Search found 19 matches

by Sagacity
17 Sep 2019, 14:27
Forum: General
Topic: PBR in OpenMW on reddit
Replies: 11
Views: 1193

Re: PBR in OpenMW on reddit

I'm really confused. I thought we already had a legacy lighting/material treatment system in place, as is used with the various "force $feature" settings. Aren't we already using two different lighting/shading models?
by Sagacity
11 Sep 2019, 04:15
Forum: Feature Requests and Suggestions
Topic: Water shaders, OpenMW vs MGEXE
Replies: 53
Views: 9729

Re: Water shaders, OpenMW vs MGEXE

I think you misunderstand. I knew that Morrowind used dynamically generated textures for it's water. I was not aware of what was or was not exposed to the shader currently in use for OpenMW and assumed it had the necessary information exposed to facilitate things like dynamic normal creation, and su...
by Sagacity
10 Sep 2019, 09:13
Forum: General
Topic: Ray Tracing in OpenMW
Replies: 4
Views: 1925

Re: Ray Tracing in OpenMW

AnyOldName3 wrote:
08 Sep 2019, 20:15
As explained in the other thread you said something like that in, that's not how it works.
I'm sorry, I explained why I misunderstood in the other thread.
by Sagacity
10 Sep 2019, 09:12
Forum: Feature Requests and Suggestions
Topic: Water shaders, OpenMW vs MGEXE
Replies: 53
Views: 9729

Re: Water shaders, OpenMW vs MGEXE

Lots of the water's goodness in the vanilla engine is due to the shaders being fed other data that OpenMW isn't feeding its shader. There are improvements to be made that can be done in the shader itself, but to replicate vanilla or most MGE XE shaders perfectly, you'd need a chunk of extra work on...
by Sagacity
10 Sep 2019, 09:09
Forum: General
Topic: The only way to replace Vanilla Engine (IMHO)
Replies: 37
Views: 5820

Re: The only way to replace Vanilla Engine (IMHO)

Most of Xenuria's points were based on a very flawed understanding of a very stupid problem Second Life has because its developers didn't want to pay licence fees for the 64-bit version of some middleware they were using, so implemented a bonkers system that let the 64-bit client use the 32-bit ver...
by Sagacity
08 Sep 2019, 11:11
Forum: Feature Requests and Suggestions
Topic: I don't know, is it a bug or feature request...
Replies: 6
Views: 1382

Re: I don't know, is it a bug or feature request...

f: Normal. Modulates surface normals to make lighting and environment reflection look better. Alpha channel is the height used for parallax, if enabled. Any reason not to just use the Normal Maps blue channel for the parallax height information? Normal maps can be assumed to have their height chann...
by Sagacity
08 Sep 2019, 10:50
Forum: Feature Requests and Suggestions
Topic: Water shaders, OpenMW vs MGEXE
Replies: 53
Views: 9729

Re: Water shaders, OpenMW vs MGEXE

If anyone is up to the task, the water vertex and fragment shaders are exposed in the base OpenMW file structure, you could theoretically port the other shaders to OpenMW. I don't know if it's 100% possible, but the shader format used by OpenMW should be equivalently capable, if not more, to MGE. Of...
by Sagacity
08 Sep 2019, 09:54
Forum: Feature Requests and Suggestions
Topic: Object mechanic for item wall mounting, bookshelf book plasing and other item placement on objects
Replies: 4
Views: 1055

Re: Object mechanic for item wall mounting, bookshelf book plasing and other item placement on objects

Could you maybe hack it together right now by having a non-moving actor shaped like a weapon rack and getting them to wield the weapon? That's how Skyrim's mannequins work, so it's not impossible that it's how the regular weapon racks work, too. I don't believe that's how it works, as there's still...
by Sagacity
08 Sep 2019, 07:59
Forum: General
Topic: The only way to replace Vanilla Engine (IMHO)
Replies: 37
Views: 5820

Re: The only way to replace Vanilla Engine (IMHO)

With regard to Xenuria's points on 64-bit and multi-core support, there's a lot to unpack with that. Generally, Xenuria's complaint is that, since a large enough portion of OpenMW's code is not multithreaded, it may as well not be multithreaded at all. He makes an identical argument for 64-bit suppo...
by Sagacity
08 Sep 2019, 05:48
Forum: General
Topic: Ray Tracing in OpenMW
Replies: 4
Views: 1925

Re: Ray Tracing in OpenMW

https://forum.openmw.org/viewtopic.php?f=3&t=5896&p=63128&hilit=Ray+tracing#p63128 And just so you know, Vanilla Morrowind's assets are definitely not capable of being Ray-tracing compatible. Also OpenMW would have to wait for OpenSceneGraph to implement Ray-tracing anyway. Technically, it should b...