The normal maps you've made for Vurt's re-texture pack together make the highest quality visual upgrade for Morrowind in my opinion - just phenomenal work all round. Thank you so much for doing this.
They have some work to do for sure. I do plan on updating it when Vurt stops updating the mod. Unless the changelog is absolute its pretty hard to decipher thousand texture changes. Some minor removals in the near future of unnecessary normals probably.
Thanks for making these. Since Vurt released a lite edition of his texture pack, with textures re-scaled to a smaller size, do you have any plans to do an equivalent release of re-scaled normal and spec maps?
Hi again, I've noticed that the normal and specular maps are all encoded using DXT5, was there a special reason for using that format instead of DXT1? I tried converting them to DXT1 using imagemagick, and couldn't see any obvious visual difference in-game.
Normals look extra bad crunched down compared to regular textures. Much literature is out there on the topic. In truth, the proper move currently is leaving them uncompressed. Reality is both DXT1 and 5 aren't great for normal maps and leave jpeg like compression artifacts and both are terrible options, but, if you leave them uncompressed, somebody will comment about it. Someday OpenMW will support BC7 and this will alleviate the problem.
Are the specular maps, PBR maps (for use with PBR shaders like rafael's) and if yes normal or inverted? Or are they normal specular maps for use with OpenMW default shaders?
Do they look good in pbr? I mostly include specs for hopes it helps those setups and for a future when we have pbr lists potentially, but I've never once tried it in a pbr setup. :3
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