Search found 2558 matches
- 27 Mar 2021, 22:35
- Forum: Support
- Topic: Trees with Per-pixel lighting
- Replies: 8
- Views: 3010
Re: Trees with Per-pixel lighting
Are you using vtastek's shaders or our shaders?
- 27 Mar 2021, 14:09
- Forum: Other Forks and Ports
- Topic: [Solved]OpenMW Fatal error: Basic string CTD on OpenMicrowave
- Replies: 7
- Views: 7807
Re: [Solved]OpenMW Fatal error: Basic string CTD on OpenMicrowave
Unless the Android port is logging error messages when everything's working normally, messages about failing to get a graphics context will doom OpenMW and it won't start at all. What Psi was saying was that what you were doing was roughly analogous to asking how to get a stain out of your carpet wh...
- 27 Mar 2021, 14:04
- Forum: Support
- Topic: (Solved) Data Files tab in OpenMW launcher does not show all plugins at once
- Replies: 17
- Views: 8384
Re: Data Files tab in OpenMW launcher does not show all pluggins at once
The content dropdown should have an entry for Morrowind.esm, and then all your plugins should be available. If you select something else, then you only see things that depend on what you've selected. The MO2 export plugin should be adding the game's installation directory as a data directory, so you...
- 27 Mar 2021, 14:00
- Forum: Support
- Topic: Strange graphical jank
- Replies: 1
- Views: 1072
Re: Strange graphical jank
Something like that is almost certainly a driver bug. We know Intel's Windows drivers for their integrated graphics have had problems with the fixed-function pipeline in the past, so I'd suggest enabling force shaders in the Shaders section, which will make OpenMW draw everything with shaders even w...
- 23 Mar 2021, 23:08
- Forum: Content Development
- Topic: Is it possible to have higher detailed terrain?
- Replies: 5
- Views: 4930
Re: Is it possible to have higher detailed terrain?
We can probably just remove the cap pretty easily once people actually start running into it, for now, the intent is that our CS should be able to produce basically what the vanilla CS can.
- 22 Mar 2021, 23:29
- Forum: Support
- Topic: Launcher not Launching
- Replies: 2
- Views: 1202
Re: Launcher not Launching
The command for the launcher is but you've types
Code: Select all
openmw-launcher
Code: Select all
openmw launcher[/i] which is the command [i]openmw[/i] with the argument [i]launcher[/i], which doesn't mean anything.
- 22 Mar 2021, 00:53
- Forum: Content Development
- Topic: Is it possible to have higher detailed terrain?
- Replies: 5
- Views: 4930
Re: Is it possible to have higher detailed terrain?
If you're making a new game, just make everything bigger - if your character model is 150 units high, you make a table 80 units high, but if the character model is 1500 units high, 800 makes more sense for a table. A Morrowind cell is 8192 units, so if you pick a scale that gives you enough terrain ...
- 21 Mar 2021, 21:12
- Forum: Content Development
- Topic: Is it possible to have higher detailed terrain?
- Replies: 5
- Views: 4930
Re: Is it possible to have higher detailed terrain?
If you're just making a Morrowind mod, then no - the terrain detail is limited by the ESM format. If you're making a new game with OpenMW, then you could just use a different scale to Morrowind so each cell represents a smaller area, then you'd get more vertices for the same area.
- 21 Mar 2021, 12:47
- Forum: Support
- Topic: problem visible armor in first person
- Replies: 5
- Views: 2597
Re: problem visible armor in first person
Normally everything except the arms is hidden in first person, but potentially that mod isn't labelling which bits are the arms in the usual way.
- 18 Mar 2021, 19:30
- Forum: Off Topic
- Topic: Lysol's normal mapped texture packs
- Replies: 277
- Views: 176983
Re: Lysol's normal mapped texture packs
The Morrowind model was based on a real sword - to the point that parts of the texture were literally just a photo of the sword. That's going to make it harder to find the same quality of references for daedric weapons.