https://developer.nvidia.com/sites/defa ... mework.pdf
https://github.com/tlorach/nvFX
Can it be useful?
Search found 243 matches
- 08 Aug 2021, 08:04
- Forum: General Development
- Topic: Postprocessing: For real
- Replies: 21
- Views: 17200
- 06 Aug 2021, 09:58
- Forum: General Development
- Topic: Postprocessing: For real
- Replies: 21
- Views: 17200
- 05 Apr 2019, 18:11
- Forum: Feature Requests and Suggestions
- Topic: Procedural generation based on land terrain texture grid
- Replies: 44
- Views: 26465
Re: Procedural generation based on land terrain texture grid
Yes, I saw that thread, pretty interesting! I did some experiments with GDAL too, but in Unity. I think that good solution will be: TESAnnwyn (PNG, RAW) as core feature GDAL (more specific formats like GeoTIFF) as optional plugin. Especially if someone wants to recreate a post-nuclear America :mrgre...
- 04 Apr 2019, 19:55
- Forum: Feature Requests and Suggestions
- Topic: Procedural generation based on land terrain texture grid
- Replies: 44
- Views: 26465
Re: Procedural generation based on land terrain texture grid
The idea is to be able to support raw (8, 16, 32-bit signed and unsigned), PNG 8/16-bit greyscale and BMP (8, 32-bit) and converting that into a usable heightmap. It would be great to also dump the heightmap back out... maybe time to look at GDAL integration as well? GDAL supports way more formats....
- 04 Apr 2019, 00:13
- Forum: Feature Requests and Suggestions
- Topic: Procedural generation based on land terrain texture grid
- Replies: 44
- Views: 26465
Re: Procedural generation based on land terrain texture grid
I was also thinking of image to heightmap, and image to texture map importing. This would be a great feature! Few years ago I heard about plans to integrate TESAnnwyn utility into OpenCS, but there is no any progress, as I know. https://github.com/psi29a/tesannwyn http://www.oceanlightwave.com/morr...
- 03 Apr 2019, 14:40
- Forum: Feature Requests and Suggestions
- Topic: Procedural generation based on land terrain texture grid
- Replies: 44
- Views: 26465
Re: Procedural generation based on land terrain texture grid
It would be great to see a possibility to use a mesh (.obj, .dae, etc) or TIFF heightmap as terrain in OpenCS.
Then we could use some 3DCC apps (Blender, World Machine) to create a mesh or heightmap and adjust it as terrain in OpenCS afterwards.
Then we could use some 3DCC apps (Blender, World Machine) to create a mesh or heightmap and adjust it as terrain in OpenCS afterwards.
- 01 Apr 2019, 14:07
- Forum: Feature Requests and Suggestions
- Topic: Procedural generation based on land terrain texture grid
- Replies: 44
- Views: 26465
Re: Procedural generation based on land terrain texture grid
Some interesting tool in development. https://www.youtube.com/watch?v=CAYgW5JfCQw https://www.youtube.com/watch?v=pHw0LbiWoyo Its author Adam Brown wrote: I am planning to follow Blender's example and raise money to pay for the current development to this point and then open-source it so the communi...
- 27 Mar 2019, 15:35
- Forum: General
- Topic: I'm issuing OpenMW bounties on Bountysource
- Replies: 6
- Views: 4890
Re: I'm issuing OpenMW bounties on Bountysource
Great idea!
Maybe OpenMW team can oficially support this initiative? I seen some discussion about it earlier, but without any conclusion...
Maybe OpenMW team can oficially support this initiative? I seen some discussion about it earlier, but without any conclusion...
- 18 Mar 2019, 17:34
- Forum: Feature Requests and Suggestions
- Topic: Oculus Rift
- Replies: 60
- Views: 52380
- 13 Mar 2019, 10:05
- Forum: Feature Requests and Suggestions
- Topic: OpenMW support for other games: Oblivion, Skyrim, Fallout and more
- Replies: 442
- Views: 326457