Search found 139 matches

by Mistahtokyo
16 Feb 2019, 18:51
Forum: General Development
Topic: Animated doors
Replies: 7
Views: 4761

Re: Animated doors

The opening animation isn't supposed to hide loading, even if I can load the interior in one nanosecond I would still enjoy it. Otherwise my character is just staring at a closed door, then magically teleports inside? Doesn't make any sense. At least the short animation gives the illusion of you ent...
by Mistahtokyo
16 Feb 2019, 18:45
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 277
Views: 176549

Re: Lysol's normal mapped texture packs

Parallax can look much more realistic, just not the specific parallax map you're using. One way to really take advantage of the parallax effect is to widen the gap between the stone bricks a bit (use thick mortar) and have a pronounced depth/edge difference between the brick face and the mortar. Don...
by Mistahtokyo
02 Feb 2019, 17:22
Forum: Off Topic
Topic: Gaming mouse
Replies: 20
Views: 19148

Re: Gaming mouse

I have a Corsair M64 Pro and after about a year of use the right click started to have issues where it either didn't register inputs at all or it would double register them. I use the mouse very frequently, though, so I wouldn't necessarily blame it, but I would personally look for mice that have be...
by Mistahtokyo
22 Dec 2018, 02:45
Forum: Off Topic
Topic: A kind of crazy idea
Replies: 39
Views: 26386

Re: A kind of crazy idea

It would be great to test this. The height cap and the low terrain mesh resolution are two of the most visually outdated things with the MW terrain, in my opinion.
by Mistahtokyo
19 Dec 2018, 00:43
Forum: Off Topic
Topic: A kind of crazy idea
Replies: 39
Views: 26386

Re: A kind of crazy idea

I recall a discussion regarding this (with vanilla Morrowind, not OpenMW), where it was concluded that scaling the map horizontally messes with the terrain's look unless you also scale the heights a bit as well. However the max terrain height was capped such that it wasn't feasible. Red Mountain wou...
by Mistahtokyo
19 Nov 2018, 05:12
Forum: Off Topic
Topic: Lysol's normal mapped texture packs
Replies: 277
Views: 176549

Re: Lysol's normal mapped texture packs

As much as I love the texture it's screenshots like these that highlight how badly meshes in Morrowind stand out from the terrain mesh. There is a very harsh cutoff where they clip together with no blending of the mesh or textures.
by Mistahtokyo
17 Oct 2018, 06:13
Forum: Feature Requests and Suggestions
Topic: Terrain Tunneling/Arching
Replies: 63
Views: 38690

Re: Terrain Tunneling/Arching

AnyOldName3 wrote: 04 Oct 2018, 18:37 I think it might be held in a table in the ESM instead of a texture, in which case it's not a case of changing the resolution as the table is probably a fixed-size record.
Any way to edit it in that case?
by Mistahtokyo
04 Oct 2018, 17:07
Forum: Feature Requests and Suggestions
Topic: Terrain Tunneling/Arching
Replies: 63
Views: 38690

Re: Terrain Tunneling/Arching

@Zini: pre or post 1.0 for higher resolution terrain meshes? If I had to guess, the main limitation is the resolution of the original heightmaps in the game data. Maybe we could interpolate to smooth things out, but I'd imagine having the data at a higher resolution would be the best approach. Depe...
by Mistahtokyo
03 Oct 2018, 02:09
Forum: Feature Requests and Suggestions
Topic: Terrain Tunneling/Arching
Replies: 63
Views: 38690

Re: Terrain Tunneling/Arching

I posted a thread requesting the terrain/mesh blending, but I don't know if anything came of it. And holes/tunnels aside, what could be done about a higher poly terrain mesh? In many areas (I find it particularly noticeable in Balmora) it is extremely easy to notice the edges of the individual trian...
by Mistahtokyo
01 Oct 2018, 14:20
Forum: Feature Requests and Suggestions
Topic: Terrain Tunneling/Arching
Replies: 63
Views: 38690

Re: Terrain Tunneling/Arching

Resurrecting this to check on whether or not there's any future plans for either the tunneling/arching feature, or other features discussed in the thread like terrain holes/seams and a higher poly (more subdivisions per sq m) terrain mesh.