Search found 243 matches
- 08 Sep 2017, 17:47
- Forum: Editor Development
- Topic: Terrain Editing
- Replies: 131
- Views: 103755
Re: Terrain Editing
The pull request is up here.
- 05 Sep 2017, 03:36
- Forum: Editor Development
- Topic: Terrain Editing
- Replies: 131
- Views: 103755
Re: Terrain Editing
The extended delete doesn't seem to delete the related pathgrid or land record associated with it. Maybe I'm misunderstanding what it's suppose to do or something is not set up? Previously you mentioned (before the discovery that LTEX's were plugin specific) that LTEX records should be deleted if th...
- 02 Sep 2017, 15:24
- Forum: Editor Development
- Topic: Terrain Editing
- Replies: 131
- Views: 103755
Re: Terrain Editing
A separate task would be best. There's quite a bit to this task already.
- 31 Aug 2017, 14:06
- Forum: Editor Development
- Topic: Terrain Editing
- Replies: 131
- Views: 103755
Re: Terrain Editing
I see I was misunderstanding on some levels. A bit of a progress update, I'm working on the ability to "touch" a land record. This merely copies the base version and calls the setModified function, as long as the record is not already modified. I'm choosing between implementing it as a pro...
- 30 Aug 2017, 17:42
- Forum: Editor Development
- Topic: Terrain Editing
- Replies: 131
- Views: 103755
Re: Terrain Editing
this would automatically change the texture for all LANDs that are using this record First, I'm not sure we're on the same page, so let me reiterate and slightly expand on my previous posts. The LTEX is not a true record. It is either "new" or "base" (a limitation of the save fo...
- 29 Aug 2017, 15:55
- Forum: Editor Development
- Topic: Terrain Editing
- Replies: 131
- Views: 103755
Re: Terrain Editing
Say the user modifies some terrain. They then go to the LTEX tables and change the name and texture of an LTEX record. Then, they go back to editing terrain. An LTEX record with a different index would need to be created since there is no way of determining that the two were the same. We will probab...
- 29 Aug 2017, 13:52
- Forum: Editor Development
- Topic: Terrain Editing
- Replies: 131
- Views: 103755
Re: Terrain Editing
I suppose that's the most sane way of handling it. It may cause some grief to the user though if they change an LTEX in the midst of modifying base LAND records.
- 29 Aug 2017, 06:13
- Forum: Editor Development
- Topic: Terrain Editing
- Replies: 131
- Views: 103755
Re: Terrain Editing
I was able to get the ID table to work using the land texture plugin and index as the source. I still need to work on the land texture cloning/creation, but I don't anticipate that taking too long. However, I have thought up an interesting scenario that needs consideration. Say the user creates a la...
- 29 Aug 2017, 03:16
- Forum: Editor Development
- Topic: Feature Discussion: Reload Data Files
- Replies: 19
- Views: 23175
Re: Feature Discussion: Reload Data Files
C:\Program Files (x86)\GalaxyClient\Games\Morrowind is what OpenMW wizard offered me as the default data path It could be a bug. I don't think though that the openmw.cfg file is removed when you uninstall though, so it could also be something left over from the past. Someone would have to look into...
- 27 Aug 2017, 23:02
- Forum: Editor Development
- Topic: Feature Discussion: Reload Data Files
- Replies: 19
- Views: 23175
Re: Feature Discussion: Reload Data Files
Just for reference, here's mine, albeit with an SSD in this case. Loading settings file: ./openmw-cs.cfg Loading settings file: /home/aesylwinn/.config/openmw/openmw-cs.cfg Loading config file: /home/aesylwinn/.config/openmw/openmw.cfg... done. Loading config file: ./openmw.cfg... done. Adding BSA a...