Search found 61 matches

by onionland
02 Jan 2015, 20:46
Forum: General
Topic: Openmw and Skywind
Replies: 73
Views: 23812

Re: Openmw and Skywind

I do belive that there are a couple of tools for conversion to the ogre format, disregarding younger elder scrolls formats for the moment, it might not be a dumb idea to implement some conversion solution into opencs. The fewer tools a modder has to use the better, after all.
by onionland
27 Dec 2014, 23:53
Forum: General Development
Topic: omwlauncher bugs
Replies: 90
Views: 17172

Re: omwlauncher bugs

Personally I am in support of Zini's two panel design, although I would rather that the default action for moving an add-on did not move its dependencies as well.
I absolutely despise menus that move things without any clear indication of doing so.
by onionland
12 Dec 2014, 22:54
Forum: General
Topic: Wiki page for Mods
Replies: 54
Views: 14978

Re: Wiki page for Mods

ezze wrote:Exactly, lovely. I agree with onionland that the background should be transparent, but it is really minor.
The rest of the icons he made are transparent, he just forgot to make this one transparent as well for some reason or another.
by onionland
11 Dec 2014, 20:37
Forum: General
Topic: Wiki page for Mods
Replies: 54
Views: 14978

Re: Wiki page for Mods

Tinker wrote:
You forgot to make the background on Green.png transparent. The edge smoothing also seems to be a bit off.
by onionland
10 Dec 2014, 23:58
Forum: General
Topic: Wiki page for Mods
Replies: 54
Views: 14978

Re: Morrowind Definitive Edition

Actually, I think simple shapes like these might be a good idea, as it may be easier to recognize.

(Is there any reason why we shouldn't trim the transparent pixels?)
by onionland
10 Dec 2014, 23:35
Forum: General
Topic: Wiki page for Mods
Replies: 54
Views: 14978

Re: Morrowind Definitive Edition

ezze wrote:The wiki page quite nice, but what about using different symbols?
E.g.: Star, Square,Triangle, Circle? It would workaround all kind of color blindness, even grave ones.
Do you think something like this would be better?
by onionland
20 Oct 2014, 13:27
Forum: Example-Suite
Topic: OpenMW Example Suite - Active Development Notice
Replies: 90
Views: 25388

Re: OpenMW Example Suite - Active Development Notice

Body models with animations need to be found or created. They've been among the most difficult resources to aquire, and hence their mention here. We can't use any models using Bethesda's model skeletons or Bethesda's animations, and because these have mostly always been used as a basis for creating...
by onionland
20 Oct 2014, 13:14
Forum: General
Topic: FreeMW
Replies: 6
Views: 2832

Re: FreeMW

Porting from Skyrim will likely be as hard, if not harder, to port animations from as any other software, I am not knowledgeable regarding the specifics of the animations, but very few files in skyrim carry any sort of resemblance to their morrowind counterpart. To convert animations made with tools...
by onionland
19 Oct 2014, 21:00
Forum: Feature Requests and Suggestions
Topic: Multiplayer Arena
Replies: 12
Views: 4510

Re: Multiplayer Arena

Imagine this in Morrowind, I imagine coop mode could be implemented via special save games, when you save in coop mode, you can't load that save in singleplayer, both the host and user have to load it. I would prefer dealing with saves as most coop rpgs do, having one main save file, on which all p...
by onionland
14 Oct 2014, 04:00
Forum: General
Topic: Playthrough observations
Replies: 48
Views: 12995

Re: Playthrough observations

If the solution would be a mod, then maybe some sort of"Official openMW mod" that fixes this (and any other similar bugs that is not directly related to the engine.) could be included with the engine? Since the mod will likely be developed independently from openmw it might not be wise to include i...