Search found 801 matches

by lysol
25 May 2018, 14:07
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 68
Views: 10259

Re: OpenMW 0.44.0

Woohoo! Shadows are almost done too though . There has been a lot of issues before, but there are not much left now. They look awesome for me, except for when I use distant land with a high view distance. This introduces shadow flickering at the moment. Maybe it is worth waiting for this? What do yo...
by lysol
25 May 2018, 04:51
Forum: Off Topic
Topic: Morrowind HD?
Replies: 16
Views: 1100

Re: Morrowind HD?

DestinedToDie wrote:
25 May 2018, 04:49
The UV-mapping of Morrowind models is horrible. I could imagine them thinking about maybe remaking Morrowind textures, then seeing the UV-maps and being like "nope, I don't want to have to deal with this".
This.
by lysol
19 May 2018, 22:57
Forum: Off Topic
Topic: Morrowind HD?
Replies: 16
Views: 1100

Re: Morrowind HD?

I doubt it too. But if they would, it would probably be easy to run in through OpenMW. And the higher res textures would be awesome to make normal maps from.

But again. I doubt it.
by lysol
19 May 2018, 06:46
Forum: Development
Topic: Shadows
Replies: 192
Views: 22593

Re: Shadows

The last six days have produced amazing results and suddenly it looks like shadows might be mergeable really soon. I need lots of people to start picking fault with things when using this branch: https://github.com/AnyOldName3/openmw/tree/osgshadow-test-dicking-around-with-cascading-shadow-maps If ...
by lysol
15 May 2018, 12:05
Forum: Join the team
Topic: Artist wants to help the project.
Replies: 3
Views: 320

Re: Artist wants to help the project.

Since we don't ship the engine with any assets, there aren't really that much to do, art wise directly related to the project. However, there is the example suit project of course. Talk to DestinedToDie about that if you're interested. Otherwise, a good way to help out is actually to make mods for M...
by lysol
15 May 2018, 04:52
Forum: Mod Compatibility
Topic: Selection of mod compatibility statuses
Replies: 13
Views: 3321

Re: Selection of mod compatibility statuses

I just noticed that something was missing: toggle sneak. On the MCP Wiki page , search for 'toggle sneak', the page details features implemented. Thank you for the link. I do not find the "toggle sneak" line in "Settings.cfg"; on the other hand, I've found the line in Settings Default.cfg". I'm add...
by lysol
14 May 2018, 21:23
Forum: General discussion
Topic: OpenMW-compatible texture/mesh replacers?
Replies: 6
Views: 676

Re: OpenMW-compatible texture/mesh replacers?

Check this out: https://www.reddit.com/r/tes3mods/comments/7ipr6y/an_openmwfriendly_guide_to_installing_step/ There are some errors in this guide though (such as installing my texture packs first and then put normal maps for morrowind on top of it, which makes everything look like crap). I told the...
by lysol
14 May 2018, 18:37
Forum: Content Development Section
Topic: [Solved] Disappearing statics?
Replies: 11
Views: 590

Re: [Solved] Disappearing statics?

A little explanation: Increasing exterior cell load distance is not the "good" way to solve this, but the only way at the moment. We have distant terrain working right now, but not distant statics. So if you have a far view distance with distant terrain enabled, then you will have only terrain and n...
by lysol
11 May 2018, 21:00
Forum: Organisation and Planning
Topic: It's really important to have graphical parity with MGE.
Replies: 24
Views: 2554

Re: It's really important to have graphical parity with MGE.

Personally, I think it's kind of a waste of time to make a total replacer for the Morrowind assets before OpenMW implements a PBR shader. When this gets implemented however, making replacements for all of Morrowinds assets would be awesome. And a hell of a lot of work. It would be impossible to do u...