Search found 10 matches
- 29 Apr 2021, 18:39
- Forum: Example-Suite
- Topic: OpenMW Template art
- Replies: 74
- Views: 65989
Re: OpenMW Template art
I suspect version 0.46 won't cut it. See if you can get it to work with a bleeding-edge build from here: https://gitlab.com/OpenMW/openmw/-/pipe ... ref=master Instructions for how to download the latest compiled build: viewtopic.php?f=20&t=1808&start=490#p68521 You'll need to use a recent ...
- 28 Apr 2021, 14:01
- Forum: Example-Suite
- Topic: OpenMW Template art
- Replies: 74
- Views: 65989
Re: OpenMW Template art
I'd love to try it, but on startup [openmw 0.46 + template.omwgame] I got the following error:
Anything I could do to fix it?
Code: Select all
Error loading meshes/basicplayer.dae: no readwriter for 'dae' found
- 19 Nov 2017, 18:33
- Forum: Editor Development
- Topic: Transparent Object Markers
- Replies: 39
- Views: 47941
Re: Transparent Object Markers
A single marker certainly has its advantages. It's reduces the clutter. With transparency it also allows for drawing over everything else, which increases the usability of the marker. A single transparent marker definitely increases usability compared to the current implementation. This should be t...
- 19 Nov 2017, 16:39
- Forum: Off Topic
- Topic: Lysol's normal mapped texture packs
- Replies: 277
- Views: 179103
Re: Lysol's normal mapped texture packs
Thank you, your explanation is good to understand.
- 15 Nov 2017, 22:21
- Forum: Off Topic
- Topic: Lysol's normal mapped texture packs
- Replies: 277
- Views: 179103
Re: Lysol's normal mapped texture packs
Making both height/parallax maps and normal maps is always better done in a 3D program if you have the skill to do it correctly. However, I make my normal maps and parallax maps in 2D programs because of lack of time and not being good enough with any 3D sculpting application. I edit the texture I'...
- 15 Nov 2017, 12:34
- Forum: Off Topic
- Topic: Lysol's normal mapped texture packs
- Replies: 277
- Views: 179103
- 15 Nov 2017, 12:27
- Forum: Editor Development
- Topic: Transparent Object Markers
- Replies: 39
- Views: 47941
Re: Transparent Object Markers
I did try that at one point and remember not thinking much of it. Unfortunately I can't remember all of the reasons why, since that was quite a while ago. Perhaps I should test it again with the transparent markers. Anyway, in blender specifically, you only have one marker that is always at the piv...
- 14 Nov 2017, 23:05
- Forum: Off Topic
- Topic: Lysol's normal mapped texture packs
- Replies: 277
- Views: 179103
Re: Lysol's normal mapped texture packs
Hey your normal mapped textures look great in game!
By the way do the normal maps need an alpha channel or wouldn't it be better for compression to create them without alpha?
By the way do the normal maps need an alpha channel or wouldn't it be better for compression to create them without alpha?
- 14 Nov 2017, 22:15
- Forum: Editor Development
- Topic: Transparent Object Markers
- Replies: 39
- Views: 47941
Re: Transparent Object Markers
It looks like Blender is always drawing the arrows at the same size over the object and not scaling them when the user is zooming in and out. Would that be a solution for OpenMW-CS too? I think adding keybindings for move, scale and rotate as I mentioned earlier would be very important for usability...
- 08 Nov 2017, 20:14
- Forum: Editor Development
- Topic: Transparent Object Markers
- Replies: 39
- Views: 47941
Re: Transparent Object Markers
Transparent arrows are definitely an improvment, but I'd prefer to have key bindings like in Blender for moving, rotation and scaling and also for fixing them into one axis. That would be super useful. Would it be possible to make the arrow size dependent on the object size e.g. big arrows for big o...