Search found 1314 matches

by Chris
13 Jan 2018, 15:51
Forum: Feature Requests and Suggestions
Topic: Per-slot armor rating
Replies: 7
Views: 378

Re: Per-slot armor rating

UPDATE: the Npc::onHit() has the hitPosition parameter. Can we determine which armor part to select, using this parameter? Probably not. That's the position where the hit box intersects the NPC's capsule collision shape, and there's no easy way to map that to the limb. You'd need to give a basic co...
by Chris
12 Jan 2018, 18:31
Forum: General discussion
Topic: Problem installing animations.
Replies: 7
Views: 370

Re: Problem installing animations.

I just followed the instructions for the mod: Merge the Meshes folder into the Data/Meshes folder. I did that, but animations stayed the same. I probably should have mentioned that I'm running Manjaro+Cinnamon, sorry. "Merging" directories and overwriting files like this on Linux is a problem, espe...
by Chris
11 Jan 2018, 05:55
Forum: Feature Requests and Suggestions
Topic: Distant lands and frozen cliffracers
Replies: 16
Views: 2216

Re: Distant lands and frozen cliffracers

'Magic' may be an overstatement, as all this does in a nutshell is no longer updating off-screen animations. How does this affect moving actors (since they move via animations), or 'dynamic' animations like head-tracking? It actually kind of bugs me when I see in some engines that an NPC coming int...
by Chris
10 Jan 2018, 01:47
Forum: Feature Requests and Suggestions
Topic: Rain reflections
Replies: 4
Views: 586

Re: Rain reflections

This seems to be something PBR excels at, by utilizing Snell's law and embedding Fresnel equations with appropriate variables. That allows modifying the reflectance of any surface at run-time, for example as a result of becoming wet, while maintaining realistic light behavior.
by Chris
09 Jan 2018, 12:37
Forum: Development
Topic: [patch] new fog shader
Replies: 107
Views: 29697

Re: [patch] new fog shader

I'd much rather see fog applied in a separate post-processing shader with the EffectCompositor. Although, the post-processing method won't work well for alpha-blended objects, so you'd probably want to apply the fauna optimization mod first. Given things like water, particle effects, screen overlay...
by Chris
08 Jan 2018, 00:32
Forum: Mod Compatibility
Topic: Morrowind Acoustic Overhaul and Atmospheric Sound Effects
Replies: 12
Views: 1884

Re: Morrowind Acoustic Overhaul and Atmospheric Sound Effects

Thanks for the reply, Chris. Is there a possibility that increasing the exterior cell load distance will corrupt my savegame? I don't think it'll corrupt the savegame, per-se, but it can possibly have undesirable effects on the game as a result of AI being processed in farther away cells than is ex...
by Chris
07 Jan 2018, 01:30
Forum: Content Development Section
Topic: Texture upscaling mod question
Replies: 18
Views: 1650

Re: Texture upscaling mod question

In theory, a perfect brick-wall lowpass filter (jinc in 2D, sinc in 1D) results in a "perfect" resample that loses no information from the input. In practice this leads to ringing artifacts as a result of the sample points (pixels) hitting the peaks and troughs of the band-limited analog signal (aka...
by Chris
05 Jan 2018, 01:26
Forum: Mod Compatibility
Topic: Morrowind Acoustic Overhaul and Atmospheric Sound Effects
Replies: 12
Views: 1884

Re: Morrowind Acoustic Overhaul and Atmospheric Sound Effects

I've gotten numerous sound mods working flawlessly with my setup (Better Sounds and Expanded Sounds [separately]), but MAO crashes OpenMW 0.43.0 for me. I use "exterior cell load distance = 2", and if I reduce it to 1, the crashes disappear, but this isn't a worthwhile tradeoff for me. Increasing t...
by Chris
01 Jan 2018, 12:21
Forum: Development
Topic: Compliation errors on mips, mipsel and mips64el
Replies: 6
Views: 523

Re: Compliation errors on mips, mipsel and mips64el

Makes some sense that 'mips' would be defined on those platforms. Simplest solution would be to rename the variable (something like 'mipmaps' if I got that bit of code right).
by Chris
25 Dec 2017, 23:05
Forum: Development
Topic: Water shader tweaking
Replies: 6
Views: 2150

Re: Water shader tweaking

Video cards really like using power-of-two texture sizes. Ideally the reflections' texture size would be the same size as the main render target (using some divisor of that for quality control), but that may not be the most optimal. Supposedly, yes. I'm not sure how true that still is nowadays. I h...