Search found 544 matches

by akortunov
22 Apr 2019, 08:59
Forum: General
Topic: Understanding per-group animation support
Replies: 9
Views: 587

Re: Understanding per-group animation support

Pop000100 wrote:
22 Apr 2019, 08:11
akortunov mind documenting what need to be done to convert a AnimKit animation to OpenMW?
I have no idea how to convert it. I am not a modeller.
by akortunov
21 Apr 2019, 08:20
Forum: General
Topic: Understanding per-group animation support
Replies: 9
Views: 587

Re: Understanding per-group animation support

Keep in mind that unpacked animations from AnimKit have a slightly different format from what the game itself uses, so unpacked animations from AnimKit are not always work out of box (especially walking animations).
by akortunov
21 Apr 2019, 08:17
Forum: Other Forks and Ports
Topic: Android part 2
Replies: 177
Views: 15222

Re: Android part 2

There was a regression with a constant-effects enchantments (which is present in some recent Androids builds too), but it was fixed a week ago.
by akortunov
15 Apr 2019, 14:50
Forum: Mod Compatibility
Topic: Morrowind Rebirth-Creature fatigue issue
Replies: 1
Views: 220

Re: Morrowind Rebirth-Creature fatigue issue

Currently health damage is tied to the knockout state, and the knockout state is tied to the "knockout" animation group (see the CharacterController::refreshHitRecoilAnims() function).
So if there is no "knockout" animation group, there is no knockout state for that actor.
by akortunov
14 Apr 2019, 15:33
Forum: General Development
Topic: Actors processing range
Replies: 2
Views: 304

Re: Actors processing range

Also it would be nice to have a feedback from Android users. With this approach mods with travellers, caravans or patrols can decrease FPS a lot on a low-end or mobile hardware.
by akortunov
14 Apr 2019, 14:35
Forum: General Development
Topic: Actors processing range
Replies: 2
Views: 304

Actors processing range

While decreased values can increase performance a lot, in its current implementation it can cause a broken backward compatibility with mods. In vanilla Morrowind, AI Processing Range slider seem to affect only combat AI and animations update. It still updates non-combat AI in the 7168 units range. I...
by akortunov
11 Apr 2019, 06:36
Forum: Support
Topic: Spiky, moving shadows on vertical surfaces.
Replies: 28
Views: 1348

Re: Spiky, moving shadows on vertical surfaces.

raevol wrote:
11 Apr 2019, 05:56
Interesting... ok so this is system dependent.
Or more likely a resource-dependent - I got a white texture on the Spellbreaker mesh from the Forgotten Shields: Artifacts mod, which I believe uses additional texture layers.
by akortunov
11 Apr 2019, 05:37
Forum: Support
Topic: Spiky, moving shadows on vertical surfaces.
Replies: 28
Views: 1348

Re: Spiky, moving shadows on vertical surfaces.

raevol wrote:
11 Apr 2019, 05:34
What does 5 look like for you?
As a 4, but with lower FPS.
by akortunov
11 Apr 2019, 05:32
Forum: Support
Topic: Spiky, moving shadows on vertical surfaces.
Replies: 28
Views: 1348

Re: Spiky, moving shadows on vertical surfaces.

I can confirm that 4-th shadowmap definely makes situaltion better, but it replaces a used texture slot, so I get some white textures. As for shadowmap resolution, 1024 is enough for actor shadows and 2048 is enough for shadows for everything for me (without Distant Terrain and "compute tight scene ...