Tyler799 / Morrowind-2020

An updated, revised and reformatted version of the Morrowind-YEAR series!
Other
154 stars 35 forks source link

Generating Atlas quick and easy. #122

Open ghost opened 5 years ago

ghost commented 5 years ago

1: Install ImageMagick, in the installer click the checkmark for legacy tools - convert 2: Make sure all 9 .bat files are in the Texture folder 3: Run mod organizer as administrator and from the dropdown menu choose "Explore Virtual Folder" and run it. 4: Go in the Textures folder, from the top menu click "View" and select "Details" and sort by "Type", to find the .bat files easier. 5: After you run each of the files, 8 textures will be generated in the Overwrite folder, make a new mod with them or drag them into Project Atlas mod. (You can delete the "Device" folder, it's empty). 5: After you run each of the files, the textures will be replaced, unless you have deleted them prior to that, in which case they will be in the Overwrite folder.

Troubleshooting Project Atlas specific problems:

If you're using 2K textures for Velothi and Imperial structures, the generated file will be too big for the game to handle which results in white textures.

To fix open the Velothi .bat file in a text editor and change resizelevel=0 to resizelevel=1 (the textures will be halved but still look good)

Replace the imperial generator with this: https://www.dropbox.com/s/glp4jmd9j6m2ke5/imperial_atlas_generator.bat?dl=0

Edit: The mushroom textures also seem to be having problems, resize the generated textures (tx_bc_fungus_atlas.dds and tx_bc_mushroom_only_atlas) using GIMP to match the default ones (128x512) since resizelevel doesn't seem to work for the mushrooms as the generated texture is slightly higher.

All in all, this mod says its alpha for a reason.