Search found 277 matches

by wareya
21 Jan 2019, 17:43
Forum: Support
Topic: Buggy grounds
Replies: 4
Views: 286

Re: Buggy grounds

Okay, I had a better look and it looks like some kind of graphics driver issue, not a lighting issue. I was very tired the last time I looked, sorry!
by wareya
19 Jan 2019, 22:39
Forum: Support
Topic: Buggy grounds
Replies: 4
Views: 286

Re: Buggy grounds

This is related to how OpenMW's current renderer decides what lights to illuminate objects with, and how it sends lighting info to them. It's not very good ATM, and needs tweaking.
by wareya
10 Jan 2019, 14:08
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 8577

Re: Hey let's switch away from bullet to anything else (discussion)

I'm pretty sure that's a problem with how bullet implements cylinders. I added cylinders to my personal 3d collision toy and it didn't have a real negative impact on performance. Either way cylinders are potentially problematic for vanilla level design too since they let you slip through some gaps t...
by wareya
10 Jan 2019, 11:08
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 8577

Re: Hey let's switch away from bullet to anything else (discussion)

If you're in the air and falling, other actors that you're above act like platforms that push you off of them. If you're in them and on the floor, they act like cylinders that are just barely touching you, i.e. any collision towards them gives a distance of 0 and a collision normal facing away from ...
by wareya
10 Jan 2019, 08:23
Forum: General
Topic: OpenGEX as .Nif alternative for OpenMW
Replies: 67
Views: 14416

Re: OpenGEX as .Nif alternative for OpenMW

glTF 2.0 also enforces 1.0 as the meter unit, so if we support it, we should decide whether we want to scale models using it by 64x-ish or not.

https://github.com/KhronosGroup/glTF/tr ... -and-units
by wareya
10 Jan 2019, 08:18
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 8577

Re: Hey let's switch away from bullet to anything else (discussion)

Capsules cause serious issues with vanilla level design because they have steep sloped parts on them. I was initially considering cylinders or octagonal prisms but we decided that AABBs, like Morrowind itself uses, are the best. It's probably best to not consider non-AABB shapes until post-1.0.
by wareya
09 Jan 2019, 13:52
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 8577

Re: Hey let's switch away from bullet to anything else (discussion)

That was me. It's probably a good idea to go with AABBs first, because they're probably simpler to implement mesh collision tracing for than capsules and because we want to switch to them anyways. The only real reason why we haven't switched away from capsules yet is because single-precision bullet ...
by wareya
09 Jan 2019, 13:43
Forum: General
Topic: OpenGEX as .Nif alternative for OpenMW
Replies: 67
Views: 14416

Re: OpenGEX as .Nif alternative for OpenMW

The glTF exporter in blender 3 is for glTF 2.0, which is a completely different format from the original glTF. It's also a lot better. Based on hearsay glTF2.0 is basically the first 3d interchange format that's actually good.
by wareya
08 Jan 2019, 04:23
Forum: Feature Requests and Suggestions
Topic: Distant Statics Placeholder
Replies: 15
Views: 1757

Re: Distant Statics Placeholder

Speaking of the "small feature culling" option, why does it behave so strangely when you set it to a high value? Does it try to traverse down into individual parts of objects? It also doesn't seem to try to cull particles, though that makes sense I guess. Cull pixel size of 200 at 1080p: https://img...
by wareya
26 Dec 2018, 22:26
Forum: Off Topic
Topic: Grass support
Replies: 3
Views: 203

Re: Grass support

Related: Most games using the Source Engine handles terrain grass using its "detail sprite" feature, where displacements (basically in-level-editor meshes based on subdivided quads, with support for vertex-weighted texture blending) can procedurally spawn models or pillarboard sprites of ground deta...