Search found 1251 matches

by Chris
20 Sep 2017, 15:01
Forum: Development
Topic: Improving distant terrain distance
Replies: 8
Views: 520

Re: Improving distant terrain distance

I'm fairly certain that MGE XE generates fog very differently than Vanilla when Distant Land is used. It has several different fog modes (pixel/vertex, range/depth, exponential/linear I believe) Those fog modes just dictate how fog is rendered. Exponential/linear is the only thing there that would ...
by Chris
20 Sep 2017, 08:22
Forum: Development
Topic: Generic nif engine importer for openmw
Replies: 19
Views: 577

Re: Generic nif engine importer for openmw

It's a conceptual difference that can't be converted (well, you can convert the standard way to NIF's way, but not always the other way around). Most skinning systems will assign a bind matrix to each bone. NIFs assign a set of 'bone, bind matrix' pairs to each skinned mesh. This just complicates t...
by Chris
19 Sep 2017, 17:09
Forum: Development
Topic: Generic nif engine importer for openmw
Replies: 19
Views: 577

Re: Generic nif engine importer for openmw

At a bare minimum we should decide on a sub-set of plugins that we officially support and should be included in our release builds (remember, plugins are enabled at build time). Yes, this is what I'd expect. We declare what formats we officially support and provide the plugins for them in our offic...
by Chris
19 Sep 2017, 14:15
Forum: Off Topic
Topic: Should I learn OpenMW-CS or Bethesda CS?
Replies: 7
Views: 284

Re: Should I learn OpenMW-CS or Bethesda CS?

Also consider that OpenMW-CS does quite a bit more verification on the mod to make sure it's correct. Especially for scripts, TES3-CS is notorious for allowing all sorts of syntax errors that may or may not work anyway, while OpenMW-CS will be able to tell you where issues are so you can fix them. I...
by Chris
19 Sep 2017, 14:04
Forum: Development
Topic: Generic nif engine importer for openmw
Replies: 19
Views: 577

Re: Generic nif engine importer for openmw

I am still convinced that a game engine is generally better off with only supporting a single file format for things like meshes (ideally one that is closest to the internal data structures and requires at little effort as possible for reading. Providing resources in the right format (converting if...
by Chris
18 Sep 2017, 16:42
Forum: Development
Topic: Improving distant terrain distance
Replies: 8
Views: 520

Re: Improving distant terrain distance

I've managed to get the far plane separate from the fog distance, and move the far plane farther out when distant terrain is enabled. However, the results are not good. With as heavy as the fog is, and with how it affects the sky, you can't even make out the outline of things exposed by the extended...
by Chris
18 Sep 2017, 04:38
Forum: Development
Topic: Improving distant terrain distance
Replies: 8
Views: 520

Re: Improving distant terrain distance

An 'auto' mode sounds good to me. This mode would use the formula we recommend here , except if distant terrain is enabled it'll be based on the size of the world. Or have 3 different modes to choose from (manual, cell grid size, world size). With distant terrain off, I was thinking of leaving the ...
by Chris
17 Sep 2017, 15:22
Forum: Development
Topic: Improving distant terrain distance
Replies: 8
Views: 520

Re: Improving distant terrain distance

Makes sense to me (assuming it's opt-in, so the default game without distant terrain behaves as-is, and there's still a way to manually set the far clip plane in case I only want to see a few more cells and not everything) The default game without distant terrain would continue to behave as-is. The...
by Chris
17 Sep 2017, 13:30
Forum: Off Topic
Topic: Real time vs Game time
Replies: 3
Views: 181

Re: Real time vs Game time

There's also the case to consider of menus and dialog, where game time is paused. Hopefully at some point, an option for real-time menus can be done, so assuming menus are paused won't necessarily always be reliable.
by Chris
17 Sep 2017, 13:26
Forum: Development
Topic: Improving distant terrain distance
Replies: 8
Views: 520

Improving distant terrain distance

This topic is to discuss/plan relatively simple ways distant terrain can be improved, both from a user perspective, and a design perspective. If some consensus can be reached, I could attempt to do something (or if not, we'll have something down for someone else). Note also that this is relatively s...