Bloodmoon related problems

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scrawl
Posts: 2152
Joined: 18 Feb 2012, 11:51

Bloodmoon related problems

Post by scrawl »

Using mark76's branch, when I try to play animation of a wolf in bloodmoon, fps drops to about 1 and the wolf's orientation is wrong by 90 degrees. Can't really say if the animation itself is correct, but probably not.

I forgot to note the cell coords where i found a wolf. If someone finds one again please note them here.
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jvoisin
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Re: Multiple ESMs and ESP support

Post by jvoisin »

Some feedback:
  • Plants are looking weird
    plants
    plants
  • Some assets are looking weird
    Weird
    Weird
Chris
Posts: 1626
Joined: 04 Sep 2011, 08:33

Re: Multiple ESMs and ESP support

Post by Chris »

ap0 wrote:Some feedback:
  • Plants are looking weird
Looks like it's due to unsupported alpha modes for nif materials.. particularly, alpha testing. You can see the same problem on the trees in the background.
  • Some assets are looking weird
There's actually two models occupying the same spot there.. an intact well and a destroyed well. The destroyed well should be disabled initially, and then at a certain point along Bloodmoon's MQ, the intact well is disabled and the destroyed well is enabled. Same with portions of the wall and piles of rubble.
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jvoisin
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Re: Bloodmoon related problems

Post by jvoisin »

Another weird thing in Thirsk:
Flying wood stuffs !
Flying wood stuffs !
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