Search found 575 matches

by akortunov
02 May 2019, 14:32
Forum: General
Topic: Diagnosing Morrowind light pop-in
Replies: 14
Views: 1121

Re: Diagnosing Morrowind light pop-in

I suppose it is because we apply lighting for whole objects (IIRC, Morrowind behaves in the similar way).
by akortunov
22 Apr 2019, 08:59
Forum: General
Topic: Understanding per-group animation support
Replies: 9
Views: 1418

Re: Understanding per-group animation support

Pop000100 wrote:
22 Apr 2019, 08:11
akortunov mind documenting what need to be done to convert a AnimKit animation to OpenMW?
I have no idea how to convert it. I am not a modeller.
by akortunov
21 Apr 2019, 08:20
Forum: General
Topic: Understanding per-group animation support
Replies: 9
Views: 1418

Re: Understanding per-group animation support

Keep in mind that unpacked animations from AnimKit have a slightly different format from what the game itself uses, so unpacked animations from AnimKit are not always work out of box (especially walking animations).
by akortunov
21 Apr 2019, 08:17
Forum: Other Forks and Ports
Topic: Android part 2
Replies: 352
Views: 32833

Re: Android part 2

There was a regression with a constant-effects enchantments (which is present in some recent Androids builds too), but it was fixed a week ago.
by akortunov
15 Apr 2019, 14:50
Forum: Mod Compatibility
Topic: Morrowind Rebirth-Creature fatigue issue
Replies: 1
Views: 834

Re: Morrowind Rebirth-Creature fatigue issue

Currently health damage is tied to the knockout state, and the knockout state is tied to the "knockout" animation group (see the CharacterController::refreshHitRecoilAnims() function).
So if there is no "knockout" animation group, there is no knockout state for that actor.
by akortunov
14 Apr 2019, 15:33
Forum: General Development
Topic: Actors processing range
Replies: 2
Views: 940

Re: Actors processing range

Also it would be nice to have a feedback from Android users. With this approach mods with travellers, caravans or patrols can decrease FPS a lot on a low-end or mobile hardware.
by akortunov
14 Apr 2019, 14:35
Forum: General Development
Topic: Actors processing range
Replies: 2
Views: 940

Actors processing range

While decreased values can increase performance a lot, in its current implementation it can cause a broken backward compatibility with mods. In vanilla Morrowind, AI Processing Range slider seem to affect only combat AI and animations update. It still updates non-combat AI in the 7168 units range. I...
by akortunov
11 Apr 2019, 06:36
Forum: Support
Topic: Spiky, moving shadows on vertical surfaces.
Replies: 28
Views: 2738

Re: Spiky, moving shadows on vertical surfaces.

raevol wrote:
11 Apr 2019, 05:56
Interesting... ok so this is system dependent.
Or more likely a resource-dependent - I got a white texture on the Spellbreaker mesh from the Forgotten Shields: Artifacts mod, which I believe uses additional texture layers.
by akortunov
11 Apr 2019, 05:37
Forum: Support
Topic: Spiky, moving shadows on vertical surfaces.
Replies: 28
Views: 2738

Re: Spiky, moving shadows on vertical surfaces.

raevol wrote:
11 Apr 2019, 05:34
What does 5 look like for you?
As a 4, but with lower FPS.