Search found 123 matches

by CMAugust
17 Feb 2019, 06:09
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 262
Views: 50229

Re: Lysol's normal mapped texture packs

I associate "displacement map" with the wikipedia definition, which is in contrast to bump mapping et al as it displaces actual geometry (and which I utilize in Blender), but I get you now. I still hope POM is one day supported in OpenMW since it gives great results.
by CMAugust
17 Feb 2019, 01:51
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 262
Views: 50229

Re: Lysol's normal mapped texture packs

The second example is probably displacement mapping, but that is just my guess. It looks a lot better than parallax mapping. It's parallax occlusion, which is a more advanced technique but still just a texture. The picture is from a video showing the effect at different numbers of depth "slices". h...
by CMAugust
03 Feb 2019, 04:10
Forum: Support
Topic: Reflection on the water surface from underneath
Replies: 4
Views: 296

Re: Reflection on the water surface from underneath

I spent some time in the pool recently and observing Snell's Window . It's a really cool effect when you know what to look for. Objects above the water that should be well out of your visual range are clearly visible, if squashed by the fisheye effect. It looks a bit strange in game at the moment as...
by CMAugust
03 Feb 2019, 03:01
Forum: General Development
Topic: Shadows
Replies: 299
Views: 46975

Re: Shadows

Some strange behavior at extreme sunset angles. Note the area roughly where the soldiers are as the camera moves around. https://streamable.com/fc7dw That doesn't look like it's supposed to happen. Can I get a save game right there along with your settings (not just shadow settings as stuff like vi...
by CMAugust
02 Feb 2019, 14:19
Forum: General Development
Topic: Shadows
Replies: 299
Views: 46975

Re: Shadows

First of all, a big thanks to AnyOldName3 for continuing to knock Shadows into shape. I tested a recent artifact while copying arkortunov's settings . What follows is a list of observations I didn't notice in AnyOldName3's list of issues. Good news: I've been unable to reproduce the performance drop...
by CMAugust
08 Nov 2018, 10:41
Forum: General Development
Topic: Shadows
Replies: 299
Views: 46975

Re: Shadows

Can anyone else confirm a severe drop in framerate when looking at the fumes of Dagoth Ur?
by CMAugust
08 Nov 2018, 10:34
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 257
Views: 37529

Re: OpenMW 0.45.0

Can Windows build please update its version of OpenAL to squash this bug?
by CMAugust
06 Oct 2018, 13:46
Forum: General Development
Topic: The new MWSE-Lua interface
Replies: 148
Views: 7189

Re: The new MWSE-Lua interface

As a user, I've always enjoyed Blender's plugin system - especially how there are already a lot of very useful ones packed-in. With the eventual dehardcoding and lua implementation, OpenMW would virtually have its equivalent, wouldn't it?
by CMAugust
04 Oct 2018, 02:29
Forum: General Development
Topic: The new MWSE-Lua interface
Replies: 148
Views: 7189

Re: The new MWSE-Lua interface

When it comes to vendor lock-in, it's important to remember this: I am pretty sure that at least 90% of MWSE mods, which will use custom binaries, will be Windows-only anyway, even if we will not sandbox Lua. Loading a custom executable or library on a random Linux distribution can be a hell because...
by CMAugust
03 Oct 2018, 03:26
Forum: General Development
Topic: The new MWSE-Lua interface
Replies: 148
Views: 7189

Re: The new MWSE-Lua interface

Insist on sandboxing, sure, fine.
According to the initial discussion in this thread, isn't sandboxing the reason NullCascade did not develop OpenMW-Lua alongside MWSE-Lua?