Search found 8 matches

by Ignis
04 May 2018, 06:32
Forum: Feature Requests and Suggestions
Topic: I don't know, is it a bug or feature request...
Replies: 6
Views: 4511

Re: I don't know, is it a bug or feature request...

A detail map as far as Morrowind is concerned is just a texture with some dark bits and the dark bits make the object darker by multiplying the base colour by the texture value (exactly the same as the dark map). Even now things are not so sad: it definitely support not only value but and colour to...
by Ignis
03 May 2018, 18:41
Forum: Feature Requests and Suggestions
Topic: I don't know, is it a bug or feature request...
Replies: 6
Views: 4511

I don't know, is it a bug or feature request...

but I've just noticed, that normal maps doesn't work for detail maps. It's strange, because they should. At least they work for them in another engines. For example, in Unreal Engine https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/HowTo/DetailTexturing . It' would be nice to add detai...
by Ignis
11 Apr 2017, 08:11
Forum: Content Development
Topic: Some problems with save file on the new version of mod
Replies: 2
Views: 3010

Re: Some problems with save file on the new version of mod

Dunno for sure, but the bugs from EE may have caused these issues Sorry, but how can it explain the fact, that the bugs exist only in save files with old version of the mod? Yes, when I turn off plugin in launcher, save, then turn on it again the bugs eliminates too (but with all my stuff in contai...
by Ignis
10 Apr 2017, 22:14
Forum: Content Development
Topic: Some problems with save file on the new version of mod
Replies: 2
Views: 3010

Some problems with save file on the new version of mod

Hi! Some time ago I made a player home in Balmora for my current char. On this weekend I decided to add a cellar, made new cell for it and add a trap-door in the old cell. But when I launched Morrowind, I noticed, that one of scripted activators in the old cell disappeared. I've checked the activato...
by Ignis
26 Mar 2017, 09:44
Forum: Feature Requests and Suggestions
Topic: Map Options
Replies: 19
Views: 11141

Re: Map Options

Yes, as I remember, map menu is enabled by the script on the barrel with Fargoth's ring, but it would be nice to disable map for custom locations, for example. Or disable inventory menu in combat. So I repeat my request :)
by Ignis
26 Mar 2017, 06:44
Forum: Feature Requests and Suggestions
Topic: Map Options
Replies: 19
Views: 11141

Re: Map Options

DestinedToDie wrote:You could just open up the console and type:

DisableMapMenu
There is no such command:
Image

So, I request these functions too :D
DisableMagicMenu / GetMagicMenuDisabled
DisableInventoryMenu / GetInventoryMenuDisabled
DisableStatsMenu / GetStatsMenuDisabled
by Ignis
17 Feb 2017, 19:03
Forum: General
Topic: PBR - Physics Based Rendering
Replies: 28
Views: 17850

Re: PBR - Physics Based Rendering

It has many limitations. Any render model has own limitations. Also, I would like to remind you, that PBR isn't a render system. It's a set of ideas. And each render engine has own way to implement those ideas. And those possibilities, which were made in MGE XE-PBR already can be made with current ...
by Ignis
17 Feb 2017, 17:02
Forum: General
Topic: PBR - Physics Based Rendering
Replies: 28
Views: 17850

Re: PBR - Physics Based Rendering

PBR doesn't give so much new possibilities for 3D-artists. Also, old reflection/glossiness pipeline is much more easy to work with. I think, current OpenMW render is pretty nice, for example:
Image

P.S.The only feature I would like to see is subsurface scattering maps.