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galevheaton

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galevheaton

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22 comments

  1. Gh0stL4dy
    Gh0stL4dy
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    wow ur framerate is really playable, 12 fps lol
    1. galevheaton
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      Those shots were made on my old machine, an ACER Aspire Z with integrated intel HD graphics N3150. My new machine averages 80 fps and has a Ryzen 5600x driving an RX-580 8g. The reason many of my textures and maps are not 4X vanilla resolution is that this mod was developed on the ACER machine and it would not run 4X textures with normal and specular maps and trying to resulted in a max fps of about 12, so I just used mostly 2X textures instead. If you have a machine equal or superior to my current one you should get good fps rates. The only slowdowns I get now are from shadows at sunrise and sunset where fps drops to at least the 30's and sometimes as low as about 20. Those slowdowns last about a minute or so.
  2. rabcor
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    Made some before after comparison stuff (has other texture mods too):

    Seyda Neen
    Wall in toddtest
    Toddtest
    1. galevheaton
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      These are beautiful and perfectly show the drawbacks of my methods. The main drawback is that all detail is enhanced and is best seen with high resolution monitors. At lower resolutions (720p and 1080p) this mod looks better sometimes. This is also the reason I have hesitated to make a patch for MET as it would have these noisy details also and at higher resolution and could look worse. This mod is also a running record of my research into these maps. The goal was to develop techniques that would produce good quality auto-generated maps for PBR. Current end results are available at:
      PBR maps for Wareya's PBR core shaders for OpenMW 0.48 at Morrowind Nexus - mods and community (nexusmods.com)
    2. rabcor
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      Yeah i noticed that mod and tried it, but those PBR enablement shaders always seem to f*#@ up my graphics something fierce so I don't like them currently.
  3. Tichnarr
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    It may simply be a matter of shaders, but using your mod I am now getting strange black splotches all over the various textures within. Downloaded the OpenMW pack since that is what I am using, but I am unsure what causes this and/or how to fix this issue. Help would be much appreciated.

    edit - Something is wrong here. I think somewhere, somehow, it's not interpreting these maps/textures correctly. I have installed numerous complete retextures/normalmap replacers and nothing fixes this.
    1. galevheaton
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      I have been thinking on this since you posted your problem and have no ideas. Perhaps I need more information. I do know that using other core shaders--such as Wareya's PBR core shaders for OpenMW 0.48.0--can produce unusual effects with these maps and using PBR maps with default core shaders does the same, but neither produce black spots. Perhaps you should try disabling the specular maps in the launcher first, and if no good also disable the normals. If the problem persists it would have to be something else such as post processing shaders or a corrupt OpenMW installation. Without more information about your set-up I cannot speculate further. I also wonder if you installed the main file or just the OpenMW maps or those maps with the blended textures. The maps should work fine with vanilla textures but will not work properly with non-vanilla textures.
    2. rabcor
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      I am having the same issue, this mod looks absolutely amazing but even with otherwise completely unmodded openmw 0.48 with only this mod i get this issue.

      Spoiler:  
      Show




      I did some digging and found out it only happens when terrain speculars are enabled.

      e.g. if I set auto use terrain specular maps = false
      or just remove the line entirely, the issue no longer occurs.

      The performance impact of this mod is pretty high but damn if it doesn't look amazing, if you had just slightly better naming sense this mod would be a lot more popular lol.

      Just with the OMW maps part of this mod you can really upgrade the look of the game by a huge amount.
  4. jarynrad88
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    I download main file and OpenMW file, copy paste OpenMW file into main 3.1 folder and active the mod. It just does not work for me on OpenMW. Takes forever to load, FPS drop to zero for couple of seconds then it gets around 20-30s and colors are off or downright missing here and there. All other textures and meshes mods are disabled. Is this compatible with volumetric fog or what is wrong? I use OpenMW 0.48

    edit: problem with frame rate persisted even after deactivation of this mod, nvm. 
    1. galevheaton
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      The main file--FWIW Compleat--contains everything needed including the OpenMW files, and the Core Compleat plus OpenMW files equals the main file, so that copy-paste was unnecessary but harmless. It will take longer to load and depending on your hardware (SSD or HDD) will drop your framerates perhaps too much for you, and both color and grayscale are manipulated by the dark and detail maps to enhance detail of various kinds and colors will intentionally be off or downright missing here and there. This mod should be compatible with post-processing shaders and other effects. OpenMW development builds occasionally have bugs like you describe and those are part of the development process as is the reporting of bugs to the OpenMW team and to mod creators like me. Thank you for your diligence and if these probs persist, perhaps report a bug to the OpenMW team.  
  5. CMAugust
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    Can you explain how you made your normal and specular maps? The _nh maps seem alright, but you've included color data in your OpenMW _spec maps. I'm not sure what you were going for, but these are set up as if they were supposed to be _diffusespec maps - which they definitely shouldn't be as the colors and shading are much harsher than in the original textures.
    1. galevheaton
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      According to the wiki on specular mapping (Texture Modding Basics — OpenMW 0.48.0 documentation) the proper _spec map should be a specular-color map in the RGB with a "shininess multiplier' (a gloss map) in the alpha chanel which is what these are. A diffuse-specular (diffuse map with a greyscale specular map in the alpha chanel) is what is supposed to be used for terrain specular maps and are the '_diffusespec" maps used here. Specular color map were made useable as of SR 0.46.0,and once I saw ShaderMap could make them I started making them.

      The normal map settings are defaults at 999 intensity for most,depending on other factors.What makes them different is the construction of a blended heightmap consisting of four heightmaps , the first without blurring and the rest with consecutively more blurring. The second.s blur is set by the ray-length for the ao map for the resolution of the diffuse map. Blur consecutively doubles for the next two maps. If the blur exceeds 20% of the resolution then the map is not used in the final blend and the intensity of the normal is reduced to match. The blend is made so that map1 is 6.7% of the blend, map2 is 13.3%, map3 is 26.6%, and map4 is 53.3%. This translates to doing very fine detail at a 67 intensity normal,and the broadest features at 533 intensity. Small features aren't too spiky and large features aren't too understated.

      Finally if you are also using the dark and detail maps, they harshen the appearance and intensify colors by design and should be diasbled to purely evaluate the normals and speculars. This can be done by simply changing the name of the meshes folder in you FWIW install.
  6. mainque
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    Hmm, it's hard to gauge how much of an effect this has without comparisons, and it looks like you put a lot of effort int oit. Could afford to add some screenshots or a video comparing what it looks like in vanilla and with these on.
    1. galevheaton
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      Sorry for the delay replying. I wanted to put something up for you first. More will be coming...slowly. I hope this gives you what you need to see.
    2. galevheaton
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      Screenshots 7 & 8.
  7. fragonard
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    A very humble title for such a large amount of work. I'm trying it now with MET textures. My first impression is that it's a subtle change but I'll play with it for a while and see what I notice.
    1. galevheaton
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      Thank you for recognizing my efforts. The title is from an old song by Buffalo Springfield. Give it a listen and turn it up a little, pay attention to the lyrics--humble?  Maybe so.  MET is a good choice for these maps. Looking forward to your comments, please be blunt with your criticism if any. As for the changes, what I am going for is a more solid sense of "real" rather than a different look. Are you using the OpenMW maps?
    2. fragonard
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      I'm on vanilla. For me, after reinstalling my head replacer, it looks a little more vibrant but still subtle even after a little more experience with it. This may be because of the shaders I'm using. I think the extra saturation (I think) may be a lot more noticeable with a basic MGE XE install. Anyway, I like it enough that I'm keeping it, so good work, I don't think your efforts have gone to waste.
    3. galevheaton
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      Thank you for that. It is good to know that this does add something to vanilla MW. I have only seen what things look like in OpenMW, both with shaders on and off. Off should have been much like vanilla and was as you report.
  8. Damius
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    What is this like for fps cost on regular morrowind?
    1. fragonard
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      I didn't notice any change but I don't have an FPS counter running. Not much anyway.
    2. galevheaton
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      I have Intel HD Graphics N3150. Not recommended for Morrowind at all, but it is very sensitive to these kinds of effets. I saw a 40% reduction in frame rates overall on this machine in OpenMW, but that my be typical only of marginally capable machines like this one. If you are not using the OpenMW maps, the fps hit for me is about 15-20%.