[RELz] Imperial Forts Normal Mapped

Post » Thu Jun 30, 2016 2:27 am

Imperial Forts Normal Mapped

By Remiros/Flash3113


=========

Contents

=========

1. Requirements

2. Description

3. Permissions

4. Installation

5. Credits


=============

Requirements

=============

Morrowind, Tribunal, and Bloodmoon


OpenMW


============

Description

============

This mod replaces the textures for the Imperial Forts with new high resolution textures with normal maps.

The textures are vanilla-friendly and resemble the original textures.

All forts are affected, even those in Tamriel Rebuilt. This retexture requires OpenMW for the normal maps to work, no exceptions.


============

Permissions

============

You cannot modify my mod or upload it anywhere else without my permission. Please respect that.


=============

Installation

=============

Drop the textures into your textures folder and let the files overwrite any previously installed textures if asked.

On top of that you need to open your settings.cfg, which is located in:


Linux: $HOME/.config/openmw

Windows: C:\Users\username\Documents\my games\openmw (harddrive, username and language may vary)

Mac: $HOME/Library/Preferences/openmw


and add these lines:


[Shaders]

auto use object normal maps = true

auto use object specular maps = true

normal map pattern = _n

normal height map pattern = _nh

specular map pattern = _spec


Now you are good to go.


========

Credits

========

Thanks to Bethesda Softworks for developing Morrowind and the Construction Set.

Thanks to Brucoms for developing the TES3 Readme Generator this readme was made from.

Thanks to Textures.com for many base images, which I used to create these textures.



Download: http://www.nexusmods.com/morrowind/mods/44405/?


Screenshots:


Vanilla-friendly Version:

https://staticdelivery.nexusmods.com/mods/100/images/44405-6-1466858820.jpg https://staticdelivery.nexusmods.com/mods/100/images/44405-2-1466858822.jpg https://staticdelivery.nexusmods.com/mods/100/images/44405-7-1466858820.jpg https://staticdelivery.nexusmods.com/mods/100/images/44405-0-1466858822.jpg


Clean Version:

https://staticdelivery.nexusmods.com/mods/100/images/44405-13-1466797873.jpg https://staticdelivery.nexusmods.com/mods/100/images/44405-12-1466797873.jpg https://staticdelivery.nexusmods.com/mods/100/images/44405-9-1466797874.jpg https://staticdelivery.nexusmods.com/mods/100/images/44405-10-1466797874.jpg
User avatar
john page
 
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Post » Wed Jun 29, 2016 11:30 pm

These textures are fantastic, and it's hard to make normal maps look good in the vanilla MW engine, so it's doubly impressive.


Though I totally misread the title as Imperial Forts Normal Flipped and thought this was some kind of joke mod where you turned all the forts inside out. Not disappointed.
User avatar
djimi
 
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Post » Thu Jun 30, 2016 1:59 am

Thanks, I really appreciate it! I sadly have to disappoint you, though. This is not the vanilla Morrowind engine, it's OpenMW. I'm not a big fan of the fake bump mapping in the original game either and it would be terribly time consuming to edit every mesh to apply the texture.

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OJY
 
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Post » Thu Jun 30, 2016 3:21 am

It's OpenMW only... I thought he'd might have pointed that out more prominently. ;)



Though with the MGE XE PBR Prototype it should now be possible in the original game (without mesh editing btw).



edit: too slow. ;)

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Bad News Rogers
 
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Post » Wed Jun 29, 2016 8:10 pm

Well, I did point it out in both the description and the requirements section. I don't know how I can show it more clearly without stuffing it into the title. :/

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GPMG
 
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Post » Wed Jun 29, 2016 9:54 pm

http://www.gamesas.com/index.php?s=56af440f4e633a722fe001f35838d4df&&app=forums&module=extras§ion=legends# I totally missed that. Lol, don't mind me. My reading comprehension is totally off this morning. Still impressive. Even though the OpenMW screenshots are way better, the vanilla screenshots you linked are probably the best I've seen rendered in that engine.

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louise fortin
 
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Post » Wed Jun 29, 2016 2:52 pm

Yeah, maybe you should have done that. Lysol also does it. ;)

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Dustin Brown
 
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Post » Wed Jun 29, 2016 8:50 pm

I mentioned it in 3 different sections of the description and put it in the tags of the post, not to mention that normal maps are not supported in the vanilla game in the first place... Sorry, but that seems a bit nitpicky to me and isn't really related to the actual retexture.

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Lisa Robb
 
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Post » Wed Jun 29, 2016 11:37 am

It was just an observation and a suggestion... because I know some people will not read more than the title (not talking about you, Stuporstar, of course). But it's your mod, so whatever you think is appropriate.

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willow
 
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Post » Thu Jun 30, 2016 3:02 am

That'll teach me to post before I've finished my first cup of tea in the morning. :P I apologize for crapping up your thread, Remiros. There's nothing wrong with your description. I was just particularly dull-witted in my grogginess.

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Mariaa EM.
 
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Post » Wed Jun 29, 2016 7:23 pm

No, no, that happens, don't worry. I still think it would make it a bit cluttered, but it seems like I should have put it in the title after all. My bad, I guess.

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Kelly James
 
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Post » Wed Jun 29, 2016 1:42 pm

The thread title and info made perfect sense to me at least. Probably it's the "Vanilla" name right above screenshots (which everyone will scroll to without reading anything else) that has thrown some people off. :D


Anyways, the screens do look pretty nice. I might suggest toning down the "beveled" effect a bit, but otherwise good stuff. :)


How difficult is the process to convert something like this to work with MCP "fake" bump mapping?

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Harinder Ghag
 
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Post » Wed Jun 29, 2016 1:42 pm

The beveled effect is the baked ambient occlusion map, but yes, maybe I'll tone that down a little.



Converting this for vanilla Morrowind is pretty easy, but insanely time consuming. All you have to do is create a good environment map and then apply the normal maps as bump maps to the model. As already said, the results will not be very good and the model will look extremely shiny.

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Siobhan Thompson
 
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Post » Wed Jun 29, 2016 1:21 pm

Unless, as I wrote above, you do not go the old fake normal map route, but use the MGE XE PBR prototype.

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Charles Weber
 
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Post » Wed Jun 29, 2016 7:41 pm

Yep, but the PBR prototype is pretty much unplayable right now. The performance is very poor and there are still a few bugs. I would wait until it's in a more stable state, IF that ever happens.

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Albert Wesker
 
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Post » Wed Jun 29, 2016 12:35 pm

That is, of course, true. But we'll see... in the last few years, Hrnchamd always worked in phases... he pushes (beta) updates for MGE XE and Code Patch out for a few weeks and then he completely disappears again for months. Don't know if anyone knows why.


But I'm pretty sure he is going to work on the PBR prototype again. And there are plans to integrate it into OpenMW, which would make mods using that system compatible with both.

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Adam
 
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