Search found 43 matches
- 15 Sep 2016, 21:45
- Forum: General
- Topic: Guy on youtube starts a let's play with OpenMW...
- Replies: 43
- Views: 22013
Re: Guy on youtube starts a let's play with OpenMW...
Anyways, back to the topic... I used to watch his videos. Pomopus is an adequate description. His knowledge of the lore is admireable, his dismissal of lore evolution and a strong "purist" stance - not so much. Also, his videos on why certain games suck and what would be the perfect TES VI...
- 08 Apr 2016, 12:29
- Forum: Organisation and Planning
- Topic: OpenMW 0.39.0
- Replies: 144
- Views: 79559
Re: OpenMW 0.39.0
Those are custom/mod trees. Taking a peek inside the nifs should show what`s different from vanilla trees (ie shader settings or custom maps).
- 06 Apr 2016, 21:44
- Forum: General
- Topic: Vivec retexture to show off/test shaders
- Replies: 104
- Views: 48775
Re: Vivec retexture to show off/test shaders
I`d definitely recommend you give curves adjustment layer (in PS) a try, as it handles both values and colors.lysol wrote: After this, I usually darken them quite a lot and also up the contrast a bit. If there are details that has to reflect more, I compensate for that manually.
- 06 Apr 2016, 15:26
- Forum: General
- Topic: Vivec retexture to show off/test shaders
- Replies: 104
- Views: 48775
Re: Vivec retexture to show off/test shaders
IIRC, texture artist usually take the diffuse map and fiddle with contrast/curves/levels to get a spec map out of it. Also noticed they tint it blueish, probably for a good reason. Thought I`d mention, just in case you haven`t tried that. ;) As for PBR - yeah, it is a great step forward in modernisi...
- 16 Oct 2014, 11:50
- Forum: Feature Requests and Suggestions
- Topic: Smoother cell transitions
- Replies: 33
- Views: 20506
Re: Smoother cell transitions
NiStencilProperty is very important tho (and highly underused, TBH) as it tells the engine to render meshes on both sides, w/o backface culling, allowing us to cut mesh polygon count in half. I use it always for my hairs mod. If it could be implemented ASAP, that would be great. And I am interested ...
- 30 Aug 2014, 12:35
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 101142
Re: Asset Update to Ogre3D Discussion Thread
Preach it brother!bahamut wrote:Guys/gals really just ditch old UV cordinates, textures need to fit the geometry not the other way
- 21 Aug 2014, 06:51
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 101142
Re: Updating original assets to Ogre3D
All I`m saying is - we can do things quickly. Or good. I`m just saying this from my professional POV (I`ve been doing textures for games for years now).Tarius wrote:snip
Anyways, all of this is still a long time comming, so there`s no reason to bother with it just now.
- 20 Aug 2014, 06:36
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 101142
Re: Updating original assets to Ogre3D
Fourth, there are many many very good texture replacers out there. No, not all of them much the original style but many are quite good. This may be a long shot idea, but if someone could find and persuade connary to release his texture compendium to us, that would basically finish most of the textu...
- 19 Aug 2014, 12:22
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 101142
Re: Updating original assets to Ogre3D
I have no experience with FUSE, just MakeHuman, but if FUSE is better, I'm okay with that. Making all the stuff from scratch ourselves is a nice idea, but I don't think we have enough dedicated and skilled manpower and free time for that. That's why I think we should get help from any middleware we...
- 19 Aug 2014, 11:58
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 101142
Re: Updating original assets to Ogre3D
I would personally prefer if we could build or make as much as we can ourselves, w/o relying on other features and programs (except those that are really needed, ofc). Just to keep everything as "original" as possible, not worrying about copyright and crediting and such. If it can be avoid...