Search found 93 matches

by Berandas
30 Apr 2016, 19:30
Forum: General
Topic: Vivec retexture to show off/test shaders
Replies: 104
Views: 19053

Re: Vivec retexture to show off/test shaders

Looks amazing, keep it up! ;)
by Berandas
14 Apr 2016, 20:22
Forum: Example-Suite
Topic: Example Suite Everything guide v. 0.14
Replies: 26
Views: 13184

Re: Example Suite easy modeling starting kit (Windows) v. 0.

So, two days ago, I created a little something, I exported it fine, but I wanted to ask about shaders and materials. Should I use the BI materials or Cycles node-based ones? Is there any speciffic setting that should be kept? What maps are supported? I have albedo/ao/gloss/normal/specular maps done ...
by Berandas
06 Mar 2016, 20:14
Forum: General
Topic: Thanks for the great work !
Replies: 13
Views: 3164

Re: Thanks for the great work !

I still actually hope that MOAR project will be brought back to life when OpenMW 1.0 comes out and the number of players and modders increases.

In the meantime I released all my MOAR assets here:
http://www.nexusmods.com/morrowind/mods/44057
by Berandas
02 Feb 2016, 08:44
Forum: Organisation and Planning
Topic: Beta, revisited
Replies: 6
Views: 3241

Re: Beta, revisited

I completely agree that "entering beta" would be a very good PR move.
I've seen many people on the internet referring to OpenMW as that it's "only 0.38" and they often don't understand or expect that the engine is nearly completed and the game is actually fully playable.
by Berandas
30 Jan 2016, 13:18
Forum: Example-Suite
Topic: Example Suite Everything guide v. 0.14
Replies: 26
Views: 13184

Re: Example Suite easy modeling starting kit (Windows) v. 0.

I should do some experiments with this osg exporter, thanks for the guidelines. I have some questions about creature animation and the new engine though. Is OpenMW engine going to allow us to use more Idle/Attack animations in creature files? The original engine wasn't using sounds (in creature text...
by Berandas
30 Oct 2015, 19:30
Forum: Off Topic
Topic: Multiversum: Find your path to the stars
Replies: 7
Views: 2383

Re: Multiversum: Find your path to the stars

Thanks a lot for your support, guys, it really means a lot. ;-)
charlieg wrote:Any plans to port it to Linux?
As SquireNed already mentioned, since the game is using Unity, we plan to build it for OSX and Linux as well. But at the moment we're focusing on Windows build and no testing on Linux build was done yet.
by Berandas
26 Oct 2015, 17:30
Forum: Off Topic
Topic: Multiversum: Find your path to the stars
Replies: 7
Views: 2383

Multiversum: Find your path to the stars

Hello, fellow developers and players! I would like to present you the fruits of my hard work. Last few months...well, at least a year...me and my team were working on a computer game called Multiversum: Find your path to the stars , tonight we presented it to the public on social sites and Steam Gre...
by Berandas
14 Aug 2015, 13:38
Forum: General
Topic: Impressive performance with OSG engine
Replies: 8
Views: 3372

Re: Impressive performance with OSG engine

The only error I can see in vanilla is that there is a reflection of the chargen containers in the water, probably because of MGE, but all chargen containers are properly disabled. In OpenMW they're not.
by Berandas
14 Aug 2015, 09:11
Forum: General
Topic: Impressive performance with OSG engine
Replies: 8
Views: 3372

Re: Impressive performance with OSG engine

So, I gave it a try again, using the recent nightly. The game runs smooth, but it's hard to judge the FPS performance with all the shaders turned off. I got my usual low FPS while walking through the streets of Balmora. My heavily modded setup appears to be less flawed ccompared to the past, althoug...
by Berandas
08 Feb 2015, 22:59
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 416
Views: 245836

Re: OpenMW Nightly builds

Thanks for fixing the builds! ;)