Search found 25 matches
- 06 Jul 2018, 11:04
- Forum: Organisation and Planning
- Topic: Post 1.0 Plans
- Replies: 91
- Views: 112305
Re: Post 1.0 Plans
The document mentioned vaguely dehardcoding of animations, so my questions is whether or not there is a proper idea behind it? I think that implementing some sort of editable animation tree that could be customised for every npc/creature so that we could easily add in-betweens, more idles, etc. is a...
- 19 Dec 2017, 22:04
- Forum: Off Topic
- Topic: FCC Repeals Net Neutrality.
- Replies: 33
- Views: 17786
- 19 Dec 2017, 21:58
- Forum: Off Topic
- Topic: FCC Repeals Net Neutrality.
- Replies: 33
- Views: 17786
Re: FCC Repeals Net Neutrality.
You can't. The current ISPs have monopolies in place over the areas that they control, and if you try to set one up, you get sued into the ground. How come? How can a private company get preferential treatment in terms of just being allowed to function? I know law is not perfect and there are plent...
- 19 Dec 2017, 21:48
- Forum: Off Topic
- Topic: FCC Repeals Net Neutrality.
- Replies: 33
- Views: 17786
Re: FCC Repeals Net Neutrality.
Well, thanks for bringing those cases to my attention. Yeah, if they were abusing that power before, then clearly they will do the same now. The question then is, why won't more investors create ISP companies to compete with them. IF current ISP's have such a bad reputation, it shouldn't be hard to ...
- 19 Dec 2017, 17:17
- Forum: Off Topic
- Topic: FCC Repeals Net Neutrality.
- Replies: 33
- Views: 17786
Re: FCC Repeals Net Neutrality.
Considering this huge controversy, I have to ask those of You who are Americans - were internet providers abusing their power before 2015? Net Neutrality was not a thing before that and yet I don't recall anyone complaining back then so I wonder whether it's my ignorance and things were bad back the...
- 06 Dec 2017, 03:33
- Forum: General
- Topic: CPU and Single Core Implications
- Replies: 93
- Views: 61635
Re: CPU and Single Core Implications
If you have more room on the CPU, you add more different assets, if you have more room on the GPU, then you add more vertices, shaders, larger textures etc. But as the game ages, advances in new GPUs tend to be much faster than in new CPUs, so it's only normal that older games will be limited by CP...
- 05 Oct 2017, 12:10
- Forum: Off Topic
- Topic: Exporting Morrowind's player animations to Blender
- Replies: 6
- Views: 6130
Re: Exporting Morrowind's player animations to Blender
One hour? In Maya/Max it takes about 15 sec. I think that only in Max everything works correctly (at least when I was messing with these stuff, because they used Max 4 for animations). Maya? I don't recall Maya being able to import anything directly from Morrowind without a crap ton of workarounds.
- 04 Oct 2017, 23:18
- Forum: Off Topic
- Topic: Lysol's normal mapped texture packs
- Replies: 277
- Views: 176713
Re: Lysol's normal mapped texture packs
Looks nice although that line with bigger bricks stands out horribly. I know it was like this in vanilla too but perhaps you could consider redesigning this texture a bit to make it have a bit more sense?
- 04 Oct 2017, 23:12
- Forum: Off Topic
- Topic: Exporting Morrowind's player animations to Blender
- Replies: 6
- Views: 6130
Re: Exporting Morrowind's player animations to Blender
You just import it, like every other file. Note that it probably only works on blender 2.49b (the newer versions of the plugins don't support everything as far as I am aware) You need to import the combined .NIF file (not .KF, not the small .NIF with just geo) and note that it will take a while and ...
- 06 Sep 2017, 11:19
- Forum: Off Topic
- Topic: Lysol's normal mapped texture packs
- Replies: 277
- Views: 176713
Re: Lysol's normal mapped texture packs
They look great Lysol, I'm still amazed how you manage to keep vanilla style and feel so closely while improving the quality so much.