I did a simple drag-and-drop replacement of the .glsl files into my resources/shaders directory, and got some strange results. Started a new game, and the prison ship seemed completely empty of actors, walls, and clutter. It could just have been user error, though. If you like, I can try again and upload a screenshot to imgur.
This mod has unironically enhanced my Morrowind experience. By making the game look 'worse', it actually makes it better. The simplified textures for example, allow my eyes to relax. No longer are they pulled towards frivolous distractions, such as the details of this door or that rug. And the wobble shader induces what I can only describe as a deeper suspension of disbelief - and thus, deeper immersion. I can't as easily see with my eyes, why the world isn't real. All the seams have been blurred together. My imagination is more engaged with giving the world its form
This has all inspired me to greatly decrease my view distance. This makes the world seem much bigger, and far more mysterious. Which is just how it felt when I first discovered Morrowind on xbox back in the day.
My thanks.
Only one complaint - the water shader seems like it could use some fine tuning. It kinda jumps around when you move. And clips through the 'scum' texture in the bitter coast.
Thanks for the great comment! When I get round to actually playing the game again then I'll use this mod too as you're right it does give that feeling. You can get rid of the water wobble. I will paste this comment explaining how below. I should perhaps put it as an optional download sometime though:
"So for example I left my object and terrain vertex files as they are in this nexus download but edited by water one to this:
I tried editing the water file to these specifications. It didn't actually seem to do anything. Also I tried simply not using the water shader, and still it shakes around like crazy.
Is it possible that the water shader isn't the cause?
[EDIT: Nevermind, I simply forgot to enable the shader in-game. It seems fine now, thanks.]
Just saw this! I just came to same conclusion. Even if you leave out the water file completely water will still shake if you have the openmw water shader off. This is unfortunate because means you can't see the pixellated water.
Is there a way to decrease the amount of texture wobble? I love how it looks but it looks a little silly when it looks like an earthquake is happening just from turning your head.
The only difference in the code is the addition of this,vec2 wobblyPos = gl_Position.xy / gl_Position.w; wobblyPos = floor(128.0 * wobblyPos) / 128.0; gl_Position.xy = wobblyPos * gl_Position.w; so I was curious if there's a value I could change to make the wobble like, 50% less intense or something.
This may be possible but I'm not sure how to do it as I didn't make this shader I just uploaded it. There's some people in the openmw discord who may find a way to reduce it. if they do I'll upload to here.
So if you increase the number it will make it less intense. For example if you are just bothered by the water one set the number on the water file to 1000000000 or something. I don't think you can just delete the water file completely though as if the object one would just control the water then or something if you see what I mean.
So if you deleted the water one and left it as the game's default but still had object and terrain as wobbly one of them would control the water and you would still have wobbly water.
Can you show a screenshot of the map marker you mean exactly? The map, cursors and menus should be unaffected by this mod. The character creation constellation pictures are altered though.
here is a link to pictures. There was also an issue with the map pointer as well, but I went into the mod folder, deleted the modified texture, and it went back to the vanilla texture.
I was able to fix it. For the record, files that were an issue were compass.dds (which I removed originally) and door_icon.dds (took me a second to figure out it was the right one)
this is looking really solid so far. I do question using hexagonal 'pixilation' instead of square pixilation - square pixilation would probably look a lot more authentically old school, as if you were using software rendering.
Take a look at this for an idea of the effect I'm talking about: https://steamuserimages-a.akamaihd.net/ugc/3300318629922848601/F63A13EC7895C5E115E99CAD9DB9CAA6847F8984/
You might like this mod pixelwind. It uses the same xconvert crystal filter I used but seems to be squares rather than hexagons. I learnt about it after mine was almost finished. I personally preferred the look of it with hexagons.
WOWOWWO SUCH BADASSNESS!!! The amount of opportunity this shows simply by changing textures for this game can offer very diffrent immersion/artistic styles of play that make it feel and run as if a new game! Especially for Morrowind Multiplayer TES3MP. Many cool things creators can implement for a new type of experience in a MMORPG fashion :) Thank you for your work! ?
24 comments
This has all inspired me to greatly decrease my view distance. This makes the world seem much bigger, and far more mysterious. Which is just how it felt when I first discovered Morrowind on xbox back in the day.
My thanks.
Only one complaint - the water shader seems like it could use some fine tuning. It kinda jumps around when you move. And clips through the 'scum' texture in the bitter coast.
Thanks for the great comment! When I get round to actually playing the game again then I'll use this mod too as you're right it does give that feeling. You can get rid of the water wobble. I will paste this comment explaining how below. I should perhaps put it as an optional download sometime though:
"So for example I left my object and terrain vertex files as they are in this nexus download but edited by water one to this:
#version 120
varying vec3 screenCoordsPassthrough;
varying vec4 position;
varying float linearDepth;
#include "shadows_vertex.glsl"
void main(void)
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
vec2 wobblyPos = gl_Position.xy / gl_Position.w;
wobblyPos = floor(100000000000000000000.0 * wobblyPos) / 100000000000000000000.0;
gl_Position.xy = wobblyPos * gl_Position.w;
mat4 scalemat = mat4(0.5, 0.0, 0.0, 0.0,
0.0, -0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0);
vec4 texcoordProj = ((scalemat) * ( gl_Position));
screenCoordsPassthrough = texcoordProj.xyw;
position = gl_Vertex;
linearDepth = gl_Position.z;
setupShadowCoords(gl_ModelViewMatrix * gl_Vertex, normalize((gl_NormalMatrix * gl_Normal).xyz));
}
It resulted in the water not wobbling/barely wobbling. If you do this you should see the same."
I tried editing the water file to these specifications. It didn't actually seem to do anything. Also I tried simply not using the water shader, and still it shakes around like crazy.
Is it possible that the water shader isn't the cause?
[EDIT: Nevermind, I simply forgot to enable the shader in-game. It seems fine now, thanks.]
The only difference in the code is the addition of this,
vec2 wobblyPos = gl_Position.xy / gl_Position.w;
so I was curious if there's a value I could change to make the wobble like, 50% less intense or something.wobblyPos = floor(128.0 * wobblyPos) / 128.0;
gl_Position.xy = wobblyPos * gl_Position.w;
So if you deleted the water one and left it as the game's default but still had object and terrain as wobbly one of them would control the water and you would still have wobbly water.
Hope this helps!
#version 120
varying vec3 screenCoordsPassthrough;
varying vec4 position;
varying float linearDepth;
#include "shadows_vertex.glsl"
void main(void)
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
vec2 wobblyPos = gl_Position.xy / gl_Position.w;
wobblyPos = floor(100000000000000000000.0 * wobblyPos) / 100000000000000000000.0;
gl_Position.xy = wobblyPos * gl_Position.w;
mat4 scalemat = mat4(0.5, 0.0, 0.0, 0.0,
0.0, -0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0);
vec4 texcoordProj = ((scalemat) * ( gl_Position));
screenCoordsPassthrough = texcoordProj.xyw;
position = gl_Vertex;
linearDepth = gl_Position.z;
setupShadowCoords(gl_ModelViewMatrix * gl_Vertex, normalize((gl_NormalMatrix * gl_Normal).xyz));
}
It resulted in the water not wobbling/barely wobbling. If you do this you should see the same.
Take a look at this for an idea of the effect I'm talking about: https://steamuserimages-a.akamaihd.net/ugc/3300318629922848601/F63A13EC7895C5E115E99CAD9DB9CAA6847F8984/
You might like this mod pixelwind. It uses the same xconvert crystal filter I used but seems to be squares rather than hexagons. I learnt about it after mine was almost finished. I personally preferred the look of it with hexagons.