Search found 139 matches
- 06 Mar 2019, 19:12
- Forum: Feature Requests and Suggestions
- Topic: Unlimited Light Sources with Clustered Forward Shading
- Replies: 38
- Views: 29633
Re: Unlimited Light Sources with Clustered Forward Shading
Hmm it would be doable, but would likely have to be entirely manual as far as placement goes since I don't think one could automate guessing where multiple blended meshes would end up to align as a new one, no?
- 06 Mar 2019, 18:58
- Forum: Feature Requests and Suggestions
- Topic: Unlimited Light Sources with Clustered Forward Shading
- Replies: 38
- Views: 29633
Re: Unlimited Light Sources with Clustered Forward Shading
Ignorant user here. How much of these draw call performance issues could be fixed by changing the assets themselves? As in merging smaller meshes into single, larger ones (one house model or fewer, larger sections, etc) vs having the current various smaller meshes?
- 03 Mar 2019, 14:52
- Forum: Support
- Topic: Odd/Incorrect Lighting on Meshes
- Replies: 26
- Views: 10760
Re: Odd/Incorrect Lighting on Meshes
I don't suppose there is any sort of temporary workaround for this? Sadly it's one of those things that once you see it, you cannot unsee it.
- 01 Mar 2019, 21:57
- Forum: Support
- Topic: Odd/Incorrect Lighting on Meshes
- Replies: 26
- Views: 10760
Re: Odd/Incorrect Lighting on Meshes
Pardon my ignorance, still have a lot left to understand
- 01 Mar 2019, 08:10
- Forum: Support
- Topic: [Solved] Intro cinematic not running?
- Replies: 3
- Views: 3630
Re: Intro cinematic not running?
Just for reference, I have the steam version and it contains the intro cinematics.
- 01 Mar 2019, 08:06
- Forum: Support
- Topic: Odd/Incorrect Lighting on Meshes
- Replies: 26
- Views: 10760
Re: Odd/Incorrect Lighting on Meshes
Vanilla Hlaalu wall meshes have normals?
Would editing the meshes work, then? The seams are very jarring during normal gameplay. Whole town looks like some lego tileset instead of houses.
Would editing the meshes work, then? The seams are very jarring during normal gameplay. Whole town looks like some lego tileset instead of houses.
- 01 Mar 2019, 02:06
- Forum: Support
- Topic: Odd/Incorrect Lighting on Meshes
- Replies: 26
- Views: 10760
Re: Odd/Incorrect Lighting on Meshes
Both examples used unedited vanilla textures so I do not know how normal maps could be the issue.
- 28 Feb 2019, 18:19
- Forum: Support
- Topic: Odd/Incorrect Lighting on Meshes
- Replies: 26
- Views: 10760
Re: Odd/Incorrect Lighting on Meshes
Both comparisons were taking using clear weather with no nearby lights. Any ideas as to what could be causing the difference? Just a fundamental difference in how Morrowind and OpenMW calculate lighting?
- 28 Feb 2019, 18:02
- Forum: Support
- Topic: Odd/Incorrect Lighting on Meshes
- Replies: 26
- Views: 10760
Re: Odd/Incorrect Lighting on Meshes
This happens regardless of angle. Only files loaded were Morrowind and the expansions. Nothing else. I enabled and disabled shadows. Enabled and disabled the "force per pixel lighting" and "clamp" options. Still having the issue.
- 28 Feb 2019, 17:07
- Forum: Support
- Topic: Odd/Incorrect Lighting on Meshes
- Replies: 26
- Views: 10760
Odd/Incorrect Lighting on Meshes
Hello, I came across this issue while testing some atlased textures, but came to realize the problem seemed inherent to OpenMW. There are visible lighting differences between adjacent meshes whether they're atlased or not. The vanilla Morrowind rendering engine and textures do have seams, but not ne...