Search found 251 matches

by CMAugust
24 Jan 2021, 08:46
Forum: General
Topic: Diagnosing Morrowind light pop-in
Replies: 20
Views: 4806

Re: Diagnosing Morrowind light pop-in

There are two ways in which light "pops" in OpenMW. The one in your videos is due to the 8-light limit, which is a limitation in vanilla Morrowind as well, but there is something else vanilla is doing (possibly baked light on scene load) that, for example, makes it handle the lighting in Ald'ruhn Ma...
by CMAugust
04 Jan 2021, 02:27
Forum: Editor Development
Topic: Dialogue editing (Topic, Journal, Topic Info, Journal Info)
Replies: 6
Views: 581

Re: Dialogue editing (Topic, Journal, Topic Info, Journal Info)

I pointed the Tamriel Rebuilt Discord to this topic and this is the feedback I've received so far (from team member arvisrend): first, i'd love to have some flexible filtering: i want to filter, but it should show some indications of things being filtered out ideally, there should be a bit of space ...
by CMAugust
14 Dec 2020, 23:08
Forum: General Development
Topic: Distant Land: where to next?
Replies: 22
Views: 3114

Re: Distant Land: where to next?

It should also be possible to run osg:simplify on a chunk and cache that. But akortunov (who is the only one that has tried osg:simplify) favors it as an offline solution and not real-time. Any other thoughts on that?
by CMAugust
12 Dec 2020, 02:22
Forum: General
Topic: Grass generation
Replies: 2
Views: 459

Re: Grass generation

Right now the focus has been on supporting existing grass mods that were created for MGE XE, but what should happen beyond that is still being discussed. For grass that "just works" with landscape height editing, the most likely outcome in the medium-term is generation based on ground texture and la...
by CMAugust
11 Dec 2020, 23:23
Forum: General Development
Topic: Distant Land: where to next?
Replies: 22
Views: 3114

Re: Distant Land: where to next?

If you can remember what those points were, this is the place to put them; both memory and a quick search failed me just now. Plus it's convenient to have it alongside the other dev insights in this thread.
by CMAugust
10 Dec 2020, 21:42
Forum: General Development
Topic: Distant Land: where to next?
Replies: 22
Views: 3114

Re: Distant Land: where to next?

Regarding chunk size, I was under the impression object paging chunks were held in a quad tree, with four-cell chunks being used beyond a certain distance, and sixteen-cell chunks beyond that. That's how the chunks work for the terrain system. That's exactly what I thought too; it doesn't make sens...
by CMAugust
10 Dec 2020, 14:20
Forum: General Development
Topic: Distant Land: where to next?
Replies: 22
Views: 3114

Re: Distant Land: where to next?

The provided example .zip does indeed atlas some tree and rock sets, though it didn't make much of a difference, as you can see.
by CMAugust
10 Dec 2020, 13:17
Forum: General Development
Topic: Distant Land: where to next?
Replies: 22
Views: 3114

Distant Land: where to next?

This year object Paging has been successfully implemented and is a major visual milestone for OpenMW. This thread is to lay out some of the discussion on how it could evolve in the future. First, to make myself clear: Object Paging is amazing. This topic however is entirely focused on how it can be ...
by CMAugust
02 Oct 2020, 23:31
Forum: Feature Requests and Suggestions
Topic: Spline Tools
Replies: 3
Views: 948

Re: Spline Tools

The key to building massive open worlds in a timely fashion is to develop tools that can get you 90% of the way there; the artist/designer handles the last 10%. I think OpenMW will enable this sort of workflow more and more in the future.
by CMAugust
02 Oct 2020, 22:42
Forum: Feature Requests and Suggestions
Topic: Spline Tools
Replies: 3
Views: 948

Re: Spline Tools

I freaking love splines. This sort of thing I've wanted a long time for roads too. I believe this requires handling in engine and not just editor, but it would be so worth it.