind Enhanced Texture upscales (using ESRGAN), Perhaps you could include an MET version of the atlasted texture? The MET's version does require a little bit of touch-up. The difference is mostly noticable with the plates, they appear a bit blurry on my 2k screen. In addition, you might also want to consider the tx_metal_silver.dds from 'Telvanni - Arkitektora of Vvardenfell HQ' which looks much nicer on most vanilla and mod meshes that I checked.
To your questions: 1. I didn't think it made much of a difference with a _spec texture of equal size. So I scaled it down to save memory. It only tells the engine where it is supposed to be more shiny and where not, and that doesn't have to be pixel-perfect in my opinion. These kinds of textures are usually smaller in size than the main texture. 2. I did consider using the MET textures as well, they are somewhat sharper and more detailed in a way, but then again I found some of them a bit too sharp for my taste, especially the brighter parts of tx_metal_silver.dds. In the end I decided against it, in part because I'd have had to ask for permission and didn't want to wait for the answer (The textures from HD Vanilla Textures can be used without asking for permission). However, I suppose MET is very popular and I can certainly see why (though I still haven't installed it myself), so I guess I could ask for permission to use them. (3) The problem with the texture from "Telvanni - Arkitektora" is that the other silver textures are not replaced, so I'm not sure how they'd work together (that's the problem with Morrowind's textures being used in many different assets, if a retexture doesn't take all of them into account). It is also twice as wide (in terms of aspect ratio) than the vanilla texture, but the vanilla texture is tiled in my atlas, so that would not be too much of a problem. However, the texture has a pretty strong reflection highlight in it, so that may not work well with my reflection maps (yes, the vanilla textures have highlights as well, but they are not as strong). It would be best to make completely new textures without highlights, but that was out of the scope of his mod.
@2: If you want I can ESRGAN upscale the originals for you, since I installed the proper tools and various models I found it quite handy. (I don't create my own ESRGAN models but the end result would be similar). The HD Vanilla Textures are just oldskool upscales which are still blurry like ingame upscales.
@3: I understand what you mean, I've looked again and I see now that the original knife mesh for example is not better for it. Keep using what you use ;-) Another advantage from your (atlased) mod is that it solves this issue as the texture paths now differ and the remaining meshes do seem to gain a little from the Ariktektora texture. The change is minor but it saves the need to swap it out.
Ok, done! I must admit though, I kind of prefer my version. MET is great, of course, but in this case I find some parts are a bit too sharp, as I said before. Also, the horizontal tiling of the various strips is not preserved (which I made sure to be the case in my own version), most apparent in what is Tx_metal_silver_strip_03.dds in vanilla. Make sure to install the correct Bump/Normal Map (the one with "MET" in the folder's name), if you are using one or the other.
I uploaded a new version which combines my own upscaled textures with just the plate from MET. However, I kept the previous versions, so people can use that if they want the full MET version (or the full Bigjpg one). However, I also added a very soft noise to all textures upscaled by me, to make them appear a little less smooth when viewed up close.
So is this safe to download or will I get holes in the silverware. Idk I was reading some of the previous comments. Anyone? A nice upgrade would be nice but I would like some more imput if possible.
It is safe, don't worry. Apparently, the "holes" only appear with a bowl that is added by the mod Uvirith's Legacy, probably because for some reason it is enlarged in a script.
Begin Uvirith_Missingsilver_02b ; makes silver disappear when stolen, not re-enabled but placed in a new cell ; can be re-enabled by giving missing silver to Trenam Faren
41 comments
BTW, it's this mods fault for me becoming a thief.. I simply can't keep my eyes and hands from looking at these polished beauties and not stealing them lol
If I might be so bold as to ask two questions of you ;-)
1. The _spec is of lower resolution in in the OpenMW 1k and 2k options, shouldn't it be equal to the main texture?
2. The upscale used in your atlasted version seems of lower quality than the Morrowind Enhanced Texture upscales (using ESRGAN), Perhaps you could include an MET version of the atlasted texture? The MET's version does require a little bit of touch-up.
The difference is mostly noticable with the plates, they appear a bit blurry on my 2k screen.
In addition, you might also want to consider the tx_metal_silver.dds from 'Telvanni - Arkitektora of Vvardenfell HQ' which looks much nicer on most vanilla and mod meshes that I checked.
To your questions:
1. I didn't think it made much of a difference with a _spec texture of equal size. So I scaled it down to save memory. It only tells the engine where it is supposed to be more shiny and where not, and that doesn't have to be pixel-perfect in my opinion. These kinds of textures are usually smaller in size than the main texture.
2. I did consider using the MET textures as well, they are somewhat sharper and more detailed in a way, but then again I found some of them a bit too sharp for my taste, especially the brighter parts of tx_metal_silver.dds. In the end I decided against it, in part because I'd have had to ask for permission and didn't want to wait for the answer (The textures from HD Vanilla Textures can be used without asking for permission). However, I suppose MET is very popular and I can certainly see why (though I still haven't installed it myself), so I guess I could ask for permission to use them.
(3) The problem with the texture from "Telvanni - Arkitektora" is that the other silver textures are not replaced, so I'm not sure how they'd work together (that's the problem with Morrowind's textures being used in many different assets, if a retexture doesn't take all of them into account). It is also twice as wide (in terms of aspect ratio) than the vanilla texture, but the vanilla texture is tiled in my atlas, so that would not be too much of a problem. However, the texture has a pretty strong reflection highlight in it, so that may not work well with my reflection maps (yes, the vanilla textures have highlights as well, but they are not as strong). It would be best to make completely new textures without highlights, but that was out of the scope of his mod.
@2: If you want I can ESRGAN upscale the originals for you, since I installed the proper tools and various models I found it quite handy. (I don't create my own ESRGAN models but the end result would be similar).
The HD Vanilla Textures are just oldskool upscales which are still blurry like ingame upscales.
@3: I understand what you mean, I've looked again and I see now that the original knife mesh for example is not better for it. Keep using what you use ;-)
Another advantage from your (atlased) mod is that it solves this issue as the texture paths now differ and the remaining meshes do seem to gain a little from the Ariktektora texture. The change is minor but it saves the need to swap it out.
; makes silver disappear when stolen, not re-enabled but placed in a new cell
; can be re-enabled by giving missing silver to Trenam Faren
SetScale 1.10
If ( MenuMode )
Return
Elseif ( CellChanged )
Return
Elseif ( OnActivate )
If ( GetJournalIndex HT_MissingPrisoner < 10 )
Return
Else
Activate
Endif
Endif
If ( GetJournalIndex HT_MissingPrisoner >= 70 )
If ( GetDisabled )
Enable
EndIf
Return
Elseif ( GetJournalIndex HT_MissingPrisoner >= 10 )
If ( GetDisabled == 0 )
Disable
EndIf
EndIf
End
Could it be that SetScale 1.10 makes it just a little bigger so it breaks into the ground?