While using Galleo's adaptation of MacKom heads for Robarts bodies, character body in the inventory screen is invisible. Is this problem with the mod? How can it be fixed?
https://ibb.co/XLWKKYB
Search found 11 matches
- 15 Sep 2019, 14:52
- Forum: Mod Compatibility
- Topic: Invisible body in inventory - Galleo body replacer
- Replies: 0
- Views: 1025
- 04 Sep 2019, 13:15
- Forum: Documentation
- Topic: Beta Comments
- Replies: 1
- Views: 2238
Beta Comments
I can't find where is setting for beta comments.
In vanilla Morrowind ini there is a setting to make output text file for example: Beta Comment File=Comments.txt so all your beta comments made in game with BC command get printed in the file.
Can someone direct me?
In vanilla Morrowind ini there is a setting to make output text file for example: Beta Comment File=Comments.txt so all your beta comments made in game with BC command get printed in the file.
Can someone direct me?
- 26 Aug 2019, 14:09
- Forum: General Development
- Topic: Nvidia OpenGL Graphics Samples
- Replies: 0
- Views: 1725
Nvidia OpenGL Graphics Samples
Have you come across this thing, I thought it may prove useful? Here are the links: https://developer.nvidia.com/gameworksdownload#?tx=$gameworks,graphics_library https://gameworksdocs.nvidia.com/GraphicsSamples/gfx_samples_gl.htm They've got examples for some things: Bindless Graphics Sample, Blend...
- 15 Feb 2019, 18:21
- Forum: General Development
- Topic: Animated doors
- Replies: 7
- Views: 2493
Re: Animated doors
I was thinking in the Cell to Cell animated door type like Skyrim. https://youtu.be/kyRXLZFsx5o?t=996 I doubt that we need it - we have an interiors preloading, so transitions are almost instant, and an artifitial delay during cell transition will be boring. An animated containers feature is a bit ...
- 14 Feb 2019, 21:08
- Forum: General Development
- Topic: Animated doors
- Replies: 7
- Views: 2493
Animated doors
A really great feature would be animated doors. It' s a nice thing and if I am correct, it might be implemented in the same way as animated containers/herbalism.
- 07 Feb 2019, 23:32
- Forum: Organisation and Planning
- Topic: It's really important to have graphical parity with MGE.
- Replies: 28
- Views: 15263
Re: It's really important to have graphical parity with MGE.
This might help when implementing certain things: https://developer.nvidia.com/gpugems/GP ... ref01.html
- 05 Feb 2019, 09:28
- Forum: General Development
- Topic: Animated grass: MGE research
- Replies: 10
- Views: 9608
Re: Animated grass: MGE research
Maybe this may help you: https://gamedev.stackexchange.com/quest ... n-realtime
- 28 Jan 2019, 17:02
- Forum: News
- Topic: OpenMW version 0.45 is in RC phase
- Replies: 21
- Views: 17305
- 28 Jan 2019, 16:59
- Forum: News
- Topic: OpenMW version 0.45 is in RC phase
- Replies: 21
- Views: 17305
- 26 Dec 2018, 22:33
- Forum: Off Topic
- Topic: Grass support
- Replies: 3
- Views: 1475
Re: Grass support
I would like to see such a feature in future OpenMW versions.