Search found 497 matches

by cc9cii
03 Jun 2020, 23:20
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 378
Views: 134749

Re: Elder-scrolls IV Oblivion

Just noticed some discussion about script and active cells, etc. What I do is to maintain separate CellStore lists in MWWorld::Scene - active cells where everything is loaded and another where only the visible meshes (hopefully low-poly) are loaded without collision shapes. In fact I also keep yet a...
by cc9cii
03 Jun 2020, 22:51
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 378
Views: 134749

Re: Elder-scrolls IV Oblivion

@cc9cii - Amazing work with your latest youtube videos. Regarding the Landscape LOD performance, https://www.youtube.com/watch?v=gdcRzohlOaI&t, I have a few questions: 1. Are you using the pre-generated landscape meshes/textures (\Oblivion\Data\Meshes\Landscape\LOD\*.nif and \Oblivion\Data\Textures...
by cc9cii
28 May 2020, 05:24
Forum: General
Topic: gaming on android taken to the next level
Replies: 3
Views: 219

Re: gaming on android taken to the next level

I like the enthusiasm! I do hope you're a patient man, though.
by cc9cii
11 May 2020, 01:25
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 378
Views: 134749

Re: Elder-scrolls IV Oblivion

ponyrider0 wrote:
11 May 2020, 00:12
PGRR subrecords are the links between nodes in the same cell/pathgrid.
Hi, I meant PGRR subrecords in ROAD records. They don't look the same to me. With regards to pathgrid implementation I believe OpenMW had it done many years ago so I don't think there'll be too many surprises.
by cc9cii
10 May 2020, 22:03
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 378
Views: 134749

Re: Elder-scrolls IV Oblivion

Hi, thanks for the links. Yes, I guess the posts help in the sense that they confirm what I was suspecting - that is, there has to be a hierarchy of pathfinding (I guess there really isn't any other way?) i.e. at a high level, path finding between cells and at a lower level pathgrid points within a ...
by cc9cii
10 May 2020, 11:37
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 378
Views: 134749

Re: Elder-scrolls IV Oblivion

I just got around to watching your youtube videos for this year. Looking very nice! Did you figure out the parameters for the FGTS? I have not had time to confirm it yet, but I believe there are fifty [4 byte] values (32bit float?) corresponding to the 50 images contained within an EGT file. Accord...
by cc9cii
09 May 2020, 07:17
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 378
Views: 134749

Re: Elder-scrolls IV Oblivion

I've not spent any time looking at speedtree at all - at the moment I'm kinda leaning towards using the tree NIFs from Skyrim which comes with LOD meshes and textures.
by cc9cii
23 Apr 2020, 00:21
Forum: General
Topic: Distant Lands and OpenMW
Replies: 86
Views: 8811

Re: Distant Lands and OpenMW

Distant statics might be merged in the 0.47 cycle? This would be incredible!! I had thought from this and other forum topics (e.g. https://forum.openmw.org/viewtopic.php?f=6&t=4621) this might take years assuming a dedicated developer had the time, skills, and interest to develop this - viewing dis...
by cc9cii
10 Apr 2020, 01:32
Forum: General
Topic: Distant Lands and OpenMW
Replies: 86
Views: 8811

Re: Distant Lands and OpenMW

Thank you for your investigations so far cc9ii. Can you tell if water height is included in Oblivion LOD data? It's determined per cell in Oblivion if I understand correctly, whereas Morrowind has a single pane for the entire worldspace. It will only become necessary to support that for Oblivion, t...
by cc9cii
09 Apr 2020, 23:30
Forum: General
Topic: Distant Lands and OpenMW
Replies: 86
Views: 8811

Re: Distant Lands and OpenMW

Some progress notes after playing around a bit: If the Oblivion-like LOD was to be used for OpenMW, there are a number of things that may need to change: Terrain - not sure how the latest terrain in OpenMW works, but some kind of alpha blending of textures will need to be introduced. (prob. using sh...