Search found 10 matches
- 10 Jul 2016, 01:08
- Forum: TES3MP
- Topic: OpenMW Multiplayer guy ??
- Replies: 21
- Views: 16551
Re: OpenMW Multiplayer guy ??
The Elder Scrolls games have always come off as something perfect for a co-operative experience and I was always puzzled why Bethesda haven't bothered implementing it in any of their games (TES Online doesn't really count, talk about a shitty implementation). Does removing the ability to pause drast...
- 15 Jul 2015, 11:39
- Forum: Feature Requests and Suggestions
- Topic: Noticed a few of the MCP options have been implemented,
- Replies: 4
- Views: 4493
Re: Noticed a few of the MCP options have been implemented,
Don't have an opinion an arrow enchanting (other than "more options are always nice") but I agree that merchants should wear nice armor if they are sold it. I always thought it was a funny thing to see, in a good way.
Re: low fps
The problem is your reading comprehension. Did you even read the front page before you decided to post? The latest news article is specifically about the massive performance improvements that are going to be found in the next version thanks to a switch of 3D engines. Literally every question you ask...
- 08 Dec 2014, 09:55
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 98551
Re: Asset Update to Ogre3D Discussion Thread
Kinda butting in here to note that normal mapping is kinda depreciated nowadays, efforts should probably go towards displacement mapping and other more advanced technology instead. One particularly good reason to shift away from normal maps is because they look pretty awful and very unconvincing in ...
- 24 Jul 2014, 13:03
- Forum: General
- Topic: This + Morrowind Rebirth and Morrowind Overhaul
- Replies: 7
- Views: 9362
Re: This + Morrowind Rebirth and Morrowind Overhaul
Technically OpenMW already has a basic version of distant land and vastly improved shadows, as well as support for more advanced textures (parallax, normal mapping etc). It has the potential to look far superior to anything MGE could ever do already.
- 23 Jul 2014, 13:48
- Forum: General
- Topic: OpenMW on GCW-Zero?
- Replies: 8
- Views: 5944
Re: OpenMW on GCW-Zero?
The interface would have to be overhauled for a 320x240 screen too.
- 20 Jul 2014, 17:32
- Forum: Feature Requests and Suggestions
- Topic: Adjustable text size
- Replies: 10
- Views: 11068
Re: Adjustable text size
The current UI is made for fixed-size. I think once OpenMW hits 1.0 a more moddable UI might be a good idea, allowing for a TV/Controller/VR friendly interface.
- 07 Jul 2014, 03:25
- Forum: Editor Development
- Topic: Scene Toolbar Icon Request
- Replies: 237
- Views: 192726
Re: Scene Toolbar Icon Request
Just fucking around
- 06 Jul 2014, 21:25
- Forum: Organisation and Planning
- Topic: OpenMW Nightly builds
- Replies: 552
- Views: 985707
Re: OpenMW Nightly builds
Is it just me or is the website down?
- 28 Jun 2014, 13:31
- Forum: Feature Requests and Suggestions
- Topic: Terrain Tunneling/Arching
- Replies: 63
- Views: 38416
Re: Terrain Tunneling/Arching
Normally height maps can be expressed as a .bmp file, with a 0 - 255 Grayscale value that presents the height (the (z) axis) Thus a darker color is a low altitude and a light color is a high altitude or that is how I understand it. One way to add overhangs, tunnels, ect. is to split the Grayscale i...