Search found 113 matches
- 12 Apr 2014, 05:58
- Forum: General
- Topic: Guards and Torches
- Replies: 4
- Views: 3852
Re: Guards and Torches
So guards holding torches depends on the cell's ambient color's R+G+B being less than 201, and the cell is illegal to sleep in? Does that apply to general NPCs too? Perhaps torches don't exactly depend on the time of day for exteriors then, but rather that the time of day affects the ambient color ...
- 31 Mar 2014, 05:45
- Forum: General
- Topic: Important, original bugs
- Replies: 23
- Views: 17122
Re: Important, original bugs
Lets see how many exploits arise from complex bugs deep in OpenMW
- 12 Jan 2014, 00:27
- Forum: Feature Requests and Suggestions
- Topic: Terrain Tunneling/Arching
- Replies: 63
- Views: 38790
Re: Terrain Tunneling/Arching
That is just technical issue of handling and interpolating old/low resolution heightmap data and merging with mods with higher resolution data.
- 11 Jan 2014, 01:06
- Forum: Feature Requests and Suggestions
- Topic: Terrain Tunneling/Arching
- Replies: 63
- Views: 38790
Re: Terrain Tunneling/Arching
IMO If you want fancy terrain shapes you need to model them correctly. Unless you have a fixed static world (no mods) and features like mega texturing. There is nothing wrong with placing models of cliffs etc ontop of the heightmap terrain, 99% of games do this and for a reason. You can make a MUCH ...
- 04 Jan 2014, 09:15
- Forum: General
- Topic: Dynamic Weather System
- Replies: 11
- Views: 9988
Re: Dynamic Weather System
What Chris say would be cool, where weather effects on some days roll in from a particular direction, rather than just generally fade in. However then you would probably need a procedural cloud system to be rolling instead of static textures. Real cloud shadows would be cool. http://ih3.redbubble.ne...
- 13 Dec 2013, 01:19
- Forum: General
- Topic: Specularity maps, Motion blur and Physics
- Replies: 26
- Views: 16626
Re: Specularity maps, Motion blur and Physics
A pluggable post processing system like MGE does would be a good answer, then people can create and use whatever post processing shaders their heart desires, and OpenMW can include only the most basic (ie bloom and maybe a slight SSAO). Peronally I quite like motion blur if it's subtle, these kind o...
- 05 Dec 2013, 01:26
- Forum: General
- Topic: Specular Highlights?
- Replies: 200
- Views: 82322
Re: Specular Highlights?
In the future we should definitely switch to a proper separate full colour image file for the spec map? ie, texture_s.dds (when the checking resource thing is improved) Rational; -Alpha channel is extremely hard to work with in any application, especially if you are abusing it to do something else. ...
- 19 Nov 2013, 04:46
- Forum: General Development
- Topic: Saved Games
- Replies: 62
- Views: 27468
Re: Saved Games
Not only that but some people make a new save file every time they save or complete a quest, in case they screwed something up or decide not to be a vampire or something.sirherrbatka wrote:Life? What is it and why i need one?One question, who has hundreds of saved game files and a life?
- 13 Nov 2013, 06:07
- Forum: Editor Development
- Topic: 3D scene: Navigation modes
- Replies: 30
- Views: 26120
Re: 3D scene: Navigation modes
@Okulo: So you want to rotate around a central point. Basically the camera moving within the surface of a sphere, with the mouse wheel decreasing or increasing the size of the sphere. That makes sense, mostly (I implemented something similar on another project onces). However using the coordinate s...
- 11 Nov 2013, 10:39
- Forum: Editor Development
- Topic: 3D scene: Lighting modes
- Replies: 10
- Views: 11588
Re: 3D scene: Lighting modes
@Rhys: Why would you exclude light objects? They are always present (unless disabled by a script), so I do not see the point of having a lighting mode that excludes them. I haven't played Morrowind for years but is it that lights don't run in the daytime? I guess as you say there is no reason to ha...