Older bump mapped mods (and how to make them work in OpenMW)
Re: Older bump mapped mods (and how to make them work in OpenMW)
I mean, I was willing to attempt it! And I'm finding a lot of mods, for armor and weapons in particular, that have both authentic normals and authentic environment maps. Pherim’s Real Reflective Weapons, for example. So if I understand how conversion works, the user would want to delete the texture reference to the normal map in the .nif but not the NiTextureEffect block.
- AnyOldName3
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- Joined: 26 Nov 2015, 03:25
Re: Older bump mapped mods (and how to make them work in OpenMW)
Someone on Reddit told me they had written a Python script that used PyFFI and automatically converted MCP-style bump mapping to OpenMW-style normal mapping. Is this something we know about and are ignoring, or something we don't know about and want to know about?
Re: Older bump mapped mods (and how to make them work in OpenMW)
I actually think I heard about it but then forgot about it. Oops. You have a link?
- AnyOldName3
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- Joined: 26 Nov 2015, 03:25
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- Posts: 1
- Joined: 03 Jul 2019, 04:13
Re: Older bump mapped mods (and how to make them work in OpenMW)
Can you use this for mods other than "Apel's Various Things"?
The "Caverns Bump Mapped" has around 670 mesh files to edit.
- Capostrophic
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- Joined: 22 Feb 2016, 20:32
Re: Older bump mapped mods (and how to make them work in OpenMW)
Bumpmapping support, including a slightly updated documentation and an option to make environment-mapped objects look like with that option from MCP toggled on, has been merged today and should be included in tomorrow's nightlies and in the upcoming 0.46.0 release, retiring this thread at last.