OpenMW will probably have this feature in the future too – and let’s hope that OpenMW and MGE will handle PBR in a Making it one step ahead of OpenMW in terms of texturing techniques.
Not only this but it also adds full support for physically based rendering (PBR), Normal-mapping in an experimental version available here: MGE XE (you can’t use MGE with OpenMW!). The most recent feature on this topic is that the Morrowind Graphics Extender (MGE) finally started to support real That file will be the normal map if it’s present. OpenMW will pick the diffuse map file path from the mesh, e.g.Įxampletexture_01.dds, and look up a texture named exampletexture_01_n.dds.
Textures/moddername/exampletexture_02.dds. Modders tend to group textures for custom-made models in dedicated folders to keep track of them easily, Textures folder since it does not state anything else. This texture is supposed to be located directly in the The model’s base (diffuse) texture reference will point to something named like exampletexture_01.dds. There should be a tag (NiTexturingProperty) that states what textures it should use and where to find them. Let us assume we have the model example.nif. So to expand on this a bit, let’s take a look at how a model looks up textures. Normal-mapping in OpenMW works in a very simple way: The engine just looks for a texture with a _n.dds suffix,