Search found 59 matches

by Lamoot
25 Nov 2017, 16:54
Forum: Development
Topic: GUI improvements
Replies: 19
Views: 2465

Re: GUI improvements

Intriguing! The spell list can indeed get very, very long and such a feature is welcome. Perhaps only, this filtering method is rather command-line-like, and filtering by other methods, by spell effect or similar, would be more game-convenient-like?
by Lamoot
25 Nov 2017, 16:45
Forum: Organisation and Planning
Topic: OpenMW 0.43.0
Replies: 257
Views: 29471

Re: OpenMW 0.43.0

You're right, of course. I tend to being a bit negative in the videos in general -- maybe some kind of overcompensation in regards to many other videos you can watch on YouTube. I didn't get a negative feeling from any of your videos, they're all light-hearted and easy to watch. It's just that part...
by Lamoot
24 Nov 2017, 13:11
Forum: Organisation and Planning
Topic: OpenMW 0.43.0
Replies: 257
Views: 29471

Re: OpenMW 0.43.0

@Atahualpa: Great work on the videos! Two comments I have: One is on the OpenMW-CS video. At one point you mention how the editor is unpopular for contributors (or along those lines), which sounds negative. It'd sound better with something like "the editor doesn't attract as many developers". The se...
by Lamoot
19 Nov 2017, 14:58
Forum: Editor Development
Topic: Transparent Object Markers
Replies: 39
Views: 1782

Re: Transparent Object Markers

At least the variant you are showing there for rotation would be unnecessary hard to grab. But I am not opposed to the idea in general. It was a quick idea where the solution used for translation and scale could be used for rotation, though I'm not convinced by it either. When I first went through ...
by Lamoot
13 Nov 2017, 21:39
Forum: Editor Development
Topic: Transparent Object Markers
Replies: 39
Views: 1782

Re: Transparent Object Markers

Technically, that's just a fixed length. For larger objects it would still intersect the object, though I don't think it is as much of a problem. It indeed isn't a problem if the arrows intersect larger objects. It looks like something needs to be done for rotation markers with smaller objects. I'm...
by Lamoot
12 Nov 2017, 19:48
Forum: Feature Requests and Suggestions
Topic: 360 degree screenshots?
Replies: 20
Views: 1612

Re: 360 degree screenshots?

Looking nice even though I can't think of much use beyond being a nice gimmick. Not saying there isn't any use, just that someone else will have a better vision of what to do with this :) I do know however, that for an authentic Morrowind experience in 360° you'll need to add a check whether a cliff...
by Lamoot
12 Nov 2017, 19:30
Forum: Editor Development
Topic: Transparent Object Markers
Replies: 39
Views: 1782

Re: Transparent Object Markers

Looks like a definite improvement, especially after moving the ends to no go into the object. Thinner arrows would further help getting the widget out of the way. The length and pronounced pointy end keep the arrows visible. Something like this perhaps?
editor_marker.png
editor_marker.png (3.53 KiB) Viewed 396 times
by Lamoot
14 Oct 2017, 22:34
Forum: Development
Topic: osgb/osgt animation format support
Replies: 35
Views: 3210

Re: osgb/osgt animation format support

How does Blender handle things like this when exporting? From the perspective of someone making a new animated model with timestamped text tags "the proper way" in Blender, then exporting to osgt/b, OpenGEX, or glTF 2.0, what happens? In Blender, all animation data for objects is stored in actions....
by Lamoot
03 Sep 2017, 12:41
Forum: General discussion
Topic: OpenGEX as .Nif alternative for OpenMW
Replies: 40
Views: 5895

Re: OpenGEX as .Nif alternative for OpenMW

Another issue is providing a separate collision mesh. We could use a separate file for that or use tags in the visual file to denote a mesh as a collision mesh. Aside from collision meshes it would be nice to support shapes (e.g. MultiSphereShape) because they're much faster to process than triangl...
by Lamoot
28 Aug 2017, 19:16
Forum: Editor Development
Topic: Feature Discussion: Reload Data Files
Replies: 19
Views: 1635

Re: Feature Discussion: Reload Data Files

Having removed one data path and halving the reload time, it's become a lot more usable. It's not everyday you get a 100% speedup! It's a funny thing with the data paths though. As mentioned, I did a clean install of OpenMW and Morrowind: C:\Program Files (x86)\GalaxyClient\Games\Morrowind is what O...