any assets replaced by morrowind rebirth will be at best overwritten, at worst, visually jarring. i DO NOT recommend installing this mod with morrowind rebirth.
Thanks for the mod. You normal maps look pretty good and accurate. But wouldn't be more suitable to use parallax maps for some textures like rocks or cobblestones instead of usual normals?
until i got to body normalmaps, i was able to keep a fairly predictable release schedule. trying to handpaint parallax maps is simply too time consuming. theres also the issue of migrating UVs, and once you see it, its impossible to unsee it.
I see. But amount of textures that actually asking to be parallaxed is not so big - 10 maybe or something like that. Some paved road textures - 3 I believe (ai, bc, wg), hlaalu cobblestone - 2 textures, ai cobblestone, sardith mora roundstone and maybe nord stone walls. Anyway keep up good work!
I thought this AIO was the best place to say this: I've been using all your normal maps, and they look great. Thanks for making them!
I think a lot of new players will weigh the omnibus improvements (and low performance hit) of intelligent textures over the little niche texture packs that are often recommended (only getting IT). If you keep adding to this AIO, you'd probably capture the interest of a lot of those people. You should do things your own way obviously - but the multiplicity of mods to get all of your normal maps would probably intimidate newbies or people returning to Morrowind looking for a lean vanilla+ experience.
All of this is to say great work and I hope everyone uses them!
Agreed, the final aio would complete my morrowind experience. It seems simple on the surface but adds much detail and clearly has a lot of work put into it.
thanks for your kind words. the intent was to use the split releases to help people who run a lot of texture mods to avoid the hassle of mismatched textures, while providing a low-impact way to further test releases. the AIO was always intended for people who ran a close to vanilla setup, or know how to troubleshoot mod conflicts. i'd also set up all the texture source files to ease into specularmap generation in the event the normalmaps were fully finished.
I'm guessing that now that you've on to landscape files, you're done with armors? If so, congratulations!
I think you should of course keep adding to your AIO, but I also think you should group your normal maps by category. A collection of vanilla normal maps for armors is something I could easily recommend.
that makes sense. might get around to an AIO armors sometime in the future. i've been redoing some of them and adding more polish. as for "moving on to landscapes" yes, but also no. i'm doing the textures in alphabetical order so i don't miss any.
What exactly is contained in this mod? Is this just a compilation of the armor mods you have already released and, if so, does it or will it include the subsequent armor releases?
the latest release includes most of the released armor sets and unreleased misc armor pieces before the datestamp. it does also include some bloodmoon creatures, armors, and defaultland normalmaps.
The description for Morrowind Code Patch has (my emphasis):
"It patches the original game engine code, so it is for the original program only, not OpenMW."
There is clearly something wrong here. The name of this mod indicates for OpenMW but the dependency chain leads to a mod with not OpenMW. I have no idea whether the problem lies with the documentation for Morrowind AIO normalmaps for OpenMW, Intelligent Textures or Morrowind Code Patch; I read all of these several times but it's possible I've missed, overlooked or misunderstood something.
Please advise if Intelligent Textures is really a requirement for Morrowind AIO normalmaps for OpenMW. If so, do you know if Morrowind Code Patch is really a requirement for Intelligent Textures? I can chase up the requirements for Intelligent Textures separately if you don't have definitive information about that.
Requirements: This mod modifies _land_default.dds, which requires either OpenMW or MCP with the "Map-texture conflict fix" option (enabled by default).
I had looked at the (standard) dropdown "Requirements" section in the Description of Intelligent Textures which gives Morrowind Code Patch as an unqualified requirement. I hadn't scrolled down a couple of screenfuls to find the other, identically named, "Requirements" section which has different information.
Anyway, this is a problem with Intelligent Textures, not with Morrowind AIO normalmaps for OpenMW.
Intelligent textures is not a true requirement, however there is likely to be graphical bugs and errors without it. using the AIO without Intelligent Textures is an "at your own risk" decision. as for the code patch. Intelligent Textures will work in OpenMW without the code patch. the code patch is required to use Intelligent Textures with morrowind.exe, but this is not relevant for OpenMW users. the in depth explanation is that the terrain textures were coded to run at a certain specific resolution, and cannot properly display a high definition texture without the code patch. OpenMW does not have that limitation in the engine, and incorporates many other features of the code patch as well. there is no need to use the code patch with OpenMW AFAIK.
After posting yesterday evening, it was too late to start more installations. I've just logged in this morning to install Intelligent Textures and, assuming that all goes well, Morrowind AIO normalmaps for OpenMW. I'm using 0.46.0 -- I'll let you know how it all went.
Just a follow-up to my last post, as I said I'd "let you know how it all went".
There were no problems at all with the download or installation. I had to fiddle somewhat with the load order: I wanted Intelligent Textures to overwrite vanilla assets but not others (such as Lysol's).
I've posted half a dozen screenshots. These were all of Dark Brotherhood full armour, as you didn't seem to have any of those yet. I put all of them on Dark brotherhood armor normalmaps for OpenMW.
I very pleased with this: it's earned you a kudos, a vote, and an endorsement. Actually, there'll be several endorsements as I downloaded some individually, including the three that you published after AIO (netch, iron and Indoril armours). Thankyou for providing these resources.
thanks for the feedback. it might sound odd, but i much prefer user screenshots or videos instead of endorsements or donations. donations in fact are disabled on all of my currently public modpages, and user images/videos are set to autoapprove. if you enjoy the mods, please continue to upload because that motivates me more than anything.
27 comments
i DO NOT recommend installing this mod with morrowind rebirth.
theres also the issue of migrating UVs, and once you see it, its impossible to unsee it.
Anyway keep up good work!
I think a lot of new players will weigh the omnibus improvements (and low performance hit) of intelligent textures over the little niche texture packs that are often recommended (only getting IT). If you keep adding to this AIO, you'd probably capture the interest of a lot of those people. You should do things your own way obviously - but the multiplicity of mods to get all of your normal maps would probably intimidate newbies or people returning to Morrowind looking for a lean vanilla+ experience.
All of this is to say great work and I hope everyone uses them!
the intent was to use the split releases to help people who run a lot of texture mods to avoid the hassle of mismatched textures, while providing a low-impact way to further test releases.
the AIO was always intended for people who ran a close to vanilla setup, or know how to troubleshoot mod conflicts.
i'd also set up all the texture source files to ease into specularmap generation in the event the normalmaps were fully finished.
I think you should of course keep adding to your AIO, but I also think you should group your normal maps by category. A collection of vanilla normal maps for armors is something I could easily recommend.
as for "moving on to landscapes" yes, but also no. i'm doing the textures in alphabetical order so i don't miss any.
Under the Description tab, the requirements show Intelligent Textures.
The requirements for Intelligent Textures show Morrowind Code Patch.
The description for Morrowind Code Patch has (my emphasis):
There is clearly something wrong here. The name of this mod indicates for OpenMW but the dependency chain leads to a mod with not OpenMW. I have no idea whether the problem lies with the documentation for Morrowind AIO normalmaps for OpenMW, Intelligent Textures or Morrowind Code Patch; I read all of these several times but it's possible I've missed, overlooked or misunderstood something.
Please advise if Intelligent Textures is really a requirement for Morrowind AIO normalmaps for OpenMW. If so, do you know if Morrowind Code Patch is really a requirement for Intelligent Textures? I can chase up the requirements for Intelligent Textures separately if you don't have definitive information about that.
Thanks in advance.
I had looked at the (standard) dropdown "Requirements" section in the Description of Intelligent Textures which gives Morrowind Code Patch as an unqualified requirement. I hadn't scrolled down a couple of screenfuls to find the other, identically named, "Requirements" section which has different information.
Anyway, this is a problem with Intelligent Textures, not with Morrowind AIO normalmaps for OpenMW.
Thanks again, I'll give this mod a try.
as for the code patch. Intelligent Textures will work in OpenMW without the code patch. the code patch is required to use Intelligent Textures with morrowind.exe, but this is not relevant for OpenMW users.
the in depth explanation is that the terrain textures were coded to run at a certain specific resolution, and cannot properly display a high definition texture without the code patch. OpenMW does not have that limitation in the engine, and incorporates many other features of the code patch as well. there is no need to use the code patch with OpenMW AFAIK.
After posting yesterday evening, it was too late to start more installations. I've just logged in this morning to install Intelligent Textures and, assuming that all goes well, Morrowind AIO normalmaps for OpenMW. I'm using
0.46.0
-- I'll let you know how it all went.There were no problems at all with the download or installation. I had to fiddle somewhat with the load order: I wanted Intelligent Textures to overwrite vanilla assets but not others (such as Lysol's).
I've posted half a dozen screenshots. These were all of Dark Brotherhood full armour, as you didn't seem to have any of those yet. I put all of them on Dark brotherhood armor normalmaps for OpenMW.
I very pleased with this: it's earned you a kudos, a vote, and an endorsement. Actually, there'll be several endorsements as I downloaded some individually, including the three that you published after AIO (netch, iron and Indoril armours). Thankyou for providing these resources.
it might sound odd, but i much prefer user screenshots or videos instead of endorsements or donations. donations in fact are disabled on all of my currently public modpages, and user images/videos are set to autoapprove. if you enjoy the mods, please continue to upload because that motivates me more than anything.