Search found 1022 matches

by lysol
22 Feb 2019, 17:07
Forum: Support
Topic: [Solved] Should water shader look like this?
Replies: 7
Views: 132

Re: [Solved] Should water shader look like this?

I hope you don't mind I edited the title to show that this was solved. :)
by lysol
20 Feb 2019, 17:33
Forum: News
Topic: Followers of shadows, the day has come!
Replies: 28
Views: 1116

Followers of shadows, the day has come!

Two weeks ago, we wrote about OpenMW's offical multiplayer fork, TES3MP. Missed that? Read it here . This week, however, we want to talk more about the main project: the OpenMW engine. A lot of things have happened since the last news post on that topic. So, what's the news? Let's begin with a recen...
by lysol
18 Feb 2019, 04:51
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 264
Views: 50580

Re: Lysol's normal mapped texture packs

I think we might be getting somewhere. https://imgur.com/l9sv2YW EDIT: Yes indeed, this might be something: https://imgur.com/a/GOjmp3w I think at least I'm happy with it how it looks now. But do share your opinions if you have any. Oh and, I'm not sure I'd even sink the mortar that much - looking a...
by lysol
17 Feb 2019, 05:24
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 264
Views: 50580

Re: Lysol's normal mapped texture packs

The second example is probably displacement mapping, but that is just my guess. It looks a lot better than parallax mapping. It's parallax occlusion, which is a more advanced technique but still just a texture. The picture is from a video showing the effect at different numbers of depth "slices". h...
by lysol
16 Feb 2019, 21:37
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 264
Views: 50580

Re: Lysol's normal mapped texture packs

Yes, I know how I could do the height map more realistically. The problem is that parallax mapping tend to look pretty bad when you have too sharp and steep corners. The first example you link to is a good example of that: You might end up with edges that look strange in certain angles. The second e...
by lysol
16 Feb 2019, 12:20
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 264
Views: 50580

Re: Lysol's normal mapped texture packs

So everyone that has said anything here and on discord has voted for no parallax. I also asked my wife (who knows nothing about this subject), and she agreed. I probably agree too. I might try another variant of the parallax maps, trying to get the rough details to still show at the same time. If I ...
by lysol
16 Feb 2019, 09:25
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 264
Views: 50580

Re: Lysol's normal mapped texture packs

Right. Thanks, I'll think about what could be done.
by lysol
16 Feb 2019, 08:40
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 264
Views: 50580

Re: Lysol's normal mapped texture packs

Thanks! I updated the post btw, so you'll find another screenshot there.
Parallax maps are probably better used on other things
This though, stone walls are like the "ultimate place" to use parallax maps. Only maybe not just this stone wall. :)
by lysol
16 Feb 2019, 08:20
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 264
Views: 50580

Re: Lysol's normal mapped texture packs

So, a question to you all. Parallax maps or no parallax maps for the imperial forts? https://imgur.com/a/O6AkPSf I feel the realistic thing would really be "no parallax", since the texture does look like the stones are very square shaped and thus wouldn't really leave that much round edges left to d...
by lysol
15 Feb 2019, 22:47
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 270
Views: 38997

Re: OpenMW 0.45.0

Yep, I tested too. They work fine.