Search found 140 matches
- 11 Oct 2016, 18:14
- Forum: General
- Topic: some textures aren't rendered correctly
- Replies: 29
- Views: 16392
Re: some textures aren't rendered correctly
Hi there! I have that problem, that I had heavely modded my Morrowind before discovering OpenMW. It includes some of those false bump mapped ones. I don't wan't to install game from the scratch again. Is there anyway to make those look somehow acceptable at least (OpenMW v. 0.40)? I hate this glass...
- 08 Oct 2016, 14:21
- Forum: General
- Topic: Testing vanilla textures
- Replies: 14
- Views: 7086
Re: Testing vanilla textures
Although, there are some stunning mesh-replacers out there... Sure, there are some. And there are others which simply subdivide and smooth the vanilla meshes, complete with the uv errors and everything. Quality varies greatly when it comes to mesh replacers. I myself create all my meshes from scrat...
- 08 Oct 2016, 09:02
- Forum: General
- Topic: Testing vanilla textures
- Replies: 14
- Views: 7086
Re: Testing vanilla textures
I highly doubt we will ever see official High-Res textures for Morrowind, even if they still exist somewhere. And even if we got them somehow, there would still be poorly detailed meshes with bad uv mapping all over the place, and if Morrowind mods taught me one thing it is that high-res textures ca...
- 05 Oct 2016, 18:37
- Forum: General
- Topic: Testing vanilla textures
- Replies: 14
- Views: 7086
Re: Testing vanilla textures
Not a fan of the noise, to be honest.
- 05 Oct 2016, 08:37
- Forum: General
- Topic: making game with openmw question
- Replies: 11
- Views: 10139
Re: making game with openmw question
Another good thing about the example suite: Bethesda doesn't really want their games on platforms they were not designed for (e.g., Android), but if there is an example suite, then people can use openmw to design games for android since there is no reason to need any bethesda assets on Android! Unl...
- 28 Sep 2016, 23:07
- Forum: Organisation and Planning
- Topic: Mod compatibility drive
- Replies: 6
- Views: 5965
Re: Mod compatibility drive
Mainly because Bullet doesn't normally differentiate between sides of a surface. I don't remember what the code was like, or is like now, but I don't recall any special handling for detecting collisions given which side of the surface is hit, so it would have to be explicitly coded in. Also, while ...
- 28 Sep 2016, 08:44
- Forum: Organisation and Planning
- Topic: Mod compatibility drive
- Replies: 6
- Views: 5965
Re: Mod compatibility drive
The thing is, in my opinion, collision working only in one way is not a bug. Just like the rendering engine only displays one side of a polygon unless there is a NiStencilProperty present, it works with the normals of the mesh to use only one side for collision. And unless it is done intentionally, ...
- 23 Sep 2016, 10:53
- Forum: General
- Topic: Questions regading some bugs in Vanilla
- Replies: 3
- Views: 2424
Re: Questions regading some bugs in Vanilla
Yes, quest and script errors like these cannot be addressed by OpenMW. They have to be fixed by mods, as with the vanilla game, because they are not related to the engine.
- 15 Sep 2016, 20:48
- Forum: General
- Topic: Todwendy bug in german?
- Replies: 10
- Views: 4433
Re: Todwendy bug in german?
Any information about why this is happening?
- 13 Sep 2016, 17:13
- Forum: General
- Topic: Todwendy bug in german?
- Replies: 10
- Views: 4433
Re: Todwendy bug in german?
When I run the Wizard and select the English installation, the game stays in German, and plugins and master files from both installations are displayed in the OpenMW launcher (which leads to having two versions of Tribunal and Bloodmoon in the list at the same time). It still uses the German master...