Search found 332 matches

by akortunov
12 Aug 2018, 12:47
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 74
Views: 14026

Re: Older bump mapped mods (and how to make them work in OpenMW)

I just want people to convert mods the good way instead of keeping it as it is because "it kind of works". But whatever. I guess you're right. A common player will not convert every mod by himself, especially if he uses a modpack (MGSO, for example). He will be forced to disable mods or return to o...
by akortunov
11 Aug 2018, 05:47
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 74
Views: 14026

Re: Older bump mapped mods (and how to make them work in OpenMW)

I found a guide for DirectX, but I have no idea how to implement something similar with OSG.
by akortunov
10 Aug 2018, 19:08
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 74
Views: 14026

Re: Older bump mapped mods (and how to make them work in OpenMW)

lysol wrote:
10 Aug 2018, 19:01
Do they look like bad normal maps (like they do when used with MCP) or like "real" normal maps?
Sorry, I can not compare with MCP.
As for me, it looks like a "bad normal maps": https://imgur.com/a/elzmvOB
by akortunov
10 Aug 2018, 18:23
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 74
Views: 14026

Re: Older bump mapped mods (and how to make them work in OpenMW)

Using "Bump Map Luma Scale" indeed fixed On the Rocks! shininess. Money from Shiny Septims is still shiny - it uses "Bump Map Luma Scale" = 1. EDIT: probably my current approach is not correct. I suppose "Scale" means "take pixels from texture and multiply their color by Scale value". "Offset" in th...
by akortunov
10 Aug 2018, 15:25
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 74
Views: 14026

Re: Older bump mapped mods (and how to make them work in OpenMW)

I wonder how vanilla game handles texture effects. If I've not mistaken without MCP it handles spherical environment maps exactly as OpenMW does now. MCP applies local lighting to these reflections. In this case bump-mapped mods (such as On the Rocks!) should work in Morrowind in the same way as in...
by akortunov
10 Aug 2018, 14:45
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 74
Views: 14026

Re: Older bump mapped mods (and how to make them work in OpenMW)

I'm not sure it should come under the [Shaders] category. After all, they still work even in fixed-function mode. Location of setting is not very important right now. Main questions here are: 1. Should we do something to load such mods? 2. Can we do something to load such mods? I am not a modeller,...
by akortunov
10 Aug 2018, 13:27
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 74
Views: 14026

Re: Older bump mapped mods (and how to make them work in OpenMW)

Can we add a setting to ignore texture effects? In this case we will not need to port bump-mapped mods.
Here is the proof of concept.
by akortunov
08 Aug 2018, 09:54
Forum: Development
Topic: Pull requests cleanup
Replies: 14
Views: 1148

Re: Pull requests cleanup

Most of the PRs that have piled up are flagged as Discussion, WIP or request for comments. That indicates that the author thinks these PRs aren't ready. Therefore nothing to clean up IMO. Just a start: https://github.com/OpenMW/openmw/pull/844 - Not sure if it still needed. https://github.com/OpenM...
by akortunov
08 Aug 2018, 06:49
Forum: Development
Topic: Pull requests cleanup
Replies: 14
Views: 1148

Re: Pull requests cleanup

IMO, it is time for another cleanup.
by akortunov
07 Aug 2018, 05:08
Forum: Feature Requests and Suggestions
Topic: Allow NPCs to cast Recall and Divine/Almsivi Intervention
Replies: 2
Views: 195

Re: Allow NPCs to cast Recall and Divine/Almsivi Intervention

It crashes, because you can not just move arbitrary NPC to another cell during game mechanics update (for example, via Divine Intervention or teleporting door).
You can do that only via scripts for now.