Search found 334 matches

by Ravenwing
01 Mar 2019, 19:16
Forum: Editor Development
Topic: Terrain Editing
Replies: 131
Views: 40115

Re: Terrain Editing

The most common way for engines to support caves and overhangs in general is to use models. Morrowind does this. I know, but the depth into the hillside is limited by the continuous slope down. Obviously you can still overcome this with a larger model, but would be nice to not deal with the limitat...
by Ravenwing
01 Mar 2019, 18:39
Forum: Editor Development
Topic: Terrain Editing
Replies: 131
Views: 40115

Re: Terrain Editing

I can't speak to the actual implementation of these PRs, but both features sound great! The edge fixer also gave me an interesting idea. I was thinking why wouldn't we just force land to be continuous always, even if it results in sharp edges. But then I started thinking about cliffs and caves and s...
by Ravenwing
28 Feb 2019, 06:54
Forum: Off Topic
Topic: Modding-OpenMW.com -- CFG Generator update
Replies: 3
Views: 1135

Re: Modding-OpenMW.com -- CFG Generator update

This looks great! Thank you! Pretty much the best thing short of an actual mod manager.
by Ravenwing
22 Feb 2019, 06:32
Forum: News
Topic: Followers of shadows, the day has come!
Replies: 72
Views: 27504

Re: Followers of shadows, the day has come!

Yes, and I believe we're trying to figure out why our official documentation hasn't been updating automatically as well. For everyone's reference, please note that all settings will always be presented in the settings-default.cfg in your OpenMW install directory. Just PLEASE DO NOT CHANGE THEM THERE...
by Ravenwing
21 Feb 2019, 22:17
Forum: News
Topic: Followers of shadows, the day has come!
Replies: 72
Views: 27504

Re: Followers of shadows, the day has come!

Shadows will be part of 0.46 now that they have been merged. You can see the complete change log for 0.45 here . In terms of destroying your install, unless something has happened that I don't know about, saves and modlists should generally be forward compatible, but not necessarily backward compati...
by Ravenwing
13 Feb 2019, 21:59
Forum: Content Development
Topic: Texturing Concepts
Replies: 5
Views: 1812

Re: Texturing Concepts

Thank you all for the clarifications! They are extremely helpful. I was going to respond to each thing but takes too long, so I'll try and limit what I'm asking for clarification on. 3. I don't know this one. It might be something like a one Morrowind unit range or it might not. If anyone knows or c...
by Ravenwing
10 Feb 2019, 07:02
Forum: Content Development
Topic: Texturing Concepts
Replies: 5
Views: 1812

Texturing Concepts

Hey all, based on some conversations I've been having on Discord, wanted to make sure I understood some of the basic concepts to make sure we're all on the same page. Thought it would be easier here so there's a record that other people (and me when I forget) can look up. Why? I've been trying to te...
by Ravenwing
10 Feb 2019, 05:35
Forum: Feature Requests and Suggestions
Topic: Procedural grass
Replies: 11
Views: 3078

Re: Procedural grass

This is what I mean should be possible to implement now that terrain textures are blended additively. Hooray! Seems like this would be useful in other situations as well. Realized that Akortunov's window lighting is in a separate branch and not a PR so I won't be able to test it with an artifact. C...
by Ravenwing
08 Feb 2019, 17:01
Forum: Feature Requests and Suggestions
Topic: Procedural grass
Replies: 11
Views: 3078

Re: Procedural grass

The current way that terrain rendering works (additive blending over a black base) should make this possible to implement for terrain. Interesting, never knew that's how it worked. What I meant to ask was is there a way of fading out one texture and fading in another in it's place (maybe that's wha...
by Ravenwing
07 Feb 2019, 05:07
Forum: Feature Requests and Suggestions
Topic: Procedural grass
Replies: 11
Views: 3078

Re: Procedural grass

Oh that’s absolutely how I expect it would be done. Extra geometry sounds like too much work, especially when puddles could work so easily in textures. Perhaps this would be a switch like light up windows, but instead of time of day, use weather. For that matter we could implement snow in much the s...