Search found 5 matches

by joshcamas
29 Jul 2018, 19:40
Forum: General Development
Topic: Poisons mechanics in OpenMW
Replies: 28
Views: 16898

Re: Poisons mechanics in OpenMW

The idea is that these new systems aren't implemented by default - instead, new mods can make use of them. That's really the strength of OpenMW anyways
by joshcamas
29 May 2018, 20:56
Forum: General
Topic: [Tool] Open Mod Manager
Replies: 8
Views: 5862

Re: [Tool] Open Mod Manager

Tonight I'll try "porting" the interface from fluid to imgui (A python port for Dear ImGui). Cause imo, the worst part about this tool is the interface, which is quite clunky.
by joshcamas
29 May 2018, 20:49
Forum: General
Topic: OpenMW leveled list fixer - v1.0 released!
Replies: 13
Views: 7893

Re: OpenMW leveled list fixer - v1.0 released!

I'm thinking about redesigning my mod manager using pyimgui, which is a lot cleaner and wayyy more reactive than my current UI system (Which is essentially a fancy tkinter library). That paired up with turning it into an exe could help imo.
by joshcamas
12 Apr 2018, 18:41
Forum: General
Topic: [Tool] Open Mod Manager
Replies: 8
Views: 5862

[Tool] Open Mod Manager

Hello friends! I just started using OpenMW, and after learning that they allow for multiple data folders, I decided to make a little tool that utilizes this feature. Basically each "Mod" is it's own data folder, which allows for quick sorting and so on. Note that I wrote this program in a ...
by joshcamas
21 Jul 2017, 05:57
Forum: General Development
Topic: How is armor / clothing rendering set up?
Replies: 0
Views: 1637

How is armor / clothing rendering set up?

I know in skyrim, the developers decided to push for more actors on screen at a time, and thus had to remove the number of polygons on a character... they did this by only allowing a few armor layers. In morrowind, and thus OpenMW, how are these "layers" rendered? is the hidden skin not re...