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docs - improve styling in headers and code blocks
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docs/source/_ext/omw-lexers.py
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19
docs/source/_ext/omw-lexers.py
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@ -0,0 +1,19 @@
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from pygments.lexer import RegexLexer, bygroups
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from pygments.token import Comment, Name, Operator, String, Text
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from sphinx.highlighting import lexers
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class OMWConfigLexer(RegexLexer):
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name = 'openmwcfg'
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aliases = ['openmwcfg']
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filenames = ['openmw.cfg']
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tokens = {
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'root': [
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(r'(\s*)(#.*$)', bygroups(Text.Whitespace, Comment.Single)),
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(r'(\s*)([a-zA-Z0-9_.+-]+)(\s*(\+)?=\s*)(.*)', bygroups(Text.Whitespace, Name.Attribute, Operator, Operator, String)),
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(r'.+\n', Text),
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],
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}
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def setup(_):
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lexers["openmwcfg"] = OMWConfigLexer()
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@ -138,3 +138,17 @@ tbody tr:hover {
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#left-sidebar {
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overflow-y: scroll;
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}
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#content div[class^=highlight], #content pre.literal-block, p, h4, h5, h6 {
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margin-bottom: 1.5rem;
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}
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h5 {
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font-size: 1.15rem;
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font-weight: 600;
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}
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h6 {
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font-size: 1.08rem;
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font-weight: 600;
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}
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@ -43,7 +43,8 @@ extensions = [
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'sphinx.ext.viewcode',
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'sphinx.ext.autosectionlabel',
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'sphinx_design',
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'omw-directives'
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'omw-directives',
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'omw-lexers',
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]
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#autosectionlabel_prefix_document = True
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@ -81,15 +81,15 @@ For Distributions Using `apt` (e.g., Ubuntu, Debian)
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.. code:: console
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sudo apt update
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sudo apt install innoextract
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$ sudo apt update
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$ sudo apt install innoextract
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For macOS using Homebrew
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++++++++++++++++++++++++
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.. code:: console
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brew install innoextract
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$ brew install innoextract
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Once innoextract is installed, download the game from GOG. The downloaded file should be called ``setup_tes_morrowind_goty_2.0.0.7.exe`` or something similar. When ``innoextract`` is run on it, it will extract the files directly into the folder the ``setup.exe`` file is located. If you have a specific folder where you want it to be extracted to, for example in ``~/Documents/Games/Morrowind`` You can specify it with the ``-d`` flag.
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@ -126,10 +126,12 @@ The options are:
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Enable it in ``openmw.cfg`` the same way as any other mod:
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::
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.. code-block:: openmwcfg
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:caption: openmw.cfg
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data=path/to/my_lua_mod
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content=my_lua_mod.omwscripts # or content=my_lua_mod.omwaddon
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# or content=my_lua_mod.omwaddon
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content=my_lua_mod.omwscripts
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Now every time the player presses "X" on a keyboard, a message is shown.
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@ -177,7 +177,6 @@ definitions and events. At a minimum it needs to include at least animation
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runforward: stop 4.433333
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attack1: start 4.466667
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attack1: stop 5.433333
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...
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The textkeys file is placed in the same folder as the model and matches the model's name.
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@ -168,7 +168,7 @@ the file path to the texture is incorrect and OpenMW can't find it.
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To fix this you can open the exported ``.dae`` file in a text editor and check
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the texture's filepath. In the example of this barrel model it's found on lines 13-17.
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.. code::
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.. code-block:: xml
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<library_images>
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<image id="id-image-4" name="the_barrel">
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@ -23,7 +23,8 @@ dungeons.
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To use this feature the :ref:`soft particles` setting must be enabled.
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This setting can either be activated in the OpenMW launcher or changed in `settings.cfg`:
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::
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.. code-block:: ini
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:caption: settings.cfg
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[Shaders]
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soft particles = true
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@ -64,7 +65,8 @@ Blue and alpha channels are ignored.
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To use this feature the :ref:`post processing <Post Processing>` setting must be enabled.
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This setting can either be activated in the OpenMW launcher, in-game, or changed in `settings.cfg`:
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::
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.. code-block:: ini
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:caption: settings.cfg
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[Post Processing]
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enabled = true
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@ -91,7 +91,8 @@ The behavior of such a model:
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The actual state toggling time depends on the sunrise/sunset time settings in `openmw.cfg`:
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::
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.. code-block:: openmwcfg
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:caption: openmw.cfg
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fallback=Weather_Sunrise_Time,6
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fallback=Weather_Sunset_Time,18
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@ -102,7 +103,8 @@ These settings lead to the "night" starting at 20:00 and ending at 6:00.
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The engine checks if the weather is bright enough to support the "interior day" mode using the Glare_View setting. If it is >= 0.5, the engine considers the weather bright.
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::
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.. code-block:: openmwcfg
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:caption: openmw.cfg
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fallback=Weather_Clear_Glare_View,1
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fallback=Weather_Foggy_Glare_View,0.25
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@ -138,7 +140,8 @@ If you want to override walking animations, you should override ``xbase_anim_fem
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To enable this feature, you should have this line in your settings.cfg:
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::
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.. code-block:: ini
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:caption: settings.cfg
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[Game]
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use additional anim sources = true
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@ -157,7 +160,8 @@ This feature conflicts with old mods which use scripted scabbards, arrows with p
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The minimum you need is the ``xbase_anim_sh.nif`` file from the `Weapon Sheathing`_ mod and this line in your settings.cfg:
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::
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.. code-block:: ini
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:caption: settings.cfg
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[Game]
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weapon sheathing = true
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@ -205,7 +209,8 @@ Skeleton extensions
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It is possible to inject custom bones into actor skeletons:
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::
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.. code-block:: ini
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:caption: settings.cfg
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[Game]
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use additional anim sources = true
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@ -323,14 +328,16 @@ General advices to create assets for this feature:
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Groundcover mods can be registered in the openmw.cfg via "groundcover" entries instead of "content" ones:
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::
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.. code-block:: openmwcfg
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:caption: openmw.cfg
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groundcover=my_grass_mod.esp
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Every static from such mod is treated as a groundcover object.
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Also groundcover detection should be enabled via settings.cfg:
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::
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.. code-block:: ini
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:caption: settings.cfg
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[Groundcover]
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enabled = true
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@ -3,8 +3,11 @@ Fonts
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Default UI font and font used in magic scrolls are defined in ``openmw.cfg``:
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fallback=Fonts_Font_0,MysticCards
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fallback=Fonts_Font_2,DemonicLetters
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.. code-block:: openmwcfg
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:caption: openmw.cfg
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fallback=Fonts_Font_0,MysticCards
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fallback=Fonts_Font_2,DemonicLetters
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When there are no ``Fonts_Font_*`` lines in user's ``openmw.cfg``, built-in TrueType fonts are used.
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Font used by console and another debug windows is not configurable (so ``Fonts_Font_1`` is unused).
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@ -20,8 +23,11 @@ You can use --export-fonts command line option to write the converted font
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They can be used instead of TrueType fonts if needed by specifying their ``.fnt`` files names in the ``openmw.cfg``. For example:
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fallback=Fonts_Font_0,magic_cards_regular
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fallback=Fonts_Font_2,daedric_font
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.. code-block:: openmwcfg
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:caption: openmw.cfg
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fallback=Fonts_Font_0,magic_cards_regular
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fallback=Fonts_Font_2,daedric_font
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In this example OpenMW will search for ``magic_cards_regular.fnt`` and ``daedric_font.fnt`` in the ``Fonts`` folder in data directories.
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If they are not found, built-in TrueType fonts will be used as a fallback.
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@ -35,16 +41,22 @@ Unlike vanilla Morrowind, OpenMW directly supports TrueType (``.ttf``) fonts. Th
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OpenMW has build-in TrueType fonts: MysticCards, DemonicLetters and DejaVuLGCSansMono, which are used by default.
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TrueType fonts are configured via ``openmw.cfg`` too:
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fallback=Fonts_Font_0,MysticCards
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fallback=Fonts_Font_2,DemonicLetters
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.. code-block:: openmwcfg
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:caption: openmw.cfg
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fallback=Fonts_Font_0,MysticCards
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fallback=Fonts_Font_2,DemonicLetters
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In this example, OpenMW will scan ``Fonts`` folder in data directories for ``.omwfont`` files.
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These files are XML files with schema provided by MyGUI. OpenMW uses ``.omwfont`` files which name (without extension) matches ``openmw.cfg`` entries.
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It is also possible to adjust the font size via ``settings.cfg`` file::
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It is also possible to adjust the font size via ``settings.cfg`` file
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[GUI]
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font size = 16
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.. code-block:: ini
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:caption: settings.cfg
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[GUI]
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font size = 16
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The ``font size`` setting accepts clamped values in range from 12 to 18.
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@ -36,7 +36,8 @@ and ``data=`` tells OpenMW what folders to look for meshes, textures, audio,
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and other assets. The required lines would look like this, but with the paths
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of course different on your system.
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.. code::
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.. code-block:: openmwcfg
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:caption: openmw.cfg
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content=template.omwgame
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data="/home/someuser/example-suite/data"
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@ -51,7 +52,8 @@ you need to remove or comment out the following lines from ``openmw.cfg``.
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Not doing so will either produce errors or load Morrowind content, which you
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probably do not want when you are making your own game.
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.. code::
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.. code-block:: openmwcfg
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:caption: openmw.cfg
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fallback-archive=Morrowind.bsa
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fallback-archive=Tribunal.bsa
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@ -70,8 +72,10 @@ are instead assigned through ``settings.cfg``. These models are player and NPC
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animations, and meshes for the sky. In ``settings.cfg`` used by your OpenMW
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install, add the following lines under the ``[Models]`` section.
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.. code::
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.. code-block:: ini
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:caption: settings.cfg
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[Models]
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xbaseanim = meshes/BasicPlayer.dae
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baseanim = meshes/BasicPlayer.dae
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xbaseanim1st = meshes/BasicPlayer.dae
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@ -103,7 +107,7 @@ need to be copied to ``resources/mygui`` folder found in your OpenMW installatio
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folder. Overwrite any files aready in this folder. These files provide the
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UI font, its definition, and some minor UI tweaks.
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.. code::
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.. code-block:: none
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openmw_box.skin.xml
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openmw_button.skin.xml
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@ -133,8 +133,9 @@ This can't change until computers are able to read minds.
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Lines with options have an option name, then an equals sign (``=``), then an option value.
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Option names and values have leading and trailing whitespace trimmed, but whitespace within an option value is preserved - it's only removed if it's at the ends.
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This means that these are all equivalent:
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::
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This means that these are all equivalent
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.. code-block:: openmwcfg
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data=some/dir
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data=some/dir
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@ -226,7 +227,10 @@ Navigate to the OpenMW installation directory, and open the ``openmw.cfg`` file
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By default, this contains a warning at the top telling you that this is the local ``openmw.cfg`` and not to modify it.
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However, for this kind of install, it's okay to do so, so you can remove this warning.
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Change the start of the file from::
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Change the start of the file from
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.. code-block:: openmwcfg
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:caption: openmw.cfg
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# This is the local openmw.cfg file. Do not modify!
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# Modifications should be done on the user openmw.cfg file instead
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@ -243,7 +247,10 @@ Change the start of the file from::
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fallback=LightAttenuation_ConstantValue,0.0
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fallback=LightAttenuation_UseLinear,1
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to::
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to
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.. code-block:: openmwcfg
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:caption: openmw.cfg
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data-local=userdata/data
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user-data=userdata
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@ -274,7 +281,10 @@ Navigate to the OpenMW installation directory, and open the ``openmw.cfg`` file
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By default, this contains a warning at the top telling you that this is the local ``openmw.cfg`` and not to modify it.
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However, you'll need to make a small change to create this kind of install.
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Change the start of the file from::
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Change the start of the file from
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.. code-block:: openmwcfg
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:caption: openmw.cfg
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# This is the local openmw.cfg file. Do not modify!
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# Modifications should be done on the user openmw.cfg file instead
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@ -291,7 +301,10 @@ Change the start of the file from::
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fallback=LightAttenuation_ConstantValue,0.0
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fallback=LightAttenuation_UseLinear,1
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to::
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to
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.. code-block:: openmwcfg
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:caption: openmw.cfg
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# This is the local openmw.cfg file. Do not modify!
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# Modifications should be done on the user openmw.cfg file instead
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@ -330,7 +343,10 @@ From scratch
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Start by installing OpenMW in the usual way.
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Don't bother with first-time setup (i.e. telling it the location of an existing *Morrowind* installation).
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In the default configuration directory (see `Configuration files and log files`_), create a file called ``openmw.cfg`` containing just::
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In the default configuration directory (see `Configuration files and log files`_), create a file called ``openmw.cfg`` containing just
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.. code-block:: openmwcfg
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:caption: openmw.cfg
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# select the game profile
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config=Morrowind
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@ -340,7 +356,10 @@ This will put the basic setup required to play *Morrowind* into a new ``Morrowin
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Next, come up with a name for the subprofile you'll create for your mod list.
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If you're following a modding guide, they've probably already given it a name, e.g. *Total Overhaul*, so that's the example we'll use.
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Add a line to the ``Morrowind/openmw.cfg`` with the profile name, e.g.::
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Add a line to the ``Morrowind/openmw.cfg`` with the profile name, e.g.
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.. code-block:: openmwcfg
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:caption: Morrowind/openmw.cfg
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# select the mod list profile
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config=Total Overhaul
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@ -356,7 +375,10 @@ The ones in the ``Morrowind`` directory are used for all profiles for *Morrowind
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The ones in the ``Morrowind/Total Overhaul`` directory are only used for the *Total Overhaul* profile, so you can set up that mod list and any settings it requires here, and they won't affect any other profiles you set up later.
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Making changes within the launcher will affect these files and leave all the others alone.
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If you want the *Total Overhaul* profile to keep its saved games etc. in a dedicated location instead of mixing them in with ones from another profile, you can add a ``user-data=…`` line to your ``Morrowind/Total Overhaul/openmw.cfg``, e.g.::
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If you want the *Total Overhaul* profile to keep its saved games etc. in a dedicated location instead of mixing them in with ones from another profile, you can add a ``user-data=…`` line to your ``Morrowind/Total Overhaul/openmw.cfg``, e.g.
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.. code-block:: openmwcfg
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:caption: Morrowind/Total Overhaul/openmw.cfg
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# put saved games in a saves directory next to this file
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user-data=.
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@ -377,12 +399,18 @@ You'll now have an empty directory e.g. at ``Documents\My Games\OpenMW\Original`
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Next, move all the files that were already in the default configuration directory to the profile directory you just made.
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Afterwards, the default configuration directory should only contain the profile directory you made.
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Create a new ``openmw.cfg`` file in the default configuration directory containing::
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Create a new ``openmw.cfg`` file in the default configuration directory containing
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.. code-block:: openmwcfg
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:caption: openmw.cfg
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# select the profile
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config=Original
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In the ``openmw.cfg`` in the profile directory, add these lines::
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In the ``openmw.cfg`` in the profile directory, add these lines
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.. code-block:: openmwcfg
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:caption: openmw.cfg
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data-local=data
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user-data=.
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@ -402,9 +430,11 @@ Passing arguments on the command line lets you avoid this.
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The basic idea is that you need to pass ``--replace config`` to ignore the configuration directories that the engine would have loaded because they were specified in ``openmw.cfg`` files, and pass each one you want to use instead with ``--config <directory path here>``.
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E.g. if you've got a profile called *Morrowind* in your default configuration directory, and it's got a *Total Overhaul* subprofile, you could load it by running::
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E.g. if you've got a profile called *Morrowind* in your default configuration directory, and it's got a *Total Overhaul* subprofile, you could load it by running
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openmw --replace config --config ?userconfig?/Morrowind --config "?userconfig?/Morrowind/Total Overhaul"
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.. code-block:: console
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$ openmw --replace config --config ?userconfig?/Morrowind --config "?userconfig?/Morrowind/Total Overhaul"
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You can put this command into a script or shortcut and use it to easily launch OpenMW with that profile.
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@ -422,15 +452,17 @@ On Windows, you can create a desktop shortcut to run this command with these ste
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* At the end of that field, add the arguments for the profile you want, e.g. ``--replace config --config ?userconfig?/Morrowind --config "?userconfig?/Morrowind/Total Overhaul"``.
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* Press *Apply* or *OK* to save the changes, and test the shortcut by double-clicking it.
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On most Linux distros, you can create a ``.desktop`` file like this::
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On most Linux distros, you can create a ``.desktop`` file like this
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[Desktop Entry]
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Type=Application
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Name=OpenMW - Total Overhaul
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GenericName=Role Playing Game
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Comment=OpenMW with the Total Overhaul profile
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Keywords=Morrowind;Reimplementation Mods;esm;bsa;
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TryExec=openmw
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Exec=openmw --replace config --config ?userconfig?/Morrowind --config "?userconfig?/Morrowind/Total Overhaul"
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Icon=openmw
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Categories=Game;RolePlaying;
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.. code-block:: desktop
|
||||
|
||||
[Desktop Entry]
|
||||
Type=Application
|
||||
Name=OpenMW - Total Overhaul
|
||||
GenericName=Role Playing Game
|
||||
Comment=OpenMW with the Total Overhaul profile
|
||||
Keywords=Morrowind;Reimplementation Mods;esm;bsa;
|
||||
TryExec=openmw
|
||||
Exec=openmw --replace config --config ?userconfig?/Morrowind --config "?userconfig?/Morrowind/Total Overhaul"
|
||||
Icon=openmw
|
||||
Categories=Game;RolePlaying;
|
||||
|
@ -2,24 +2,9 @@
|
||||
Normal maps from Morrowind to OpenMW
|
||||
====================================
|
||||
|
||||
- `General introduction to normal map conversion`_
|
||||
- `OpenMW normal-mapping`_
|
||||
- `Activating normal-mapping shaders in OpenMW`_
|
||||
- `Morrowind bump-mapping`_
|
||||
- `MGE XE normal-mapping`_
|
||||
- `Converting PeterBitt's Scamp Replacer`_ (Mod made for the MGE XE PBR prototype)
|
||||
- `Tutorial - MGE`_
|
||||
- `Converting Lougian's Hlaalu Bump mapped`_ (Morrowind's bump-mapping, part 1: *without* custom models)
|
||||
- `Tutorial - Morrowind, Part 1`_
|
||||
- `Converting Apel's Various Things - Sacks`_ (Morrowind's bump-mapping, part 2: *with* custom models)
|
||||
- `Tutorial - Morrowind, Part 2`_
|
||||
|
||||
General introduction to normal map conversion
|
||||
---------------------------------------------
|
||||
|
||||
:Authors: Joakim (Lysol) Berg, Alexei (Capo) Dobrohotov
|
||||
:Updated: 2020-03-03
|
||||
|
||||
This page has general information and tutorials on how normal-mapping works in OpenMW and how you can make mods using
|
||||
the old environment-mapped bump-mapping technique (such as `Netch Bump mapped`_ and `Hlaalu Bump mapped`_, and maybe the most
|
||||
(in)famous one to previously give shiny rocks in OpenMW, the mod `On the Rocks`_!, featured in MGSO and Morrowind Rebirth) work better in OpenMW.
|
||||
@ -58,14 +43,15 @@ Activating normal-mapping shaders in OpenMW
|
||||
Before normal (and specular and parallax) maps can show up in OpenMW, their auto-detection needs to be turned on in
|
||||
settings.cfg_-file. Add these rows where it would make sense:
|
||||
|
||||
::
|
||||
.. code-block:: ini
|
||||
:caption: settings.cfg
|
||||
|
||||
[Shaders]
|
||||
auto use object normal maps = true
|
||||
auto use terrain normal maps = true
|
||||
[Shaders]
|
||||
auto use object normal maps = true
|
||||
auto use terrain normal maps = true
|
||||
|
||||
auto use object specular maps = true
|
||||
auto use terrain specular maps = true
|
||||
auto use object specular maps = true
|
||||
auto use terrain specular maps = true
|
||||
|
||||
See OpenMW's wiki page about `texture modding`_ to read more about it.
|
||||
|
||||
@ -81,10 +67,11 @@ are processed which makes bump-mapped models look a bit better,
|
||||
can make use of the gloss map channel in the bump map and can apply bump-mapping to skinned models.
|
||||
Add this to settings.cfg_-file:
|
||||
|
||||
::
|
||||
.. code-block:: ini
|
||||
:caption: settings.cfg
|
||||
|
||||
[Shaders]
|
||||
apply lighting to environment maps = true
|
||||
[Shaders]
|
||||
apply lighting to environment maps = true
|
||||
|
||||
But sometimes you may want them to look a bit better than in vanilla.
|
||||
Technically you aren't supposed to convert bump maps because they shouldn't be normal maps that are supported by OpenMW as well,
|
||||
@ -117,9 +104,6 @@ Converting PeterBitt's Scamp Replacer
|
||||
-------------------------------------
|
||||
**Mod made for the MGE XE PBR prototype**
|
||||
|
||||
:Authors: Joakim (Lysol) Berg
|
||||
:Updated: 2016-11-11
|
||||
|
||||
So, let's say you've found out that PeterBitt_ makes awesome models and textures featuring physically based rendering
|
||||
(PBR) and normal maps. Let's say that you tried to run his `PBR Scamp Replacer`_ in OpenMW and that you were greatly
|
||||
disappointed when the normal map didn't seem to work. Lastly, let's say you came here, looking for some answers.
|
||||
@ -161,9 +145,6 @@ Converting Lougian's Hlaalu Bump mapped
|
||||
---------------------------------------
|
||||
**Mod made for Morrowind's bump-mapping, without custom models**
|
||||
|
||||
:Authors: Joakim (Lysol) Berg, Alexei (Capo) Dobrohotov
|
||||
:Updated: 2020-03-03
|
||||
|
||||
Converting normal maps made for the Morrowind's bump-mapping can be really easy or a real pain,
|
||||
depending on a few circumstances. In this tutorial, we will look at a very easy,
|
||||
although in some cases a bit time-consuming, example.
|
||||
@ -192,9 +173,6 @@ Converting Apel's Various Things - Sacks
|
||||
----------------------------------------
|
||||
**Mod made for Morrowind bump-mapping, with custom models**
|
||||
|
||||
:Authors: Joakim (Lysol) Berg, Alexei (Capostrophic) Dobrohotov
|
||||
:Updated: 2020-03-03
|
||||
|
||||
In part one of this tutorial, we converted a mod that only included modified Morrowind model (``.nif``)
|
||||
files so that the bump maps could be loaded as normal maps.
|
||||
We ignored those model files since they are not needed with OpenMW. In this tutorial however,
|
||||
|
@ -55,17 +55,20 @@ Simply create the textures with appropriate naming convention
|
||||
the normal map would have to be called foo_n.dds).
|
||||
To enable this automatic use based on filename pattern,
|
||||
you will have to add the following to your
|
||||
`settings.cfg </source/reference/modding/paths>`_ file::
|
||||
`settings.cfg </source/reference/modding/paths>`_ file
|
||||
|
||||
[Shaders]
|
||||
auto use object normal maps = true
|
||||
.. code-block:: ini
|
||||
:caption: settings.cfg
|
||||
|
||||
auto use object specular maps = true
|
||||
[Shaders]
|
||||
auto use object normal maps = true
|
||||
|
||||
normal map pattern = _n
|
||||
normal height map pattern = _nh
|
||||
auto use object specular maps = true
|
||||
|
||||
specular map pattern = _spec
|
||||
normal map pattern = _n
|
||||
normal height map pattern = _nh
|
||||
|
||||
specular map pattern = _spec
|
||||
|
||||
Additionally, a normal map with the `_nh` pattern enables
|
||||
the use of the normal map's alpha channel as height information.
|
||||
@ -92,18 +95,21 @@ For example, if you wanted to add specular mapping to a terrain layer called roc
|
||||
you would copy this texture to a new file called rock_diffusespec.dds,
|
||||
and then edit its alpha channel to set the specular intensity.
|
||||
|
||||
The relevant settings are::
|
||||
The relevant settings are
|
||||
|
||||
[Shaders]
|
||||
auto use terrain normal maps = true
|
||||
.. code-block:: ini
|
||||
:caption: settings.cfg
|
||||
|
||||
auto use terrain specular maps = true
|
||||
[Shaders]
|
||||
auto use terrain normal maps = true
|
||||
|
||||
terrain specular map pattern = _diffusespec
|
||||
auto use terrain specular maps = true
|
||||
|
||||
# Also used for terrain normal maps
|
||||
normal map pattern = _n
|
||||
normal height map pattern = _nh
|
||||
terrain specular map pattern = _diffusespec
|
||||
|
||||
# Also used for terrain normal maps
|
||||
normal map pattern = _n
|
||||
normal height map pattern = _nh
|
||||
|
||||
OSG native files
|
||||
################
|
||||
|
Loading…
x
Reference in New Issue
Block a user