Search found 1175 matches

by AnyOldName3
17 Feb 2019, 16:03
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 261
Views: 50116

Re: Lysol's normal mapped texture packs

I'm not sure I'd even sink the mortar that much - looking at the no-parallax pictures, it looks like the stones are rough on the faces but have straight, sharp edges. If the mortar was nearly flush (i.e. as if someone had put the stones together than scraped off the excess with a finger or trowel so...
by AnyOldName3
14 Feb 2019, 00:38
Forum: Content Development
Topic: Texturing Concepts
Replies: 5
Views: 308

Re: Texturing Concepts

Any idea what workflow we'd prefer? I tend to think in metalness because I'm a materials engineer, but would like to get into the other headspace well in advance of any actual support so I can start working on things ahead of time. Metalness is good for things which work with metalness, but not eve...
by AnyOldName3
13 Feb 2019, 15:31
Forum: General
Topic: An Open Letter to the OpenMW devs
Replies: 11
Views: 646

Re: An Open Letter to the OpenMW devs

I will have a massive reservoir of knowledge from them to help me learn. Just be careful that you don't learn outdated practices from experienced programmers - there are some things you used to have to do in C++ that you should never do any more, and someone trained a long time ago who hasn't been ...
by AnyOldName3
11 Feb 2019, 00:51
Forum: Content Development
Topic: Texturing Concepts
Replies: 5
Views: 308

Re: Texturing Concepts

Parallax mapping runs much faster than tesselation on a lot of hardware. It's also easier to apply to badly-made meshes, which Bethesda are great at producing. In an ideal system, tessellation is used to take a 'template' mesh and produce a new mesh which has an appropriate level of detail for the ...
by AnyOldName3
10 Feb 2019, 00:45
Forum: General
Topic: Benchmarks / Hardware Specs
Replies: 83
Views: 40108

Re: Benchmarks / Hardware Specs

I don't think Bullet is used for animation at all. It might end up used for physics objects (e.g. rollable cabbages) when we start supporting later games, though.
by AnyOldName3
09 Feb 2019, 23:38
Forum: Organisation and Planning
Topic: Oblivion Support in OpenMW: Organisation and Planning
Replies: 12
Views: 1050

Re: Oblivion Support in OpenMW: Organisation and Planning

If it supports ShadowPlay (recentish Nvidia) or ReLive (recentish AMD) then one of those. If not, OBS.
by AnyOldName3
09 Feb 2019, 16:28
Forum: Organisation and Planning
Topic: Oblivion Support in OpenMW: Organisation and Planning
Replies: 12
Views: 1050

Re: Oblivion Support in OpenMW: Organisation and Planning

Can someone please contact cc9ii and tell him to stop using Bandicam and switch to OBS, ShadowPlay or ReLive? It's bugging me and comments were disabled on the video when I watched it, so I can't tell him on YouTube.
by AnyOldName3
09 Feb 2019, 00:39
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 255
Views: 37162

Re: OpenMW 0.45.0

There's no way to add a page that displays the licence as a hack (e.g. as if it were an optional component to choose to install)?
by AnyOldName3
08 Feb 2019, 21:00
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 255
Views: 37162

Re: OpenMW 0.45.0

And we're not allowed to 'go with the flow' of all the other pieces of GPL software which display it and make you agree with it to proceed?
by AnyOldName3
08 Feb 2019, 17:58
Forum: Feature Requests and Suggestions
Topic: Procedural grass
Replies: 11
Views: 960

Re: Procedural grass

Speedtree has been used to make some pretty good forests outside of Oblivion, just Oblivion didn't make use of its full potential (as that requires more human intervention and processing time).