Search found 666 matches

by lysol
21 Nov 2017, 14:09
Forum: Organisation and Planning
Topic: OpenMW 0.43.0
Replies: 179
Views: 20851

Re: OpenMW 0.43.0

Atahualpa wrote:
21 Nov 2017, 13:18
lysol wrote:
21 Nov 2017, 09:42
In other words, we should be ready for release at least around weekend right?
I have to submit a nasty additional assignment until Friday, so video optimisation is planned for the weekend. -- Middle of next week?
Duh, priorities man!
Spoiler: Show
by lysol
21 Nov 2017, 09:42
Forum: Organisation and Planning
Topic: OpenMW 0.43.0
Replies: 179
Views: 20851

Re: OpenMW 0.43.0

In other words, we should be ready for release at least around weekend right?
by lysol
21 Nov 2017, 06:04
Forum: Organisation and Planning
Topic: OpenMW 0.43.0
Replies: 179
Views: 20851

Re: OpenMW 0.43.0

Finally got to see both videos. Nothing to say other than great work. Love the dry humour. :D

Oh, and big thanks for the shout-out in the cs video!
by lysol
16 Nov 2017, 11:16
Forum: Mod Compatibility
Topic: Normal Mapping
Replies: 9
Views: 386

Re: Normal Mapping

Capostrophic wrote:
16 Nov 2017, 10:28
Some replacers, like Pherim's Real Reflective Weapons, look perfectly fine in OpenMW, in fact.
Right, and this replacer would, ironically, look rather dull with MCP I suppose?
by lysol
16 Nov 2017, 08:41
Forum: Mod Compatibility
Topic: Normal Mapping
Replies: 9
Views: 386

Re: Normal Mapping

akortunov wrote:
16 Nov 2017, 05:45
Does NiTextureEffect have any use in OpenMW? Can we just ignore such nodes (and maybe make this behaviour configurable) to prevent shining without touching mesh files?
Well, theoretically it is meant to be used for environmental maps, and some people might want to use those.
by lysol
16 Nov 2017, 08:37
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 238
Views: 28212

Re: Lysol's normal mapped texture packs

Most normal map generators interprate highlights as "raised" objects and shadows as "low" objects, if you get what I'm trying to say. So while you might make a diffuse (the base color texture) texture with the light source coming from the side or something like that, you have to reshade the texure y...
by lysol
15 Nov 2017, 12:54
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 238
Views: 28212

Re: Lysol's normal mapped texture packs

Normal maps with height info (i.e. Parallax maps) need alpha. The rest do not. Can you create this hight info with a 2D progranm (= Photoshop/GIMP) or do you need a 3D program (=Blender) for it to to model the hight? Making both height/parallax maps and normal maps is always better done in a 3D pro...
by lysol
15 Nov 2017, 08:31
Forum: Mod Compatibility
Topic: Normal Mapping
Replies: 9
Views: 386

Re: Normal Mapping

Just from what I am guessing, say I wanted to convert The Neverhalls to OpenMW, I would have to name all _nm.dds to _n.dds, then use NifSkope to open each .nif file and delete each NiTextureEffect block? What about all the .tga files? Bingo, here's your answer. A big problem with the fake bump mapp...
by lysol
15 Nov 2017, 04:15
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 238
Views: 28212

Re: Lysol's normal mapped texture packs

Thanks!

Normal maps with height info (i.e. Parallax maps) need alpha. The rest do not. Of course file size is smaller without alpha, so I do not save with alpha unless I actually use it.
by lysol
13 Nov 2017, 07:37
Forum: Editor Development
Topic: Transparent Object Markers
Replies: 38
Views: 1415

Re: Transparent Object Markers

Looks great! And yes, it makes sense to adjust the minimum radius according to the size of the object you're rotating.