# This script expect the following environment variables to be set:
# - OSX_DEPLOY_KEY: private SSH key, must be encoded like this before adding it to Travis secrets: https://github.com/travis-ci/travis-ci/issues/7715#issuecomment-433301692
# - OSX_DEPLOY_HOST: string specifying SSH of the following format: ssh-user@ssh-host
# - OSX_DEPLOY_PORT: SSH port, it can't be a part of the host string because scp doesn't accept hosts with ports
# - OSX_DEPLOY_HOST_FINGERPRINT: fingerprint of the host, can be obtained by using ssh-keygen -F [host]:port & putting it in double quotes when adding to Travis secrets
@ -23,11 +23,12 @@ This is the recommended way to install replacement fonts.
- To replace the primary "Magic Cards" font:
#. Download `Pelagiad <https://isaskar.github.io/Pelagiad/>`_ by Isak Larborn (aka Isaskar).
#. Create ``Fonts`` folder at the location of your ``openmw.cfg``.
#. Copy ``openmw_font.xml`` and ``Pelagiad.ttf`` files into the folder.
#. If desired, you can now delete the original ``Magic_Cards.*`` files from your ``Data Files/Fonts`` directory.
#. Pelagiad glyphs may appear to be pretty small, so open ``openmw.cfg`` and adjust the following settings as you deem necessary::
1. Download `Pelagiad <https://isaskar.github.io/Pelagiad/>`_ by Isak Larborn (aka Isaskar).
2. Create ``Fonts`` folder at the location of your ``openmw.cfg``.
3. Copy ``openmw_font.xml`` and ``Pelagiad.ttf`` files into the folder.
4. Either remove the ``MonoFont`` entry from the created ``openmw_font.xml`` or copy the ``DejaVuLGCSansMono.ttf`` to the ``Fonts`` folder (prefer latter option on Windows).
5. If desired, you can now delete the original ``Magic_Cards.*`` files from your ``Data Files/Fonts`` directory.
6. Pelagiad glyphs may appear to be pretty small, so open ``settings.cfg`` and adjust the following settings as you deem necessary::
[GUI]
font size = 17
@ -35,9 +36,9 @@ This is the recommended way to install replacement fonts.
- You can also replace the Daedric font:
#. Download `Ayembedt <https://github.com/georgd/OpenMW-Fonts>`_ by Georg Duffner.
#. Install ``OMWAyembedt.otf`` into the ``Fonts`` folder.
#. Add the following lines into ``openmw_font.xml``::
1. Download `Ayembedt <https://github.com/georgd/OpenMW-Fonts>`_ by Georg Duffner.
2. Install ``OMWAyembedt.otf`` into the ``Fonts`` folder.
3. Add the following lines into ``openmw_font.xml``::
@ -51,7 +52,7 @@ This is the recommended way to install replacement fonts.
</Codes>
</Resource>
#. This font is missing a few glyphs (mostly punctuation), but it has all the primary glyphs. If desired, you can now delete the original ``daedric.*`` files from your ``Data Files/Fonts`` directory.
4. This font is missing a few glyphs (mostly punctuation), but it has all the primary glyphs. If desired, you can now delete the original ``daedric.*`` files from your ``Data Files/Fonts`` directory.
Any Resolution or Size properties in the file have no effect because the engine settings override them.
@ -62,15 +63,15 @@ Pre-0.45.0 way
- To replace the primary "Magic Cards" font:
#. Download `Pelagiad <https://isaskar.github.io/Pelagiad/>`_ by Isak Larborn (aka Isaskar).
#. Install the ``openmw_font.xml`` file into ``resources/mygui/openmw_font.xml`` in your OpenMW installation.
#. Copy ``Pelagiad.ttf`` into ``resources/mygui/`` as well.
#. If desired, you can now delete the original ``Magic_Cards.*`` files from your ``Data Files/Fonts`` directory.
1. Download `Pelagiad <https://isaskar.github.io/Pelagiad/>`_ by Isak Larborn (aka Isaskar).
2. Install the ``openmw_font.xml`` file into ``resources/mygui/openmw_font.xml`` in your OpenMW installation.
3. Copy ``Pelagiad.ttf`` into ``resources/mygui/`` as well.
4. If desired, you can now delete the original ``Magic_Cards.*`` files from your ``Data Files/Fonts`` directory.
- You can also replace the Daedric font:
#. Download `Ayembedt <https://github.com/georgd/OpenMW-Fonts>`_ by Georg Duffner.
#. Install ``OMWAyembedt.otf`` into ``/resources/mygui/`` folder in your OpenMW installation.
#. Add the following lines to ``openmw_font.xml``::
1. Download `Ayembedt <https://github.com/georgd/OpenMW-Fonts>`_ by Georg Duffner.
2. Install ``OMWAyembedt.otf`` into ``/resources/mygui/`` folder in your OpenMW installation.
3. Add the following lines to ``openmw_font.xml``::
#. This font is missing a few glyphs (mostly punctuation), but it has all the primary glyphs. If desired, you can now delete the original ``daedric.*`` files from your ``Data Files/Fonts`` directory.
4. This font is missing a few glyphs (mostly punctuation), but it has all the primary glyphs. If desired, you can now delete the original ``daedric.*`` files from your ``Data Files/Fonts`` directory.
- Another replacement for the Daedric font is `Oblivion <http://www.uesp.net/wiki/File:Obliviontt.zip>`_ by Dongle.
#. Install the ``Oblivion.ttf`` file into ``resources/mygui/``.
#. The ``openmw_font.xml`` entry is::
1. Install the ``Oblivion.ttf`` file into ``resources/mygui/``.
@ -237,9 +237,9 @@ Since we want the glory of normal mapping in our OpenMW setup, we will go with t
#. OpenMW detects normal maps if they have the same name as the base diffuse texture, but with a *_n.dds* suffix. In this mod, the normal maps has a suffix of *_nm.dds*. Change all the files that ends with *_nm.dds* to instead end with *_n.dds*.
#. Finally, `we are done`_!
Since these models have one or two textures applied to them, the fix was not that time-consuming.
It gets worse when you have to fix a model that uses loads of textures. The principle is the same,
it just requires more manual work which is annoying and takes time.
Since these models have one or two textures applied to them, the fix was not that time-consuming. The process continues to work for more complex models that use more textures, but looking through each category for texture effects and normal mapped textures rapidly becomes tedious. Luckily, NifSkope provides a feature to do the same automatically.
Rightclick in NifSkope to access the *Spells* dropdown menu, also available via the top bar, hover over the *Blocks* section, and `choose the action to Remove by ID`_. You can then input the RegEx expression ``^NiTextureEffect`` (directing it to remove any block whose name starts with "NiTextureEffect") to automatically remove all texture effect blocks within the NIF. This also has the helpful side effect of listing `all the blocks within the NIF in the bottom section`_, allowing you to additionally root out any blocks referencing *_nm.dds* textures without having to painstakingly open each category.