Search found 10 matches

by Mojo
29 Apr 2021, 18:39
Forum: Example-Suite
Topic: OpenMW Template art
Replies: 74
Views: 61638

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 ...
by Mojo
28 Apr 2021, 14:01
Forum: Example-Suite
Topic: OpenMW Template art
Replies: 74
Views: 61638

Re: OpenMW Template art

I'd love to try it, but on startup [openmw 0.46 + template.omwgame] I got the following error:

Code: Select all

Error loading meshes/basicplayer.dae: no readwriter for 'dae' found
Anything I could do to fix it?
by Mojo
19 Nov 2017, 18:33
Forum: Editor Development
Topic: Transparent Object Markers
Replies: 39
Views: 45886

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...
by Mojo
19 Nov 2017, 16:39
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 277
Views: 174265

Re: Lysol's normal mapped texture packs

Thank you, your explanation is good to understand. ;)
by Mojo
15 Nov 2017, 22:21
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 277
Views: 174265

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'...
by Mojo
15 Nov 2017, 12:34
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 277
Views: 174265

Re: Lysol's normal mapped texture packs

lysol wrote: 15 Nov 2017, 04:15 Normal maps with height info (i.e. Parallax maps) need alpha. The rest do not.
Can you create this hight info with a 2D progranm (= Photoshop/GIMP) or do you need a 3D program (=Blender) for it to to model the hight?
by Mojo
15 Nov 2017, 12:27
Forum: Editor Development
Topic: Transparent Object Markers
Replies: 39
Views: 45886

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...
by Mojo
14 Nov 2017, 23:05
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 277
Views: 174265

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 Mojo
14 Nov 2017, 22:15
Forum: Editor Development
Topic: Transparent Object Markers
Replies: 39
Views: 45886

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...
by Mojo
08 Nov 2017, 20:14
Forum: Editor Development
Topic: Transparent Object Markers
Replies: 39
Views: 45886

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...