It's an odd add to antiluddite's issue below, and you may already be aware (as it's probably unrelated to your issues with unwrapping the meshes/the fact that the imperial atlas isn't done yet/etc), but your Imperial Forts textures here do successfully atlas using the provided bat from Project Atlas. (OpenMW 0.46, late Jan nightly, all the necessary normal map settings from here.
Interestingly, by loading these on top of the un-atlased Fort retexture/normals, I get the half-tower normal mapping antiluddite mentioned below, (though it's more like the top tile/roof of most of the forts), but the textures that appear thereafter are still your normal textures - I think! They definitely match the rest of the buildings' textures, and are definitely the same or similar resolution, just lacking normal mapping, and I think that's only because whichever part of the atlased texture the atlased mesh is drawing from, doesn't know how to properly access the provided normal (which is probably an OpenMW thing with its names and such - not sure!)
Not really 100% clear on what's going on with it myself, but I wanted to bring it up nonetheless. I'm actually happy to kick around with a bit of normal map inconsistency if it means getting to appreciate your fantastic retexture and normal work, and the performance benefits of Project Atlas. Seriously, never in 15+ years of playing did I think I'd ever get to run around in Ebonheart at 60+fps. :D
The reason you aren’t seeing normal maps for the most part is probably because you didn’t generate an atlased normal map. You’d need to modify the bat file and change the suffixes to match, i.e. all _n instead of _nh (which loses the parallax unfortunately). Plus not all files in this set have normals, plus even some of the color maps have problems because they aren’t the size the bat files expect.
For these reasons I cobbled together my own atlases based on Lysol’s Imperial town and fort textures. They’re a bit hacky but better than nothing! I’ve shown them to Lysol but haven’t asked his permission for a full release, so maybe I should do that.
That's a good point, 1Mac. I can probably rejig the .bat to generate a normal for all of Lysol's included contents, but as you said, some things just aren't given normals, and the colour mapping issues given the spacing, etc.
I wonder if the .bat could be set up to do .nh and .n? That'd require a full set of both, and the correct dimensions, otherwise the Atlas would read from the wrong parts, most likely.
I'd love to see what you've cobbled together, but I respect the need for permissions/etc. Would you be willing to PM me a link, or at least an explanation? Or would that also require permissions?
Fantastic textures but I'm getting some weird behavior on my instance. Looks like the textures are applied sporadically, e.g. in Ebonheart I see the great normal mapped textures halfway up the towers but the top half looks like the standard textures.
I'm running OpenMW 0.45 and I'm installing mods using the best practice method, i.e. outside the Data Files folder and referenced via the openmw.cfg file's "data=" statements.
Sorry for the late reply, but I know what issue you have. Remove the Imperial meshes and textures from Project Atlas and you'll be fine.
The issue here is that the imperial atlas pack is not really complete, which is why you see both my textures (meshes that are not atlased, yet) and vanilla textures (meshes from Project Atlas). This is one of the reasons I haven't submitted an atlased version of this mod yet.
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It's an odd add to antiluddite's issue below, and you may already be aware (as it's probably unrelated to your issues with unwrapping the meshes/the fact that the imperial atlas isn't done yet/etc), but your Imperial Forts textures here do successfully atlas using the provided bat from Project Atlas. (OpenMW 0.46, late Jan nightly, all the necessary normal map settings from here.
Interestingly, by loading these on top of the un-atlased Fort retexture/normals, I get the half-tower normal mapping antiluddite mentioned below, (though it's more like the top tile/roof of most of the forts), but the textures that appear thereafter are still your normal textures - I think! They definitely match the rest of the buildings' textures, and are definitely the same or similar resolution, just lacking normal mapping, and I think that's only because whichever part of the atlased texture the atlased mesh is drawing from, doesn't know how to properly access the provided normal (which is probably an OpenMW thing with its names and such - not sure!)
Not really 100% clear on what's going on with it myself, but I wanted to bring it up nonetheless. I'm actually happy to kick around with a bit of normal map inconsistency if it means getting to appreciate your fantastic retexture and normal work, and the performance benefits of Project Atlas. Seriously, never in 15+ years of playing did I think I'd ever get to run around in Ebonheart at 60+fps. :D
For these reasons I cobbled together my own atlases based on Lysol’s Imperial town and fort textures. They’re a bit hacky but better than nothing! I’ve shown them to Lysol but haven’t asked his permission for a full release, so maybe I should do that.
I wonder if the .bat could be set up to do .nh and .n? That'd require a full set of both, and the correct dimensions, otherwise the Atlas would read from the wrong parts, most likely.
I'd love to see what you've cobbled together, but I respect the need for permissions/etc. Would you be willing to PM me a link, or at least an explanation? Or would that also require permissions?
I'm running OpenMW 0.45 and I'm installing mods using the best practice method, i.e. outside the Data Files folder and referenced via the openmw.cfg file's "data=" statements.
Sorry for the late reply, but I know what issue you have. Remove the Imperial meshes and textures from Project Atlas and you'll be fine.
The issue here is that the imperial atlas pack is not really complete, which is why you see both my textures (meshes that are not atlased, yet) and vanilla textures (meshes from Project Atlas). This is one of the reasons I haven't submitted an atlased version of this mod yet.